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    FAQ/Walkthrough by ASchultz

    Version: 1.0.0 | Updated: 04/09/04 | Printable Version | Search This Guide

    Ultima: Runes of Virtue(GameBoy) FAQ
    version 1.0.0
    by Andrew Schultz schultza@earthlink.net
    
    Please do not reproduce this FAQ for profit without my prior consent. However,
    if you write a polite e-mail to me referring to me(and this FAQ) by name, then I
    will probably say OK. But if I ignore you that means no--and I am bad about
    answering e-mail. Sorry.
    
    **** AD SPACE: ****
    My home page: http://www.geocities.com/SoHo/Exhibit/2762
    
    ================================
    
                OUTLINE
    
      1. INTRODUCTION/OBJECTIVES
    
        1-1. GAME OVERVIEW
    
        1-2. GAME VS. SERIES
    
      2. CONTROLS AND LANDMARKS
    
        2-1. BASICS OF MOVING AND TRICKS
    
        2-2. PUSHING STUFF AROUND
    
      3. POINTS
    
      4. COMBAT
    
      5. OVERLAND AND GETTING STARTED
    
      6. THE DUNGEONS
    
        6-1. HATRED
    
        6-2. DECEIT
    
          6-2-1. ALTERNATE PATH THROUGH DECEIT
    
        6-3. COWARDICE
    
          6-3-1. PLATE MAIL DETOUR
    
        6-4. INJUSTICE
    
        6-5. DISHONOR
    
        6-6. SELFISHNESS
    
        6-7. PRIDE
    
        6-8. ABYSS
    
      7. VERSIONS
    
      8. CREDITS
    
    ================================
    
      1. INTRODUCTION/OBJECTIVES
    
        1-1. GAME OVERVIEW
    
      Ultima: Runes of Virtue(URV) is a toned down version of a real Ultima game. It
    has no real story--just dungeon crawling, but slick dungeon crawling. Your
    object is to enter eight dungeons and find the rune hidden there. After you find
    the eighth, you win the game. The style is roughly original Zelda--2-d moving
    around with action fights against enemies, buy stuff you run over--but the
    dungeons are exactly the same as overground. No separate dungeon rooms. Each
    area is 16x16, but there's enough variety that you have some interesting puzzles.
    In fact you chat more in dungeons than above ground, and it feels weird that
    people you chat to constantly get recycled. As do the animals--which there are
    more of.
    
      For the actual story, I'm reminded of Akalabeth, which started this all off--
    'Go kill a X. Go kill a Y.' The story's that simple. The runes are a side quest
    from Ultima IV. But the action and combat are much more interesting.
    
      The world of Britannia is also simpled down to concentrate on the dungeon
    crawling. People only have one thing to say, shops consist of areas where you
    walk over weapons and the prices are displayed, and there are five outside areas
    total--at 16x16, but with a lot of water surrounding them, too. You sail between
    them with a boat, but you can't go everywhere first. Along the way you'll find
    weapons that make your life easier, armor that does the same, and the runes.
    Which improve your attributes. With many magic items having simple but numerous
    applications, URV is a pretty good game for puzzles. Nothing's too outstanding,
    and sometimes the whole ideas of levers changing dungeons rooms radically gets
    ridiculous, but even on replay you can find good ways to minimize the damage
    you're hit with.
    
      There are three levels of play, but the main difference seems to be how
    quickly your health/magic get drained as you fight. Nothing qualitative in
    puzzles, etc. And the game's rather convenient--when you die, you're kicked to
    where/how you started the room you're in. So you can make mistakes and try again
    without returning from the home base. The only big mistake is not having the
    supplies you need.
    
        1-2. GAME VS. SERIES
    
      URV rehashes a central theme of Ultima IV(U4,) namely, that eight runes have
    been lost, and it's up to you to find them. It also takes into account a set of
    virtues which interact with statistics. While U4 put all runes above ground and
    had you talk to a bunch of people, URV gave you some puzzles. The dungeon names
    are also different, as is the geography. Let's look at all this.
    
    URV name    U4 name  Rune         URV order Principles
    Deceit      Deceit   Honesty      2         T
    Hatred      Despise  Compassion   1         L
    Cowardice   Destard  Valor        3         C
    Injustice   Wrong    Justice      4         T+L
    Selfishness Covetous Sacrifice    5         L+C
    Dishonor    Shame    Honor        6         T+C
    Pride       Hythloth Spirituality 7         T+L+C
    Abyss       Abyss    Humility     8         [0]
    
      Hmm, URV comes off as a bit less poetic. Towns are also absent in URV, but the
    three castles(Lycaeum/Empath Abbey/Serpents' Hold) are still there, as is the
    Stygian Abyss. Chuckles the jester is around, as is Lord British. Other notes--
    Deceit moves from the Isle of Verity(E) to the mainland, Cowardice and
    Selfishness from the mainland to the Isle of Verity. Injustice goes to an island
    but is still near Empath Abbey, Dishonor similarly stays near Serpents Hold, and
    Pride and the Abyss are both still on Avatar Isle.
    
      Items are a big part of your improvement, too, and so is finding a rune. You
    get attributes depending on which rune you rescue. If a rune has the truth
    principle, you gain intelligence--and a maximum star. For love, you get
    dexterity. For courage, you get strength and an extra heart. The stats-page
    attributes increase by 3, but that's just numbers.
    
      2. CONTROLS AND LANDMARKS
    
        2-1. BASICS OF MOVING AND TRICKS
    
      The controls are pretty intuitive and fortunately there are breaks that can
    make things much easier. You have two slots for weapons or items to use, which
    can be activated with the A or B button. To look at your inventory, hit return.
    Then move the cursor with the arrows and push A or B to ready an item. Push
    return to get back to regular play.
    
      Another important use of controls is the ankh, which all characters start out
    with. Push return, left, and either A or B to return to Lord British's. This
    recharges all your health. This is very nice after you've completed a dungeon,
    too, and it means you'll never get stuck. It does, however, wipe keys from your
    inventory. You can also pause the game by looking in your inventory, although
    this hides the game map.
    
      You can have up to 32 items. Once you are full, the game won't let you pick up
    the item you walk over. The solution to having useless items is just to chuck
    them. I generally go with a bow, the special game items, and 40-60 between food
    and potions in my inventory. The game also won't let you gather more than one
    heart, star or ankh key(used on the corresponding doors.) That could make some
    puzzles too easy. Or you could avoid certain puzzles.
    
      You can reset an area by visiting two different areas before returning to it.
    This is handy if it has treasure or if you just goofed.
    
      Dungeons have several items as treasure you should be aware of. Standard
    treasure(actually, it's not in a chest, so you could call it 'outside the box')
    consists of hearts, which give you a health point back, stars, which give magic
    back, and coins. Sometimes you'll find gems(+$05) or even potions or food, which
    restore all of your magic and health respectively. Chests are a bit different;
    many have nothing. Some aren't really chests, but mimics, although they still
    may leave something.
    
      Secret doors/false walls in dungeons don't look quite like the other tiles. If
    you see a monster or treasure in some place you can't get, look for secret doors.
    Then look for pressure plates or teleportals.
    
        2-2. PUSHING STUFF AROUND
    
      Generally you can activate certain levers, pressure plates, etc. just by
    stepping on them. You can push boulders around one square at a time. Levers can
    toggle if a gate is open, as can plates. But they can do so more. Some plates
    change the entire makeup of a room; half the wall squares will vanish. Other
    times a key will pop up in a corner. Mushrooms work similarly but are a one-shot
    deal. Some of this sort of item does more harm than good, so be warned.
    
      There are two types of web--white and black. You can shoot the white but not
    the black webs. Kill the white with any weapon, but you need a wand to kill the
    black. You can also travel on ships. They work on established routes, and
    there's a boring wait as they move around, but you can never maroon a ship--
    one's always at either end of the route.
    
      3. POINTS
    
      Point total score is useless, but it's fun to watch it go up. The main events
    that get you points are:
    
    10000 for finding a rune
     1000 for entering a new area
       50 for getting a gem
       10 for getting a star, heart or coin
    
      Experience for monsters(note that you don't get experience if monsters kill
    each other or themselves)
    
    Ball     20
    Bat      10
    Boulder  30??
    Cyclops   0
    Dragon 0, 50 or 100
    Eep Eep N/A
    Ghost    20
    Gremlin  40
    Mage     30 aka Count Chocula
    Python  250 <- not sure why
    Reaper   50
    Rat      40
    Seahorse 20
    Serpent  30
    Skeleton 20
    Spider   30
    Squid    30
    Tiger     0
    Troll    30
    Wisp     70
    
      4. COMBAT
    
      Combat is contiguous with dungeon crawling, and often you may just want to
    plow through monsters to get through it all. General principles of combat
    include
    
    1) THE MOST IMPORTANT BIT. Try to fight in narrow corridors so monsters can only
    attack you from one side. Never be ashamed to retreat to a doorway nr behind it
    to shoot monsters more easily.
    2) if monsters don't flash when you hit them, they're invincible. Go around them.
    3) you often need to time a shot to take out monsters
    4) close range monsters can often nail you if you don't appear to be touching.
    URV keeps track of *two* squares on the grid that you're on: where you're from
    and where you're going. It does so for the monsters, too, and if anything
    overlaps you could be in trouble even though it doesn't look like it.
    5) pan pipes freeze enemies, and where you can't pick them off easily, this is a
    good way to do things
    6) different weapons do work better on different enemies.
    7) getting monsters with range weapons to fire at you and hit each other when
    you duck is fun
    8) teleporting via an arrow onto a monster crushes it. Enemies aren't affected
    by teleportals but you are. Also note monsters can't touch teleportals, so these
    act like walls
    9) if a monster is behind a wall, you can move to the side to goad it over
    10) if you're in a secret wall, you can usually slaughter monsters on the
    regular floor
    11) you can usually win without magic, but it's slower
    12) later on, stocking up on potion allows you to use the pipes, which allows
    you to wipe out opponents quickly
    13) hold the fire button down and turn to shoot without moving
    14) for some monsters, it's important to pay attention to where they are between
    two squares. If a monster has just moved from one square, he can't turn back
    before the next, as you can. This allows you to plan ahead slightly.
    
      Certain monsters require certain techniques to defeat them. Here is a run-down
    of monsters, with experience totals, and the strategies you use to defeat them.
    URV has some interesting twists as many monsters that aren't particularly
    powerful in other Ultimas or RPG's in general have a good deal of clout here.
    Monsters also aren't affected by lava, and trolls and pythons get stronger in
    later dungeons. Monsters also occasionally leave a coin or heart behind.
    
      Also, you can't shoot Chuckles the jester or any townspeople regardless of if
    they block your way or not.
    
    Balls: probably not their real name, these are little balls that explode on
    impact, sending shards of fire in eight directions. They often appear in clumps,
    causing a chain reaction. Their explosion radius is three squares, but if you go
    2E1S of an exploding ball you'll be safe too.
    
    Bats: these move around very quickly and don't damage you much. I don't bother
    with them unless they're blocking a corridor. They'll drive you catty if you try
    to kill the ones that appear overground.
    
    Boulders: most of these are invincible, but you can shoot some of them, and
    you're faster than they are. They move slowly and are very nasty. It's best to
    try to run behind them, but you can't move onto a square where a boulder is
    part-touching. Boulders test your patience and often change their paths after
    you pick up some treasure--after you do, they can plow over that square. They
    cannot go through doors. You can obliterate a boulder by teleporting onto it,
    but if you shoot one down, it appears at the last square where it landed on the
    grid. If a boulder touches you, it leaves you inoperative a bit, so that can
    lead to you getting nicked several times.
    
    Cyclops: these don't appear until the end, and they're very hard. Vulnerable
    only to the magic sword, these slow monsters track you down ruthlessly and take
    away a few hearts' worth of damage. The best strategy with cyclops is to note
    when they are about to align themselves with you. Strike with the sword when
    they are halfway from one square to another, then do so again. Two hits take
    them out. Many late rooms have a passel of cyclops, and you must use the pipes
    to freeze them.
    
    Dragons: three-wide monsters that shoot fireballs but are surprisingly easy.
    They usually guard something. Just flail away at their heads with a sword. Often
    you'll have to take damage from a dragon.
    
    Eep Eeps: these can't actually harm you, but you'll want to harm them. They
    bounce around in dungeons and just block everything in their way, transferring
    them to the screen that says "Eep? Eep eep!" This definitely breaks one's
    concentration. Often they block where you want to go, and if you are in a narrow
    corridor and they bounce back and forth, you can't move into the square they
    just vacated. You have to wait 'til they go two squares away. You do have to
    touch some eep eeps, though, to open secret passages.
    
    Ghosts: these go through walls, where you can't hit them. Often they'll bounce
    back and forth inside the walls, too. When a ghost hits you from inside a wall,
    move a square away from it. The ghost may change direction. Try to avoid areas
    next to walls with these. But they don't damange you too much, so if you have
    some more tangible monsters to fight, they take priority.
    
    Gremlins: these steal your food and then whiz away. The best solution is to use
    the pipes on them right away. A few magic points cost much less than a plate of
    food. Killing a gremlin nets 5 gems, so it's even a decent trade-off given a
    potion(~4-9 magic points, 3 for pipes) costs 10.
    
    Mages: these guys have pointy cloaks and try to use the fire and duck strategies
    that work so well for you. The difference? They're too slow and so are their
    shots. Sometimes they even duck while forgetting to fire. But they can damage
    you at close range.
    
    Pythons: these are the most valuable monsters experience wise in the game. Not
    sure why. They do have a nasty habit of not quite aligning with you
    vertically/horizontally and running at you. They'll be one square away from it,
    so their strategy is to corner you. They're a bit slow, though, so often you can
    nip in and fire quickly as they start to move to the next square. Some pythons
    can cause a lot of damage later on.
    
    Reapers: very impressive looking monsters, but in fact it's fun and not too hard
    to fake them out. A reaper will always fire when it can. But it can only have
    one shot on the playing field at a time. So if you're in a long corridor,
    running at a reaper, step out of the way of the missile and fire with impunity.
    Be sure to keep 2-3 squares away so you can duck when it fires next. Then go
    back where you were and keep firing. What's really cool is that you can usually
    outrun reapers' shots.
    
    Rats: the most annoying monsters in the game. I mean, RATS should never be hard,
    right? But they are rather quick, and when they hide behind doors, you need to
    be careful WHEN you open the door--usually just after the rats turn away. That
    gives time to set up and fire.
    
    Seahorses: these calm monsters won't attack unless you attack them. And they're
    damaging when they do. Two to three hearts a pop.
    
    Serpents: these shoot fireballs, which are easy to duck. They also duck-and-
    shoot like you, but you can anticipate where they'll be and knock them off. Plus
    they can't come on land. They're usually easy picking and can often knock out
    enemies running at you.
    
    Skeletons: they generally move slowly and in a pattern. Those that don't have
    axes, just get them in a corridor, fire at them with a missile weapon, and
    retreat. For those with axes, you will want to work out their pattern and fire
    as they go by and duck.
    
    Spiders: these create cobwebs which are hard to clear. The pipes are a great
    asset against spiders, and the whip seems to work well against them. Killing a
    spider is a bit of timing and luck as they seem to put up a web on a square
    before they land on it--and the web they put up gets hit before they do.
    
    Squids: relatively easy monsters. Water, no missile attack. Whip or shoot them
    from afar.
    
    Tigers: you'll probably take damage whenever you face a tiger. They're quick and
    have good endurance. Fortunately there are very few in the game.
    
    Trolls: again there's no way to tell if the opponent throws stuff. Trolls are
    slower than skeletons, so shooting and ducking works easier, but even better,
    trolls are STOO-PID. If you have several trolls on the other side of a wall, you
    can just wait, or move back and forth occasionally, to watch them shoot each
    other until one is left. Trolls also may be invincible, and others may circle in
    a set pattern, tripping important switches.
    
    Wisps: these have nasty missile damage and quick shots but don't stay around
    long. In a room with wisps I recommend you either keep moving or freeze monsters.
    Even if there aren't many wisps to freeze, these guys do pop up at random and
    zap you, so if your health dips to two hearts in a room with wisps, heal
    immediately.
    
      5. OVERLAND AND GETTING STARTED
    
      You have four potential players to start the game. Here's how they stack up:
    
             STR  INT  DEX
    Mariah   15 - 18 - 15
    Iolo     12 - 15 - 18
    Dupre    18 - 12 - 12
    Shamino  15 - 15 - 15
    
      Assuming that you can buy whatever you want, you can assume Mariah is the best
    long term. She certainly outdoes Shamino. In fact, Shamino's magic axe, the big
    draw at the start, means nothing if you go through Deceit. You should be able to
    use any player to get through the game expediently, and there's no huge
    diffeence. Previous ultima fans can just go with their favorite. Mariah can cast
    more magic, handy when you get the lightning wand. Iolo's quickness isn't really
    that useful. Dupre's extra constitution will come in handy early. And if you
    want your stars and hearts balanced, go with Shamino. So...Mariah it is,
    provided you know where to load up on cash. Which I'll get to in a bit.
    Otherwise Shamino is a nice starter.
    
      Harder play makes monsters tougher but doesn't change your starting stats. It
    can make some of the harder dungeons absolute torture, though.
    
      In the beginning you're on Lord British's isle, and you can see him and
    Chuckles and maybe even buy stuff--or gaze longingly at that bow(60 gold) and
    armor(25 gold.)
    
      DR CAT AND THE CASH COW
    
      But a cool thing about all this is that you can get the dough for these items
    without even going into a dungeon! There's a place where you can keep finding a
    chest with a gem over and over, and it's relatively expedient. Here goes.
    
      Take the boat east from Lord British's isle to Verity Isle. The Lycaeum is
    right near where you land. Enter it. Flip the lever. Go up the left stairs. Go
    down the right stairs. Step on the pressure plate. You can now go downstairs.
    Push the barrel out of the way and go into the teleportal in the northeast
    corner. Head south when you're in the center cross. Bump against the chest. Take
    the arrow and go into the teleportal, then back up two flights of stairs, down
    two flights of stairs, and through the gauntlet again. Note that the game
    records your current room settings as well as the previous one's, but where you
    were two locations ago gets reset. This tactic is also useful or detrimental in
    dungeons, but it's most expedient in the Lycaeum. Also you can get used to how
    arrows work by zooming around the basement.
    
      You'll need 85 gold total to get the best items available right now. Once done,
    use the ankh to get back. It's quicker than the boat. Visit Gnu Gnu's shop in
    the east.
    
      You can repeat going through the Lycaeum to stock up on potions and food at Dr.
    Cat's south of the Lycaeum, which you probably won't need for a while. But you
    can only have 99 gold at any one time, and it's never too early to stock up.
    
      Map of Lycaeum basement:
    
    XXXXXXXXXXX
    X   X<X< tX
    X   X X ( X
    X v X XH vX
    XXXXX XXXXX
    X^   t   vX
    XXXXX XXXXX
    X  ^X X   X
    X 5 X X<  X
    X   X<X   X
    XXXXXXXXXXX
    
      The overland map is as follows:
    
                BRITANNIA
    
                           CAVERN OF DECEIT
    
                        CAVERN OF HATRED             +------------------------+
                                                     | LYCAEUM  \ SELFISH     |
    JUSTICE ISLE--------LORD BRITISH'S---------------+VERITY ISLE \  NESS     |
                                                                  -------
                            GNU GNU EAST                 DR CAT   CAVERN/
                                       /                            COWARDICE
                    GNU GNU SOUTH     /[SMALL ISLE]
                                         |
                       +-----------------+-------+
                       |            SERPENTS ISLE|
                       |                         |
                       |         SERPANTS HOLD   |
                       |                         |
                       | CAVERN OF DISHONOR      |
                       +-------------------------+
                                       |
                                 BLACK KNIGHT                      BEH LEM    ABYSS
    
                                 CAVERN OF PRIDE --[underground] -- AVATAR ISLE
                                                                       CYCLOP
                                                                       DUNGEON
    
      6. THE DUNGEONS
    
      I couldn't extract all maps at once. I changed text notations in the middle of
    producing the maps, and so they may seem inconsistent. Nevertheless I believe I
    have the important details right. Stuff like what sort of treasure is lying
    around isn't quite perfect. But the game critical stuff is. I also haven't
    really mapped in monsters such as reapers.
    
      LEDGER
    
    H/h = ladder up/down.
    O   = hole
    X   = wall
    *   = boulder or, occasionally, volcano
    v<>^= arrows, jump you two squares, may be serial
    S   = secret door
    ~   = water
    L   = lava
    t   = teleportal circle
    Q/q = heart door/key
    Z/z = star door/key
    Y/y = ankh door/key
    (   = boulder
    D   = door or open gate
    #   = closed gate
    C   = chest(usually closed)
    c   = chest with worthless treasure
    &   = useless furniture(table, plant, fountain, etc.)
    !   = something important and ambiguous--often scenery you can run into
          or a nasty trap
    ,   = chair, which you can walk through
    "   = pressure plate
    `   = lever you can flip
    \   = crate
    ;   = swamp
    p   = potion
    P   = person
    =   = bridge
    _   = star
    +   = heart
    $   = coin
    @   = head
    -   = sign
    5   = gem(5 coins)
    :   = tiled floor
    x   = occasional/flippable wall
    W/w = Big web(need wand of fireballs)/small web
    R   = Rune or, where documented, critical item
    
        6-1. HATRED
    
    Big picture map of Hatred:
    
                 1
                 v
                 v
     3b << 2d - 2a
     v     |    |
     v     |    |
     4b    2c - 2b
     v     v
     v     v
     5b    3a >> 4a >> 5a (axe)
    (rune)
    
      Hatred is the first of the dungeons and the easiest. It does however have a
    few pitfalls and a decent variety of puzzles. In Hatred you will get acquainted
    with basic monster types and combat strategies and maybe even pick up some loot
    as well. You might want to come in with a food item or two, but you know where
    to get the cash for that.
    
    XXXXXXXXXXXXXXXXXX Room 1
    X(((((X.X(..D..,&X
    X(....X.X(.(X,..,X
    X(....D.X(.(X....X
    X(....X.X(.(X,...X
    X((((XX.XXC(X&,..X
    XXXXXX...XXXXXXXDX
    X......H.........X
    XDXXXX...XXXXXXXXX
    X..&.XX.XX&,&X(.(X
    X,...,X.X....D.h.X
    X&...&X.X.&.&X(.(X
    X,...,X.XDXXXXXDXX
    XXXDXXX.X..,.X(.(X
    X\&..&X.X.,&,X..(X
    X....&X.X..,.X...X
    X&,&,&X.D....D...X
    XXXXXXXXXXXXXXXXXX
    
      You don't really have much to do in the first level--a cross shaped corridor
    with four rooms. The exit to level two is in the southeast, but there's a heart
    in the northeast behind a rat in case you take a bit of damage.
    
    XXXXXXXXXXXXXXXXXX Room 2a
    XXXXXXXXX.......XX
    XD...>XvX.......XX
    XXXX.XXXX.......XX
    XXXX^XXvX..XXX..XX
    XD.X.XXXXXXX%XXXXX
    XX.X^XX>XvX...XXXX
    XX^.<.<XXXX...XXXX
    XX.X^X.XXvX...XXXX
    XX^X.X^XXXXXDXXXXX
    XX.X.><><><....HXX
    XX^X.X^XXXXXDXXXXX
    XX.X.X.XXXXX.....X
    XXDXXXDXXXXX...&.X
    X...X...X.+X.&...X
    X.""X...D.$X.....X
    X.".X...X.+XXXDXXX
    XXXXXXXXXXXXXXXXXX
    
      Go south to kill the bat--the room to the north is quirky but ultimately
    useless--don't worry about the arrows to the west yet either. Then go through
    the door that doesn't look like it's leading anywhere but the wall boundary.
    This sort of door invariably leads to a new area.
    
    XXXXXXXXXXXXXXXXXX Room 2b
    XXX#X#XXXXXXXX?XXX
    XX.....XXXXXXX...X
    XX,...,XXXXXXXXX.X
    XX&:::&X...X...X.X
    XX.....D.&.D...X.X
    XXC....X...X...X.X
    XXXXXDXXXDXXXDXX.X
    XD.X...X...X...X.X
    XX.X.&.X...D...D.X
    XX.X...X...X...X.X
    XX.XXDXXXXXXXDXX.X
    XX.X...X...X...X.X
    XX.X...D...X...D.X
    XX.X...X...X...X.X
    XX.XXXXXXDXXXDXX.X
    XX...............X
    XXXXXXXXXXXXXXXXXX
    
      In area 2b you have two options: go for the treasure or go on to 2c. For 2c,
    just follow the hallway and don't open any doors. For the treasure, which isn't
    really worth it, go west at the first opportunity through a door. Kill the rat,
    which will probably hit you once, and then go north and west. Sherry will tell
    you a tiger is behind one door and a woman the other. The heart-key is in the
    trunk. This is your first exposure to using keys. There are three types of keys:
    heart, ankh and star. You can only hold one at any one time. They only open
    doors with similar key pictures on them. Here it's straightforward: two heart
    doors, but a heart key only opens one of them. If you went to the west a bit you
    might have seen a blank room below and a woman to the east of it. This makes
    your choice pretty clear. Go to the right and get a gem and two heart pieces.
    Exit and you'll get kicked to the left side of the area. You can go left to a
    small part of 2d and get a coin. Then you can go back right and try again or
    just go on to 2c.
    
    XXXXXXXXXXXXXXXXXX Room 2c
    XXDXXXXXDXXXXXDXXX
    XX.......XXXX..hXX
    XXXXX.XXXXX.D...XX
    XX@~~"~~@XX.X...XX
    XX@~~"~~@XX.XXXDXX
    XX@~~"~~@XX.X...XX
    XXXXXDXXXXX.XX.XXX
    X.........X.X...DX
    X.........X...X.XX
    X.........XX.XX.XX
    X.........X...X..X
    X....%....D......X
    X.........X...XX.X
    X.........X.X..X.X
    X.........X.XX.X.X
    X`........X......X
    XXXXXXXXXXXXXXXXXX
    
      Area 2c has an stair down. It leads to where you can get a magic axe, but the
    stairs that ultimately help in your quest are a bit further on. So we'll
    continue with the path through 2d down to the rune first. The fight when you
    pick the mushroom is tough, and you'll want to be at full strength for it. It
    does however net ten gems, and the experience you get maneuvering while fighting
    several monsters in a wide open space is important. I recommend going left and
    firing and using the side to pace up and down. Skeletons often try to pin you
    against the wall, and the reaper can do your dirty work. Keep a safe distance
    from the reaper, fire, and duck once everything else is gone. Then flip the
    switch behind. You'll need to go up past some heads that will shoot arrows at
    you. Just keep running so they don't hit you. Take the left door beyond them.
    
    XXXXXXXXXXXXXXXXXX  Room 2d
    X......X$.X.D...XX
    X......XX.X$X...DX
    X..XX..XX.XXXXXXXX
    X..XX...".X^....XX
    X..XX..>X.XX....DX
    X..XXXXXX^Xv....XX
    X...DhXXX.XXXXXXXX
    X...XXXXX^"......X
    X...XXXXXXXDXvXXXX
    XXX.XXXXXXX.XXX^XX
    X@~"~@XX....XvXXXX
    X@~"~@XX.XXXXXX^XX
    X@~"~@XX..D.....XX
    XXX.XXXXXXX.....XX
    XX.......XX.....XX
    XXDXXXXXDXXXXXDXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 2d there's another set of 3 heads to run past and then before you get
    to a reaper, which you can kill by shooting and avoiding, etc., you have stairs
    down. The reaper gives you health if you defeat it, and by now you should see
    that reapers are easy enough if you have 1)patience and 2) a corridor you can
    back out of after you fire at the reapers.
    
    XXXXXXXXXXXXXXXXXX  Room 3b
    X" XtX     <X<   X
    X  XXX XXX XXXXX X
    X  X" *  * .Xt X X
    X  XXX*X X XX CX X
    X   *  X   XXXXX X
    X  **X     .Xt X X
    X  X H     XX CX X
    X          XXXXX X
    X.XX.XX.X  .Xt X X
    XXXXXXXXXXXXX CX X
    XtX tXXtXXXXXXXX X
    X XC X  XXXXXXXX X
    X XXXXC XXXXXXXX X
    X    XXXXX>  XXX X
    X    XXXhZ       X
    X   zXXX>X>  XXXXX
    XXXXXXXXXXXXXXXXXX
    
      On level 3b, you'll have a room with a bunch of boulders. You'll want to pull
    the lever on the right. This turns the X's into boulders. If you mess up, no big
    deal, just go back up the stairs, by the heads, through the right door, and back.
    Also note that touching the stairs doesn't kill you; just go right back down.
    
      Solution to the boulder puzzle after flipping the lever:
      Push boulder east. N, E, S, W above Dr. Cat. N, E, push boulder into wall.
      N, W, S, push boulder S. W onto stairs, back down, push boulder east, push it
    south, and then east into the hole.
      Go back right of the lever. Push the boulder east, then south 3 squares, then
    push it east.
      Push the top remaining boulder left to the wall and down.
      Push the right boulder down.
      Push the remaining boulder east, down, east past the ladder, and down into the
    final slot.
    
      Back to wandering. Hit the lever in the upper left. Take the west teleportal
    to get a star key. You can loot all the other chests except the one by the
    corner teleportal. The second-top one reveals an arrow that leads to the next
    part of the level. The stairs are behind the star door.
    
    XXXXXXXXXXXXXXXXXX  Room 4b
    X    X   X   X   X
    X    X   X   D   X
    X    D   Xq  X   X
    X    X  tX&  X   X
    XXQXXXXXXXXXXXXDXX
    X    #       #   X
    X    X ~~~~~ X   X
    X   +X ~   ~ X_  X
    XXXXXX ~   ~ XXXXX
    X& & X ~"  ~ X   X
    X   &X ~~~~~ X   X
    X    #       # < X
    XXDXXXv  XXXXXXXXX
    X    XXXXX  `X   X
    X    D  HX   X h X
    X    X   X  tX   X
    XXXXXXXXXXXXXXXXXX
    
      Room 4b has a rat to the west. Go north and east into the main room. There's a
    troll that moves in a square. Don't kill him. He shuts and opens various gates.
    The NE/SW and the NW/SE pairs flip from open to closed. The troll is tough to
    dodge but it's best to follow him in the counterclockwise direction to the
    northeast gate and make sure he's more than two squares away when you're in his
    line of fire. Get by the rat in the northeast. Fire left from the rat room to
    the skeleton's room. Time your shots so the skeleton gets hit and be sure to
    move out of the way of his throwing axe. The heart key is behind him. Now go to
    the northwest. There's another rat behind the heart key. Take the teleport. The
    skeleton will take two hearts of health off you so you may need to use your food
    here.
    
      Flip the switch and now the southeast gate will actually lead somewhere.
    Retrace to the center room and go to the southeast. Step on the arrow and climb
    down.
    
    XXXXXXXXXXXXXXXXXX  Room 5b
    X                X
    XXDXXDXXDXXDXXDX X
    X@ X@ X@ X@ X@ X X
    X% X% X% X% X% X X
    XDXXXXXXXXXXXXXX X
    X       X  D     X
    XXXXXXX X$ X XXXXX
    X   HXX XXXX X +XX
    X XXXXX X  D D  XX
    X X%%XX X+ X*XXXXX
    X X%    XXXX*X& &X
    X XXXXXXXXXX*X   X
    X   ~@#""    XXDXX
    X   ~@#      X   X
    X   ~@#      D H X
    XR  ~@#""    X   X
    XXXXXXXXXXXXXXXXXX
    
      In 5b there are a few rats as a welcoming committee. Then you'll see a few
    heads, gates, and a river to the left. The plates you step on toggle what's
    there.
    
    SW: river, head
    SE: river, gate
    NW: river, gate
    NE: head, gate--also reveals path east and to the north
    
      There's no way to remove everything by just stepping on plates. You'll always
    have 3 or 1 barriers in the way. But that's not so bad right now. Step on the
    northeast plate and now you can fight the reapers. Run right to the water and
    take out the top one first. When it shoots, go up, then come down and whale away.
    Follow similar procedure for the one below.
    
      Now you need to go back east and up the rubble passage you created. There are
    three side rooms that aren't really relevant, but at the top of the passages,
    you'll see rooms with a bunch of mushrooms. Grab one mushroom. This toggles
    whether heads appear. Go back where you were and step on the southwest plate.
    This will clear the way. If you step on an extra plate, all you have to do is
    try each individual one. Step on it and if you don't have a path through step on
    it again and try another plate.
    
      The rune of compassion is just beyond. Take it and then take the stairs just
    beyond.
    
      If you're a glutton for punishment and/or useless treasures, then take the
    stairs down before you enter the combat room in 2c.
    
    XXXXXXXXXXXXXXXXXX  Room 3a
    X................X
    X.&.XXX.XX.XXX.H.X
    X...X...XX...X...X
    X.XXX.XXXXXX.XXX.X
    X.X............X.X
    X.X.X.&&&.&&.X.X.X
    X...X.&.&..&.X...X
    X.XXX...%%&&.XXX.X
    X.XXX.&&%%...XXX.X
    X...X.&..&.&.X...X
    X.X.X.&&.&&&.X.X.X
    X.X............X.X
    X.XXX.XXXXXX.XXX.X
    X...X...XX...X...X
    X.h.XXX.XX.XXX.&.X
    X................X
    XXXXXXXXXXXXXXXXXX
    
      In 3a, the room below, you can then go west all the way and south to a stair
    down. Or you can go to the center, pick mushrooms, and beat up monsters and get
    treasure. Not worth it in my opinion, but then again neither is the axe.
    
    XXXXXXXXXXXXXXXXXX  Room 4a
    X.......#.#.XXXXXX
    X.XXX.XXX.XXXXXXXX
    X...X.X.#.#.XXXXXX
    XXX.X.XXX.XXXX\\\X
    X...X...#.#....C\X
    X.XXXXXXX.XXXX\\\X
    X.....X......XXXXX
    XXXXXhX*****.X$X.X
    X.X$XXX.*..*.X#X#X
    X#X#XXX..***.....X
    X.......**.**X#X#X
    XXXXX.X....*.X.X.X
    XXXXX.XX.XXXXX.XXX
    X.....XX.#$X((..\X
    X.H..XXX.XXX(....X
    X....#XX.#.X\.C\\X
    XXXXXXXXXXXXXXXXXX
    
      4a presents an interesting challenge. The pressure plate opens all gates.
    Tigers are in all four directions from the center room, in the far cages. You'll
    need to push the boulders into their way. Then you can walk to the stairs in the
    north(first door on the left.)
    
      Push the SW boulder down all the way.
      Push the boulder east of where it was to the west. Go back east until you hit
    a boulder.
      Push the boulder north. Push the other east. Go back and push the boulder to
    the west a square over.
      Push the next boulder up until it's wedged between the two tigers' cages.
    
      Now step on the pressure plate and walk to the north bit. Detour east for some
    food, then go west and follow the path. A tiger will follow but won't catch you.
    
    XXXXXXXXXXXXXXXXXX  Room 5a
    X'...#..XX..#...'X
    X....XX.XX.XX....X
    X....X..XX..X....X
    X....X.XXXX.X....X
    X....X..XX..X....X
    XXXXXXX+XXCXXXXXXX
    XX^XXXXHXXvXXXX^XX
    X...XHXXXXXX_X...X
    X...X.X....X.X...X
    X...X.D....D.X...X
    XXtXXXX....XXXXtXX
    XXXXX"D....D"XXXXX
    XXtXX.X....X.XXtXX
    X%.%X.XX..XX.X%.%X
    X...X.XXXXXX.X...X
    X%.%<><><><><>%.%X
    XXXXXXXXXXXXXXXXXX
    
      Level 5a is a bit confusing, but if you take the west passage from the area
    with the pushmi-pullyu type Klip/Klop and go down, the arrows will kick you east.
    The axe is in a chest at the end of the hallway. Then you can take the other
    way(go east, take arrows west) to find a stair up back to the surface.
    
        6-2. DECEIT
    
      You'll need to go through Deceit twice: once for the rune and once for the
    Wand of Fireballs. Fortunately Deceit is more linear than Hatred, but you do
    have one very nasty room that teases you with its seeming usefulness. You also
    have several treasures that vanish when you touch them, to reveal "X" squares
    that kick you up to the first level.
    
      Map of Deceit:
    
      (Yes, 2 should be 1b, but I'm too lazy to renumber everything.)
    
      1    5c----5a >> 6a >> 7a
      v          ^
      v          ^
      2 >> 3a >> 4a
      v
      v
     3b >> 4b >> 5b >> 6b
    
    XXXXXXXXXXXXXXXXXX  Room 1
    XXXX;;XXX   XX XXX
    XXX;;; X  H     XX
    X@;;;            X
    XXXXX       ;; X X
    XX  X  *   ;;; * X
    X         *;;    X
    X    ;       *   X
    X   ;;;  *      XX
    XX * ;;       XXXX
    XX    *    ;; XCXX
    XXX       ;;;   DX
    X      *  ;;;;  XX
    X   *       XX *XX
    X*       *  X  XXX
    XXX   X        XXX
    XXXX XX XXX   XXXX
    XXXXXXXXXXXXXXXXXX
    
      Not much to see here except some bats that are more trouble than they are
    worth. Go east and south to go down to level 2. There's also Honest Finn, who
    always lies. I mean, do you really trust someone who 1) hangs around in a
    dungeon and 2) tells you to trust him? Note there's not much to see in the
    treasure chest--starting a theme that things can change on touch in Deceit.
    
    XXXXXXXXXXXXXXXXXX  Room 2
    XXXXXXXXXXXXXXXXXX
    XXOX#X#X#X#XXXXXXX
    XX X X X X XXXXXXX
    XX X X X X X    XX
    XX  # # # #  XXDXX
    XXXXXXXXXXXXXX   X
    XX   X   X   X   X
    XX   D   D   D   X
    XX   X   X   XXXXX
    XXXQXXXXXXXXXX   X
    XQ               X
    XXXQXXXXXXXXXX   X
    XX   X   X   XXXXX
    XX   D   D   D   X
    XX   X   X   X O X
    XXXXXXXXXXXXXX   X
    XXXXXXXXXXXXXXXXXX
    
      Here in level 2 you just run the gauntlet to the east, and then you'll need to
    go north for the rune or south for the magic wand. I recommend going south first.
    Completing this circuit gets you the Wand of Fireballs, a nice magic weapon
    which you need to win the game anyway. You may want to back from the doors you
    open so you can fire away at monsters trapped in the doorway as they go to chase
    you.
    
      Going south is a straightforward affair, but if you go north then you'll have
    some heads to run past after reaching the east edge. After setting off each
    pressure plate, go one west and stop. Otherwise the arrow from the next head
    will hit you. Then go down the hole.
    
    XXXXXXXXXXXXXXXXXX  Room 3a
    XXXX  XXXXXXXXXXtX
    XXX    XX$X$X$XX X
    XX      X"X"X"XX X
    XX      XDXDXDX  X
    XX    hXX     X XX
    XX    XXX     X XX
    XXXXXXXXXXXXXDX XX
    XX>XXXXX      X XX
    XX XXXXX  v   X XX
    XX XXXXX XXXXXX XX
    XX    XX X "^XX XX
    XXXXX    X"" XX XX
    XXCXXXXDXX + XXXXX
    X   X&   XXXXX > X
    X   X    D   X<  X
    X   D    XXXXX  tX
    XXXXXXXXXXXXXXXXXX
    
      In room 3a, go west onto the arrow. Then go north. The exit is to the west,
    but you can take the center gate above in the passage to the east. The arrow
    leads to a trap that kicks you to the top. All other treasures vanish or are
    trapped.
    
    XXXXXXXXXXXXXXXXXX  Room 4a
    X    (         # X
    X + XXXXXXXXXXXX X
    X              X X
    X   XXXXXXXXX  X X
    X( (X H Xt %X  X X
    X  (X   X   X  X X
    X  (XX(XXX XX  X X
    X  (X( (X( (X  X X
    X(( X( (X( (X  X X
    X   X( (X( (X  X X
    X(( X( (X( (X  X X
    X  (X( (X(  X  X X
    X      XXXX X  X X
    X###XX    X X tX X
    X   Xh((( X XXXX X
    X   X     X      X
    XXXXXXXXXXXXXXXXXX
    
      In room 4a, push the barrel down all the way. Go west and push the left barrel
    up and the middle one right. Push the barrel above you two squares north. Walk
    around it. Take the lower of the two right passages. Run by the slime, which
    will divide if you try to fight it. Get the mushroom and then the hammer and
    follow the passage. Push the barrel left and wait to walk through the barrels
    you pushed around a bit. The rats will be coming up, and they'll be sitting
    ducks if you sit back and shoot as they come out from the barrels. Note that the
    gates are open--go east at the gates, face down, and use the hammmer on the
    barrel below. Now you can walk through to the stairs down.
    
    XXXXXXXXXXXXXXXXXX Room 5a
    XX   .."..      CX
    XX  ... .        X
    XXDXXXXXXXXXXXX  X
    XX  X            X
    XX  X  XXXXXXXXXXX
    XX  X            X
    XX  XXXXXXXXXXXX X
    XX  SSX          X
    XX  XSXXXXXXXXXDXX
    XX  X...~~~~...  X
    XX  X...h~~...   X
    XX  X...~~~~...  X
    XX  XXXXXXXXXXXDXX
    XX *X   X   *    X
    XD  XH  D    *   X
    XXXXX   X   *    X
    XXXXXXXXXXXXXXXXXX
    
      In 5a, go east, push a barrel east, go north and then go east in the narrow
    corridor. Follow it. But wait below the sign along the path and watch one of the
    trolls to the left kill the other. Also note that there are trolls below. That's
    a clue there's a less than obvious place to hide. With a bunch of signs ahead
    you have a heart chest and then a pressure plate traps you. This is not so bad.
    Go west and then open the door and retreat. The best way to kill the troll is to
    run into the door and let him hit you once--shoot him, too. He'll back off to
    the right and you can go down where you can shoot up at him from long range. He
    just moves back and forth and shoots and is predictable.
    
      Now on the right wall there is a secret door. It's level with the lower sign
    you can see. Go east into it(2 squares) and one south. You're in the door and
    can attack the trolls in the new small area with impunity. Then you can take the
    stairs.
    
      You can skip 5c below. But I described what goes on there anyway.
    
    XXXXXXXXXXXXXXXXXX Room 5c
    X $ X   > > >X> vX
    X$W$X XXX XX XX  X
    X+$_X   (w      vX
    XXQXXXDXX X XXX  X
    X       XXXXX`XXvX
    X(((((((X+XX   q"X
    X       X  X  XXvX
    X(((((((X  XX X""X
    X       D>< X X"vX
    XX     XX^  X(X""X
    X       X XXX vX<X
    X       XXX#    XX
    X   &   <  #    XX
    X       X  #    XX
    X       XXX#    DX
    XX     XXXXX    XX
    XXXXXXXXXXXXXXXXXX
    
      Without an extra heart key, you get the runaround in room 5c if you try to get
    the wand in the upper left. The big problem is that you always JUST miss how to
    get the heart key. However, there is some treasure in there. You want to run
    past the second-top grate to avoid damage and then the room to the north holds a
    heart. To get by the barrels, push one of them up, then go two over and push the
    other up. Push the one between them to the side, then push the first two barrels
    to the very side. Repeat with the next row of barrels. You can circle around
    with the arrows at the top, but it won't get you anywhere.
    
    XXXXXXXXXXXXXXXXXX Room 6a
    XXXXXX     %X    X
    X    XYXXXXXX XXQX
    X XX X   X    X$ X
    X zX   X X XXXXX X
    X XXXXXX X  OX%X X
    X X%XXqX XXXXX X X
    X    XZX       X X
    XXXX X XXXXXXX X#X
    X    X  "X%  X   X
    X XXXX X XXX XXX X
    X  X%X X^X   X   X
    XX X X XXX XXX XXX
    XX   X   X   X   X
    XXXX X X X XyXXX X
    XXXX X X   XXX%X X
    XXXX   XXX       X
    XXXXXXXXXXXXXXXXXX
    
      In 6a, you have a maze. You don't need to take any mushrooms except the one
    behind the ankh door. The first key you want, the star key, is on the left side.
    As you enter, go north, west, south, and then curl around the edge
    counterclockwise. Then come back to open the star door and get the heart key.
    The ankh key is just to the east. Take it and go up to the top. Open the ankh
    door, get the mushroom, and go to the gate in the east that was locked before.
    There's a hole past that.
    
    XXXXXXXXXXXXXXXXXX Room 7a
    X  X X XDX X X   X
    XX XXX X X XXX XXX
    XX     X X     X"X
    XX XXX XXX XXX XXX
    XD X"X     X S  DX
    XX XSX XXX XXX XXX
    XX     X S     S X
    XX XSX XXX XXX XXX
    XD X X     S$X  DX
    XX XXX XXX XXX XXX
    XX     X"X     S X
    XX X>X XSX XXX XXX
    XD >H>     X X  DX
    XX X>X XXX XSX XXX
    XX     S X     S X
    XX XXX XDX XXX XXX
    XXXXXXXXXXXXXXXXXX
    
      Room 7a has many secret doors. Go east through the first, south, west, south,
    west, north, west, and north through the secret wall to the pressure plate. Then
    go back south through two secret doors to get the Wand of Fireballs. There's no
    way to get out on your own, so just use the ankh, as Sherry will tell you if you
    exit through the south doors. Oh yeah--all exits from 7a go to the other side of
    7a.
    
      Room 3b starts with pressure plates that switch where the granite walls
    blocking you are. A quick way through this is to go up, east, down, east, up,
    east, etc. Basically plates toggle where the granite walls are. You can zigzag
    through the east corridor and then the south one. Always make as though you'll
    walk into a wall. Then, when  going north, get by the first pair of plates and
    then take the east wall. Go up and you'll avoid being trapped near the X and get
    to the next level.
    
    XXXXXXXXXXXXXXXXXX Room 4b
    X* * *X       XXXX
    X  *  X XXDXX XOXX
    X ** *D X   X X XX
    X * * X X " X X XX
    X H* *X XXXXXDX XX
    XXXXXXX X  X  X XX
    X  D HX D  X  X XX
    X  X  XXXXDXXXX XX
    XDXXXDXXX    XX XX
    X  X  XXX   HXX XX
    X  D  DhX    XX XX
    XXDXXXXXXXXXXXXDXX
    X  X~         ~;XX
    XDXX~~~~~~~~~~~;XX
    X  D;;;;;;;;;;;;XX
    X "XXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      If you've been to 4b and are on the inside, just go clockwise to get back down
    to 4b.
    
      Room 4b has a small boulder puzzle: west, up, east, push east, push down, east,
    push down, east, push up. Go east. Then go up and along the passage. Flipping
    the lever causes the troll, if he can, to turn 90 degrees. When he's at the left
    edge, flip the lever, and when he's got the door to his left, do it again. Up,
    left, down(when the troll runs away) and right. Stairs up are ahead.
    
      If this is your second time through 4b, go west and south(the first ladder is
    a fake) until you reach the swamp. Don't pull the lever--trolls will pop up--but
    slog through the swamp, which only slows you down. Turn north and there's the
    hole to 5b.
    
    XXXXXXXXXXXXXXXXXX Room 5b
    XX   D   ##  X   X
    XX   X##    #D   X
    XXT  X##### #X   X
    XXXXXX### ###XXDXX
    X T#####  # ###  X
    X ####   ##   ## X
    X ##   #    #    X
    X    # ## ### ## X
    X ##    ###    # X
    X ### # ### ## # X
    X ###   #XXDXX ##X
    XDXXXX# #X   X ##X
    X    X# #X T XT##X
    X    X#T#X   XXXXX
    X&   XXXXXXXXXXhXX
    X&&  D          XX
    XXXXXXXXXXXXXXXXXX
    
      In room 5b, the fun continues. It's not critical to stay on the paths, but you
    can suffer damage from not doing so. Magic shards go flying. Exit the room south
    and go east, south, west, north, west, south, west, north, west, south, west,
    south, west, south. The corridor east leads to 6b. The #'s mark the safe spots.
    There are many teleports back to the surface here. Avoid them. They're worse
    than getting killed and restarting this level.
    
    XXXXXXXXXXXXXXXXXX Room 6b
    X     X   X X    X
    X @ @ #   D D    X
    X  R  X   X X    X
    X @ @ XXXXX X    X
    X     X     XXX#XX
    XX#XXXX  XXXXX   X
    X   X    #   #   X
    X   D    X   X   X
    X   XXXDXXX#XXXDXX
    XX#XX    X   X   X
    X   D    D   D   X
    X   X    X   X   X
    XX#XXXX#XXX#XXXDXX
    X    X   X   X   X
    X    D   D   # H X
    X    X   X   X   X
    XXXXXXXXXXXXXXXXXX
    
      In 6b, there is a maze where you need to find a few levers. Fortunately it's
    very linear, and trial and error should clear this rapidly.
    
      North, west, west, north, east in the odd shaped room, hit switch 1.
      South, west, south, south, hit switch 2. You may have to run by the troll, who
    has a whip that's very useful at long range, which you'll find when you get one.
      West, west, switch 3.
      North, north, north, and you get the rune of honesty. Best of all you get an
    extra star! And there's an X to take you back to the surface! But it's still
    easier to use the ankh if you want to move on to the Cowardice dungeon next.
    
          6-2-1. ALTERNATE PATH THROUGH DECEIT
    
      You can actually get the wand of fireballs in the 'hopeless' room where Finn
    says you can find a lot of treasure. But it's about as hard as the actual way.
    Here's how.
    
    1. Go back to Hatred. Follow the 'main line' path to get the rune. When you get
    the heart key in the upper right of 4b, retreat all the way to the top. Don't
    use the ankh.
    2. Enter Deceit. Go to level 2. Use the heart key on the south door before going
    right and seeing Honest Finn. Then go back through the door.
    3. Go down to 5c, in the room where Finn says there's lots of treasure to be had.
    Clear out the monsters. Push three barrels in the first row:
    
                X X       X X     X     X
    XXXXXXX > XX X XX > XXX  XX > XXX  XX > repeat for next row
    
    4. Use the heart key on the door.
    
      There's a lot of backtracking here, but it's neat to be able to get the wand
    in more than one way. I'm happy to have found this at any rate because I
    *believed* Honest Finn the first time through--for almost 30 minutes. I thought
    I was missing something dumb.
    
        6-3. COWARDICE
    
      The cavern of Cowardice on Verity Isle features yet another rune, but it also
    features the magic rope which will be very useful to 1) get great armor and 2)
    eventually solve the game as various puzzles require it, so you can walk on
    water. You have one main path through with a small detour, but the puzzles are
    getting a bit complex.
    
      MAP OF COWARDICE
    
                   6b
                   |
    1>>2>>3>>4>>5>>6a>>7>>8>>9>>10>>11>>12
    
    XXXXXXXXXXXXXXXXXX Room 1
    XXX X    X   X   X
    X  #XXXX   X X X&X
    X XXXXXXXXXX X XXX
    X      XX        X
    X      XX XXDXXX X
    X h    XX X   XX X
    X      XX&X   XX X
    X     &XXXX   XX X
    XXX  XXX  X H X  X
    X X  XXXX XXXXX XX
    X X     X   X   XX
    X X XXX XXX     XX
    X X X X   X X   XX
    X   X XXX   XX XXX
    XXXXX   XXXXXX X&X
    X&    X          X
    XXXXXXXXXXXXXXXXXX
    
      In room 1, there's cheese in the plant to the left, but so what? North, east,
    south, west at the sign, south branch, north at the sign, down.
    
    XXXXXXXXXXXXXXXXXX Room 2
    X&        X   X %X
    X    XXXX X X X  X
    X && X      X X XX
    XXXXXX      X    X
    X      XXX  XXXX X
    X H   XX%XX      X
    X    XX% %XX*XXX X
    X    XXX XX * +X X
    X XXXX$X X *   X X
    X    X   *     * X
    X    X$X X     X X
    XXXX XXX X     X X
    X    X   X+   +X X
    XC   Xh  XXXXXXX*X
    X    X        *  X
    XXXXXXXXXXXXXXX  X
    XXXXXXXXXXXXXXXXXX
    
      In room 2, a coin(woo) is to the south but go east instead. At the edge, go
    south. Push the boulder west two squares if you need some health, but otherwise
    just follow the corridor south, then west. The stairs are right there. All
    mushrooms in this level produce more ghosts, so don't bother.
    
    XXXXXXXXXXXXXXXXXX Room 3
    X          +     X
    X XXXXXXXXXXXXXX X
    X Xh   X D X D X X
    X X%   D X D X X X
    X XXXXXXXXXXXX X X
    X           +X X X
    XDXXXXXXXXXX X X X
    X  X   +   X X X+X
    X  X XXXXX X X X X
    X  X X   X X X X X
    XvvX X X X X X X X
    X  X X X X X X X X
    X  X X X X X X X X
    X  X XHX X X + X X
    X#XX XXX X XXXXX X
    XCXX  +  X   +   X
    XXXXXXXXXXXXXXXXXX
    
      In level 3, the path spirals out and eventually you have a choice between a
    door south and a hallway east. The door gets you treasure, but gremlins annoy
    you and steal some of it back anyway. East continues a spiral and then you'll
    face a bat, a rat and a mage. With the mage, you may want to hide east of him,
    go north, fire west, and pop back down until you get him. He's pretty stiff, but
    he does damage if he's close enough to hit you. A wisp is beyond there. The
    mushroom gets you some healing. so use it before you take the stairs.
    
    XXXXXXXXXXXXXXXXXX Room 4
    XXXX    XXXXX* +*X
    XXX      XOX  *  X
    XX H   *  XX X * X
    X          X XX  X
    X  *  &    S XXX X
    X    &O&   XXXXX X
    XX    &   XXXXXX X
    XXX     *XXX&F&X X
    XXXX    XXX      X
    XXXXXXXXX   XXXXXX
    XXXXXXXXX XXXXXXXX
    XXXCXCX   #    OXX
    XX@      XXXXXXXXX
    XC    `  XXXXXXXXX
    XX@      XXXXXXO X
    XXXCXCX  #       X
    XXXXXXXXXXXXXXXXXX
    
      In level 4, there's a secret door in the east side of the room you start in.
    It's the only way out. Push both boulders at the end of the passage to the right
    and go down. Get the food, which you'll need. Stand at the right of the lever
    and push it. This makes it easy to avoid the ghosts. Go south and take the hole.
    
    XXXXXXXXXXXXXXXXXX Room 5
    X & C X X ` XX& &X
    X&   &X XX XXX O X
    X  %  X X   XX& &X
    X&   &X X   XX& &X
    XXYXXXXXXXZXXXXQXX
    X& & & & & & &   X
    X::::::::::::::  X
    X& & & & & & &   X
    XXXXXXXXXXXXXXXX X
    X                X
    X XXXXXXX XXXXXXXX
    X                X
    XXXXXXXXX XXXXXX%X
    X                X
    X XXXXXXX XXXXX XX
    X                X
    XXXXXXXXXXXXXXXXXX
    
      On level 5, go west. You'll pass two mages. After each's fireball hits the
    other, go back east past them. Repeat the back-and-forth until they're both
    toast. Follow the passage to the north and bump into Dr. Cat for the ankh key.
    Go north and touch the chest for the star key. The star door is right of the
    ankh door. Flip the switch to its north and go east.
    
    XXXXXXXXXXXXXXXXXX Room 6a
    XXX    XXX_ _X   X
    XX+*  *#XX X X H X
    XXX    XXX X X X X
    XXC*  *_XX X X X X
    XXX    XXX X X X#X
    XS%*  * XX   X   X
    XXX   XXXX *XXX XX
    XXXXX X XXX     XX
    XXXXX   *   XXXXXX
    XXXXX#X*  XXXXX_XX
    X               XX
    X XXXXX XXXXXXXXXX
    X XX XX XO   ~ # X
    X  XCX  XXCX~~XX X
    XX     XXXXX~XXX X
    XXXXXX      ~    X
    XXXXXXXXXXXXXXXXXX
    
      In room 6a, a bunch of bats will come by to annoy you. Get in the corridor and
    hack at them. When there are two boulders, push the bottom one north. Push the
    bottom left boulder down and get the mushroom. It leads to a new room with a
    special item.
    
      The second time through, you can and should go to the upper left and grab all
    the treasure, which includes food. The black knight behind the boulder can't be
    dislodged, and you wouldn't want to. The plate releases two wisps. At the bottom
    of the screen, go right. Use the magic rope, go to the edge, go north, go west
    and use the rope again.
    
    XXXXXXXXXXXXXXXXXX Room 6b
    XXX  XXXXXXXXXXXXX
    XXXDXXXXXXXXXXXXXX
    X:::: XXXXXXXXXXXX
    X:::  X   & &   XX
    X:    X&   &   &XX
    X    "D #  "  # DX
    X     X&   &   &XX
    XDXXXXX   & &   XX
    X     XXXXXXXXXXXX
    X~~~~        ~~~~X
    X +~~~~~~~~  = ~~X
    X ~~ =   ~~~~~  ~X
    X >  ~~   ~_~~   X
    X~~  ~&   = ~~~  X
    X~~~~~~  ~~   = ~X
    X~~% =   ~_ ~~~~~X
    XXXXXXXXXXXXXXXXXX
    
      This room, 6b, holds the magic rope. Run left and out the door--the monsters
    you sprung will be left behind. There are two hearts to the north, and then you
    can go south and walk along the water. Eastish, south, westish. Get the mushroom.
    
    XXXXXXXXXXXXXXXXXX Room 7
    XXX XCX   XXXX   X
    XXX XXX XQXXXX X X
    XXX X   X      XCX
    XXX ` XXX XXXX X X
    XXX   X@@ @@XX   X
    XXXXXXX     XXXXXX
    XXXXX@   #   @XXXX
    XXXXXXXXXZXXXXXXXX
    XXXX           XXX
    XXOX XXXX XXXX XXX
    XXXX XX     XX XXX
    XXX   X*X*X*X   XX
    XXX  *       *  XX
    XXX   X     X   XX
    XXXX XX     XX XXX
    XXXXCXXXX XXXXCXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 7, push the boulder right. Go south into the nook and get the star
    key(the one on the far left has a mage.) Go north and west and open the door.
    Run up past the arrows the pressure plate sets off. Now here may be a good place
    to use the food. You need to get the heart key, but two skeletons are guarding
    it, and ghosts will follow. Perhaps you can take care of the ghosts separately,
    but the skeletons with throwing axes are a different matter. Best to bash one,
    take damage, recharge, and duck and fire at the other.
    
      Back west and north you'll find the heart door. Open it, flip the switch
    beyond, and a passage opens up. Follow it into the hole.
    
    XXXXXXXXXXXXXXXXXX Room 8
    XXXXXXXXXXXXXXXXXX
    X&   &X&   &XXXXXX
    X  ,  X     XXXXXX
    X ,&, D  &      XX
    X  ,  X     XXX XX
    X&   &X&   &XXX XX
    XX XXXXXXXXXXXXvXX
    XX XXXXXXXXXXXXXXX
    XX XhX& &X& &XX  X
    XX X X   %   X   X
    XXXX X& &X& &X   X
    XXXX X   X   X   X
    XXXX X& &X& &X   X
    XXXX X       Xv XX
    XXXX XXXX XXXXXXXX
    XXX&           XXX
    XXXXXXXXXXXXXXXXXX
    
      In room 8, go north, east, and south through an arrow. Fire away once you
    teleport to take out the rats ASAP--you may want to use food again if you're at
    one star, as the rats will nail you a bit. South through another arrow. A side
    room to the north features a mushroom with great tresure, so use it.
    
    XXXXXXXXXXXXXXXXXX Room 9
    X +~     D    ~~~X
    X++~ XXX X    ~ ~X
    X~~~ XhX X~~~=~~~X
    X  X X X X~ ~"   X
    X  X X#X X~~~    X
    X  X X X XXXXXXX X
    X  X X X X+ X  X X
    X~~X X X X  XO X X
    X  XHX   X~~X  X X
    X  XXXXXXXXXXX X X
    X        X    *X X
    X XXXXXXDXXXDXSX X
    X X      X     X X
    X X%     X%    X X
    X XXXXXXXXXXXXXX X
    X                X
    XXXXXXXXXXXXXXXXXX
    
      In room 9, you can use the rope to get to the upper left island with coins,
    but it's not worth it. The down-ladder to the right is a fake so exit through
    the door instead. Move right to the water's edge then down. The pressure plate
    makes this trip one-way. The passage spirals. Go south through the door, kill
    the bats, and get the mushroom. A new door appears. Take it and kill the troll.
    There's a secret door in the northeast of this room. Use it to push the boulder
    north. You can drag the troll out of the room and nail it in the corridor. Hole
    to level 10.
    
    XXXXXXXXXXXXXXXXXX Room 10
    X X<X<XXXXXXX XXXX
    X XXX XXX X<X<XXXX
    X XXXXXXX XXXXXXXX
    X X  ^  X<Xt  O XX
    X XXXXXXX XXXXXXXX
    X>XvX^XXX^XXX XXXX
    XXXXX XXXXXXX XXXX
    Xv  X S >^ tXTX  X
    XXXXX XXXXXXX XXXX
    X XXX XXX XXXvXXXX
    X XXXSXXX XXXXXXXX
    X>X    >X X<   vXX
    X XXXXXXX XXXXXXXX
    X X<X<XXXvXXX X<XX
    X XXX XXXXXXX XXXX
    X>X>X X<    XDXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 10 you must navigate a few teleportals. Go south, west, south, west,
    north, north, north through the secret wall, east through another, east to the
    teleportal, and east down the hole.
    
    XXXXXXXXXXXXXXXXXX Room 11
    XXXXXXXXXXXXXXXXXX
    X&  DD     XXXXXXX
    X   XX & & XX&X&XX
    X  &XX     XX   XX
    XDXXXX & & XX   XX
    X  &XX     XXX XXX
    X + XXXXDXXX@~"~@X
    X&  XXXXDXXX@~"~@X
    XXXDXXRX X X@~"~@X
    X&  XX X X XXX XXX
    X   XX _ _ XX@"@XX
    X  &XX   H XX@"@XX
    XDXXXX&   &XX@"@XX
    X  &XXXXXXXXXX XXX
    X   XXXXXXXXXX XXX
    X&  D          XXX
    XXXXXXXXXXXXXXXXXX
    
      In room 11 run past the first three plates/arrows. But stay on each of the
    next three plates you touch. A bunch of rooms with rats are ahead. After that is
    a reaper room. Go south once past the doors, then east and south. You should be
    able to outrun its shots. The cowardice rune seems to be in the left upper nook
    in this final enclosure, but in a pointless annoying trick, the first time you
    touch it, it pops over to the right. Get it there. Whoopee, you get an extra
    heart!
    
      Now take the stairs back out instead of the ankh, because you will want to
    detour in this area for an item that'll make dungeon life a lot easier. It
    features use of the wand and the rope, which you need to win the game.
    
        6-3-1. PLATE MAIL DETOUR
    
      Go to the Lycaeum and get the gem in the basement until you've got $75 or more.
    Then note the black web on the isle off Verity Isle. When you're south of the
    troll you can get west of it, face east, use the bridge and cross. Use the Wand
    of Fireballs on the green web and then the black web. Take the east dungeon.
    Zoltan's in the southeast, and he has plate mail for sale. Buying this will make
    the next few dungeons much easier.
    
        6-4. INJUSTICE
    
      Injustice is the first dungeon Lord British recommends that you need a magic
    item to get to. In the northwest area of the original island, there's another
    black web to burst to get to the ship behind it. Do so and you'll get a ride to
    the west. Injustice is the next dungeon to take care of. It's got some complex
    levels of several rooms and many nasty traps including lava. It's the start of
    the meat of the game, where you actually have to do some mapping. Note here that
    the coins you grab will DECREASE your gold by 1. There's lots of lava here, so
    you will want to buy some food at Dr. Cat's after looting the Lycaeum. In any
    case, spend your cash, or you'll lose it in the dungeon.
    
      There are several routes through Injustice but I will focus on the quickest
    one I could find. I'll be skipping around rooms a bit and so you may need to as
    well.
    
      Apparently there's a boomerang in Injustice, but I can't find it.
    
       BIG MAP OF INJUSTICE
    
     >> to 2c
     ^
    1f---1e---1d >> to 2a    2e>>>>>>>>>>>>3a
     |    |    |              |            |
     |    |    |              |            |
     |    |    |              |            |
    1g---1b---1c        2c---2b---2a  3f---3b---3e
          |                   |            |    |
          |                   |            |    |
          |                   |            |    |
         1a                  2d            3c---3d
    
    XXXXXXXXXXXXXXXXXX Room 1a
    XXXXXXXXHXXv C   X
    X XXX$    XXXXXX X
    X XX     CXXXXXX X
    X X   D  XXX XXX X
    X X     DXX   XX X
    X XX$   XX    CX X
    X XXXX XXXX   XX X
    X X  "  DXXXXXXX X
    X XCXX   $XX  XX X
    X XXX    XX   DX X
    X X      Y     X X
    X XZ   XXX     X X
    X XX     XX  $XX X
    X XXXX_  Y  DXXX X
    X XXXXXXXXXXXXXX X
    X                X
    XXXXXXXXXXXXXXXXXX
    
      In room 1a, you can get off to a good quick start. You don't have a lot of
    time to waste, so take the arrow south. If you're lucky you'll land on the
    skeleton, but if not you can still outrun him to the key. Take the top door and
    then get the bottom of the two chests to the left for some food. The top is a
    mimic. Then take the door left of the ankh door to the north. The ankh key is
    behind it. Use the ankh key and go north. Try to avoid the slimes. You won't
    have much time before fireworks start exploding. Make it to the exit as quickly
    as possible.
    
    XXXXXXXXXXXXXXXXXX Room 1b
    XXXXXXXXXXXDXXX XX
    XXXXX     X XX   X
    XD    XXX      XXX
    XXXX XX$XXXXX XXXX
    XX   X$   XXX   DX
    XXXX X     X   XXX
    XXX  XXX   X$  XXX
    XXX XXXXXX XX   XX
    XX   X XXX XXXX  X
    XD X    X   XXXX X
    XX XX       XXXX X
    XX $XX       XX  X
    XX XX  X      X XX
    XX  X      X    XX
    X   XX          XX
    X+++XXXXDXXX   XXX
    XXXXXXXXXXXXXXXXXX
    
      In room 1b, you will want to head east to 1c. Just follow the south wall east
    and then go north at the turn, and you'll see the exit.
    
    XXXXXXXXXXXXXXXXXX Room 1c
    XXXDXDXDXXXXX XXXX
    XX  X X X     XXXX
    XXv%X     LL L XXX
    XXXXXXXXXXX    XXX
    XD >X >X  XXL L+XX
    XXLLXLLX  X     XX
    XX  X< X< X LL LXX
    XX  XLLXLLXLLL LLX
    XX >X >X  X L   LX
    XXLLX vXLLX   L  X
    XX  X<>X  XX    XX
    XX  X  X  XXL  LLX
    XX  X  X  XX+L   X
    XX  X  X  XXX  X+X
    XXLLXLLX  XXXX XXX
    XX             XXX
    XXXXXXXXXXXXXXXXXX
    
      In room 1c, you can just go south and take hits from the lava, or you can take
    the right arrow and the next one. Then take the two left arrows back. Then take
    the right arrow, the down arrow, and the right arrow. Go down.
    
      Go east and then north where you'll need to curve around the lava a bit. Take
    the right of the two doors.
    
    XXXXXXXXXXXXXXXXXX Room 1d
    XXXDXXXX XX+X+ XXX
    XXX+X  B XX XX XXX
    XX  XBBBBX B  B +X
    X    " X X; BB XXX
    X +    X XX B B +X
    XX +XXXX XXX B;XXX
    XXXXX X    XXX  XX
    XXX      X  hXX XX
    XX  +  XXX XXXX +X
    XD ++ XXXX X& ; XX
    XX    +XX       ;X
    XXX  XXXXX;  ;   X
    XXXXDXXX;      XXX
    XXX " X    ;  ;;XX
    XXX X X  ;XXX;B;XX
    XXXDXDXDXXXXXX+XXX
    XXXXXXXXXXXXXXXXXX
    
      In room 1d, you want to avoid the slimes--go through the swamp if you have to.
    You may have to take a hit or two from the slimes to get to the stairs. All the
    gems here either vanish when you get close or are inaccessible--you can't push
    the boulder into the swamp.
    
      Other rooms: (skip to 2a if you'd like)
    
    XXXXXXXXXXXXXXXXXX Room 1e
    XX_+XXX X X  XXXXX
    X_+_+X          XX
    X+_+_X          XX
    XX+_ X   X       X
    XXXX!   XXX   XXXX
    X         XX    XX
    XXX             XX
    XX    XXXX      XX
    XD   XX  XX X  XXX
    XX   X    X     DX
    XXX    XX      XXX
    XXXX  XXXX    XXXX
    X              XXX
    XX     X   XX   XX
    XXX    XXX  XX  XX
    XX   XXXXXXDXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      The jewels in the upper left are guarded by an invincible reaper. Forget about
    it.
    
    XXXXXXXXXXXXXXXXXX Room 1f
    X         X   XXXX
    X h  X   X     XXX
    X   XXX    X   XXX
    XXX_X XXX XXX   XX
    X XXX   XX   XX  X
    X++X  X        X X
    X  XX XXXXXXX    X
    X   X  XX   # XXXX
    X X+XX  X   XXX DX
    X XXXXX X"  X   XX
    X  XXXX XXXXX    X
    X   XXX    X ,,, X
    X X       XX ,+, X
    X+X  XXXXXX  ,,, X
    X XXXX $L      XXX
    X$  $ $XDX    XXXX
    XXXXXXXXXXXXXXXXXX
    
      You can take a long and winding road to the stairs down here. Lava pops up if
    you get the SE heart.
    
    XXXXXXXXXXXXXXXXXX Room 1g
    XX$$XXXXDXXXXXXXXX
    XX$$#  X XXXXX XXX
    XXXDXX D XXX    DX
    XX&  XXX XX X   XX
    XX   #   XX     XX
    XX   X`XXXXX     X
    XX#XXXXX        XX
    X`        XXX  XXX
    XXDXXXX  XXXXXXXXX
    XX   XXX XXXXX  DX
    XX   XXX XXXX   XX
    XX&  XXX   X    XX
    XXXSXXXXX        X
    XXX   XXXXX     XX
    XXXX+ XXXXXX    XX
    XXXXXXXXXXXXXX XXX
    XXXXXXXXXXXXXXXXXX
    
      You can hit the levers to reveal a room, but the only problem is, the two
    gates the good stuff is behind(NW corner) are never open at once.
    
    XXXXXXXXXXXXXXXXXX Room 2a
    XX   XX$XXXXX   XX
    X $_+ X  X>X +$_ X
    XX   XXX   XX   XX
    XXXXXXX  X XXXXXXX
    XXX^ XL XX   X  XX
    XXXX   LXXXX    XX
    XXXX XXXX XXXXL$XX
    XXXX       XH   XX
    XD XXXXX   XXXXXXX
    XX  X XX      LLXX
    XXX  C X  XXXX XXX
    XXXv   XXXX    XXX
    XXXXXX  XX  XXXXXX
    XX   XX    XX   XX
    X +$_ X XX>X _$+ X
    XX   XXXXXXXX   XX
    XXXXXXXXXXXXXXXXXX
    
      In room 2a, follow the path east, north, and west. The northwest chamber has
    legitimate treasure, and stepping on the arrow to get in opens the way out. Then
    go back past the arrow and, sadly, through some lava. The center room has some
    slimes to avoid and a mimic. Go east/south/west from there and eventually you'll
    get to a heart you can take, but you'll be hit with magic. It's a decent enough
    trade-off. Then you can go south into the enclosed area. Others will trap you,
    but just go to the east part of this one, back up and return to that corner.
    You'll be kicked out to where you can go west to room 2b.
    
    XXXXXXXXXXXXXXXXXX Room 2b
    X CXXXXXDXXXXX   X
    X+XX       XX  X X
    X+XX XXXXX X+ XX X
    X+XX     XXX  X  X
    X         X  XX XX
    XX   XX XXXX X  XX
    XXXXXXXL L L X  XX
    XXXXX+X L L XXX XX
    X X   XL L LXXX DX
    X   X X L L XXXXXX
    XX  X  L L L  X+XX
    XXX XXXXXXXXX   XX
    XXX    X   XX X  X
    XXXXXX X X  XXXX X
    XD  X  X XX    X X
    XXX   XXDXXXXX   X
    XXXXXXXXXXXXXXXXXX
    
      Note that from the middle lava pit, the SW exit leads to 2c, SE to 2d, NE to
    2a, and NW to 2e. Get the chest in the NW before exiting for 2e--it'll cost you
    3 gold, but there's food behind.
    
      In room 2b, you first want to go south to room 2d, where you get a very
    valuable combat item, then north to room 2e. From 2a, you need to follow the
    path until you get to the lava and then go south along the east edge. You'll
    take a few hits, but that's to be expected. Use food if you get too low. Kador
    the dog will tell you how to get through the room to the south. Follow the
    corridor to get there.
    
      Going from 2d to 2b to 2e, you may want to try out the pipes to get back over
    the lava so the slimes don't distract you too much. Go west along the south wall
    of the lava checkerboard and follow the passage.
    
    XXXXXXXXXXXXXXXXXX Room 2c
    XXXXXX  XX XXXXXXX
    XXH            XXX
    X   LLL    LL   XX
    X   L  L  L  L  XX
    XX  L  L  LLLL   X
    XX  L  L  L L    X
    XX  LLL   L  L  LX
    XX               X
    X LL    L  LLLLL X
    XL  L  L L   L   X
    XL     LLL   L  XX
    XL  L  L L   L  XX
    X LL   L L   L XXX
    XXXXX XXXXXXXXXXXX
    XXXXX    X      DX
    XXXXXXXX   XXCXXXX
    XXXXXXXXXXXXXXXXXX
    
      Yes, the lava spells 'Dr. Cat.' Here gremlins steal your food, so I really
    recommend avoiding this all. There's a chest here with a minus coin but not much
    else. Stairs lead to the tortuously long way through this dungeon.
    
    
    XXXXXXXXXXXXXXXXXX Room 2d
    XXXXLXXXDXXXXXLXXX
    XXXLLLLL!LLLLLLLXX
    XXLL!LL! !!LL!LLXX
    XLL!!    !!!!!!LLX
    XLL!! !!!!!!!!LLLX
    XXLL! !!!!!!!LLXXX
    XXXL!        LXXXX
    XXLL!!!!!!!! LLXXX
    XXL!!!    !! !LLXX
    XLL!!! !!    !LLLX
    XLL!!! !!!!!!!!LLX
    XXLL!!  !!!!!!LLLX
    XXLL!!!      LLLXX
    XLLLLL!!!!!! LXXXX
    XLLXLLLLL!!L!LDRXX
    XXXXXLXLLLLLLXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 2d, the pattern to get in and out is as follows:
    
      3 south, from the entry(magic will come out and nail you, but don't worry.)
      3 west, 3 south, 7 east, next to the lava.
      3 south, 3 west, north, 3 west, 3 south, east, south, 5 east, south two
    squares, east over the lava through the door. If you're low on strength and have
    no food left, use the ankh to get out. It's worth it. These pipes will freeze
    your opponents in combat, which gets very useful near the end.
    
      Retreat the same way you came in. Avoid the punctuation marks in the map above,
    in other words.
    
    XXXXXXXXXXXXXXXXXX Room 2e
    XXXXXXX+XXXXX*XXXX
    XXX XX    XXX  hXX
    XX        _XXX  XX
    X         XXXX   X
    X+X   X   XXXXX  X
    XXX         XXXX X
    XX             X X
    X %XXXXXX        X
    X   XXXXXXXXX   XX
    XX XXX  XXXXX XXXX
    X  XX     *XXXXXXX
    X XXXX     XXXXXXX
    X  XX       XXFFFX
    XX X      X  "FFFX
    X  * XX  XXXXXFFFX
    X+XXXXXXDXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 2e, fire right away when you enter. That takes care of a rat. Then go
    west and push the boulder that way. At the top you may want to use the pipes
    again if you can't sneak through the bad guys. At any rate get the hearts and
    head east to the stairs in the northeast.
    
    XXXXXXXXXXXXXXXXXX Room 3a
    XvX<$<$<$<X<XXXXXX
    XXXXXXXXXXX ww HXX
    XvXXXXXXXXXXXw  XX
    XXXXX  XXXXXXX^XXX
    X       X wwXX XXX
    X  XX      wwX XXX
    XX        XX XXXFX
    XXXX    XXXX  ??$X
    XXXXXXXXX    XXXXX
    XXXXXX?X  ?    XXX
    XX?XX  XX   X   XX
    XX      XXXXXXX  X
    X      XXXX   XX X
    XX               X
    XX         X     X
    XX   XXX?XXXX   XX
    XXXXXXXXXXXXXXXXXX
    
      In room 3a, break through the webs to the west and take the arrows left. Turn
    right and start shooting, as rats will come down the pike. Lure the slime in
    next and again there will be a chest of food hidden behind three gold coins.
    Still worth it. Get the heart and ignore the chest, a mimic. You don't have to
    deal with the reaper before going south. If you are quick enough you won't even
    get hit once.
    
      The second time through, you'll need to flip the switch and then blast the
    barrel in front of you. Push the next one down a square and now you can enter
    the gate to the left. Step on the X. The hearts are moce bit you may want to
    come back for them if you're all filled up.
    
    XXXXXXXXXXXXXXXXXX Room 3b
    X!!!XXXXDXX   XXFX
    X! Q   X         X
    X!!!     (X   XqXX
    XXX    XX(XXXXXXXX
    XXXXX XX..X..XXXXX
    XXXXXXXX(.((. XXXX
    XXXX XXX.(X.   XXX
    XXX   XX..X     XX
    XD  x  #..X`X   DX
    XXX   XX(.XXX   XX
    XXXX XXX..XXX   XX
    XXXXXXXX..XXX   XX
    XXXXXXXX XXXX    X
    XXXXX XX  XXXX   X
    XX         XXXX XX
    XXXX XXXXDXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3b, there is food to the right along with a heart key. Get the heart
    key and go left to unlock the door. Get the hammer and use it on the barrel
    blocking you. Push whatever you can to the south. There's a skeleton guarding
    the south exit, but you can sneak by.
    
    XXXXXXXXXXXXXXXXXX Room 3c
    XXXXXXXXX?XXXXXXXX
    XXXXXXXXXFXXXXXXXX
    XXXXwwwww wwwwwXXX
    XXXXwXXXX XXXXwXXX
    Xw_www_X   X     X
    Xww wwwX X X   & X
    X_wwww+X X X C ?&X
    XXXXXXXX X XXXXXXX
    XX       X      XX
    X  XXXXXXXXXXXX ?X
    XX       X      XX
    XXXXXQXX X XXQXXXX
    XXXXXCCX X XCCXXXX
    XXXXXCCX X XCCXXXX
    XXXXXXXX X XXXXXXX
    XXXXXXXX   XXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3c, break through the cobwebs to the right and shoot down the magician.
    Open the heart door at the bottom right for some nice supplies. Go to the right.
    
    XXXXXXXXXXXXXXXXXX Room 3d
    XXXXXXXXXDXXXXXXXX
    XXXXXXXXX XXXXXXXX
    XX+      +  XXXXXX
    XXXXXXXXX    XXXXX
    XX    XXX    XXXXX
    XXSXX XXX XX     X
    XX XX XXX  XXXXX X
    XX XX  XXX     X X
    XX XXX XXXXXXX X X
    XD XCX XXXXXXX X X
    XXXX X   +XXXX X X
    XXFX XXXX XXXX X X
    XX X    X XXXX X X
    XX XXXX X      XLX
    XX    X XXXXXXXXLX
    XXXXX  +      LLLX
    XXXXXXXXXXXXXXXXXX
    
      In room 3d, go up through the secret door and follow the passage. Run by the
    slime and take your damage. When the room opens up, you can exit to the north or
    go east and down that corridor for a small boost. Continue west when the
    corridor branches, and there's food at the end.
    
    XXXXXXXXXXXXXXXXXX Room 3e
    XXX$XXF FXX XX X X
    XX   XX XX (  (  X
    XX       XX XX X X
    XX XXXX(XXX XX X X
    XX XF   (  (XX X X
    XX XXXXXX+X XX X X
    XX X +XXX_X $X X X
    XX      XXXXXX ( X
    XD XX +XXXX    X X
    XXXXXXXXqX  XXXX X
    XXXXX    X$XXXXX X
    XXXXX X XX$X     X
    XXXXX  ( X$X XXXXX
    XXXXXXX XXXX X(!XX
    XXXXXXX      Q  XX
    XXXXXXXXXDXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3e, you can go left, push a barrel up one, hook around and get the
    heart key in the chest to the north. Then open the door to the right. A hammer
    is in the crate. But don't use it. First, go all the way back to 3c, get another
    heart key killing the magician, and come back and get another hammer. Go north,
    east and north and bust the barrel at the top. Push two barrels out of the way,
    get the star and heart, push a barrel left and another one up, and continue on
    the passage. You can sneak in for a couple of hearts timing the reaper's shots
    before exiting west or just leave all the same. Back to 3a.
    
    XXXXXXXXXXXXXXXXXX Room 3f
    XXXXXXX   XXXXXXXX
    XXXXXXX X SSSSS  X
    XXXXXXX   XXXXX  X
    XXXXXXXXwXXXXXXXXX
    XXXXXXXX XXXXXXXXX
    XX   XXX XXX   XXX
    XX X w w w w X XXX
    XX   XXXwXXX    XX
    XXXXXXX   XXXXX  X
    XXXXXXX X XXXXXXXX
    XXSSSS  X  XXXXXXX
    XXSXXX XXX XXXXXXX
    XXXXXX XxX XXXXXXX
    X&&&XX XXX XXCCCXX
    X&R&XX  X  XX  CXX
    X&&&XXX   SSSSXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3f, you may notice the rune of Justice in the southwest, but you can't
    quite get there yet. First, go west if you need to recharge endurance for the
    final bit. There are eight hearts there. Then, if you want to have some fun, go
    to the bottom of the south passage and through the secret doors to the east. Get
    the treasure and then while on the secret tiles fire west and north without
    moving. It'll take forever to nail the slimes, but it'll be worth it. To take
    out the top bit, you'll probably want to use the pipes. You need to get past the
    slimes, touch the eep eep, and get back to the southwest where you can now reach
    the rune. Use the ankh to leave.
    
        6-5. DISHONOR
    
      For Dishonor, you'll want to bring along a few potions to recharge your magic
    level--say three to four. You probably still need to conserve, though. There are
    many times when freezing the monsters will come in handy as well, and a few
    foods would be a good idea just in case. Nevertheless, Dishonor is a pretty
    linear dungeon, branching at level 3 into two spirals, with some interesting
    puzzles. The rune is in fact easier to pick up than the whip, which is not game
    critical but helps make some monsters easier to beat. If you'll pardon the
    slight pun.
    
    3o--3p--3q  1  3g--3f--3e
     |       |  v  |       |
     |       |  v  |       |
    3n  3s---3r 2  3h--3i  3d
     |          v          |
     |          v          |
    3m--3l--3k--3--3a--3b--3c
    
    XXXXXXXXXXXXXXXXXX Room 1
    XXXX         XXXXX
    XX             XXX
    X    XXXXXXX   "XX
    X  XXXXXXXXXXX "XX
    X XXXX     XXX " X
    X HXX   X@ @XXXGGX
    XXXX    XX XXXX  X
    XXXX   XX   XXX  X
    XXX   XX & & XX  X
    XXX   XX  _  XX  X
    XXX   XX & & XX  X
    XXXX   XX h XX " X
    XXXX    XXXXXX "XX
    XXXXX    XXX   "XX
    XXXXXX""""G""""XXX
    XXXXXXX   G  XXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 1, you basically need to go in an inward spiral. The path is one way.
    The big challenge will be killing or getting by the tiger, which has a tendency
    to sideswipe you. Release it with the first pressure plate and then retreat to
    the corridor where you can take a few arrow shots.
    
    XXXXXXXXXXXXXXXXXX Room 2
    XX~~~~~~~~~~~~~~XX
    XX~ &  &  &  & ~XX
    XX~~~~      ~~~~XX
    XXXXXXX    XXXXXXX
    X   ~ XX  XX ~ _ X
    X~XXX  D  Q  XXX~X
    X  ~~ XX  XX ~~_ X
    X~XXX XXXXXX XXX~X
    X  ~~   XX$  ~~_ X
    XX~XX~X XX X~XX~XX
    XX F_~X >X X~_q_XX
    XXXXXXXDXXHXXXXXXX
    XXXXXXX XXXXXXXXXX
    X       XX^      X
    X XXXXXXXXXXXXXX X
    X                X
    XXXXXXXXXXXXXXXXXX
    
      In room 2, use the pipes before you're in the first serpent's line of fire.
    Then start using your bow to take out the other one and the squid. You can use
    the bridge at the top and circle around south to pick up the heart key. Then you
    need to retreat so you can use the heart door to the left. Through the next door,
    you can just shoot at the serpent and duck, then run down and right to the
    stairs. Or you can get another food if you run across the water at the top using
    the rope bridge. This nets you a food and you get a potion to recharge the magic
    you used. Take the door south.
    
    XXXXXXXXXXXXXXXXXX Room 3a
    XXXXXXXXXXXXXXXXXX
    XXX&&XXX  XXX CXXX
    XX&  &X ++ X , &XX
    XX   &X&  &X,&, XX
    XX &&XX    XX,  XX
    XX XXXX&  &XXXX XX
    XX XXXX    XXXX XX
    XX   &X&  &X&   XX
    XD              DX
    XX   &X&  &X&   XX
    XX XXXX    XXXX XX
    XX XXXX&  &XXXX XX
    XX   XX    XX,, XX
    XX    X&  HX,  ,XX
    XX    XX  XX,  ,XX
    XXX &XXXXXXXX,,XXX
    XXXXXXXXXXXXXXXXXX
    
      For room 3a, you have two reapers above. Stay in one column as you go up and
    switch when you see them fire. The reapers are invincible, but if you can get
    one to fire, wait, and get the other to fire, you can swipe the hearts at the
    top and go back down before they get a chance to fire again.
    
      Now you have a choice of ways to go. The whip is to the right. The rune is to
    the left. Skip to 3k if you want to see how to get the rune, although I
    recommend the whip as a handy weapon for taking out squids.
    
    XXXXXXXXXXXXXXXXXX Room 3b
    XXXXXXXXXX*XX   XX
    XXXXXX*XX   ~ * XX
    XXXXX   ~ ~ ~ ~ XX
    XXXXX ~ ~ ~ ~ ~ XX
    XXXXX ~ ~ ~ ~ ~ XX
    XXXXX ~ ~ ~ ~ ~ XX
    XXXC  ~ ~ ~ ~ ~ XX
    XXX~~ ~ ~ ~ ~ ~ XX
    XD  ~ ~ ~ ~ ~ ~ DX
    XXX ~ ~ ~ ~ ~ ~*XX
    XXX ~ ~ ~ ~ ~ ~*XX
    XXX ~ ~ ~ ~ ~ XXXX
    XXX   ~ ~ ~ ~ XXXX
    XXXX*XX   ~ ~ XXXX
    XXXXXXXX*XX   XXXX
    XXXXXXXXXXXX*XXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 3b is a zigzag affair where you will need to shoot at a skeleton two
    squares away and immediately move up or down to avoid the axe he throws. It's
    not too hard, since the axes are slow, but it can take a bit of time. Down,
    right, up, right, etc. It gets easier as you go along, as when the skeletons
    miss, their axes have a way to go before they can reload. The chest on the way
    is a trap. Touch the boulder at the end for a magic trick.
    
    XXXXXXXXXXXXXXXXXX Room 3c
    XXXXXXXXXXXXXXXXXX
    XXXX..;~~XXXXXXXXX
    XXXX.~;~...XXXXXXX
    XXX~.~;~.~;~;;.XXX
    XX~~.~;~.~;~;~.XXX
    X~~~.~.~;~;~;~.XXX
    XXX..~.~;~.~;~.XXX
    XXS.~~.~;~;~.~.XXX
    XD.B~~.~.~;~;~..DX
    XX..~~;~.~.~;~~XXX
    XXB.~~;~;~.~.;FXXX
    XXXBX~;~.~.~;XXXXX
    XXXBX~;~;~;~.XXXXX
    XXXXXX;~;~;..XXXXX
    XXXXXX;;;XXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 3c is more of the same. But first you want to hide west of the boulder so
    the squid near you gets taken out, and instead of skeletons you have squids.
    Take the secret door to the north. Here you'll want to stay four squares away
    from what you're trying to shoot, and don't worry about getting bogged down in
    the swamps. You'll still be faster than their shots, and they also have a
    problem reloading if they miss. There's food in the chest at the end of this.
    
    XXXXXXXXXXXXXXXXXX Room 3d
    XXXXXXXXXXDXXzXXXX
    XX    Z Z  >X XXXX
    XX ~~~XXX~~XX   XX
    XX ~~~~~~~~+~~~ XX
    XX   ~ ~ ~+~+~~~XX
    XXXXXX~~ ~~+~~~  X
    XX >X ~~ ~~~~~~~ X
    XX XX         ~~ X
    XD ZZ XXXXXXX ~~ X
    XXXXXXXX ~P~X    X
    XX~z~XX~~X~PX~~~~X
    XX~ ~XX~ XXXX    X
    XX~ ~X     ~ ~~~~X
    XXX XX ~~~ ~ ~   X
    XXX  D ~X~ = ~ ~~X
    XXXXXX ~~~ ~ ~ ~~X
    XXXXXXXXXXXXXXXXXX
    
      Room 3d features more long distance stuff. Take the arrow right and fire right
    at the serpent, ducking to the south to avoid his missiles. You can dispose of
    the squid above similarly although you may have to goad him east and then go
    west. Cross the river to the south with the rope and then take the corner square
    in the next river to turn west. Cross the bridge and then go north when the
    seahorse isn't blocking you. You have two more bridges to make to get a potion
    recharge. Then you can take the door to the left and get the star key. Retreat
    as you came but after you cross the river, take the east wall and go north.
    West of the hearts, you need to make two bridges west. Cross the water and
    unlock the first door. Then go back to the east edge and go north. You'll need
    to cross a water square, but in the northeast you'll find the second star key.
    Come back and unlock the second star door. You'll probably need to use a potion
    or two to get this done.
    
    XXXXXXXXXXXXXXXXXX Room 3e
    X        XDXXXXXXX
    X &  &   *~~+ ~_~X
    X        X~~~    X
    XXXDDXXX XXXXXX~ X
    X~~~~~~X X&      X
    X~~;~;~X        *X
    X~;~;~~X   *XX  XX
    X~~;~;~XXXXXX~  ~X
    X~;~;~~XXXXXX%  ~X
    X~~;~;~X   *XXXXXX
    X~;~;~~X   **    X
    X~~~~~~X X       X
    XXXDDXXX XXXXXX* X
    X        X       X
    X &  &   X       X
    X        XDXXeXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3e, you will probably have to run through one slime to get to the main
    area with the water. Use a potion to recharge and have your magic rope ready. Go
    through the right door and use a rope north. Go west again, face north, and use
    the rope all the way. If you went north twice originally you'd have tripped the
    serpent--in which case you'd go a square west then north. Go west onto the rope
    and then go north. You'll want to go north the rest of the way. Don't worry
    about killing the serpent or taking a few hits. Wait for the rat in the next
    area and shoot it. Then get the heart and star before taking the mushroom, which
    boxes you behind some water, but once you use the rope the boulder blocking
    passage to 3f is gone. Use the rope below the door.
    
    XXXXXXXXXXXXXXXXXX Room 3f
    X~~~~~XXX>XXXX%XXX
    X~   ~XXXXXXXX XXX
    X~ t ~XXXXXXX~ ~XX
    X~   ~XX~  XXX XXX
    X~~~~~X%    %X ~XX
    XXX XXXX~    X  %X
    XX  XXXX  ~ ~X ~XX
    XX XXXX  XX%XX XXX
    XD X__  XXXXXX XXX
    XXXXXXX  X~~~S   X
    XXXX  X  X~&~SXXXX
    XXX~ XXXXX~~~   tX
    XX%  XXXXXXX   SXX
    XXX~       X  ~~~X
    XXXXX~ ~XX X<S~&~X
    XXXXXX XXXDXXX~~~X
    XXXXXXXXXXXXXXXXXX
    
      In room 3f, get the mushroom, take the arrows, and take the bottom mushroom in
    the room with the slime. That leads to another arrow. You may want to wait a
    half-second to lure the rat to the right down, but he will probably hit you when
    you take the next arrow and that's that. Take the teleport in the next area
    beyond the secret doors by the lake, and you have a fight with a serpent. Stay
    north of the plant but fire south so the serpent walks into your shots. Then use
    the rope to get off the island you're on and get to 3g.
    
    XXXXXXXXXXXXXXXXXX Room 3g
    XXXXXXXXXXXXXXXX_X
    X        ~       X
    XX ~~~~~ ~ ~~~~~ X
    XX ~   ~ ~ ~   ~ X
    XX ~ ~%~ ~ ~ ~%~ X
    XX ~ ~~~ ~ ~ ~~~ X
    Xx ~     ~ ~     X
    XX ~~~~~~~ ~~~~~XX
    XX              DX
    XX~~~~~~ ~~~~~~ XX
    XX     ~ ~    ~ XX
    XX ~~~ ~ ~ ~~ ~ XX
    XX ~%  ~ ~ ~% ~ XX
    XX ~~~~~ ~ ~~~~ XX
    XX       ~      $X
    X+ XXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3g, the action's in the west, so go there. If you want, you can detour
    south to pick up a few hearts in the spiral once you touch the mushroom. The
    southeast spiral features two exploding balls, and the northeast traps you with
    a plant once you touch the mushroom. You need to use rope to get out. In the
    northwest, touch the mushroom to reveal a door in the northwest.
    
    XXXXXXXXXXXXXXXXXX Room 3h
    XX;;;;;;;;;;;;; XX
    XX;XXXX;XXXXX;X DX
    XX;X0;X;X;;;X;X XX
    XX;XX;X;X;X;X;X XX
    XX;;;;X;X;;0X;X XX
    XXXXXXX;XXX;X;X XX
    X;;;;;;;X;;;X;X  X
    X;XXX;XXX;X;XXXXXX
    X;X;;;;;;;X;;;;;;X
    X;X;XXXXXXX;XXXX;X
    X;X;X;;_;;;;X;;;;X
    XXX;X;X;XXXXX;XXXX
    X;X;;;X;;;;;X;;;;X
    X;XXX;XXXXXXXX;X;X
    X;;;;;X    ;;;;X+X
    XXXXXXXXDXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 3h is a maze. Go up, west, down at the second turn, west, south, west,
    south, east, north, east to get a star, south, east, north, east, south, west,
    south, west, detour for the heart if you want, south and west.
    
    XXXXXXXXXXXXXXXXXX Room 3i
    XXXXXXXXDXXXXXXXXX
    XXXXX       XXXXXX
    XXXXX X~ ~X XXXXXX
    XXy~~ X~ ~X ~~qXXX
    XXXXXXX~ ~XXXXXXXX
    XXX Y       Q XXXX
    XXX X~  X  ~X XXXX
    Xq~ X~ ~~~ ~X   DX
    XXXXX~     ~XXXXXX
    X      XXX      XX
    X;;;X ~+_+~ X;;;XX
    X;;;X ~XXX~ X;;;XX
    X;;;X ~_+_~ X;;;XX
    X   X ~XXX~ X   XX
    XX XX ~+_+~ XX XXX
    XXCXXXXXXXXXXXCXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 3i features some invincible monsters you'll have to run by and some you
    can't without damage. The pipes aren't a bad idea here. Go south, east, south,
    and east to face a reaper. Nail it with the wand. You've got the heart key in
    the chest beyond it. Go back north/west and then go west beneath the squid.
    Across the river, you'll have a mimic you need to kill. Once it's done, you get
    the star key. You can detour to the southwest reaper to get a magic refill--
    again, using the pipes is a good deal--or you can just run east to the corridor
    that leads to 3j. Be sure to recharge your magic before entering it--perhaps
    even use the pipes before you do. Then you can run throught 3j, use the ankh,
    and get out.
    
    XXXXXXXXXXXXXXXXXX Room 3j
    X~~~~~~~~~~~~~~~~X
    X~~~    ~~~C ~~~~X
    X~     ~~~~   ~~~X
    X~~  C~~~~  "  ~~X
    X~  ~~~~   ~   ~~X
    X~ ~~~~~~~~~~~ ~~X
    X~~~~~   ~~~~~~~~X
    XD ~    ~~~~~  ~~X
    X~~~~  ~~~~~   ~~X
    X~~~~   ~~      ~X
    X~~~~ ~~~~       X
    X~~~~~~~~    ~ ~~X
    X~~~~~~~~  ~~~~~~X
    X~~~~~~~~~~~~~~~~X
    X~~~~~~~~~   R~~~X
    X~~~~~~~~~~  ~~~~X
    XXXXXXXXXXXXXXXXXX
    
      Room 3j is a big lake. You need to use your magic and rope pretty quickly, but
    on the other hand it's worth it to use the pipes twice to make sure of things.
    Use the rope east at the first island, north at the northeast edge of the second,
    south at the east edge of the third, and south in the southwest corner of the
    next. The chest is on the east side. Open it, get the whip, and use the ankh to
    return. On returning to the overworld, stock up on a couple of potions before
    going out again.
    
    XXXXXXXXXXXXXXXXXX Room 3k
    XXXXXXXXXXXXXXXXXX
    XXXXX   XXX@XXXXXX
    XD    X XXX X@XXXX
    XXXXX   XXX X XXXX
    XXXXXX XXX@"   @XX
    XD  XX XXXX XX XXX
    XXX XX XXXX"X@ @XX
    XXX X   XXX XX XXX
    XD    X    "XX  DX
    XXX X   XXX XX XXX
    XXX XX XXXX X@ @XX
    XD  XX XXXX XX XXX
    XXXXXX XXX@    @XX
    XXXXX   XXX*X*XXXX
    XD    X XXX S$XXXX
    XXXXX   XXX XXXXXX
    XXXXXXXXXXXXXXXXXX
    
      If you take out the left part, 3k is the first room you'll face. Go south and
    west and push the boulder south to get a heart and a star(secret door east.)
    Then go north and west, avoiding most of the traps. Go north at the intersection
    and west into 3l where you should flip the switch and retreat. Next you want to
    go west at the intersection and take the top door. Run the gauntlet west, flip
    the switch, and come back. The pipes aren't really worth it here as you only
    lose one heart of damage. And anyway you can take the bottom door(south passage)
    to teleport to an area in 3l with two hearts to recharge.
    
    XXXXXXXXXXXXXXXXXX Room 3l
    XXXXXXX~~~~XX   XX
    XXt +  ~~~~ X X XX
    XX +  ~~~~X X`X DX
    XXXXXX~~~XX XXXXXX
    XXXXXX~~~XX    XXX
    XX    === # XX  DX
    XX XX ~~~ XXXXXXXX
    XX `X ~~X X XXXXXX
    XXXXX ~~X X XX  DX
    XD XX~~~X X XX XXX
    XX ~~~~ XXX XX XXX
    XX ===*   X XX  DX
    XX~~XXXX  D    XXX
    X~~~   XXXX XXXXXX
    X~~~        XXt DX
    X~~XXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Either of the two remaining doors get you to 3l. Take the door to the west and
    run across the bridge. Don't worry about fights. Just get to 3m.
    
    XXXXXXXXXXXXXXXXXX Room 3m
    XXXXXDXXXXXXX    X
    XS+XX vXXX XX XC X
    XSXXXQXXXX X  XX X
    XSXXX  XX        X
    XSXXX     XXXXXXXX
    XSXXX X  XXXX  XXX
    XSXXX XX ( Xt  qXX
    XSXXX XXX  XX  XXX
    XSXXX XXXX(XXXXXXX
    XSXX  XXXX~tXX  DX
    XS   XXXX~~~X   XX
    XX XXXX   ~~    XX
    X    XX X  = ~  XX
    X XX XX XX ~~~  XX
    X XX    XX = ~~~~X
    X    XXXX~~~ _~~~X
    XXXXXXXXXXXXXXXXXX
    
      In 3m, sneak around the slime and do battle with the four skeletons in a
    square to the west. You can duck north and fire west to get the first, and in
    the east corridor, duck east when the top one throws his axe. That takes out the
    bottom one. You can position yourself to shoot north at the top skeleton and
    then run past the final skeleton. Take the secret doors to the west--the path up
    leads to a heart--then follow the regular path north. In the northeast corner, a
    chest holds a hammer. Use it to break the barrel blocking the water, then use
    the rope to go south on the water and east into the teleportal. Pick up the
    heart key and return. The door to 3n is in the north behind the heart key.
    
    XXXXXXXXXXXXXXXXXX Room 3n
    XXXXXDXXXX_XXXXXXX
    XXX   X         XX
    XX  X*X X&XXXXX XX
    XX XX X XXX$X$X XX
    XX XXXX"XX    + XX
    XX XXhX XXX$X$X XX
    XX  X*X X+XXXXX XX
    XXX   X X       XX
    XXXXX   X XXXXXXXX
    XXXXXXXXX XXXXXXXX
    XX      X X    XXX
    XX XXXX X   X  CXX
    XX  XX0 X XXXX  XX
    XX XXXX XXX X  cXX
    XX    X        XXX
    XXXXXDXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In 3n the second chest on your path has food. Attack the skeleton in the next
    corridor from below, feinting when needed. Grab the heart but don't worry about
    killing the reaper in the enclave. The trap in the corridor ahead gets two rats
    on your trail, which is annoying, but oh well. Past the stairs you can't get to-
    -they're just an annoying decoy--you have room 3o.
    
    XXXXXXXXXXXXXXXXXX Room 3o
    XX~~~  XXXXXXXXXXX
    X` ~~~   XXXXX`XXX
    X  ~~~~~       XXX
    X   ~~~~~~~~~~  DX
    XX   ~~~~~~~~XXXXX
    XX  ~~~~~~~ XXXXXX
    X  ~~~~~~   XXXXXX
    X   ===   XXXXXXXX
    X XX~~~~XXX    XXX
    X XXX~~~~   XX XXX
    X    ~===  +XX  XX
    XXSXXX~~~~~XXX  XX
    XSSXX~~~~~XXXX  XX
    XSXX    ==     XXX
    XS_X   ~~~~~XXXXXX
    XXXXXDXXX~~~~XXXXX
    XXXXXXXXXXXXXXXXXX
    
      In 3o you'll want to go north and then east quickly. On the bridge, fire east
    to kill the exploding ball. Try not to get too close to the seahorse or it will
    get hit and get mad at you. East, north, west, south to a heart, and west over
    the bridge. Use rope to complete the bridge and then go to the secret corridor
    in the south. After getting the star, you can face north and blast a ball that
    comes by. To the north, there's a lever which turns the water to desert. This
    traps the sea creatures, amusingly, although you have a troll to deal with now.
    For fun in the NE corner you can reset the water before exiting to 3p.
    
    XXXXXXXXXXXXXXXXXX Room 3p
    XXXXXXX~~~~~~~XXXX
    XXXXXXX~~~~~~~XXXX
    XXXXXXX~~~~~~~XXXX
    XD XXX~~~~~~~XX DX
    XX XX~~~~~~~~XX XX
    XX XX~~~;~~~XXX XX
    X  XX~~;;;==  X XX
    X  X~~;;;;~~  X XX
    X XX~~;;;;~~  X XX
    X X ==;;;~~~  X XX
    X X ~~~;~~~~    XX
    X   ~~~~~~~~XXX +X
    XXXX~~~~~~~~XXXXXX
    XXXX~~~~~~~~XXXXXX
    XXXX~~~~~~~~XXXXXX
    XXXXX~~~~~~~XXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In 3p there's some annoying slowdown due to the serpents that come out at you.
    Using the pipes is not necessary, as you'll only lose two or three hearts. Food
    will be more appropriate. There's a heart at the end of all this.
    
    XXXXXXXXXXXXXXXXXX Room 3q
    XX   XXXXXXXXXXXXX
    XX X           &XX
    XX XX  ,,,,,,,  XX
    XD XX , ,,,,, , XX
    XXXXX ,,~~~~~,, XX
    XXXXX ,,~~~~~,, XX
    XXXXX , ,,,,, , XX
    XXXXX  ,,,,,,,  XX
    XXXXX&          XX
    X+_XXXXXXXXXXXX  X
    X_+~~~~~~~~   ~  X
    X+_~    ~~  ~~~~ X
    XX~~ ~~    ~~~~~~X
    XXX  ~~~~~~~~~~~_X
    XXXX  ~~     ~~_+X
    XXXXX    XXXDXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In 3q, the room with the chairs and serpents has two fountains. SW gives a
    heart, NE gives a star. You can run past the invincible serpents' fire pretty
    easily. Now to get rid of the squid, ready your whip and go to the right corner.
    Turn left, whip the squid, and go back up. Repeat 'til he's dead. Now you can
    take the bridge south to stock up on a heart and come back, or you can go west.
    In any case, clearing the island to the west(3 hearts, 3 stars) is a great idea.
    South and east is 3r.
    
    XXXXXXXXXXXXXXXXXX Room 3r
    XSSSSSSXXXXXDXXXXX
    XSXXXXSX  <>  XXXX
    XSSSSXS  XXXX  XXX
    XXXXSX  XXXXXX  XX
    XD SSX XXXXXXXX XX
    XXXXXX XX@@@@XX XX
    XXXXXX X      X"XX
    XX ~~~   _ _    XX
    XX ~~~    + +   XX
    XXXXXX X      X XX
    XXXXXX XX    XX XX
    XD  XX XXXXXXXX XX
    XXX XX  XXXXXX  XX
    XX& &XX  XXXX  XXX
    XX R XXX  <>  XXXX
    XX& &XXXXSSSXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3r you need to go southease and then come back west. Run over the
    hearts and don't worry about the damage from the idols and the invincible reaper
    to the west. Turn north once at the lake--you can see the rune of honor but
    can't get it yet. Soon you'll see a bunch of secret doors. Follow their path to
    3s.
    
    XXXXXXXXXXXXXXXXXX Room 3s
    XXXXXXX~~~~~~~XXXX
    XXXXXXXX~~&~~~XXXX
    XXXXXXXX~~~~~~~XXX
    XXXXXXXXX~~~~~~XXX
    XXXXX    ====== DX
    XXXX  XXX~~~~XX~XX
    XXX  &X& &~~~&X~XX
    XX    D  ~~&~~X~XX
    XX    D  ~~~~&X~XX
    XXX  &XC&~~~~~X~XX
    XXXX  XXXX~~X~X~XX
    XXXXX   ==~= == DX
    XXXXXXXX~~~~~~XXXX
    XXXXXXX~~&~~~XXXXX
    XXXXXXX~&~~~XXXXXX
    XXXXXX~~~~~XXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In 3s you have more bridges to run across recklessly. There's no need to use
    the pipes especially since you'll have bridges to create. However, the inside
    room after you go west over the bridge and down a bit has a potion in the south.
    There's a mimic to the north. Continuing south and going east, you need to
    bridge one square of water with rope. There's a door to the small room with the
    rune in 3s. Get it and use the ankh to go back.
    
        6-6. SELFISHNESS
    
      The cavern of selfishness is east of where you take the boat to Verity Isle.
    It will take a few times to get through because you have a one way trip, but you
    get a nice item out of it all in addition to the rune.
    
    1
    v
    v
    2
    v
    v
    3a>>>>>>>>>>>>  4g>>5c
    |             \ |
    |              \|
    3b--3c--3d  4h--4f--4i
    |   |   |   v   |   v
    |   |   |   v   -   v
    3g  3e--3f  5d  |   5e>>>6>>>7>>>8
    v              /
    v     /---|----
    v>>  4b
       \ |
        \|
     4c--4a--4d
         |
         |
         4e>>5a--5b
    
    XXXXXXXXXXXXXXXXXX Room 1
    X   XXXX  XXXX   X
    X ;  XX    XX  ; X
    X  ;  X ;; S  ;  X
    XX  ; S XX XH;  XX
    XSS   XXXXXX*  SSX
    XSXXDXXXXXXXXDXXSX
    XSX   Xw*w*X   XSX
    X X ; X*h*wX ; XSX
    XXX ; Xw*w*X ; XSX
    XXX   X##D#X   XSX
    XXXXDXXw   XXDXXSX
    XXX   X  *wX   XSX
    XX  ; XX#DXX ;  XX
    X  ;  X    X  ;  X
    X ;  XXXQQXXX  ; X
    X   SSSS  XXXX q X
    XXXXXXXXXXXXXXXXXX
    
      In room 1 you are introduced to rolling boulders. There's a worthless secret
    door to the right but you'll want to go south past two grimacing rocks that
    should be easy to avoid. A heart key is in the bottom diagonal room. Get it and
    go back north. A square NW of the entrance, you have a secret door. Then there's
    a secret wall in the west of that room. The eep eep behind the secret doors
    doesn't do anything if you talk to it, so just continue south. The secret doors
    in the bottom lead east. Take the right heart door. Run past the boulder and
    open the door. Push the boulder north, take out the bat, bust the cobwebs, push
    the boulder a square west, and shoot the cobweb behind the west gate. Open the
    north door, push the boulder west, and climb down the stairs.
    
    XXXXXXXXXXXXXXXXXX Room 2
    XXXXXXXXXXXXXXXXXX
    XX  `**    *   *XX
    XX XXXXSXXXXXXX*XX
    XX X**        X XX
    XX S XXXXSXXX X XX
    XX*X X**    X S XX
    XX*X X XXSX*X*X XX
    XX X X XH X X*X XX
    XX S S X  X S X XX
    XX X*X XXXX X X XX
    XX X*X      X S XX
    XX*X XXXXXXXX*X XX
    XX S   **    *X XX
    XX XXXSXXXXXSXX XX
    XX     # h*  *  XX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 2 take two secret doors to the north. Then go east and south and take
    the secret door east. Go back west through a secret door, north, west through a
    secret door, south, west, north, west through a secret door, north, west through
    a secret door, north, east, and hit the lever to open the gate guarding room 3.
    West, south, east through a secret door, south, west through a secret door, push
    the boulder south, east through a secret door, east, south through a secret door,
    and east down the stairs.
    
    XXXXXXXXXXXXXXXXXX Room 3a
    X     cXXXXXXXXXXX
    X 0XXX    w XXXXXX
    X XXXXXXXXX X   XX
    X XX        D XwXX
    XwXX XDXXXXXX+XwXX
    XwwX D      XXXyXX
    XX X X XXXXDXXXXXX
    XXwX X X?hX   XXXX
    XXcX X Y  X X X XX
    XXwX XXXXXX X XwXX
    XXww   D    X   &X
    XXXXDXXX XXXXXXYXX
    XXX  &XX    X^w XX
    XXXwXXXXXYXXXw  XX
    XXX wwCXXH ^X  wXX
    XXXXXXXXXXXXXXDXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3a, go east to the arrow. West, north, east, north, west. Talk to the
    knight and when the boulder doesn't block your way up and east, run that way.
    Through the door you have cobwebs guarding a star key. Use it on the door in the
    southeast. Then head to 3b.
    
    XXXXXXXXXXXXXXXXXX Room 3b
    XXXXXXXXXXXXXXDXXX
    XX%XXX     XXX XXX
    XX XX       XX XXX
    XX X  &   &  X XXX
    XX      &      XXX
    XXX           XXXX
    XXXX  &   &  XXXXX
    XX XX       XX  DX
    XX  XX#X#X#XX  XXX
    XX            XXXX
    XX X  X   X  XXXXX
    XX%X XXX#XXX   _XX
    XXXX X,   %X XXXXX
    XXX_ X&,   X %XXXX
    XXXXXXX& &XXXXXXXX
    XXXXXXXXDXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3b, you'll first want to exit east. Use the pipes to freeze the eep
    eeps so you can actually move. Then go to the west edge, get the mushroom to
    raise the gates. Go through them and then follow the east passage.
    
      Going south reveals some nice treasure, but for now you want to get the amulet
    to knock off that annoying knight and get to the rune.
    
      Entering from the south, you can eat the mushroom next to you and the one to
    the left to get back to the main/rune area.
    
    XXXXXXXXXXXXXXXXXX Room 3c
    Xt  w  XXXXXXXX%XX
    X    wwX        XX
    X ww   X XXXXXXXXX
    Xw   w X X      DX
    X w  wwXwX XXXXXXX
    X w  wwX X XXXXXXX
    XXXXXX*X XwXX+XXXX
    XD     X   XX XXXX
    XXwXXXXX X XX  (XX
    XX X      w  wXXXX
    XX X XXXXX XX XXXX
    XX X XXXXX XX XXXX
    X% X XXt     w  DX
    X  X XXXX XXX XXXX
    X+ X XXXX_XXX XXXX
    XXXXDXXXXXXXXDXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3c, ready the whip. Wait for the boulder to go south before taking out
    the cowbweb to the south. Follow the boulder and grab the mushroom and/or heart
    when the boulder can't run onto that square. You tend to get hit with double
    jeopardy here. The mushroom releases a square east of the entry. Go up it and
    start whipping the spiders. There's a teleportal in the northwest. Take it and
    follow the boulder and start whipping the cobwebs. Exit east. You'll come back
    through this room to go south to room 3e later.
    
    XXXXXXXXXXXXXXXXXX Room 3d
    XXXXXXXXXXX      X
    XX        X c  C X
    XXXXXXXXX X wwww X
    XD      X XwwCwwwX
    XXXXXXX X Xwww  wX
    XXXXXXX X+  wwww X
    XXXX+XX X X XXXXXX
    XXXX XX    +    XX
    XX   XX X XXXX XXX
    XXXX         X XXX
    XXXX ww XXXX X XXX
    XXXX ww XXXX X XXX
    XD        +X X XXX
    XXXX XX XXXX X XXX
    XXXX XX XXXX X XXX
    XXXXXXXDXXXXDXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3d, you'll want to head for the northeast corner, which is as easy as
    alternating north and east. At least until you get to the spiders. They move
    randomly so you may just want to use the pipes if you've got the magic and/or
    the potions. The star key is in the far northeast, but the other treasure chests
    are nice too. Exit west and go south.
    
    XXXXXXXXXXXXXXXXXX Room 3e
    XXXXDXXXXXXXXDXXXX
    XX X XXXXtXXX XXXX
    XXwX XXXX XXXwXXXX
    XXwX XX+ w w ww XX
    XXwX XXXXX XXwXXXX
    XXwX XXXXXwXXwXXXX
    XXwX      wwww  DX
    XXwXXXXX &wXX XXXX
    XXw        XXwXXXX
    XXXXXX*X X XXwXXXX
    X     ** X XXwXXXX
    X C    X X XX   DX
    X    c X X XXXXXXX
    X      X+X     $XX
    X c    XXXtXXXXXXX
    X      XXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3e, head south and hack through the spiders. There's a fountain in the
    center of the level. The south passage to the west leads to an eep eep. Touch it
    and it will clear the bouldres in the southwest. The chest southwest of the
    reaper has the heart key. You don't actually have to kill the reaper. Just stay
    away from it when you go by it. Then go east into room 3f.
    
    XXXXXXXXXXXXXXXXXX Room 3f
    XXXXXXXDXXXXDXXXXX
    XX_+X           XX
    XX+_X  X    X X  X
    XXXXXXXXXXX#X X  X
    XX  X+_X    X X  X
    XX  X_+X `  X X  X
    XD XXXXXX XXX X  X
    XX  X  XXXXt  X  X
    XX  X   XXXXXXXX X
    XX  X  XXXFX     X
    XX     XtXXX     X
    XD XXXXX X XXQ   X
    XX       X   XX  X
    XX XXXXXXX    ZXXX
    XX       X     XRX
    XXX           %XXX
    XXXXXXXXXXXXXXXXXX
    
      Room 3f is an odd one. It's divided into a northeast and southwest area. You
    need the star and heart keys from 3d and 3e. There are portals near the center
    where you can flip between the NE and SW. In the SW, get the mushroom in the SE
    corner. Then go to the NE behind the gate to switch the lever. Whoah! All that
    stuff that was encased now appears. Stock up and then go to the SE where you can
    get the amulet. It can defeat the knight. But you are trapped in a one-way deal,
    so you should just use the ankh and return to Selfishness.
    
    XXXXXXXXXXXXXXXXXX Room 3g
    XXX XXXXDXXXXX&XXX
    XX   XXX XXXX   XX
    X  L  XX XXX  L  X
    X LLL  X X   LLL X
    X LXXXXX   XXXXL X
    X XX  XXX XX  XX X
    X X     XXX    X X
    X XXXXX XhXXX XX X
    X    D LLLL X    X
    X XX XXXLLXXX XX X
    X cX X+XLLX+X Xc X
    XXXX X LLLL X XXXX
    X    XXXXXXXX    X
    X XX          XX X
    X _XX&X XX X&XXc X
    XXXXXXX    XXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 3g is pretty straightforward. Go clockwise and touch the eep eep in the
    corner to reduce the lava to rubble. Then you can walk to the stairs in the
    center: south, then east.
    
    XXXXXXXXXXXXXXXXXX Room 4a
    XXXXXXXXDDXXXXXXXX
    XXXXX        XXXXX
    XXXXX XX  XX XXXXX
    XXXX   X  X   XXXX
    XX   X      X   XX
    XX X   X##X   X XX
    XX XX XX  XX XX XX
    XD    #  H #    DX
    XD    #    #    DX
    XX XX XX  XX XX XX
    XX X   X##X   X XX
    XX   X      X   XX
    XXXX   X  X   XXXX
    XXXXX XX  XX XXXXX
    XXXXX        XXXXX
    XXXXXXXXDDXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 4a has four exits. None lead anywhere, but the north one provides a clue
    that there's somewhere else to go to. In room 4b, you'll only have access to
    part of the floor, with a chest and a door teasing you. All you can do is fight
    your way away from spiders.
    
    XXXXXXXXXXXXXXXXXX Room 4b
    XXXXXXXXHXXXXXXXXX
    X w    X X    w XX
    Xy XX XX XX XX CXX
    XXXXX XX XX XXXXXX
    XXX   X   X   XXXX
    X   XXX X XXX   XX
    X XXX   X   XXX XX
    X  XX XXXXX XX  XX
    XX    X   X    XXX
    XXXXYXXwwwXXYXXXXX
    XXX( X  c  X((XXXX
    X   ~X www X~   XX
    X XX~X     X~XX XX
    X   ~XXX XXX~   XX
    X+X  tXX  X~t XcXX
    XXXXXXXXHHXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 4b allows you to pick up an extra hammer if you enter from the north.
    Have a powerful weapon ready to take out the gremlin. Go to the right passageway
    to discover it. This extra hammer makes the last part of the dungeon MUCH easier.
    
    XXXXXXXXXXXXXXXXXX Room 4c
    XXXXXX       XXXXX
    XXXXXX XXXXX XXXXX
    XXXX   X`  X   XXX
    XXXX XXXXDXXXX XXX
    XXXX X&,   ,&X XXX
    XXXX XX     XX XXX
    XXX   XXXDXXX   XX
    XXX X   & &   X DX
    XXX X         X DX
    XXX   XXX#XXX   XX
    XXXX XX\\ \cXX XXX
    XXXX X\\\ cc\X XXX
    XXXX XXXXDXXXX XXX
    XXXX   XF  X   XXX
    XXXXXX XXXXX XXXXX
    XXXXXX       XXXXX
    XXXXXXXXXXXXXXXXXX
    
      A gremlin steals your food right away in 4c if you don't watch it. There's not
    much to loot here, either. The chests in the middle, which you release by
    flipping the switch above, are lousy.
    
    XXXXXXXXXXXXXXXXXX Room 4d
    XXXXXXXXXXXX XXXXX
    XXXXXXXXXXX  XXXXX
    XXXXXXXXXX   XXXXX
    XXXXXXXXX    XXXXX
    XX               X
    XX XX XX#####XXX X
    XX XX X@     XXX X
    XD XX X@     X`X X
    XD XX XX  x  X   X
    XX XX X@     X`X X
    XX XX X@     XXX X
    XX XX XXXXXXXXXX X
    XX XX X""""""XXX X
    XX               X
    XXXXXXXXXX XXXXXXX
    XXXXXXXXXXxXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 4d is entertaining. Step on the panels to watch the bad guys pop up and
    flip the switches so the heads fire at them. Nothing important to do though.
    
    XXXXXXXXXXXXXXXXXX Room 4e
    X     XXDDXX     X
    X XXX XX  XX XXX X
    X  +X X w  X X+  X
    X XXX X  w X XXX X
    X     D  w D     X
    XXXXXXX w  XXXXXXX
    X     X w  X     X
    X XXX D w  D XXX X
    X  `X X  w X X_  X
    X XXX XXwwXX XXX X
    X     XX  XX     X
    XXXXXXXX  XXXXXXXX
    XXXXX        XXXXX
    X  hX XXXXXX Xh  X
    X   X#XXXXXX#X   X
    X               `X
    XXXXXXXXXXXXXXXXXX
    
      In room 4e there is a lever under a chest, in back of the southwest door in
    the starting hallway. Follow a boulder so it doesn't hit you, and take out a few
    cobwebs. Then you will need to go south down the corridor. There are two stairs
    down. The left one is one-way so take the right one. You don't have to kill the
    patrolling skeleton at the bottom.
    
    XXXXXXXXXXXXXXXXXX Room 4f
    XXXXXXXXDXXXXXXXXX
    XXXXXXXX XXXXXXXXX
    XX X>X X X X<X XXX
    XD X         X  DX
    XX X XXXDXXX X XXX
    XX X X+% %+X X XXX
    XX>X XXX XXX X<XXX
    XXXX X_% H X XXXXX
    XXXX XX   XX XXXXX
    XXX   XX XX wwXXXX
    XXwXwX X X XwX XXX
    XXwwwwwX Xwwww XXX
    XX wwwwX X  ww XXX
    XXX  `XX XX`  XXXX
    XXXXXXXX XXXXXXXXX
    XXXXXXXXDXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 4f, look into room 4a in the south if you want(extra hammer) but only
    take two of the three mushrooms near the start. They toggle the gate.
    North/east/south is a lever that allows you to jump to the door for 4i, and the
    jump to 4h is north/west/south. 4g has a potion, but you need to use magic to
    get there, 4h doesn't have much, and 4i leads to the rune. So go east, flip the
    switch, and hit the arrow east.
    
    XXXXXXXXXXXXXXXXXX Room 4g
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXDXXXXXXXXX
    XXXXXXXX XXXXXXXXX
    XXXXXX  W  XXXXXXX
    XXXXXX X X XXXXXXX
    XXXXXX X X XXXXXXX
    XXX  w X X    XXXX
    XXX XXXX XXXXwXXXX
    X\ ww $XXX  w  +XX
    XXX XXXXXXXXXwXXXX
    XXX  wwWwWwww XXXX
    XXXXXXwX XwXXXXXXX
    XXXXXX X X XXXXXXX
    XXXX_  X X> +XXXXX
    XXXXXXXX XXXXXXXXX
    XXXXXXXXDXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 4g has some spider webs, then a magic web to the left or right. The
    room's symmetrical, so don't sweat the direction--ehh, follow the path east and
    it curves counterclockwise. At the top there's another magic web. Shoot it and
    walk up. You'll avoid the reaper's fire easily.
    
    XXXXXXXXXXXXXXXXXX Room 4h
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXX   w         DX
    XXX X XXXXXwX XXXX
    XXX X XXXXX XwXXXX
    XXX   X( (X   XXXX
    X\wwXXX (hXXX XXXX
    X   XXX( (XXX XXXX
    X ,&XXXXwXXX   XXX
    XDXXXXXX XX X X XX
    X XXXXXX XX ww  XX
    X     ww XX wwwwXX
    XXXXXXXXXXXX_ +XXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 4h it's a straight shot to the stairs--only problem is, they don't go
    anywhere. You might want to check the first passage down. It holds a heart and a
    star. There's also an eep eep to work around. Whip al the cobwebs in the area
    and wait near the entrance. Eventually the eep eep will come right and go down--
    run by it. There's a mage in the room beyond, then the stairs after you push a
    barrel.
    
    XXXXXXXXXXXXXXXXXX Room 4i
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XD w     (    wXXX
    XXXX XwXXXXXwX XXX
    XXXX XwXXXXXwX XXX
    XXXXw  X h X   XXX
    XXXX XXX   XXX  cX
    XXXX XXX`  XXX   X
    XXX   XXX#XXXXc  X
    XX X X`XX XXXXXXDX
    XX  w  XX XXXXXX X
    XXwwww XX        X
    XXX  wXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 4i, you need to hack through te spider webs. The first turn down leads
    to a lever that opens the gate to the stairs down. Pull it, go back up, right,
    and down through the cobwebs. Don't bother with the chest. It has a ghost. Just
    continue into the center where the stairs are.
    
    XXXXXXXXXXXXXXXXXX Room 5a
    Xt SSSSSSXXXS XXXX
    X  XXXXXSXXXS XXXX
    X +X  XXSSSSSXXSDX
    XSSSSXXXXXXXXXSSXX
    XXXXSSSSSSSSSSSXXX
    XSSSSXXXXXXXXXXXXX
    XSXXXXSSSSSSSSSSSX
    XSXSSSSXXXXXXXXXSX
    XSSSXXSXXSSSSSSXSX
    XXXXXXSXXSXXXXSXSX
    XXXXSSSXXSXXXXSXSX
    XXX    +X    XSSSX
    XXS XX SX XX XXX X
    XXS XX SX XX  HX X
    XXX    XXt   XXXXX
    XXXXSSXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 5a, from the ladder, there's a secret door north in the NW corner of
    the starting area. Take it. Go N, E, S, E, N, W, S(detour S for a heart,) W, S,
    W, N, E. You can detour N for a heart or keep heading east to 5b.
    
    XXXXXXXXXXXXXXXXXX Room 5b
    XX    >X> >X>Xv qX
    XX     <X        X
    XD    Xz X< < <  X
    XX     XXXX   XXXX
    XX  X  X **     *X
    XX  X  X *   * * X
    XX  X  X ** +   *X
    XX  X  Q*  * **  X
    XX     X * * *+ *X
    X      X **   ***X
    XZ~~~~~~~~~~~~XXXX
    X         D   DRXX
    XD~~~~~~~~~~~~XXXX
    X                X
    X           X    X
    X          XXX  `X
    XXXXXXXXXXXXXXXXXX
    
      In room 5b, you have a valuable item--the cup allows you to use magic to heal
    a heart. But it's not easy to get. Take the arrow to the right and you'll wind
    up by the star key. Then take the arrow left.
    
      The star key allows you past the river--well, sort of, as you could use your
    rope too, but it's easy enough to pick up. The door's on the left. Use the pipes
    when the spiders pop out and kill a bunch at once. They'll give a lot of hearts,
    but they're sticky in numbers. Whip the spiders, and when they're gone, shoot
    the cobwebs under the mages and run by. Flip the switch to the right and then
    run by under the mages, wait for the reapers' shots to hit the middle one, and
    run back. One mage down. It's possible to goad the mages and fire at them but I
    prefer to use the reapers.
    
      With the switch flipped, take the right arrow again. You'll need to run past
    the reapers but you can get the heart key now in the right. Run back left and
    use the amulet to destroy the middle reaper. Behind him there will be a heart to
    get. Get the other heart and push the boulders under the reapers to the outside.
    You're trying to make things so the mages and reapers shoot each other down when
    you get in their line of fire and duck.
    
      Only one boulder presents problems. Clear the others to the side first. Then
    push it up and right. The mages should die first. You can then kill the reapers
    if you want, or you can just use the rope to the south and go east to get the
    cup. You can go west, use the bridge to the north, and exit via the heart door.
    You don't even have to use the heart key, but this provides a way to avoid the
    mimic chest. You can retreat to level 4 or use the ankh now.
    
    XXXXXXXXXXXXXXXXXX Room 5c
    XXXXXXXXXXXXXXXXXX
    X  CXXXXDXXXX&,&XX
    X   XXXX XXXX   XX
    X   XXX   XXX  cXX
    XXX XXX & XXXDXXXX
    XXXQXXX   XXX XXXX
    XXX   D & D   XXXX
    XXX XXX   XXX XXXX
    XXXDXXXXDXXXXQXXXX
    Xc  D       D  cXX
    X   XXXX XXXX   XX
    X   XXXXDXXXX   XX
    XXQXXXX   XXXXDXXX
    X    XX   XX    XX
    X     D   Q    qXX
    X    XX   XX    XX
    XXXXXXXXXXXXXXXXXX
    
      In room 5c, there is not much to do except nab a potion in case you're low.
    Find the doors south, east, and south. Try to shoot the balls and duck. Then go
    back west, north, west and north to the NW room, which holds a potion. It is the
    only room you need a heart key to get in; all others have one normal door and
    one heart door.
    
    XXXXXXXXXXXXXXXXXX Room 5d
    Xx  X   X      w X
    X X X X X XXXXX XX
    X X X X X X   X  X
    X X X X x X X XX X
    X X X XXXXX X    X
    X X X   X   XXXXXX
    X X XXX X XXX    X
    X X     XHX   XX X
    X XXXXXXXXX X XXxX
    X X       X   XX X
    XxX X XXXXXXX XX X
    X X X  X    X XX X
    X X XX X XX X XX X
    X X  x X Xx XqXX X
    X XXXX X X XXXXX X
    X        X       X
    XXXXXXXXXXXXXXXXXX
    
      Room 5d is an exceedingly tiresome one-way maze where your only activity is to
    follow an eep eep that bounces back and forth. You'll need to, if you walk too
    far into the maze, as a heart door will block you from returning to the stairs.
    So just leave.
    
      If you don't, eventually the maze forks and leads you to a cheese treasure.
    Drop it so the eep eep stops following you. Then find the heart key and make
    your way to the stairs, which kick you back to 4h.
    
    XXXXXXXXXXXXXXXXXX Room 5e
    XXXXXXXXX   DD   X
    X     XXX & XX & X
    X     XXX   XX   X
    X  C  XXXDXXXXXXDX
    X     XXX XXXXXXDX
    X     X>X XXXX&  X
    XDXXXXX XHXc D   X
    XDXXXXX hXXXXXXXDX
    X   XXXX(XXXXXXXDX
    X   D CX(X       X
    X   XXXX(X       X
    XDXXXXXX X       X
    XDXXXXXX X   C   X
    X   XX   X       X
    X & XX  XX       X
    X   DD  DD       X
    XXXXXXXXXXXXXXXXXX
    
      Room 5e features more circling around--clockwise, through a bunch of doors. In
    the southeast, you have two moving boulders guarding a hammer. This one
    shouldn't be hard, especially since they don't go over the hammer's square until
    you take it. Go west to the statue room then north. To the side there's a chest
    with hammer #2. Go back west and north. The healing goodies surround a chest--
    wait, no, a mimic. Hopefully you'll have enough health you can kill the mimic
    after touching one heart, or waiting to take them may heal you more than if you
    grab them all, fight the mimic, and lose a heart. Either way you get the third
    hammer. Go back south and east and go up the passage you didn't take along the
    south wall before--between the statue and boulder rooms. Destroy the three
    barrels in front. Climb down.
    
    XXXXXXXXXXXXXXXXXX Room 6
    X            <   X
    X XXXXXXXXXX X X X
    X X          X X X
    X X XXXXXXXX X X X
    X XCX$     X X X_X
    X XXXXXXXX X X X_X
    X X     XX X   X+X
    X X X   HX X XXXXX
    X X X   XX   XXhXX
    X X XXXXXXXX XX XX
    X X XcXXXXX& &X XX
    X X X           XX
    X X XXXXXXXXXXXXXX
    X X              X
    X XXXXXXXXXXXXXX X
    X                X
    XXXXXXXXXXXXXXXXXX
    
      Room 6 features two eep eeps, one of which will probably get into the passage
    beyond the small room you start off in. You'll have to follow it a ways. Once
    you get to a left-arrow you're a bit freer. The eep eep will probably block the
    good treasure east of the south passage, but to the west there's some neat stuff.
    At the bottom of the passage, the stairs are to the east.
    
    XXXXXXXXXXXXXXXXXX Room 7
    X XXXX_ && +XXXX X
    X  XXXX && XXXXz X
    X   D        D   X
    XXXXXXX && XXXXXXX
    XXXXXXX && XXXXXXX
    XXXXXXX    XXXXXXX
    X hXXXX && XXXX  X
    X  D  Z && D  D  X
    X  XXXX && XXXXH X
    XXXXXXX    XXXXXXX
    XXXXXXX && XXXXXXX
    XXXXXXX && XXXXXXX
    X   D        D   X
    X  XXXX && XXXX  X
    XFXXXX+ && _XXXX$X
    XXXXXXX    XXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 7, wear the amulet because you're almost done and you just want to
    blast through the last bit. Go west through two doors. Take out the tiger. There
    are stars/hearts all over. At the top, go east. Notice that you see a star key
    for a split second under the treasure chest--hmm, that's not a real treasure
    chest. So just prepare to fight with a mimic. You need that star key. The other
    rooms hold decent treasure with the reaper in the SW being the best. It guards
    some food, so no matter how badly you get damaged, it's worthwhile to pick up.
    Worst case: you regain all your health.
    
      The stairs are west of the star door.
    
    XXXXXXXXXXXXXXXXXX Room 8
    XXXXXXXXXXX   XXXX
    XX%CWW(XXXX `    X
    XXXXXS(XXXXXXXXX X
    XX            XX X
    XX X  ZZZZZZZ XX X
    XX X  ZWWWWWZ    X
    XXHX  ZW***WZ XXXX
    XXXX  ZW*R*WZ XXXX
    XXXX  ZW***WZ XXCX
    XX    ZWWWWzZ XX X
    XX X  ZZZZZZZ XX X
    XX X          #WWX
    XX XXXXXXXXXXXXX X
    XX   ` XXXXX__   X
    XXXX   XXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Ah, room 8, the final bit. If you have an extra hammer from level 4, this is
    much easier. Otherwise get ready to use your amulet a bit. You only need three
    shots to get in along with a hammer, which you can get on this level.
    
      First bit--the hammer, if you don't have it. You'll want to ready the wand and
    go north and east. Take the secret door left of the barrel. Zap the two heavy
    webs with your wand and walk over the spikes to the mushroom. That opens a
    critical door in the southeast. Go there and use the wand on the heavy webs for
    some magic and a hammer. Now pull the upper right corner lever. It flips star
    doors and cobwebs. Clear the cobweb right of the star key. Then clear the two
    above it. Get the star key. Go 1 east, 2 north. Unlock the star door to the left
    and now go to the lower left. Flip the switch. Use a hammer on the barrel next
    to the rune that you can reach. Get the rune. Use the ankh. Yay!
    
        6-7. PRIDE
    
    
      MAP OF PRIDE
    
      The cavern of Pride is on the island archipelago south of Lord British's.
    You'll want to take the boat south, kill the dark knight with the amulet, and go
    beyond.
    
      The most important thing to do here is stock up before you start. There are
    many nasty tricks Pride throws at you, and you will probably need to go through
    it twice: once for the rune, then return to recharge, then for the final rune in
    the Abyss, past the underwater tunnel.
    
      MAP OF PRIDE
    
    1                                       1u
    v                                       ^
    v                                       ^
    2                                       2u
    v                                       ^
    v                                       ^
    3                                       3u
    v                                       ^
    v                                       ^
    4                                       4u
    v                                       ^
    v                                       ^
    5                                       5u
    v                                       ^
    v                                       ^
    6                                       6u
    v                                       ^
    v                                       ^
    7a>>7b--7e--7h--7i--7j--7k--7l--7m--7n--7o
        |   |
        |   |
    7d--7c  7f--7g
    
    XXXXXXXXXXXXXXXXXX Room 1
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXX  XXXXXXXXXXXXX
    XXX hXXX   XXXXXXX
    XXXX   X & #   XXX
    XXXX & #   X   XXX
    XXXX   XX#XX   XXX
    XXXXX#XXX#XXX#XXXX
    XXX   XX#  XX   XX
    XXX & #D   ##   XX
    XXX   XX   XX  &XX
    XXXX#XXXX#XXXXDXXX
    XXXX   XX#XX#  XXX
    XXXX   #   X   XXX
    XXXX   X   #  H XX
    XXXXXXXX  &XXX #XX
    XXXXXXXXXXXXXXXXXX
    
      In room 1, the solution to the gate switching is pretty simple. Just flip the
    second switch you see. Then you can go up to the top, west, and fake the cyclops
    out. The cyclops is very nasty as it follows you around and can't be damaged.
    There are also bats and rats to beat back. But use the statue to duck the
    cyclops. Run the opposite way he does, go all the way down, left, and all the
    way up to the ladder.
    
    XXXXXXXXXXXXXXXXXX Room 2
    XX     XX  D   XXX
    XX     XX XX F XXX
    XX     XX  X   # X
    XX  H  "XX XXXXX X
    XX     XX  XXXXX X
    XX     XX XX  XX X
    XX     XX  X  #X X
    XXXXxXXXXXDXXX   X
    X    XXXXX  XX   X
    X XXXXXXXXXhXX XXX
    X XXXXX@XXXXXX XXX
    X XXX     XXXX XXX
    X XXX     XX%X XXX
    X XX@  $  @X  B  X
    X XXX     XX X X X
    X            X   X
    XXXXXXXXXXXXXXXXXX
    
      In room 2, you'll be surrounded by bats. You might want to kill one before
    activating the plate to the right. You can step on and off but do try to avoid
    the arrows coming down. The bats probably can't--they're moving around all the
    time. Curl around and if you want to get the gem(don't really need money now)
    grab it and go south a square and east. Push the boulder a square east. Don't
    worry too much about the tiger--in fact, you can bottle him up and do one on one
    combat, becaue in the next room to the north, the moving boulder guards food.
    Past all that are the stairs.
    
    XXXXXXXXXXXXXXXXXX Room 3
    X     X< X  X<   X
    X     X  X  XXQX X
    X     XDXXXDXXhX X
    X     X  *  XXXX X
    X v < X     X    X
    XXXXXXX** **X    X
    X vX  X  *  XXXXXX
    X  X`vXXX XXX ^  X
    X  XXXX     X X  X
    X     X    HX   XX
    X     XXXDXXX X  X
    X  X   X   X   X X
    X  X   X&&&X+X   X
    X  X  XXXXXXX  XDX
    X  X >X     X  X X
    X_    X    >X  X`X
    XXXXXXXXXXXXXXXXXX
    
      In room 3, push the center boulder up two. Push the boulders at the edge up
    one. Then push the two lower boulders outwards. You can kill the boulders, but
    that's not a good idea if they're still in the big area. Things may get too
    crowded. Hit a boulder twice with the amulet and let it back into the room with
    the ladder. Kill it and push it to the side. Go up through the left door.
    
      Use the pipes to silence the gremlins so they don't eat valuable food. Then go
    south on the arrow. A right arrow is in the corner. You can shoot down the mimic
    in the next room while it's vulnerable--you'll have to pass by it several times
    anyway. Touch the plate in the lower right. It will change an arrow in the upper
    left. Move around. Kill the reaper first so you don't have to worry about it
    later--shoot it down from above.
    
      The new arrow leads to a small enclosure with another plate. Step on it.
    Circle around again, and go down when in the big boulder room. The ex-fountain
    is now a lever you should pull. It makes ghosts and rats appear, but you'll also
    see a heart key. You can take it down to level 4.
    
    XXXXXXXXXXXXXXXXXX Room 4
    X   X& &X  +XX   X
    X   X   X  +hX   X
    X   D   Q  +XXH  X
    XXXXX& &XXXXX    X
    X           X    X
    X           D ;; X
    X           X;;;;X
    XXXXX& &XXXXX;;;;X
    Xq  X   X    ;;;^X
    Xw*wX   X XX  ;; X
    X*w*X&`&X        X
    X***XXXXX** X    X
    Xw*www*w*w* XXX  X
    X***w***w**   X XX
    Xw*w*w***w* X    X
    Xww***www**   X XX
    XXXXXXXXXXXXXXXXXX
    
      In room 4, you want to go through the west door. Pipes will help rid you of
    the nuisance of timing the skeletons' axe throws. You'll want, first, to get to
    the lever south of the crossroads to the west. Flip it, and boulders and cobwebs
    below flip. Your object is to kill enough cobwebs to make a path to the reaper
    left of the lever. Then you can grab the heart key with impunity. One problem,
    though. Each time you go through the swamp, a bunch of rats pop up.
    
      You want to get rid of the rats first and usually the best way is to follow
    the wall down and left into the first corner. Then fire or, better yet, whip
    right. The rats will come running to the slaughter. Note you don't have to
    activate rats on leaving the swamp, as an arrow jumps you over the line that
    trips the rats appearing.
    
      The first time through, shoot through all the cobwebs you can. Push the top
    bounder up a square short of the corner and the bottom one down. Now shoot the
    new cobwebs you have access to. You can push the one boulder up if you'd like.
    Now go back and do it again. Remember you can see if the boulders/cobwebs are as
    you want them from where you stand to flick the switch. And with a
    cobweb/boulder sealing off your corner, you can gun down rats as they come in.
    So...a few more iterations of switch flipping and cobweb crushing and you can
    face the reaper. Be sure to have the bats cleared before this.
    
      If you're feeling very gutsy, you can get the heart key before you clear the
    boulder below the reaper. Shoot everything, push the boulder SW of it to the
    side, shoot the cobweb behind, walk in and walk out.
    
      With the heart key, open up the heart door(north of crossroads,) fake the
    cyclops out, and head for the stairs down.
    
    XXXXXXXXXXXXXXXXXX Room 5
    XXXXXXXXXXX      X
    XXXXXXXXXXX HXXX X
    XX tXXXXX`XXXX ((X
    XXXXXXXXX_X ( (( X
    XXXXXXXXX_X((((  X
    XXXXXXXXX  ( ( ((X
    XXXXXXXXX  (     X
    XXXXXXXXXvXXXXXXXX
    X       < <      X
    X XXXXXXXvXXXXXX X
    X   *   X X****  X
    X\* \ * X X*** \XX
    X ***** X X** \*XX
    X +***+ X X* \**XX
    X\**h**\X X \***XX
    X   \   X   XXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 5, you have a barrel pushing sequence that looks tough but in fact
    there's usuall only one barrel to push. Nevertheless here goes:
    
      S S N W S W S S W S W W. The barrel looks like it blocks your progress, but go
    up to grab the stars and mushroom and then quickly down--pipes might not be a
    bad idea here.  The arrows carry you over the invincible reaper to the south.
    Then don't worry about timing the blinking walls. Even if you get caught you
    won't be harmed. You can then go west and jump over the reaper again. This leads
    to the stair area where you can heal up.
    
    XXXXXXXXXXXXXXXXXX Room 6
    XXXXXXXXXXXXXXXXXX
    XSS&          %XXX
    XSX        **  XXX
    XSX ~~~~~~*`** XXX
    XSX ~~~~~~~**~ XXX
    XSX ~~~~~~~~~~ XXX
    XSX ~~~~~~~~~~ XXX
    XSXX   ~~~~~ hXXXX
    XSXXXXX    XXXXXXX
    XSXXXXXX  XXXXXXXX
    XSSSSXXX  XXXXXXXX
    XXXSSXXX  XXXXXXXX
    XXXXXXXX  XXXXXXXX
    XXXXXXX&  &XXXXXXX
    XXXXH        XXXXX
    XXXXXXX&  &XXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 6, a reaper fires at you from off screen, so try to go east and down
    as quickly as possible. There are serpents at the top which further disrupt your
    timing. But you can nail them from a distance once the reaper's done for. Before
    using the rope while on the top left square, touch the bottom right fountain for
    some food. When crossing the river, don't worry if you let the ball blow up in
    your face. You'll have another bridge to gap and another ball, then two more
    balls you can shoot from long range. A mushroom in the NE dislodges one of the
    boulders surrounding that lever you need to pull. It turns the barrel below into
    a stair. Use the rope once more when NE of the ladder.
    
    XXXXXXXXXXXXXXXXXX Room 7a
    XXXXXX~~~~~XXXX` X
    XXX~~~     ~~~X  X
    XXX~~~     ~~~#  X
    XXX~~~     ~~~X  X
    XXXX#XX   XX#XX  X
    X   w*     *w    X
    XX XXXX   XXXXXXXX
    XX X         HX DX
    XX XX        XX XX
    XX  Xv      vX  XX
    XXX X        X XXX
    XXX Xv  ^^  vX XXX
    XXX X  <"">  X XXX
    XXX X> >  < <X XXX
    XXX XXXXXXXXXX XXX
    XXX            XXX
    XXXXXXXXXXXXXXXXXX
    
      In room 7a, there is no immediate danger, but there is an odd puzzle. You have
    six reapers to attend to. You can cause the top two rows to take each other out
    by ducking in and out of the line of fire. Then go above the left ones to kill
    the top two. The bottom two reapers need to be picked off individually. Or you
    can just step on the pressure plates and crush the reapers as you jump. The
    second option will damage you a bit, but you can get started on your main task.
    
      Now that the reapers are cleared you can take the arrow to the small area with
    the pressure plates. The left one produces a serpent. The right puts a barrel on
    a certain square. Your object is to place the barrels so that they form a bridge
    between the two lakes above.  That's because there's a switch in the upper right
    that turns barrels to water. But don't use the switch 'til you're ready.
    
      To get to the switch you need to produce a few serpents. Walk a square left of
    the up ladder and wait. The serpents will blast the cobwebs(ah--if you hadn't
    figured it out by now, you want to connect the lakes so the serpents can blast
    the other cobweb and you can push the rock!) Now you can go on with your task. I
    think it's best to move a barrel two left, push it up, and push it left next to
    the bottom of the left lake. Because if you go from right to left placing
    barrels there may be a rude surprise. No space left!
    
      As it is you can then place the rightmost barrel next to the right lake, at
    the bottom, and fill everything else in as you please. Go to the upper right and
    flip the switch. Then go to the left below the cobweb and wait for the serpents
    to blast it. Take the left passage and follow it as it winds counterclockwise to
    room 7b.
    
    XXXXXXXXXXXXXXXXXX Room 7b
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XX    XX XX    XXX
    XX X  X   X  X XXX
    XX X  X   X  X XXX
    XX X qX   X_ X XXX
    XX XXXXX XXXXX XXX
    XQ              DX
    XXXXXXXXDXXXXXXXXX
    XXp  X^X"X^X  FXXX
    XX   Q X"X Q   XXX
    XXXXXX X"X XXXXXXX
    XX   X X"X X   XXX
    XX + Q XXX Q c XXX
    XX   X     X   XXX
    XXXXXXDXXXDXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 7b, get the heart key in the chest immediately north. Penumbra tells
    you about two magic items in the next enclave north. The magic sword is the
    easier of the two to collect, so let's go see about that first. To exit south,
    just trip all the pressure plates and leave via the left door on the south wall.
    
    XXXXXXXXXXXXXXXXXX Room 7c
    XXXXXXDXXXDXXXXXXX
    XS      X:::X    X
    XX XXXX X & X XX X
    XX XL$X XXXXX XX X
    XXWX LX       XX X
    XX XDXXXXXXXXXXX X
    XX X XXX,&&,XLLX X
    XX X   D::::D LX X
    XX XXXXXXDXXXXXX X
    XX X    X      X X
    XX X XXXXXXXXXDX X
    XX X      X    X X
    XX XXXXXX X XX X X
    XX X   XX X X  X X
    XD X X XX X X XX X
    XX   X +X   X    X
    XXXXXXXXXXXXXXXXXX
    
      In room 7c, there's a wandering maze to the right as you enter, where you can
    fight a mage and get treasure near the end, but you will want to go west into
    the northwest corner. Ready your wand and burst the heavy web to the south. Now
    go west into the secret door. Wait for the boulders to pass by(boring as
    watching moss grow,) nip back east, and go south. The door's there, and you
    probably have time to get the heart to the side.
    
    XXXXXXXXXXXXXXXXXX Room 7d
    XXXXXXX_t_XXXXXXXX
    XX   XX_ _X     DX
    XX X XXX XX X XXXX
    XX X  < > % X XXXX
    XXDXXXXX XXXX#XXXX
    XX    XX XX    @XX
    XX    XX XX    @XX
    XX    XX XX  p @XX
    XX   tXXDXX    @XX
    XXXXXXX   X    @XX
    XXXXXXX   XDXXXXXX
    XXXXXXX_R_X D  XXX
    XXXXXXXXXXXXX  XXX
    X  XXXXXXXXXXXDXXX
    XXXXXXXXXXX     DX
    X  XXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      You'll need a quick jump in room 7d. Move left quickly and then up through the
    door, all the way north. The top square triggers the door to shut, and you only
    have to deal with one cyclops instead of two. Now go south a square and ready
    the pipes. Use them when the cyclops in your room waits a bit. If you get hit,
    it's no big deal. Just use the pipes so you can make it past--a still moving
    cyclops will probably block the door just enough. Beyond the cyclops is a room
    with a potion. Take the potion and quickly run north as the heads turn into
    cyclops. The mushroom you eat turns the arrow to the west into a spinner.
    
      If you've been quick, you can make a pit stop north to refresh yourself. Just
    be sure to enter at the previous direction to the one you want to get in--
    walking takes time even when you're next to the arrow. And don't step on the
    teleportal--you'll likely get trapped in the room with eight ogres. Instead, go
    south and get the sword. Don't worry about the mimic--just go back north and get
    out.
    
      If you get stuck, you can kill yourself and try again. It's an intimidating
    room, but you can win without suffering damage. Once you've got the sword you
    can exit in the northeast. Again you may have to use the pipes to get out, but
    it's worth it--no ankh necessary. However there is a risk of getting the sword
    and getting killed--compared to having to navigate Pride one more time, though,
    that's not so bad. You can go back to 7c and up to 2b and then head east,
    starting on the rune quest. Also when back at 7b you can open a heart door, get
    treasure, get another heart key, and get more treasure. The extra key isn't
    worth much, though.
    
    XXXXXXXXXXXXXXXXXX Room 7e
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXX@@@XXXXXX
    XXXXXX  X   XXXXXX
    XXXXXX  Q   XXXXXX
    XXXX>X  X F XXXXXX
    XXXXqXXXX   XXXXXX
    XX>X XXXXDXDX!*,XX
    XD XXXXXX X X,**XX
    XXXXX     X X, ,XX
    X ^ X XXXXX , **XX
    X   X X  X  ,*,,XX
    X   X X  X   *,**X
    XXDXX X  D  ,*, DX
    XX    XXXX  *$,*XX
    XXXXXXXXXX ,****XX
    XXXXXXXXXXDXX*X*XX
    XXXXXXXXXXXXXXXXXX
    
      In room 7e, there's a one way path to getting the heart key and facing a mage.
    Try to teleport into the mage. Then open the chest. Don't worry if the bad guys
    hit you. The chest has food. Take the right door and get the boots(east/north.)
    Sadly Klop isn't much help. I'll cover the wrong way(south) first, just for
    kicks. You might actually want to take a detour there, because you can go to 7f
    and then 7g, retreat through the door immediately before tripping the flood, and
    go back to 7e and get the boots.
    
      But if you want to go the right way, use the shoes as soon as you have them.
    Go south/east/south/west/south/east to 7h.
    
    XXXXXXXXXXXXXXXXXX Room 7f
    XX     XXXDXXXX*XX
    XX %%% XXX XX***XX
    XX % % D D X**,,XX
    XX %%% XXXXX,X**XX
    XX     X     *, DX
    XXXXDXXXX XXX ,*XX
    XXXX      XX,,**XX
    XXXXXXXXXXXXX,*X*X
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    X%XXXXXXX%XXXXXXXX
    XX%%%%%%%XXXXXXXXX
    XX%%%%%%%XXX%XXXXX
    XX%%%%%%%XXXXXXX%X
    XX%%%%%%%XXXXXXXXX
    X%XXXXXXX%XXX%XXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 7f, Beh Lem the demon has some supplies if you touch a mushroom near
    him. You can also use him to keep the ghosts at bay while you shoot them. If you
    use the shoes here, the exit is to the right. You can also find some mushrooms
    on the bottom. But you probably don't need much more than what Beh Lem gave you.
    If you really want, you can go back to 7e, take the other door in the room with
    the heads, fake out the cyclops and come back around for more treasure. But you
    really should just leave. North. Without the shoes.
    
      Room 7g is a trap. Slowly, water forms around you, and you're forced to a
    certain square to make further progress. Eventually you're dumped on an island,
    and you're toast. You can go west and pus a boulder back, but you've just wasted
    your shoes. You'll have to retreat to 7a and come back to pick them up again.
    
    XXXXXXXXXXXXXXXXXX Room 7h
    XXXXXXXXXXXXXXXXXX
    X_ XXXXXXXXXXXXXXX
    X  XXXXXXXXXXXXXXX
    XXxXXXX&+&XXXXXXXX
    XXxxxxx   XXXXXXXX
    XXXXXXXXSXXXXXXXXX
    XXXXXXXXSXXXXXXXXX
    XXXXXXXXSXXXXXXXXX
    XXXXXXXXSXXXXXXXXX
    XXXXXXXXSXXXXXXXXX
    XX              XX
    XX > > > > > >  XX
    XD              DX
    XX > > > > > >  XX
    XX              XX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 7h is the under-sea tunnel. The arrows provide a nice walking escalator
    feel to it, and you even have secret doors in the middle that net five gems by
    now. Touch the right statue in the hidden area to open another one. There's a
    star key in the northwest secret room.
    
    XXXXXXXXXXXXXXXXXX Room 7i
    XXXXX&%&XXXXXXXXXX
    XXXX     ~XXX~  DX
    XXX       ~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~""~"~""XXX
    XXX""~"~       XXX
    XD  ~xXX~     XXXX
    XXXXXxXXXX&%&XXXXX
    XXXXXxXXXXXXXXX  X
    XXXXXxxxxxxxxxZ %X
    XXXXXXXXXXXXXXXXXX
    
      Room 7i features heads shooting arrows. Without the star key from the previous
    room, you can't do much about the first wave--just run past, left wall--but
    avoid the mushroom and the trip down after going east is perfectly safe. Then
    eat the mushroom at the bottom and go east and up.
    
      With the star key from the previous room, you can take the
    
    XXXXXXXXXXXXXXXXXX Room 7j
    XXX X,&,XX,&,X & X
    XD  X   XX   X   X
    XX  D        D   X
    XXX XXXX##XXXXXXXX
    XXX X@ . . .@X`5XX
    XXX X . . . .X  XX
    XXX X. . . . XDXXX
    XX  X . . . .X  DX
    XX  X. . . . XX XX
    XXXDX . . . .XX XX
    X   X. . . . XX XX
    X,&,X@. . . @XX XX
    X   XXXX##XXXXX XX
    XXDXXXXX    XXX XX
    XX XX  X    XXX XX
    XX  D `X,&, D   XX
    XXXXXXXXXXXXXXXXXX
    
      Room 7j features a chess style puzzle. To the right, you have Dr. Cat and Gnu
    Gnu playing chess. Dr. Cat is on the left of the board. There's also a sign
    talking about Dr. Cat's gambit.
    
    1. R.QR4 R.QR6
    2. R.K6  R.K3
    3. R.KR3 R.KR$
    
      A nonsensical chess game, but the idea is pretty clear if you know Descriptive
    Notation. And if not, you can probably muddle through by trial and error, or win
    the fight. You will need to freeze your opponents, kill the weak ones with the
    amulet(it's important not to get crowded in,) and possibly freeze them again.
    The experience points aren't much--30 for everyone except no points for the
    queens--but it's a nice challenge. Touch a rook to exit.
    
      The actual solution: On the top row, go to the east edge(Dr. Cat's 6th rank.)
    Go south four(king's file) and go three east. Go three south and east and exit.
    The squares on the path are safe; the others begin the fight.
    
    XXXXXXXXXXXXXXXXXX Room 7k
    X   vXXXXXXXX    X
    X  XXX      XXX% X
    X XX         ^XX X
    X X<           X<X
    XXX        XX  XXX
    XX   XX    XX  XXX
    XX  XXXX      XxXX
    XD XXxxxXX   XX(DX
    XX&Xx   xxXXXXx XX
    XXXx XX   xXXx  XX
    XXX  XX    xx  XXX
    X>X  xx       >X X
    X XXv         XX X
    X  XXX      XXX  X
    XR   XXXXXXXX^  _X
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 7k has the rune of humility. There's Dr. Cat in the northwest with some
    advice to fill in the story line, but the mushroom in the northeast is more
    useful. It changes a plant by the west door to an arrow. Head south and onto the
    next arrow to get the rune of Spirituality. As a bonus, it also heals you. Take
    the arrow north to leave, go east and enter 7n if you're feeling lucky--and well
    supplied. Otherwise go back, stock your whole inventory up, and try again.
    
    XXXXXXXXXXXXXXXXXX Room 7l
    XXXXXX   ww w   XX
    XXX    X XXwX X XX
    XXX XXXX      X XX
    XXX   XXXXXXXXX XX
    XXXwX X         XX
    XXX w X XXXXXXXXXX
    XXXwX X X&c&X   XX
    XD    X X   D   DX
    XXXXXXX X   X   XX
    X   w w XDXXXXXXXX
    X X XwX X XXXXXXXX
    X X     X XXXXXXXX
    X XXXXXXX XXXXXXXX
    X w w     wwww XXX
    X XwX XXXXXXXXXXXX
    X     XXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      Room 7l is linear but not literally. You'll turn a lot of corners as reapers
    shoot through cobwebs trying to hit you, but you shouldn't have much trouble
    keeping ahead. Eventually cobwebs will block your way. Go north and you'll see a
    door. There's a treasure chest with cheese, which is actually worth it in the
    next room.
    
    XXXXXXXXXXXXXXXXXX Room 7m
    XXXXXX           X
    XXXXXXWXXXXXXXX XX
    XXXXXXWXXXXXXXX XX
    XXXXXXWXXXXXXXX XX
    XXXXXXWXXXXXXXXZXX
    XXXX+   +XXXXX& &X
    XXXX + + XXXX&  XX
    XD>X  %  XXXX   DX
    XXXX + + XXXX&  XX
    XXXX+   +XXXXX& &X
    XXXXXXWXXXXXXXXXXX
    XXXXXXWXXXXXXXXXXX
    XXXXXXWXXXXXXXXXXX
    XXXXXXWXXXXXXXXXXX
    XXXXXXwwwwwwwww zX
    XXXXXXwwwwwwwww XX
    XXXXXXXXXXXXXXXXXX
    
      Room 7m has an ominous no-return sort of arrow. Jump into the 5x5 room and use
    the cheese in the lower left. Then ready the sword and heal yourself. Get
    prepared for the cyclops onslaught. You'll have to hack north as one will trap
    you on each side. When you kill one with the magic sword, switch to the wand to
    start blasting the heavy webs. Now you can nail the cyclops one by one if you
    time your stab-and duck right. They're really slow but powerful if they hit you.
    You really have to clear the room as the bottom passage is important, but try to
    leave the hearts until after you've won the fight--or taken damage. And
    definitely, at the very least, use the pipes.
    
      Once the cyclops are gone, hack with the wand to the bottom bit. Clear out the
    webs and make sure the reapers at the right end fire asynchronously. Then you
    can attack one while the other is about to fire, and vice versa. They're easier
    than the single reaper in the top passage. A star key is behind them.
    
      At the end of the top corridor there's a reaper and you might want to use the
    pipes here too. Kill it and use the star key on the door beyond. Shoot any ball
    and then step back. There'll be a chain reaction. This makes your work easier.
    
    XXXXXXXXXXXXXXXXXX Room 7n
    XXXXXXXXXXX     XX
    XXCX XcXXXX & & XX
    XXQX XDXXXX  F  XX
    XX     XXXX & & XX
    XXXX XDXXXX     XX
    XX^X XtXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XD^XXXXXXXX+_XX DX
    XXXXXXXXXXX_+XXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXqD DcXXXX     XX
    XXDX XDXXXX & & XX
    XX  "  XXXX  p  XX
    XXXX XXXXXX & & XX
    XXcD DtXXXX     XX
    XXXXXXXXXXXXXXXXXX
    
      In room 7n, there are two reapers to have kill themselves with a crossfire.
    Take the teleport. Use the pipes before you step on the center pressure plate.
    Kill the reaper on the left and right and then let the vertically aligned ones
    kill themselves. There's a mimic in the upper left with a heart key. Take the
    transporter and go to the upper left. Ghost shoes! A potion, food, and a
    heart/star room are to the right. Stock up and go right, to 7o.
    
    XXXXXXXXXXXXXXXXXX Room 7o
    XXXXXXXXXXXXXXXXXX
    XXHD   X&c&X w XXX
    XXXX   X   Dw  XXX
    XXXX   X   X  wXXX
    XXXXXDXX#X#XXXXXXX
    XX    X     D`XXXX
    XX    D  &  XXXXXX
    XD    X     D \  X
    XXXDXXXXXXXXX    X
    XX    XXXXXXX  \ X
    XX& & XX%%% D   \X
    XX &  XX%   XXXXXX
    XX& &  D  %%XXXXXX
    XXXXXXXX%%% XXXXXX
    XXHD XXXDXXDXXXXXX
    XXXX     XX+XXXXwX
    XXXXXXXXXXXXXXXXXX
    
      In room 7o, outduel the troll if you need. Take the stairs up, which are north
    of your mini-room. There's not much else in this room except a nasty troll fight
    and a nasty spider fight.
    
    XXXXXXXXXXXXXXXXXX Room 6u
    XXXXXXXXXXXXXXXXXX
    XXh  <><>Y>     XX
    XX  vX  ~~~     XX
    XXvvX~^^~<~< <  XX
    XXXXv X^X<XXXXX XX
    XXv>v>^><v<XX^XDXX
    XX XvX XX X XX+ XX
    XXvXvXvX > >X^XDXX
    XX XvXvX  XX ~~ XX
    XX>X>X>X>X^X~   XX
    XX  v vX XX* "*~XX
    XXXXXXXXXXX* ~~~XX
    XX^    `~+  ~~~~XX
    XX     ~~ _ ~~H XX
    XXh    ~Y+ +D   XX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 6u, there sure are a lot of arrows. Take the rightmost down one. Then
    flip the lever to the right. Go left onto the arrow. Go up. Then take the same
    arrow you took before. You'll land on a reaper. But better yet the up arrow
    takes you to a new place. The upper right. Enter the door, get the heart, and
    past the next door a pressure plate changes boulders to bats. The stairs are
    along the path, then east at the wall.
    
    XXXXXXXXXXXXXXXXXX Room 5u
    X              X X
    X    *         X X
    X  X^XX  X^XX  X X
    X  X qX  X FX  X X
    X  X^XX  X^XX  X X
    X              X X
    XXXXXXXDDXXXXXXX X
    X HX*    ~~   X< X
    XQXX~ ~~ ~  ~ XX X
    X X`~ ~  ~  ~  X X
    X X ~ ~  ~  ~  X X
    X X ~ ~  ~  ~  X X
    X X ~ ~  ~  ~  X X
    X X   ~~   ~~ hX X
    X XXXXXXXXXXXXXX X
    X +            + X
    XXXXXXXXXXXXXXXXXX
    
      In room 5u, the trolls appear to be on steroids or something. Use the pipes,
    swat them with your sword, and work through the water maze. There's a lever at
    the west end, and pulling it turns the boulder to a right arrow and back. Hmm.
    There are two reapers above--the left one is the important one and the usual
    feint tricks work to kill him. Push the boulder three left and two down. Now
    flip the switch. Hey-presto! A right arrow into the area with the heart key! Now
    switch the arrow back to a boulder. You can get a food if you want, but why not
    just have done with things? Push the boulder south and all the way east. Switch
    it back to an arrow. Stand on it and you'll crush the reaper. South, west and
    north to 4u.
    
    XXXXXXXXXXXXXXXXXX Room 4u
    X         &&&&&&"X
    X &&&&&&&      + X
    X &     & XXXXXXXX
    X & && && X^  _L^X
    X &<&   & X LHLLLX
    X&&&&   & X^LLLL^X
    X      && X< < <LX
    X&h&&&&&& XLLLL LX
    X&&&&&&&XDXXXXXDXX
    Xxxx/xxxx xx/xxxxX
    X/xxxxxxx&xxxxx/xX
    XXXXXXXXXDXXXXXDXX
    Xww _     XLL<  LX
    Xww       XLLX  LX
    X    _    X^XX  ^X
    X"             LLX
    XXXXXXXXXXXXXXXXXX
    
      In room 4u, run by the first mimic and go right when the wall's at the top.
    There's a plate in the northeast, and you'll need to
    step on it. Go west and south. Through the door is a narrow water strip. USe the
    rope on it and then hack at the spiders with your sword or whip. Hack through
    the webs to the southwest plate. Touch it. Then go to the southeast and north
    past some lava. Make another bridge and E-N-N-N-E through the lava to the next
    stair.
    
    XXXXXXXXXXXXXXXXXX Room 3u
    X" w  X   w*     X
    Xw    X" ~~~ XXDXX
    X  w  XXX~~  X   X
    Xwwwww~~~~  XX***X
    Xww    +~~~ Xh   X
    X      ~~~~XXXXXXX
    X    XX~+ ~~~  H X
    X    X~~~   ~~ ~~X
    X    X     ~~~~~ X
    X    XX     ~ ~ "X
    X     X          X
    X     XX    ~~~  X
    X      XX    ~~~ X
    X       XXX+ ~~~ X
    X         XX  ~~ X
    X          S     X
    XXXXXXXXXXXXXXXXXX
    
      In room 3u, push the side boulders up one and the center one to the right. Go
    west until you're south of the cobweb. Pull out your bow, shoot it, and push the
    boulder that was by it to the left. Step on the panel. Get your sword back and
    start cutting the spiders down. Create a passage south. You'll trigger some rats
    and it'll be nice to have the passage to retreat to. South and east through a
    secret wall. Go north, then east at the mimic, then north. Use a bridge to go
    across and the stairs are west.
    
    XXXXXXXXXXXXXXXXXX Room 2u
    X   XXX     XXpXXX
    X H XXXX   XXXDXXX
    X     XXX XX   XXX
    XXXX      XX   XXX
    XXXX  XDXXXXX XXXX
    XX XXXX     D XX X
    XX  XXX     X Xh X
    XX    X     X    X
    XX  X X     XXX  X
    XX XX D     XXXX X
    XXXXX XXXXDXX  XXX
    XXXX   XX      XXX
    XXXX   XX XXX  D X
    X  XDXXX   XXXXX X
    X  X XX     X    X
    X    XXXXXXXX    X
    XXXXXXXXXXXXXXXXXX
    
      In room 2u, a room with a potion is to the north. The real stairs are in the
    northwest--everything else you try to grab is fake--so just enter the boulder
    room, exit north(folow a boulder) and go west to the small 3x3 room with the
    stairs up.
    
    XXXXXXXXXXXXXXXXXX Room 1u
    X          X     X
    X h  X  S  X  X XX
    X          X XX XX
    X X  S  X  X X v X
    X          X XXXXX
    X S  X  S  X X v X
    X          X XXXXX
    X##  S  X  X X v X
    Xq#        S XXXXX
    XXXXXXXXXXXXXX v X
    X+++X        XXXXX
    X"  D  X X   X v X
    XXXXX        XXXXX
    X  >X X   X  X v X
    X H X  XSX  XXX XX
    X   Q            X
    XXXXXXXXXXXXXXXXXX
    
      In room 1u, you will need to run to the southeast corner of this room. You're
    twice as fast as the mages so you can probably survive getting hit only once.
    Stay in secret walls and wait for the mage to lump together and you win the
    footrace easily. Go north/east/south through the arrows. There are some rats--
    retreat to be safe in defeating them--and on the left, the upper room's pressure
    plate releases the heart key above. Go back right and up onto the other plate.
    You'll jump back up. Then get the key--best way to do this is to wait at the top
    until the mages are firing at you from behind the wall and go down quickly. Then
    go up once you have the key into the corner, back down when the mages get near,
    and right. You don't see a pressure plate, but the arrows will shift down once
    you get near them. Taking the stairs gets you out of here!
    
      Note--I recommend taking Beh Lem's boat back to Serpents' Isle. If you do,
    it'll always be there, even if you use the ankh while in the Abyss. I believe
    you don't even need to talk to Beh Lem, but eh, don't push it. It seems one of
    those intentional bugs to make the last bit less tedious.
    
        6-8. ABYSS
    
                   4x
                   ^
                   ^
               4a<<3b>>4b>>5>>6>>7>>8>>9a
                   ^                   v
                   ^                   v
          1>>>\    2e--2f     10b<<9b<<10a
          v    \   |   |       |
          v     \  |   |       |
      3x>>2a--2b \ 2g--2h      11--12--13a--14a
          |   |   \   /                      |
          |   |    \ /                       |
          2c--2d    v          16--15--14b--13b
              v
              v
              3a
    
      Stop in at Johann's to learn a vital clue or to stock up on supplies with
    whatever treasure you found in the dungeons. Just one more to go, and it's not
    as long as Pride! The puzzles are, however, harder.
    
    XXXXXXXXXXXXXXXXXX Room 1
    X                X
    X XXXXXXXDXXXXXX X
    X X     X XXH XX X
    X XXOXX X X    X X
    X XXXXX X X@  @X X
    X X   X X X    X X
    X X X   X X@  @X X
    X X XXXXX XXX XX X
    X D     XhXtD Xt X
    X XXXXXXXXXXXXXX X
    X X   D    DWWWX X
    X XDXXXXXXXXW WX X
    X X  (X(( (X   X X
    X X  (D  ((XW WX X
    X XXXXXXXDXXXXXX X
    X                X
    XXXXXXXXXXXXXXXXXX
    
      The first thing to do is to get the armor. You might not need it to complete
    the game, but it'll save some headaches. Kill the cyclops in your mini-room
    relatively quickly and don't worry about getting hit. Then take the transporter
    and proceed clockwise. The door on the south side leads to Beh Lem who tells you
    what I just said, so why bother? If you're quick enough you can make it to the
    west side. Duck in the door and up. Follow the passage to the hole. Drop down it.
    The stairs will come later.
    
      I'm presenting the walkthrough separate from the rooms here, because it gets a
    bit tangled.
    
    
          Room 2a            Room 2b            Room 2c            Room 2d
    XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX
    X"""       (     X XXX         Dw  tX X DXXXDX  ~XXXDXXX XXXDXXX     X XDXX
    X"   "XXXX XXXXXXX XXX XXXXXXXXXwww X X XX D    ~~   XXX XXX X       X X  X
    X" """X++X      DX XD  XXX"XXX"Xwww X X X  X X` ~~XX  DX XD  X X     X XX X
    X"   "X  XXXXXXXXX XXXXX     X XXXXXX X X  XDXXXX~~XX XX XXX X XDXDXDX    X
    X  """XDXX XX   XX XXXXX & & X "XXX"X X X` X  XwX ~XX XX X X   X X X XXXX X
    X XXXXX    D    XX X   D     X XX   X X XXXXX XwX ~~~~~X X XXXXXOXOXOXXXX X
    X    "X XXXXXX  XX X XXX & & X    XXX X     XwX X   ~~XX X X"  XXXXXXXX"X X
    X XXX5X X    XXXXX X XXX     X XX X"X X XXX XwwwXX XXXXX X XXX*XXXXX    X X
    X X XXX X"   D  DX XDX"XXXXXXX XX X X X X"X XwwwxX     X X X X XXX   XXXX X
    X X     X   (XXXXX XXX+X       XX X X X X X X"wwxX XXX X X X_X   XXX    X X
    X X"XX XXXXXXX "XX XXX X XXX X      X X X X XxxxxX   X X X X"X X   XXXX"X X
    X XXXX X~~~XXX XXX XXXXX  "X X XX X X X XXX XXXXXX X X X X XXXXXXX   "XXX X
    X XX * XXX~X!X XXX XXXXX XXX X XX X X X  X    X XX X X X XDXXXXXXXXXXXXXXXX
    X    * >  =     DX XD    Xt  X"X  X X X XX XX X XX X XXX X   *  * X X Xh  X
    XX X * XXX~X*X XXX XXX X XXXXXXX XX X X XXXXXXX XX X  DX X   * *  D   X   X
    XXDXXXDX~~~XXXDXXX XXXDX     "XXDXD X X         X  XXXXX X   *  * X X     X
    XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX
    
      In room 2a, all you have to do is go east once down the hole. There is a gem
    you can't get past a teleportal below, and you can go to a useless part of 2c,
    too.
    
      In room 2b, you want to continue east if you came from 2a. There's a
    teleportal at the end of this, through some spiders and cobwebs. Take it. E-N-W-
    S-W. You might want to go to the west and lower 2a, where you can touch the
    upper boulder in your path(free heart and star) before taking the south of the
    two exits, to 2d.
    
      In 2d, from 2b, you have a choice of three pits. Take the middle one. The
    others lead to 3x, where you need to work to get back up the stairs to 2a, where
    you started. Through the middle pit you get kicked to a part of 2b you didn't
    see before. The door to the west leads to 2a and a tough combat sub-room.
    
      In 2a, go west. Step on the pressure plate. Then take the north branch as the
    south leads to east 2b, which is a useless place 2-b. The teleportal in this
    zone of 2d leads you back to 2a, under the slimes. But now you can access the
    door that was hidden before by the boulders and the arrow. Congratulations. You
    are now in a useful part of 2c.
    
      In 2c you want to use the pan pipes on the slimes to kill them with your sword
    and get to the lever. Flip it and go back to the reapers, up and right. Again
    the pan pipes could be useful, or you can just sacrifice a food so you can touch
    the panel next to the lower one. West and south there's an arch. At the bottom
    of the room there's another plate once you hack through the cobwebs. Step on it.
    Wow, the wall dissolves. Take the passage east. Go a square south and continue
    east. You'll go to a narrow strip of 2d you haven't seen before.
    
      Listen to Beh Lem when he says don't open that door. It's a teleport that will
    undo all of your work. Push the bottom boulder right two. Go north. Push the top
    boulder right two. Through the door and down the stairs to 3a. The money's a bit
    useless now but the armor in the far left isn't. It's better than the plate mail
    you had. Step on the X to leave. You're back at level 1.
    
    XXXXXXXXXXXXXXXXXX Room 3a
    X                X
    X                X
    X                X
    X   H        .   X
    X                X
    X                X
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    X      +  5      X
    X  &5         &  X
    X        &  +    X
    XH    +         +X
    X  &         +&  X
    X      / 5       X
    XXXXXXXXXXXXXXXXXX
    
      This is the map of area 3a. The bottom contains the chest with armor in it.
    The top is a big battlefield where you can get killed easily. It's the area you
    get kicked to if youdrop down the wrong holes in room 2d.
    
      Now to get the final rune. If you teleported from getting the sword, you can
    take the door south and go down the stairs. Otherwise, if you're just entering,
    you will have to time things. Eight boulders will flash by to the south. View
    them, after you take out the cyclops, by staying right of the transporter. You
    can always back out if you mis-count. Sadly the pipes don't do much good here.
    After #8 hit the teleport and go north and west. Take the door down. Be prepared
    to take damage from the tiger.
    
      In the rooms below you will need to collect three keys in separate rooms
    before visiting the fourth.
    
    XXXXXXXXXXXXXXXXXX Room 2h
    X    *  XDX *    X
    X    *      *    X
    X *  *  * * * ** X
    X    *      *  * X
    X****************X
    X     "******    X
    X  * **     *    X
    X    ** *** * *  X
    XX * ** *H* * *  X
    XD   ** *** * ** X
    XX ****     *    X
    X****************X
    X    *      *    X
    X    *      *  * X
    X *  *  **  * *  X
    X   z*      *    X
    XXXXXXXXXXXXXXXXXX
    
      Room 2h is the earth room. Push a boulder east and then push one south. W, S,
    push 2 s, W, 2S, push boulder 2W, go south to step on the plate. 3n, 2w, push 3n.
    2e, 4n, 2e for the key. Now exit west and south to the water room.
    
    XXXXXXXXXXXXXXXXXX Room 2g
    X~~~~~~XDX~~~~~~~X
    X~~~~~~~=~~~~~=F~X
    X~====~~=~~~~==~~X
    X~~=~=~~=~~~==~~~X
    X~~=~p~~=~~~==~~~X
    X~~=~~~~=~~~==~~~X
    X~~=~~=======~~~~X
    X~~====~~=~~~~~~~X
    X~~~~==~~=~~~~~~XX
    X~~~~~==~=======DX
    X~~~~~~=~~~~~~~~XX
    X~======~~~~~~~~~X
    X~=~~~~==~~~~~~~~X
    X~=~~~~~==~~~~q~~X
    X~===~~~~======~~X
    X~~~~~~~~~~~~~~~~X
    XXXXXXXXXXXXXXXXXX
    
      Room 2g--water. Using the pan pipes here really makes things less annoying. Go
    W, N, W, 3S, E, 3S, E, S, E, S, E. The heart key is to the north. Retrace your
    path, but where you would turn south for the final time, take the path north.
    
    XXXXXXXXXXXXXXXXXX Room 2e
    X"   ;   ;   XXXXX
    X ;; ;  ;;  ;X  DX
    X;   ; ;;  ; X XXX
    X ;;;;;;  ;; X#XXX
    X;;   ;;;;;  X hXX
    X   ;; ;   ; XXXXX
    X  ;;;;;  ;;    DX
    X;;      ;;  XXXXX
    X   ;;; ;;       X
    X;;;;  ;;;;      X
    X ;;  ;;   ;;    X
    X    ;;  ;;;; ;  X
    X   ;;  ;;;;   ;;X
    XF ;;  ;;;;;   ; X
    X;;         ;;;; X
    X;    XXDXX  ;;  X
    XXXXXXXXXXXXXXXXXX
    
      Room 2e--air, I guess, because wisps are all around. Use pipes to freeze them,
    but don't dawdle. Go to the northwest corner to release the gate in the east
    guarding the stairs. Then go south six squares and east into the fire room.
    
    XXXXXXXXXXXXXXXXXX Room 2f
    XX      X   >X   X
    XD      z   vq L X
    XX      X ^ vX L X
    XXXXXXXXXX^XvXLL X
    XLLLLLLLLX^XvXLL X
    XXLLL/LLLX^<<XLL X
    XDLLLLLLLXXXXXLL X
    XXLLLLLLL        X
    XLLLL/LLL      XXX
    XLLLLLLLL        X
    XL/LLLLLLL       X
    XLLLLLLLLLLLLLLLLX
    XLLLL/LLLLLLLLLLLX
    XLLLLLLLLL/LLLLLLX
    XLFLLLLLLLLLLL/LLX
    XLLLLLLLXDXLLLLLLX
    XXXXXXXXXXXXXXXXXX
    
      Room 2f--fire. Heal up, run east, avoid the dragon's fire(step on the X to the
    south for safety) and run east and up to the dragon. Belt it with your sword
    from below. Follow the passage it guarded.
    
    XXXXXXXXXXXXXXXXXX Room 3b
    XXXX             X
    XXXXXXXX X X X X X
    XX       X XhX XtX
    XXXXXXXXXXXXXXXXXX
    XX$X+X_X5X+   XHXX
    XX"X"X"X XXXX X XX
    XX X X X X_   X XX
    XX X X X XXXX X XX
    X               XX
    XXXXXXXXXXXXXXXXXX
    X      X<        X
    X XXXX XXXX  XXXXX
    X Xh Q X        XX
    X XXXX XXXX  XXXXX
    X X+   XO      tXX
    XqXXXX XXXX  XXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 3b, go south and immediately west. There's some good treasure to pick
    up, but the gem is trapped--a gremlin will pop out. The reaper's pretty easy to
    kill as his shots take forever to recharge, but the tiger's tougher. You need to
    get the coin on the left, and when you do, turn down, put the boulder to the
    sword(one hit,) and push it south all the way. A secret door will appear to the
    north. Odd, yes, but that's how it works. The first stairs lead to an
    interesting puzzle room that affords some nice treasure but is really just a
    distraction. Nevertheless let's cover it after relating the finish: a teleportal
    here leads to a hole that leads to a no-way-out trap room, but past the hole is
    a locked heart door where you'll need to kill the reaper to the left and then
    the mimic behind it.
    
    XXXXXXXXXXXXXXXXXX Room 4a
    X> >X>F www >X   X
    X * XXXXXw***xwX*X
    X^ *X * XX *H* * X
    X  > F>v D* ** *wX
    X^><v^  vX X% X  X
    X>F^< ^< X*XXXXX X
    X ^^>^^ vX^X<    X
    X^  XXXXXXXXXXXXXX
    XXX X *X>X * X*q X
    XXX Q! XqX*w X  *X
    XFXXX**XXX * X * X
    Xw  *  w^XX XXXDXX
    X  *w*  *Q * X   X
    Xw *"w * X* wX***X
    X *w * **X  * *  X
    X   * *w X*w*   wX
    XXXXXXXXXXXXXXXXXX
    
      In room 4a, which you can skip(first stair down from 3b, and not really worth
    the time you'll invest,) push the boulders east, south and west to get the
    mushroom. That clears a boulder, and you can attack a cobweb. Get on the
    cobweb's former square and push south, east, south. Hide and duck to take out
    the skeleton. Then take the arrow. Push the boulder north and go west. For food,
    go west onto the down arrow. Then push up and down, and go right to return as
    you were. Then take the down arrow below you.
    
      Trapped by boulders now, but E, shoot S, S, E, S, push W. S, push S, E, shoot
    S, 2W, push S, N-2E-S-push W. Kill the cobweb to the south. S. push E. Push N. E.
    Push E. Push N. 2S. E. shoot E. E. N, push N. Push W. 2N. Push N. E. Push N.
    Push W. Get the heart key. Return to the heart door and open it. Push W. N. Get
    the heart key and loop back. Push W. Shoot N. Heal. Why? 2W-N leads to a boulder
    that moves. Take care of it and go through the heart door. Go straight north and
    get one food. Cycle back to the first arrow you went through. Go to the door
    west of the ladder and go west. Now an arrow has changed. You can get the food
    amidst all those arrows. Getting out is a hassle: south, east, east. Loop around
    and go 3N after crossing what was the second heart door. East to the arrow, 2S,
    2W. Back up.
    
    XXXXXXXXXXXXXXXXXX Room 4b
    Xwwwww( XX x   F X
    Xwwwww( XX x    pX
    Xww"ww( XX x  O  X
    Xwwwww( XX xxx   X
    Xwwwww( XX  `x   X
    X(((((( XX   xxxxX
    X       XX       X
    XXXXXXXX++XXXXXXXX
    XXXXXXXX++XXXXXXXX
    X       XX       X
    XXXXXXX XX ((((((X
    X     X XX (wwwwwX
    X     X XX (wwwwwX
    X  H  X XX (ww"wwX
    X     X XX (wwwwwX
    X     X XX (wwwwwX
    XXXXXXXXXXXXXXXXXX
    
      In room 4b it looks like you're trapped. Then you touch the ladder and you're
    free! Go northeast to get the hearts and then flip the lever. This will make a
    reaper appear. He will eliminate two cobwebs in the southeast. You can run by
    the ghosts and deal with them later. They can go through walls, apparently, but
    not boulders. So you can pick them off as you do rats when you need to get out.
    But first you need to push a boulder into the center and you can probably beat
    the reaper in hand-to-hand even though you can't really make him waste his
    shots(boulders don't cross lava.)
    
      Touch the plate where the reaper was and repeat the process in the northwest.
    Once you touch that plate, you need to flip the switch in the northeast, then
    use the pipes go south and touch the southeast switch again. This will clear the
    upper right wall, for whatever reason. Then you can go down that hole.
    
      If all else fails, run around among the two plates(NW/SE) and the lever. Trip
    them all repeatedly. Eventually things will work.
    
    XXXXXXXXXXXXXXXXXX Room 5
    XX>  XXXXXXXXX  XX
    XXXXvX    > >  vXX
    XX^ X>   v<+ + ^XX
    X _ <v^< <^<XXXvXX
    X X  ^   >   vX^XX
    X    v^ XX XX>XvXX
    X X>X>  X>+vXvX^XX
    X X > ^> +*+ <XvXX
    X  v<   X^+<XvX^XX
    XXXX XXXXX XXXXvXX
    XX> > vX<  vXvX^XX
    XX  _  X>> > vXvXX
    XX^*+*v   *vXvX^XX
    XX  _ >X^> > >XvXX
    XX^ < <X O  X>X^XX
    XXXXXXXXXXXXXXX XX
    XXXXXXXXXXXXXXXXXX
    
      In room 5, the outlay is confusing, and there are some circular arrows that
    wind up killing you, but the solution isn't too bad. Go left into the arrow,
    then left and down a square each to arrow #2. Down and left into the next arrow,
    and then retreat right. S-E-S-S-E-E to the next arrow. N-E and then 2W down the
    hole. Heal before you go, because you will get hit immediately on the next level.
    
    XXXXXXXXXXXXXXXXXX Room 6
    X     X@@@@@X   %X
    X t   X"""""X    X
    X XxX X!""""X    X
    X xvx X"""""X    X
    X XxX X"""""X t  X
    X     X"" ""X    X
    XXXXXXXXX XXXXXXXX
    X     XX   XX    X
    X  t             X
    X     XX   XX    X
    XXXXXXXXX XXXXXXXX
    X     XX   XXtX qX
    X t   X     X X XX
    X    FX     X X  X
    X     X     X XX X
    X     X     X    X
    XXXXXXXXXXXXXXXXXX
    
      In room 6, the three magicians are nasty, but the sword will slice them up.
    Retreat and you can beat them without damage. You may want to dawdle in the
    lower room. Go to the left side and watch the trolls shooting each other trying
    to kill you through the wall, until only one is left. You only need three hearts
    strength remaining for the room with heads to the north. The meaningful trap is
    one square south of the NW corner. It toggles where your teleport goes. Step on
    it once and return to the teleport in the west, and you will be sent to the
    northeast to do battle with rats. Stand left of the button and face up, and
    they'll come right to you. The mushroom you touch turns the walls around the NW
    stairs to heart doors. The second time you step on the plate, you go to the
    southeast. There's a heart key behind the reaper, which you have to combat
    directly. The third time you get sent to the southwest where some fast trolls
    will engage you. They shoot arrows too. But you can get food out of it. It's not
    worth it to me. Step on the plate again and it goes to the default NW. Basically
    the destination starts at the stairs and moves 90 degrees clockwise each time
    you depress the plate.
    
      So: step once on the plate and teleport. Step again and teleport. Step twice
    and teleport. Down to level 7.
    
    XXXXXXXXXXXXXXXXXX Room 7
    X   X<X<X<X<X<   X
    X + XXXXXXXXX    X
    XvXXX   X O X+v <X
    XXXHX X XQQQXXXXXX
    XvX            X^X
    XXXXXXXXX" " " XXX
    XvX  X<   " " "X^X
    XXX >X " " " " XXX
    XvXXXX" " " "  X^X
    XXX  " " " " " XXX
    XvX " " " "    X^X
    XXX  " " " " XXXXX
    XvXt    " "  Xt ^X
    XXXXXX       X   X
    X   qXXXXXXXXX" CX
    X   >X>X>X>X>X   X
    XXXXXXXXXXXXXXXXXX
    
      In room 7, don't step on the X. Four reapers will surround you. Instead, turn
    south at the first opportunity and slink along that wall, avoiding the arrows.
    Lots of rats will appear, which will cause mondo slowdown. Get into the
    teleportal. In the southeast room, step on the plate and get the cheese. Exit on
    the north arrow. Back in the main area, use the cheese and hack your way to the
    arrow on the left that you avoided. There's a mushroom in the enclosed area now.
    Get it. Leave, go south, and go west. Go east into the arrow. You're not kicked
    back in the main room from the NE now, so take the west arrow. Remember to stop
    and take the hearts as you probably need them. Go clockwise until you get the
    heart key in the southwest. Take the teleportal back from the southeast and
    follow the wall to the north. Open the heart door and heal yourself before you
    drop into the pit. Another big introductory fight awaits.
    
    XXXXXXXXXXXXXXXXXX Room 8
    X   X  >>   X`   X
    Xw  X q X   X    X
    X   XXXXX   X    X
    X                X
    X                X
    X      XX   X    X
    XXXXXXXXX O XXXXDX
    X_X  <_ X   X    X
    X    X  X   w    X
    X XXXX  w   X    X
    X    X +XXXXXXXXXX
    XXX  XXv~~~~~~~^~X
    X_    ~~~~   %~~~X
    XX XX~~v~~ ~~~~^~X
    X          ~ ~~~~X
    X_X+X ~>~>~>~>~^~X
    XXXXXXXXXXXXXXXXXX
    
      In room 8, go to the left immediately. Kill the spiders in the area, and when
    the boulder comes over, use the pipes and shoot it. Get rid of the cobwebs and
    push the boulder so it is west of the small room with the chest. It will turn
    into an arrow when you flip the switch in the northeast, so be sure to have it
    against the room's west wall where you can just jump in. Flip the switch, return
    left(two squares above the invincible mages) and get the heart key. Then go back
    right. Open the door to the south and fight the tiger. You'll get hit a bit
    running left and breaking the cobweb once you win, but from there you don't have
    many more challenges.
    
      Go to the arrow facing right. It will turn left as you approach. Take it. Go
    west and south into the corner, then turn east after getting to the very SW. You
    don't need to kill the reaper. But you do need to get by it and get the mushroom
    in the east. Then hit the arrow chain. Go west. Hey, where'd the mages go? Never
    mind, they're gone. Take the hole down.
    
    XXXXXXXXXXXXXXXXXX Room 9a
    X , XXX   + vX , X
    X,z,XXX XXXXXX,q,X
    X ,   X<X< <v< , X
    XXXvXXX^XX XXX XXX
    X>X>X+  XX X X XXX
    X XvXX XXX   XXXXX
    X+X        X >^  X
    X XvXXX    XXXXX X
    X X XXX    XXX^X X
    X  v< X        X X
    XXX X   XXX XX X X
    XXX X XXXX  _X<XvX
    XXX XXXXXX XXXXXXX
    XXX >^> >X XXZYOvX
    XXXyXXXXXX XXQXXXX
    X    ^     X<   <X
    XXXXXXXXXXXXXXXXXX
    
      In room 9a, go up and left into the NW room. Get the star key from the chest.
    Follow the arrows south and klll the dragon. That gets you an ankh key. Go north
    a bit and take the arrow right. 2N E 2N 3E N to the arrow leading to the
    northeast. A mimic guards the heart key. Hit the west and south arrows to get
    back as you were. Follow the east arrows. 2N E 2N W 4N 2E S E onto the arrow. E,
    S all the way. Use the three keys. Down to level 10.
    
    XXXXXXXXXXXXXXXXXX Room 10a
    X L           L  X
    X    L    L      X
    X  L L   XXXXLLLLX
    X LL _L  "" X+LL^X
    X XXXXX XXX*XLL  X
    X X>XvX+X***X LL X
    X L XXXXX***XXX  X
    X   X>X>X>+>XvX LX
    XXXXXXXXXXDX^XX  X
    X    L   X XXvXL X
    X_ L L L X X^XX  X
    XL  L  L X XXvX  X
    X  L+LLL X XXXX  X
    XLLL+L_L    X   LX
    XLHLLL LLLL XXX  X
    XLLL L       X+  X
    XXXXXXXXXXXXXXXXXX
    
      In room 10a, you can carve up the cyclopses one at a time. You don't need to
    talk to Beh Lem because I'll give you the hint he has: shoot while you teleport.
    Beyond Beh Lem there are a few mages and one guards pressure plates. Ste on the
    left one to turn the boulders to cobwebs. Follow the path W/S/E/N to an arrow
    combo. Ready your bow and enter the teleportal. There are five cobwebs you can
    shoot--you can only take out one at a time, alas. You will want to clear out the
    three on the right and one on the left. Eventually you will be able to cross the
    two plates that toggle the boulders/cobwebs. Then you can go south and push a
    boulder west. That leaves the door to the south open. In a little maze beyond,
    you can pick up some stuff to heal you before taking stairs up.
    
    XXXXXXXXXXXXXXXXXX Room 9b
    X~~~~~~~~ ~~~~  !X
    X~~~~~~~~ ~~~~~  X
    X *       ~~~~~ ~X
    XSXXXXXXS~@  @~ ~X
    X(((((((?=    = ~X
    X        ~@  @~  X
    X((   ~~~~~~~~~~ X
    X((    ~~~~"  ~~ X
    X   (( (===<O ~~ X
    X   ((_(~~~   ~~ X
    X((+~~~~~~~~~~~~ X
    X((     ~~~~~~~~ X
    XXXXX ~  ~~"   ~ X
    Xt  X ~~ ~~~~~ ~ X
    X h X  ~  ~~~~ ~ X
    X  tS  ~~  !~~   X
    XXXXXXXXXXXXXXXXXX
    
      In room 9b, go to the upper left teleportal. That sends you to the lower right.
    You can shoot the serpent before you leave the square, but it's better to be
    expedient in this level--a troll on the island you want to get to runs in a
    circle, releasing a ghost every few seconds. Go east and then go north and
    follow the trail east for a hammer. Then go back west and north. Destroy the
    northwest barrel and go through the secret doors. The pipes are good for hacking
    through the slimes more easily, and you'll want to use them if the monsters
    start moving again, because you need to push the boulder east, unobstructed.
    Then go south through te secret door, push a boulder south, and walk east. You
    could also use a rope and the pipes to cross.
    
      Go east across the volcano island and get the second of the hammers in the
    northeast corner. Freeze the monsters again as you go down--if you can make sure
    the troll is in view when you freeze the monsters, you can shoot him and make
    your task easier. There's also a reaper to clear out on the east edge. The path
    winds to a plate which gets rid of the arrow on the island. Loop back to the
    west side of the island the troll was/is on and use a hammer on the barrel just
    west of it. You can now drop down the hole.
    
    XXXXXXXXXXXXXXXXXX Room 10b
    XXX    X     XXXXX
    XFX   XX%      XXX
    XXX  X      XX   X
    XX       *   XXX_X
    X             XXXX
    X              XXX
    XX      *       XX
    X_X     %*      XX
    X X   *       XXXX
    X         *   XvXX
    X             XXXX
    X XX   *    *  XXX
    XXX           XXXX
    X            XX %X
    X  XX XXXXXX  X XX
    X%XXX QQQQ`XX   XX
    XXXXXXXXXXXXXXXXXX
    
      In room 10b, grab the four mushrooms. Each reveals a heart key. The first is
    4W1N of your entry. The second, W-2N-E-4N. The third is in the southwest corner.
    The fourth is in the southeast, but you'll recover a key as you work along the
    south wall first. Note you can only have one heart key at a time, so after
    getting each one, go to the chain of doors in the south and then get the next
    one. The three remaining keys are in the northeast, and the volcanos do very
    little damage if you have the armor. Hit the switch behind the doors and in the
    center east, the ladder formerly encased by walls is now free! Down to 11.
    
    XXXXXXXXXXXXXXXXXX Room 11
    XXXXXXXXXXXXXXXXXX
    Xv><><><><><v<v<vX
    X><>v>^>v>v>^>>v<X
    X>^vv<v><><><>v^vX
    X< tv>>^>v^< < <vX
    Xv^  v> > > >^v^<X
    X> >v><^>>^>q >vvX
    X ^<<<v<v<><^<>< X
    XXXX XXXXXXXXXXXXX
    Xt X  X     +cXH X
    X  XX X XXX XXXX X
    X  ^X X"XhX  X>  X
    X   X XXXQXX<XXX X
    X XXX  ^   > X"X X
    X X"  XX   X   X X
    X"X   X"   X   X"X
    XXXXXXXXXXXXXXXXXX
    
      In room 11, go south and kill the mage. Now you have a pressure plate to the
    south. Each time you step on it, all arrows turn 90 degrees counterclockwise.
    Step on the first plate 'til the arrow by you turns down. Step on the arrow when
    the rolling boulder in the area is going into the SE corner. Then you can hack
    it with a sword.
    
      Make sure the next arrows point horizontally--top one to the right. Go north
    to pick up some treasure. Get past the rolling boulder to the left or, better
    yet, jump on it from the arrow. Press the plate in this area so the arrow above
    faces left. Again try to jump on the boulder moving here. Now have the
    introductory arrow in the top part facing right, i.e. the one you'd walk on
    first. Step on it and then step on the teleportal. Take out the mage.
    
      Now you have to turn the arrows in some direction. Step on the corner plate so
    that the arrow near it faces up. Enter the teleportal. Go south. Bam! You got
    the key. Now how to get out? E-S. Wait for the flashing to end. E. You go in the
    corner. N-W-N. The first two arrows don't count as they don't teleport you
    anywhere. Now E-S gets you back in the main part. Turn the final arrow south.
    Walk across it to the heart door.
    
    XXXXXXXXXXXXXXXXXX Room 12
    X   X X+_+_+X   wX
    X X X XXXXXXX w  X
    X X X        ww  X
    X X"*            X
    X################X
    X                X
    X  XXX  XXX  XXX X
    X  X`   XOX   "X X
    X  XXX  XXX  XXX X
    X                X
    X  XXX  X X  XXX X
    X  X"X  X X  XCX X
    X  X X  XXX  XYX X
    X                X
    X     XXXXXXX    X
    X     X+_+_+X    X
    XXXXXXXXXXXXXXXXXX
    
      In room 12, there are six C-shaped sections. Step on the plate in the
    southwest. This produces a troll, which you will need. Go to the switch and flip
    it when the troll is in the northwest. Then when the troll goes north behind
    where the gate was, flip the switch again. Shoot the spider and enter the NE C.
    This clears the cobwebs. The troll will trigger a plate that opens the SE C.
    Beat the mimic there and get the boots. Load up on the refills and then take the
    hole down.
    
    XXXXXXXXXXXXXXXXXX Room 13a
    XXXX XX* XXXXXXFXX
    XXX  *    *XXXXFXX
    XXx        XXXX pX
    XxxXX      *XXX XX
    X  xXXXXOFXXXX  XX
    X    XXXXXXX     X
    X      XXXX      X
    XX     !!H     *XX
    XXX  *        *XXX
    XXX           XXXX
    X        *     XXX
    XXX           XXXX
    XXX        *     X
    XXX    *     XXX%X
    XXXX        XXX  X
    XXXXXX F XX x   *X
    XXXXXXXXXXXXXXXXXX
    
      In room 13a, go east and south. Kill the first dragon. Note those volcanos are
    following you, so avoid dead ends. Except for the mushroom in the southeast,
    which makes a few boulders vanish. The food/potion in the northeast is a trap.
    Go along the south, then north--kill the dragon if you want. Because killing
    dragons is fun. The hole to 14 clockwise along the outer wall.
    
    XXXXXXXXXXXXXXXXXX Room 14a
    X    "     "     X
    XwwwwwX   XwwwwwwX
    XwwwwwX   Xw ww wX
    X www X " XwwwwwwX
    XXX XXXX X<XxDxXXX
    X XSX^"XSX       X
    X X X  XSX   XXX X
    X   XX XSS> vX X X
    X X  Q XSX   X X X
    XXXXXXXXSX   XhX X
    X  X X SSXXXXXXXXX
    X    X XX        X
    XX   X XX XXXXXX X
    X  X   X`      X X
    X      XXXXXXXXX X
    X+X              X
    XXXXXXXXXXXXXXXXXX
    
      In room 14a, go down and left through the secret doors. Heal yourself if
    you're really low. Traps and combat are ahead. Wait for the mages to come to you
    and whomp 'em before leaving the wall. Let the reaper misfire and then hack it
    at close range. Then go on the spiral hallway to the right. Take out the dragon
    and flip the lever. For some reason this also gives you an axe you don't need.
    Go back through the secret doors. Go north--nothing can be done about the trap.
    Then go west and quickly swerve down through the cobwebs to avoid the arrows.
    That chest is a mimic. Beh Lem is behind. He gives you advice, but only I tell
    you how to implement it.
    
      Hit the arrow, and touch the plate before the next arrow. Go right, ducking
    the horizontal arrow traps. Cut out the cobwebs. Note the secret doors. Push the
    boulder south and then E-S-push W-N-W-push 2S. Go back to pull the lever and
    then return. Wow! An arrow to the up ladder!
    
    XXXXXXXXXXXXXXXXXX Room 13b
    X~~~~~~~~~~~~~~~~X
    X~~~~~~~~~~~~~~~~X
    X~~~~XXXXXXXXXXXXX
    X~~&~X+,&,X,   &XX
    X~~~~X    X & & XX
    X~~~~X&&  X     XX
    X~& &XXXXDXDXXDXXX
    X&    D   _ &X  XX
    X  &  X& _+_ X  XX
    X&    D   _ &XH XX
    X~& &XXXXDXDXXXxXX
    X~~~~X&   X   X XX
    X~~~~X h &X,&,X XX
    X~~&~X& ,&X  +X XX
    X~~~~XXXXXXXXXXXXX
    X~~~~~~~~~~~~~~~~X
    XXXXXXXXXXXXXXXXXX
    
      In room 13b, go east and south to talk to the eep eep. This opens up doors.
    Fight the mage to the north and then leave via the left door in the south wall.
    Get the goodies around the level and take the ladder down to the final level in
    the southwest room. Yes, this was one of those deceptively easy penultimate
    rooms. You're hoping for the big gauche deception--that it's just before the
    last one--but, haha, no. You probably fooled yourself there a bit.
    
    XXXXXXXXXXXXXXXXXX Room 14b
    X^^>vv<v<>vv<>vv<X
    X^v  v < > v  < vX
    X>  F < v v<O v<<X
    X> ^ <  <+ < v  <X
    X^  ^v v << <^ <vX
    X^>^v  > v v <  ^X
    Xv   <v  ^>< <v^vX
    X> v<   _<^ ^>  <X
    X>> ^><^ v   v+ <X
    X^v >  <^>^v ^v <X
    X> ^  v <  v<  <vX
    Xvv< <^v ^  v>  ^X
    X>  <> H<  <  v <X
    X> + ^< v<^ < +<^X
    X^^>^ ^^ <  ^< ^<X
    X>   ^ > ^ <>^^<<X
    XXXXXXXXXXXXXXXXXX
    
      In room 14b, you have a mess of arrows. How to get through?
    
    1. W, N
    2. W, N.
    3. E, S, S, E.
    4. E, N.
    5. E.
    6. S, E, E.
    7. N(to heart area)
    8. N(to hole), then W.
    
      To figure this out you need to realize some areas are dead ends and figure
    what's often the only move to avoid them.
    
    XXXXXXXXXXXXXXXXXX Room 15
    XXXXXXXXXXXXXXXXXX
    XXXXXX    XX   XXX
    XXXX          H  X
    XXXX             X
    XXX     XXXX   XXX
    XXX    XXXXXXXXXXX
    XXX        XXXXXXX
    XXXX          XXXX
    XXXXXXXXX      XXX
    XXXXXXXXXXX    XXX
    XXXXX         XXXX
    XXXX       XXXXXXX
    XXXX   XXXXXXXXXXX
    XXXXX       XXXXXX
    XXXXXXXXXX   hXXXX
    XXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXX
    
      In room 15, you have pythons that are very tough. Use the pipes on them. You
    may need to hack through a phalanx that blocks your way totally. The general
    pattern is west-south-east-south-west-south-east and down the stairs.
    
    XXXXXXXXXXXXXXXXXX Room 16
    X         XXXXXXXX
    X  &   &  XXXXX "X
    X         XXXXXXXX
    X &  R  & XXXXX5"X
    X         XXXXX5X
    X  &   &  XXXXXDXX
    X         XXXXX55X
    XXXX#X#XXXXXXXX55X
    XXXX#X#XXXXXXXXXDX
    X"XX      XXXXX55X
    X      XX"XXXXX5XX
    XXXX   XXXXXXXXDXX
    XXXX   XXXXXXX5 5X
    XX        XXXXX XX
    X :::::::: x HX 5X
    XX        XX  D XX
    XXXXXXXXXXXXXXXXXX
    
      In room 16, go north in the more-gems-than-you-need-even-if-you-had-anything-
    to-buy anteroom. There's a plate at the top. Use it, go back down, and go left
    through the secret door. Two dragons you must slay are to the north. Because
    behind them are the plates you need to touch to open the gates ahead. Use the
    pipes and your sword will dispatch them and those annoying wisps too. Again, in
    the endgame, you might as well use the pipes whenever you can, especially since
    the troll in the northeast creates a new wisp each time he steps on a new plate,
    which happens frequently given how he's boxed in.
    
      In fact, you can be totally wasteful, because the rune of humility is to the
    north! It's not an anteroom! It's an anticlimactic room with a battle you want
    to seem impressive but isn't, at least if you planned ahead and packed extra
    provisions. Congratulations, you've won! Lord British knights you, even if you
    played as Mariah. Or possibly Dupre, who's already a valiant knight according to
    his introductory blurb, unless they have resume inflation in parallel universes
    too. The end.
    
    End of FAQ proper
    
    ================================
    
      7. VERSIONS
    
    1.0.0: submitted to GameFAQs 4/09/2004, pretty much complete. Everything looks
    mapped out but...some details are wrong as I changed map notations mid-FAQ.
    
      8. CREDITS
    
    The usual GameFAQs gang. They know who they are, and you should, too, because
    they get some SERIOUS writing done. Good people too--bloomer, falsehead, Masters,
    RetroFreak, Snow Dragon/Brui5ed Ego, ZoopSoul, and others I forgot.
    Richard Garriott, Origin, etc., for creating the magical world of Brittania et
    al.
    CJayC for creating GameFAQs.com so that I could post cute little time wasting
    guides like this. And for creating a bounty to inspire me to look into this.