Ultima: Runes of Virtue(GameBoy) FAQ version 1.0.0 by Andrew Schultz firstname.lastname@example.org 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  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.