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    FAQ/Walkthrough by zephyrmaster

    Version: 1.11 | Updated: 09/05/03 | Search Guide | Bookmark Guide

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    *   |    __)<   |  |/ __ \   /  _ \   __\  \   __\  |  \_/ __ \   * 
    *   |   _____\___  \  ___/  (  <_> )  |     |  | |   Y  \  ___/   * 
    *  /_______  / ____|\___  >  \____/|__|     |__| |___|  /\___  >  * 
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    *    |    |  _// __ \|  |  \ /  _ \|  |   / __ |/ __ \_  __ \     *
    *    |    |   \  ___/|   Y  (  <_> )  |__/ /_/ \  ___/|  | \/     *
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    *         \/     \/     \/                  \/    \/              *
    *                                                                 *
    *-----------------------------------------------------------------*
    *                                                                 *
    *                      Dungeon's and Dragons                      *
    *                       Eye of the Beholder                       *
    *                   ----------------------------                  *
    *                     For the Gameboy Advance                     *
    *                   ----------------------------                  *
    *             Created by: Zephyrmaster (Andrew Sherman)           *
    *                      Full FAQ/Walkthrough                       *
    *                                                                 *
    *                                                       v.1.11    *
    *******************************************************************
    Created On: 3/22/03            Latest Update: 9/5          v.1.11
    
    
    Table of Contents
    -----------------
    Introduction
    Updates
    
    1.) FAQ - Frequently Asked Questions
    
    2.) How to Play
    - Basic Button Commands
    - Menu Options
    - Skill Guide
    
    3.) Magic System
    - Magic Mechanics
    - Cleric Spell Listing
    - Wizard Spell Listing
    
    4.) Combat Strategies
    
    5.) Building an Effective Party
    - Feats and Skills
    
    6.) The Walkthrough (in construction)
    - Levels 1-12
    
    7.) Credits, Thanks, Etc....
    
    Updates
    -------
    v.1.11 (09/05/03)
     - Fixed various errors
    v.1.10 (07/22/03)
     - More FAQ's included
     - More information
     - New skill guide
     - New submitted information
    v.1.00 (03/29/03) 
     - Walkthroughs finished
    v.70 - FAQ released
    -------
    
    
    *******************************************************************
    *                         Introduction                            *
    *******************************************************************
    
    
    Dungeons and Dragons: Eye of the Beholder for the Gameboy Advance
    system is a port from the SNES version of the same game released
    many years eariler. Though not that well recieved by the general
    public, Eye of the Beholder is an extremely fun "hardcore" role-
    playing game. The GBA version is slightly easier than the SNES
    version because of the addition of feats and the use of 3rd edition
    Dungeons and Dragons rules.
    
    
    *******************************************************************
    *                                                                 *
    *              1.) FAQ - Frequently Asked Questions               *
    *                                                                 *
    *******************************************************************
    
    
    Q: How do I equip items?
    A: Press B to access the menus, go to items, and then go to equip
    items.
    
    Q: How do I change my memorized spells?
    A: Press B, Press R until you reach the character whose spells you
    would like to change, select rest, and then select Prepare Spells.
    
    Q: Arrgh! I can't hurt Albrik! My fighters keep hitting for no
    damage! Why?
    A: Use weapons with a '+1' or '+2' modifier. By the time you reach
    Albrik, you should have found a Light Mace +1, a Dagger +1, and a
    Longsword +1.
    
    Q: I can't rest without getting into a confontation with enemies.
    What are some tips when resting?
    A: When resting, it's best to rest with your party's back against
    a wall (so no enemies can sneak behind you), and preferably you
    should rest at the end of a dead end corridor.
    
    Q: How do I revive a dead character?
    A: To revive a dead character, you need to reach a Healer. Healers
    are located where you can buy and sell things. In order to revive
    a character, you need to talk to the healer with a person capable
    of doing so, and then you have to press R (or L) until you reach
    the character that need reviving.
    
    Q: Dang, I don't have enough gold, any tips?
    A: If you have a character with the Appraise skill, you can save
    and gain quite a bit a gold. For instance, a person with a level
    9 Appraise skill can buy a Ring of Protection +1 for only 1600,
    a 800 gold savings. Note, when using a character with appraise,
    talk to the shopkeeper until the skill goes into effect.
    
    Q: How do you get fifth level spells aside from buying 2 of them 
    as scrolls?
    A: (Correction) I don't think it's possible to gain any fifth level
    spells, unfortunately. According too one email, you can "level"
    past 7, though that is very doubtful in my opinion.
    
    Q: What's the highest level characters can go?
    A: All characters can gain 7 levels.
    
    Q: Can you multiclass?
    A: Yes, but I don't recommend it because each character can only
    gain 7 levels. A character that's a level 3 Rogue and a level 4
    Wizard is MUCH worse than characters devoted to a certain type.
    
    Q: Whoa! My CON went up to 250! Wow! How'd that happen?
    A: It's a glitch in the game. If stats are brought down low 
    enough, they cycle back up to enormous amounts. Note that this 
    can cause undesired effects (negative hp, invunerability, etc...)
    
    Q: How do I save?
    A: The game automatically saves when you successfully rest.
    
    Q: Are you going to make a creature guide?
    A: Probably not. Maybe. (Addition: No, it would be very time
    consuming and not very helpful).
    
    Q: Where can I get more help?
    A: The Gamefaqs.com messageboards or my email address.
    
    
    *******************************************************************
    *  ___     _   ___                                                *
    * | __|___| |_| _ )                                               *
    * | _|/ _ \  _| _ \        2.) How to Play (The Basics)           *
    * |___\___/\__|___/                                               *
    *                                                                 *
    *******************************************************************
    
    
    *Note: Much of this information is based on information that can
    be found in the manual.            ~~~~~
    
    Button Listing:
    ===============
    L - Select Character (Rotate Left)
    R - Select Character (Rotate Right)
    Select - Nothing
    Start - Display Map
    B - Access the menu
    A - Select Menu Item, Interact w/ object or environment
    Control Pad - Move around
    
    Move around the world with the control pad. Use the A button to
    open doors and chests. To talk to something or use a skill on an
    object, you have to press B to access the menu.
    
    Various Information:
    
    Experience Levels:
    ==================
    
    Level          EXP Necessary
    ----------------------------
    1                          0
    2                       1000
    3                       3000
    4                       6000
    5                      10000
    6                      15000
    7                      21000
    
    Feats:
    ======
    
    Feat                Perquisite         Description
    -------------------------------------------------------------------
    Alertness           None               Improves Listen, Spot skills
    Armor Prof. (Light) None               Can wear armor w/o penalty
    Armor Prof. (Med)   Armor Prof. (L)    Can wear armor w/o penalty
    Armor Prof. (Heavy) Armor Prof. (Med)  Can wear armor w/o penalty
    Combat Casting      Wizard/Cleric      Adept at casting in combat
    Combat Reflexes     Dex of 12+         More Attacks of Opportunity
    Exotic Wep. Prof.   Lvl 1 Fighter      No attack penalty for exotic
                        Lvl 2 others       weapons
    Extra Turning       Cleric             Additional Turning
    Great Fortitude     None               Helps w/ poison, death...
    Improved Initiative None               Quicker reaction in combat
    Iron Will           None               Helps against magic
    Lightning Reflexes  None               Faster reflexes
    Martial Wep. Prof.  None               No attack penalty: Exotic w.
    Point Blank Shot    None               + to close ranged attacks
    Precise Shot        Point Blank Shot   Negates cover bonus
    Quick Draw          Lvl 1 Fighter      Change weapons at attack as
                        Lvl 2 other        your action
    Rapid Shot          Point Blank Shot,  Extra ranged attack per
                        Dex of 13+         round. Less accuracy.
    Scribe Scroll       Wizard/Cleric      Create scrolls of spells
    Shield Prof.        None               Use shield w/o penalty
    Simple Weap. Prof.  None               No penalty w/ simple weap.
    Smooth Talk         None               +Dimplomacy, Sense Motive
    Thug                None               Quick reaction to combat
    Toughness           None               + 3 HP
    Weapon Finesse      Weap. Prof.        Chooses higher bonus between
                                           Str, Dex for Small weapons
    
    Skills:
    =======
    
    Key: F= Fighter Cost, R= Rogue Cost, W= Wizard Cost, C= Cleric Cost
    __________________________________________________________________
    \Skill Name        \F\R\W\C\ Decription                           \
    -------------------------------------------------------------------
    Appraise            2 1 2 2  Determine an objects value (More $$$)
    Bluff               2 1 2 2  Mislead w/ faulty information
    Climb               1 1 2 2  Climb out of a pit or trap door
    Concentration       2 2 1 1  Fewer fizzled spells in combat
    Decipher Script     - 1 - -  Read unknown languages (Rogue only)
    Diplomacy           2 1 2 1  Perssuade people to get your way
    Disable Device      2 1 2 2  Disarm traps, magical devices
    Escape Artist       2 1 2 2  Escape out of traps, etc...
    Forgery             2 1 2 2  Detect fake documents
    Heal                2 1 2 1  Keep wounded members from dying
    Intimidate          2 1 2 2  Get information from others
    Intuit Direction    2 1 2 2  Better sense of direction (map)
    Listen              2 1 2 2  Sense sounds, enemies
    Open Lock           2 1 2 2  Pick locked doors
    Search              2 1 2 2  Find secret doors and traps
    Sense Motive        2 1 2 2  Use to see if someone is Bluffing
    Spellcraft          2 2 1 1  Identify spells cast in combat
    Spot                2 1 2 2  Notice hiding enemies
    Tumble              2 1 2 2  Land softly from falls
    Use Magic Device    - 1 - -  Activate magical devices (Rogue only)
    
    
    Skill/Feat Guide (What to choose and what to not)
    -----------
    Unfortunately for us, many of the skills posted above are useless,
    absolutely useless. Here is a guide to each skill, just for you:
    
    *Note, this list is just an alphabetically ordered list, skills
    and feats are mixed together.
    
    Appraise - Determine an objects value (More $$$)
    + Personally, I like to max Appraise with a Rogue (since they get
    so many skill points anyways), and then just buy and sell items
    with the rogue.
    
    Bluff - Mislead w/ faulty information
    + Pretty much useless. In about 3-4 situations could you use this
    skill, but when you do, the rewards are non existant. Don't waste
    any skill points here.
    
    Climb - Climb out of a pit or trap door
    + An okay skill, used very sparingly. Since you should make Orc
    fighters (who may only get one skill point), but your fighter's 
    skill points into this.
    
    Concentration -  Fewer fizzled spells in combat
    + Max this with both your Wizard(s) and Cleric. This skill is 
    essential, especially if your wizard/cleric gets hit while 
    casting a spell. Having a fireball fizzle is not a good
    feeling.
    
    Decipher Script - Read unknown languages (Rogue only)
    + Don't worry about this skill, just ignore it. Any points into
    here is a waste. If you want to, put a point in, but it won't do
    anything. =)
    
    Diplomacy - Perssuade people to get your way
    + I consider this another useless skill. Like Bluff, there are
    few opportunities to use this skill, and the skill isn't that good
    anyways!
    
    Disable Device - Disarm traps, magical devices
    + A nice skill to have. I usually max it with a Rogue, because in
    some of the later levels traps on chests and in walls are 
    fairly frequent. Having a few points in this skill saves you a
    little time.
    
    Escape Artist - Escape out of traps, etc...
    + I don't really know how useful this skill could be to anyone,
    because most of the traps in the game aren't that damaging, so I'd
    recommend putting no points into this skill.
    
    Forgery - Detect fake documents
    + I don't have a clue why they included this feat, it has no use
    whatsoever in this game. Another skill you want to ignore.
    
    Heal - Keep wounded members from dying
    + Max this skill with your Cleric. If ever one of your fighters 
    go down and you think you may be in for a long battle, you can use
    this skill to keep him around longer.
    
    Hide - Hide from enemies
    + Max this with your Rogue. It will give you less unexpected 
    encounters when you are trying to rest.
    
    Intimidate - Get information from others
    + Suffers the same problems as Bluff and Diplomacy, there just 
    aren't enough times to use this skill to make it worthwhile! No
    points.
    
    Intuit Direction - Better sense of direction (map)
    + Useful. I like this skill quite a bit, and always max it with
    my Rogue. When you rest, a check is done with each character with
    their Intuit Direction skill. If all your characters fail, that's
    when your arrow points in all four directions and the map flips
    around. Putting points into this prevents that hassle.
    
    Listen - Sense sounds, enemies
    + I always put some points into this because it sounds like a good
    idea. I don't really know how it works though, so it's up to your
    disgression whether or not you want to put points into this. If 
    you have extra points, you could do much worse.
    
    Open Lock - Pick locked doors
    + Max this with your Rogue. A pretty useful skill, you can even 
    open doors for which you are supposed to have a key (thus, "pick
    locked doors").
    
    Scribe Scroll - Copy a spell to a scroll
    + (Correction) Scribe Scroll can be useful. I was previously 
    mistaken in thinking it could help you create scrolls, but what
    it really does is add charges to certain scrolls. Useful, if you
    use scrolls.
    
    Search - Find secret doors and traps
    + I've searched. And searched. And searched. And I've never found
    anything. I always put some points in this just so I can see how
    many enemies are coming up.
    
    Sense Motive - Use to see if someone is Bluffing
    + Don't put any points into this. Too little talking in this game
    to justify it.
    
    Spellcraft - Identify spells cast in combat
    + I always max this with my Wizard because they have very little
    else to put points into. Sometimes this can be useful, so I'd at
    least put a few points into this, with both your Cleric and Wizard.
    
    Spot - Notice hiding enemies
    + Put a few points into this. It's not essential though, but this
    skill may have more hidden features that I can't notice. That's 
    why I'd recommend just putting in a few points with your Rogue.
    
    Tumble - Land softly from falls
    + Toss in a point or two if you wish, but this skill is pretty
    useless. Falls don't hurt characters that much anyways.
    
    Use Magic Device - Activate magical devices (Rogue only)
    + Get this if you want to use wands with your Rogue. If not, don't
    put in any points.
    
    
    *******************************************************************
    *  ___     _   ___                                                *
    * | __|___| |_| _ )                                               *
    * | _|/ _ \  _| _ \        3.) Magic and Spellcasting             *
    * |___\___/\__|___/                                               *
    *                                                                 *
    *******************************************************************
    
    
    How it Works
    ------------
    Any character with a level in Wizard or Cleric can cast spells. To
    cast a spell, the character has to first memorize the spell. Spells
    are memorized when you rest, and each magic-user has a limited
    number of slots to memorize spells. There are a variety of spells,
    from long distance bolts, to healing spells, to large radius
    damage spells. Use it wisely, because magic can be a powerful
    force.
    
    *Note: Spells that affect an area can and will hurt your teammates.
    When casting large radius spells, aim away from your squad.
    
    Spells Per Level
    ----------------
    Clerics and Wizards gain new spells at levels 1,3,5, and 7. You
    don't get to choose what spells Clerics recieve, because they are
    "divined" them.
    
    Here is the amount of spells a Wizard or Cleric would be able to
    memorize w/o the Wisdom or Intelligence bonus:
    
        Cleric Level    Lvl 0   Lvl 1   Lvl 2   Lvl 3   Lvl 4
    ----------------------------------------------------------------
            1             3       1       -       -       -
            2             4       2       -       -       -
            3             4       2       1       -       -
            4             5       3       2       -       -
            5             5       3       2       1       -
            6             5       3       3       2       -
            7             6       4       3       2       1
    
       Wizard Level     Lvl 0   Lvl 1   Lvl 2   Lvl 3   Lvl 4
    ----------------------------------------------------------------
            1             3       1       -       -       -
            2             4       2       -       -       -
            3             4       2       1       -       -
            4             4       3       2       -       -
            5             4       3       2       1       -
            6             4       3       3       2       -
            7             4       4       3       2       1
    
    As you can see, wizards and clerics can't memorize that many
    spells, especially the very potent ones (lvls 3, 4), so resting
    often is recommended. Please note that this chart can be found
    in the game manual.
    
    Magic Scrolls
    -------------
    Here are the scrolls you can find:
    
    Acid Arrow, Acid Splash, Aganzr Scor, Blur, Cat's Grace, 
    Cause Fear, Charm Prsn, Cone of Cold, Cure Lt Wnd, Dispel Magic, 
    Eagle Splend, Feather Fall, Fireball, Flame Arrow, Hold Monster, 
    Hold Person, Infl Lt Wnd, Infl Mnr Wnd, Light Bolt, L. Restore, 
    Mage Armor, Remove Curse, R. Frost,  Sleep, Snow Storm, 
    Vamp. Touch, Web (Thanks to: Lee Eric Kirwan)
    
    Spell Listing
    -------------
    Key:
    Range- (Each space is 5')          Duration-
    Personal = Self                    Action = Instanteous
    Touch = < 10 ft.                   Rounds = Number of Rounds
    Close = < 20 ft.                   Minutes = # of minutes
    Medium = < 40 ft.                  Hours = # of hours
    Long = < 60 ft.                    Permanent = Forever
    
    #################
    # Cleric Spells #
    #################
    
    Level 0 Spells:
    --------------
    Cure Minor Wounds
    Range: Touch
    Duration: Action
    Description: Cures 1 HP
    Overview: This is an extremely weak healing spell. At higher levels,
    using a round to heal just one hp isn't very useful, especially
    when your figthers will have dozens of hitpoints.
    
    Inflict Minor Wounds
    Range: Touch
    Duration: Action
    Description: Inflict 1 HP
    Overview: Very weak damage spell. 1 HP of damage is miniscule, and
    doesn't even have much use very early in the game.
    
    Resistance
    Range: Touch
    Duration: Minutes
    Description: Makes target stronger against magic attack
    Overview: A mediocre spell, this can be useful if you are facing
    several magic users, but the effect is minimal and the duration is
    too low for the spell to be very effective.
    
    Virtue
    Range: Touch
    Duration: Minutes
    Description: Subject gains 1 temporary HP
    Overview: Better than Cure Minor Wounds because you can raise the
    HP of a character over their normal limit but it still isn't very
    useful.
    
    Level 1 Spells:
    --------------
    Bane
    Range: Personal
    Duration: Minutes
    Description: Fill enemies with doubt
    Overview: A fairly useful spell, but it is limited by it's short
    duration and short range.
    
    Bless
    Range: Personal
    Duration: Minutes
    Description: Fills allies with courage
    Overview: Good spell, but it doesn't last very long.
    
    Cause Fear
    Range: Close
    Duration: Round
    Description: Fill enemies with fear
    Overview: Not that useful because of the limited range and short
    duration.
    
    Cure Light Wounds
    Range: Close
    Duration: Round
    Description: Cures 1-6 HP (+1 for every level)
    Overview: A very good basic healing spell, especially useful at
    higher levels. Devote several memorization slots to this spell.
    
    Doom
    Range: Medium
    Duration: Minutes
    Description: Fill target with dread
    Overview: Fairly useful, but not that effective.
    
    Inflict Light Wounds
    Range: Touch
    Duration: Action
    Description: Inflicts 1-6 level damage (+1 for every level)
    Overview: One of the Cleric's variety of damaging spells, this
    one is a poor selection because of its very small range. Don't
    use this spell unless your cleric is being used as a fighter.
    
    Protection from Chaos
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from chaotic creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Protection from Evil
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from evil creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Protection from Good
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from good creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Protection from Law
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from lawful creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Remove Fear
    Range: Close
    Duration: Minutes
    Description: Cures allies inflicted with fear
    Overview: A fairly useful spell, but I would only memorize it
    if you know that the enemy you are about to face likes to cast
    Cause Fear on your characters.
    
    Shield of Faith
    Range: Touch
    Duration: Minutes
    Description: Makes target harder to hit (+2 AC)
    Overview: Not terribly useful, but it could save your fighters if
    they have very low armor classes.
    
    Level 2 Spells:
    --------------
    Aid
    Range: Touch
    Duration: Minutes
    Description: Fills target with courage and 1-8 HP
    Overview: Fairly useful if your fighters are doing poorly.
    
    Bull's Strength
    Range: Touch
    Duration: Hours
    Description: Adds 2-5 Strength
    Overview: Can be useful, especially if you'd like to do more damage
    with a specific character or need a boost of strength to open a
    tough door.
    
    Cure Moderate Wounds
    Range: Touch
    Duration: Action
    Description: Cures 2-16 HP (+1 for every level)
    Overview: A very good healing spell. Increases in potentcy as your
    Cleric gains levels, which is a major plus.
    
    Curse of Ill Fortunes
    Range: Touch
    Duration: Hours
    Description: Makes target ineffective in combat
    Overview: A bad spell, if only because your cleric has to be
    touching the enemy. Since the corriders are only two spaces wide,
    Clerics often don't get to be in contact with the enemy.
    
    Endurance
    Range: Touch
    Duration: Hours
    Description: Adds 2-5 Constitution
    Overview: A fairly good spell, but not worth memorizing or even
    learning because of it's limited use.
    
    Hold Person
    Range: Medium
    Duration: Round
    Description: Makes target stand in place helpless
    Overview: A pretty good spell to use. You can stall the enemy,
    or even prevent several from reaching your group while you deal
    with others.
    
    Inflict Moderate Wounds
    Range: Touch
    Duration: Action
    Description: Causes 2-16 damage (+1 for every level)
    Overview: This spell suffers from the same problem that the
    Cleric's other spells have. The range is simply to little.
    
    Lesser Restoration
    Range: Touch
    Duration: Action
    Description: Cures 1-4 ability damage
    Overview: This spell has such limited use that I would not
    memorize it.
    
    Remove Paralysis
    Range: Close
    Duration: Action
    Description: Free target of paralysis effect
    Overview: Memorize it if you believe (or know) that you are about
    to face an enemy that can paralyze your party members, otherwise,
    don't memorize it.
    
    Spell Shield
    Range: Touch
    Duration: Minutes
    Description: Helps protect target against spells
    Overview: Not that useful. Don't memorize it unless your party is
    getting killed repeated by spells from enemies, but even then it
    won't make much of a difference.
    
    Level 3 Spells:
    --------------
    Bestow Curse
    Range: Touch
    Duration: Permanent
    Description: -6 to an ability, -4 on attacks, saves, & checks
    Overview: A pretty bad spell because of the limited range (you have
    to be touching the opponent to cast the spell). It does have use
    if you are facing a boss though, because you could cast this spell,
    run away, and then start casting damage spells at him/her/it.
    
    Blindness
    Range: Medium
    Duration: Permanent
    Description: 50% chance to miss in combat
    Overview: A good spell to cast on an enemy that keeps killing your
    fighters, otherwise, don't use it.
    
    Cure Serious Wounds
    Range: Touch
    Duration: Action
    Description: Cures 3-24 damage (+1 for every level)
    Overview: Another awesome healing spell. Memorize this spell,
    because it is extremely useful in battle, to sustain the life of
    your fighters.
    
    Deafness
    Range: Medium
    Duration: Permanent
    Description: 20% miss chance, can't cast some spells
    Overview: Fairly useful in some cases, but generally you don't
    want to have this spell memorized.
    
    Dispel Magic
    Range: Medium
    Duration: Action
    Description: Cancels magical effects
    Overview: A very useful utility spell to help rid your characters
    of a variety of aliments.
    
    Inflict Serious Wounds
    Range: Touch
    Duration: Action
    Description: Causes 3-24 damage (+1 for every level)
    Overview: This spell suffers from the same problem that the
    Cleric's other spells have. The range is simply to small.
    
    Negative Energy
    Range: Touch
    Duration: Round
    Description: Protection against undead creatures
    Overview: Not that great of a spell because you should simply
    "Turn" the undead. If you can't turn the undead enemies though,
    then using this spell is a pretty smart option.
    
    Remove Blind/Deaf
    Range: Touch
    Duration: Action
    Description: Removes Blindness and Deafness
    Overview: Use this spell against enemies that blind and deafen
    your enemies, but otherwise you don't need to memorize it.
    
    Remove Curse
    Range: Touch
    Duration: Action
    Description: Removes curse bestowed on target
    Overview: A good spell if you know that you are going to face an
    opponent(s) that enjoy cursing your characters. Otherwise, don't
    use this spell.
    
    Level 4 Spells:
    --------------
    Cure Critical Wounds
    Range: Touch
    Duration: Action
    Description: Cures 4-32 damage (+1 for every level)
    Overview: A superb healing spell. With any luck, you could fully
    heal any of your characters in one or two castings of this spell.
    
    Divine Power
    Range: Touch
    Duration: Round
    Description: Target gains attack bonus of fighter and 1HP per lvl.
    Overview: Nice spell, but not as good as some of the other level
    4 spells.
    
    Inflict Critical Wounds
    Range: Touch
    Duration: Action
    Description: Causes 4-31 damage (+1 for every level)
    Overview: This spell can do massive damage, but it is limited by
    it's small range. You have to actually be touching your opponent
    before you can cast this spell. Choose the healing spell instead.
    
    Neutralize Poison
    Range: Touch
    Duration: Action
    Description: Detoxify poison effects
    Overview: Useful, especially if you know you are going to face some
    enemies with poison attacks/spells.
    
    Poison
    Range: Touch
    Duration: Action
    Description: Poisons target, causing 1-10 Constitution damage
    Overview: Good spell with good damage, but it's main weakness is
    its range. Be careful if you use this spell, you don't want your
    cleric dead!
    
    Restoration
    Range: Touch
    Duration: Action
    Description: Restores drained levels
    Overview: Useful if your levels have been drained ;).
    
    Level 5 Spells:
    --------------
    Circle of Doom
    Range: Close
    Duration: Action
    Description: 2-57 damage in all directions
    Overview: This spell is very potent, but the problem is that
    it can hurt your teammates. Use with caution.
    
    Flame Strike
    Range: Medium
    Duration: Action
    Description: Smites foes with a divine fire (1-42 damage)
    Overview: Very nice damage spell. One of the Cleric's few spells
    with a longer range. The damage of this spell is potentially
    huge!
    
    
    *******************************************************************
    
    
    
    #################
    # Wizard Spells #
    #################
    
    Level 0 Spells:
    --------------
    Acid Splash
    Range: Close
    Duration: Action
    Description: Orb of acid that does 1-3 damage
    Overview: Not very useful, misses often, and has a very short range.
    Very low damage also.
    
    Electric Jolt
    Range: Close
    Duration: Action
    Description: Electical jolt that does 1-3 damage
    Overview: Not very useful, misses often, and has a very short range.
    Very low damage also.
    
    Ray of Frost
    Range: Close
    Duration: Action
    Description: Freezing ice that does 1-3 damage
    Overview: Not very useful, misses often, and has a very short range. V
    ery low damage also. No effect on skeletons.
    
    Level 1 Spells:
    --------------
    Charm Person
    Range: Close
    Duration: Hours
    Description: Prevents enemies from attacking you
    Overview: Fairly useful, but there are better level one spells to
    memorize (i.e. magic missile)
    
    Detect Secret Door
    Range: Personal
    Duration: Minutes
    Description: Detects secret doors and compartments
    Overview: Useful only if you don't have a rogue with good searching
    skills. Don't waste spots memorizing this spell.
    
    Feather Fall
    Range: Close
    Duration: Action
    Description: Objects or creatures fall slowly
    Overview: Not useful at all.
    
    Mage Armor
    Range: Touch
    Duration: Hours
    Description: Makes target harder to hit (+4 AC)
    Overview: A superb spell if you don't want to attack primarily w/
    your wizard and decide that you want to concentrate on your
    fighters. Personally, I don't use this spell because I prefer
    Magic Missile and a more offensively orientated wizard strategy.
    
    Magic Missile
    Range: Medium
    Duration: Action
    Description: One missile every 2 levels, causes 2-5 damage
    Overview: The de facto standard of wizard spells, anybody who
    knows about Dungeons and Dragons knows about this spell. I would
    recommend devoting all of your wizard's level 1 memorization slots
    to this spell. At level 6 for instance, your wizard could deal
    6-15 damage to a variety of creatures.
    
    Protection from Chaos
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from chaotic creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Protection from Evil
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from evil creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Protection from Good
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from good creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Protection from Law
    Range: Touch
    Duration: Minutes
    Description: Wards attacks from lawful creatures
    Overview: All of the protection spells aren't very useful,
    especially since it is hard to tell whether an enemy is chaotic,
    evil, good, or lawful.
    
    Ray of Enfeeblement
    Range: Close
    Duration: Minutes
    Description: Makes target weak
    Overview: Not that useful. This spell doesn't do very much to the
    strength of opposing creatures.
    
    Sleep
    Range: Medium
    Duration: Round
    Description: Causes a comatose slumber on target
    Overview: A fairly good spell, but I wouldn't recommend using it
    because it only lasts one round and has a limited range.
    
    Spider Climb
    Range: Touch
    Duration: Action
    Description: Climb walls as a spider does
    Overview: Use this spell if for some reason you can't climb up a
    pit or trap door. You should have a character with a high enough
    Climb skill level to climb most or all pits/trap doors.
    
    True Strike
    Range: Personal
    Duration: Round
    Description: Helps you hit your target
    Overview: Not useful, especially since you shouldn't be trying to
    enter melee combat with your wizards.
    
    Level 2 Spells:
    --------------
    Aganazzar's Scorcher
    Range: Close
    Duration: Action
    Description: Fire stream causing 1-11 damage
    Overview: A fairly weak damage spell, this spell is fairly useful
    early on. It shoots out a stream of fire, so don't cast this spell
    through your teammates because you will hurt them too.
    
    Blur
    Range: Touch
    Duration: Minutes
    Description: Makes target harder to hit
    Overview: Don't worry yourself with this spell. It's fairly useful,
    but the duration is too short.
    
    Bull's Strength
    Range: Touch
    Duration: Hours
    Description: Adds 2-5 Strength
    Overview: Can be useful, especially if you'd like to do more damage
    with a specific character or need a boost of strength to open a
    tough door.
    
    Cat's Grace
    Range: Touch
    Duration: Hours
    Description: Adds 2-5 Dexterity
    Overview: A fairly good spell, but not worth memorizing or even
    learning because of it's limited use.
    
    Eagle's Splendor
    Range: Touch
    Duration: Hours
    Desciption: Adds 2-5 Charisma
    Overview: A fairly good spell, but not worth memorizing or even
    learning because of it's limited use.
    
    Endurance
    Range: Touch
    Duration: Hours
    Description: Adds 2-5 Constitution
    Overview: A fairly good spell, but not worth memorizing or even
    learning because of it's limited use.
    
    Gedlee's Electric Loop
    Range: Close
    Duration: Action
    Desciption: 1-18 points of damage in a 5 ft. radius
    Overview: Be careful with this spell, it's short range might force
    you to hurt your teammates if you want to use this spell. I would
    forgo this spell.
    
    Ghoul Touch
    Range: Touch
    Duration: Round
    Desciption: Paralyzes target
    Overview: Really only useful if your wizard is in the front lines
    fighting your opponents in hand-to-hand combat, which should NOT be
    happening.
    
    Knock
    Range: Medium
    Duration: Action
    Description: Opens locked, stuck, and barred doors
    Overview: A good spell if your rogues and warriors can't bust down
    a specific door, otherwise, don't have this spell memorized. If you
    play correctly, at least one of your rogues should have a high
    enough open lock skill to open most doors.
    
    Melf's Acid Arrow
    Range: Long
    Duration: Round
    Desciption: Arrow which does 2-8 damage
    Overview: Not a very good spell. The distance at which you can hit
    enemies with this spell is impressive, unfortunately the damage is
    poor.
    
    Scare
    Range: Medium
    Duration: Round
    Desciption: More powerful than Cause Fear
    Overview: Fairly useful. Use it if it seems to help you win
    battles, otherwise just don't use it. I personally don't like any
    of the Cause Fear spells.
    
    Snilloc's Snowball Swarm
    Range: Medium
    Duration: Action
    Description: Snow erupts from target, 2-24 damage area
    Overview: A very good damage spell (except against skeletons),
    which can damage several creatures at once. The radius of this spell
    is 2.
    
    Web
    Range: Medium
    Duration: Round
    Desciption: Entangles creatures making it harder to fight
    Overview: If your characters have ever been "webbed", you would
    realize why this spell is a poor choice. It does very little to
    hamper combat skills.
    
    Level 3 Spells:
    --------------
    Dispel Magic
    Range: Medium
    Duration: Action
    Desciption: Cancels magical effects
    Overview: A very useful utility spell to help rid your characters
    of a variety of aliments. I wouldn't recommend learning it with a
    wizard though. Let your Cleric cast this spell.
    
    Fireball
    Range: Long
    Duration: Action
    Desciption: 1-6 fire damage per caster level in a large area
    Overview: One of the best damaging spells in this game. The damage
    is awesome and the radius of the blast is huge (5). Be careful
    when using this potent spell, it's very easy to accidently hurt your
    own characters.
    
    Flame Arrow
    Range: Medium
    Duration: Action
    Desciption: Shoots a fiery bolt for 4-24 points of damage
    Overview: Not as good as the other level 3 damage spells that the
    wizard can use.
    
    Hold Person
    Range: Medium
    Duration: Round
    Desciption: Makes target stand helpless
    Overview: Limited use = unnecessary.
    
    Lightning Bolt
    Range: Medium
    Duration: Action
    Desciption: 1-6 lightning damage per caster level.
    Overview: Another great level 3 damage spell, I would recommend
    using this frequently on tough opponents. At level 7, you could
    potentially do 56 damage!
    
    Stinking Cloud
    Range: Medium
    Duration: Round
    Desciption: Nauseates targets in the cloud
    Overview: If you can shoot the cloud so that your characters are
    not effected, this spell can aid your fighters substantially.
    
    Vampiric Touch
    Range: Touch
    Duration: Action
    Desciption: Caster gains 1-6 damage every two caster levels
    Overview: I wouldn't learn this, but that's because I don't use my
    wizard in the front lines. If you for some reason enjoy fighting in
    melee combat with your wizard, this spell may be for you.
    
    Level 4 Spells:
    --------------
    Bestow Curse
    Range: Touch
    Duration: Permanent
    Description: -6 to an ability, -4 on attacks, saves, & checks
    Overview: A pretty bad spell because of the limited range (you have
    to be touching the opponent to cast the spell). It does have use
    if you are facing a boss though, because you could cast this spell,
    run away, and then start casting damage spells at him/her/it.
    
    Enervation
    Range: Medium
    Duration: Hours
    Description: Reduces 1-4 target levels
    Overview: A very potent spell, you don't want this cast on your
    characters. I wouldn't recommend casting this spell.
    
    Fear
    Range: Close
    Duration: Round
    Description: More powerful than Scare (Cause Fear)
    Overview: A useful spell if you really don't want to fight a
    specific creature.
    
    Ice Storm
    Range: Long
    Duration: Action
    Description: Causes 5-30 damage in a large area
    Overview: This is a superb large radius huge damage spell. Don't
    cast it into a horde of skeletons though, because it wouldn't
    affect any of the creatures. Watch out, you can easily injure your
    own characters with such large radius damage spells.
    
    Remove Curse
    Range: Touch
    Duration: Action
    Description: Removes curse bestowed on target
    Overview: A good spell if you know that you are going to face an
    opponent(s) that enjoy cursing your characters. Otherwise, don't
    use this spell.
    
    Stoneskin
    Range: Touch
    Duration: Minutes
    Description: Target gains damage resistance
    Overview: This is good protective spell for your fighters if they
    seem to be dying to often in the midst of battle. If you fighters
    die almost every battle, you definately need new armor!
    
    Level 5 Spells:
    --------------
    Cone of Cold
    Range: Close
    Duration: Action
    Description: Cold radiates from caster, 1-6 damage per level
    Overview: Only use this spell if your wizard is surrounded by
    enemies (which should NEVER happen unless you want it to). It's
    similar to a short range fireball.
    
    Hold Monster
    Range: Medium
    Duration: Round
    Description: Holds a monster in place
    Overview: A good spell if you want to stall for time or allow
    your fighters to concentrate on a few enemies.
    
    
    *******************************************************************
    *  ___     _   ___                                                *
    * | __|___| |_| _ )                                               *
    * | _|/ _ \  _| _ \        4.) Combat Strategies/Tips             *
    * |___\___/\__|___/                                               *
    *                                                                 *
    *******************************************************************
    
    
    In combat, each character can do two actions. The action can be
    moving, attacking, or casting a spell. You can only attack or cast
    a spell one per round (unless you have a skill that allows you to
    have multiple attacks).
    
    Basic Tips:
    - Don't use ranged attacks or cast spells if your character is
    within striking distance of an enemy because that enemy will get
    an attack of opportunity.
    - Flank your enemies. If one of your characters is on the opposite
    side of an enemy as a rogue, the rogue will have a substantially
    higher change of hitting the enemy.
    - Don't move too many times w/in striking distance of an enemy
    because they may get free attacks of opportunity.
    - If a character is knocked down, use a Cleric to heal him/her
    and continue fighting the battle.
    - Rest often between battles so your characters can heal and so
    that your wizards can memorize their spells.
    - Try to make every character useful. Even if your wizard runs out
    of spells, try to launch ranged attacks with him/her, you may get
    a lucky hit.
    - Weapons with a +1, +2, or +3 are much better than their normal
    counterparts.
    - Position your fighters so that they recieve free attacks of
    opportunity. For instance, if you can, move a fighter near a
    ranged attacking enemy, so that when the enemy is about to attack
    you get a free hit.
    
    
    *******************************************************************
    *  ___     _   ___                                                *
    * | __|___| |_| _ )                                               *
    * | _|/ _ \  _| _ \         5.) Party Info/Guide                  *
    * |___\___/\__|___/                                               *
    *                                                                 *
    *******************************************************************
    
    
    Even though you can beat the game with the standard chracters and
    by picking up various characters along the way, I would recommend
    creating your own party.
    
    Building a good party:
    ---------------------
    *NOTE: This is just my idea of an ideal party. Obviously you could
    beat the game with a different party, multi-classing characters,
    etc... I would recommend experimenting for extra replay after
    intially beating the game.
    
    You can have up to six adventurers, even though you can only start
    off with four (you can add more early in the game on the first
    level). I would recommend creating all six of the adventurers. Here
    is an ideal lineup:
    
    2 Fighters
    1 Cleric
    1 Rogue
    1 Rogue/Wizard (Lean toward Wizard)
    1 Wizard
    
    The reason for this lineup is because most corriders are only 2
    spaces wide, so using more than 2 fighters isn't wise. Clerics are
    essential for their turning and healing abilities. Wizards are
    very nice for their ability to hit from a distance. Rogues are
    useful for their skills and ranged attacks.
    
    Making the characters:
    
    Fighters-
    Best races: Half-Orcs , Shield Dwarves, and Humans
    Important Statistics: Strength, Constitution, Dexterity
    
    Cleric-
    Best races: Human
    Important Statistics: Wisdom (You MUST have over 13), Charisma
    
    Rogue-
    Best races: Lightfoot Halflings, Human, Moon Elves
    Important Statistics: Dexterity, Constitution
    
    Wizard-
    Best races: Human, Moon Elves, Lightfoot Halflings
    Important Statistics: Intelligence (13+!), Dexterity
    
    Full Character Creation Walkthrough:
    -----------------------------------
    
    Go through this 6 times (to create 6 characters of course):
    
    1.) Go to Roll New Character
    2.) Enter a Name
    3.) Male or Female? (No difference in stats)
    4.) Choose Alignment (Doesn't matter too much)
    5.) Choose Race:
    For your first character: Half-Orc
    2nd character: Human (Or Half-Orc)
    3rd character: Human
    4th character: Lightfoot Halfling
    5th character: Moon Elf
    6th character: Human
    6.) Select a Potrait
    7.) Select a Miniature
    8.) Roll Stats (ideal stats, hard to achieve):
    1st Character: Ideal= 19-20 str, w/ 15+ con and 15+ dex
    2nd Character: Ideal= 17-18 str, w/ 16+ con and 15+ dex
    3nd Character: Ideal= 16+ Wis, 16+ Cha, 12+ con
    4th Character: Ideal= 18+ dex, 14+ con
    5th Character: Ideal= 18+ dex, 14+ con, 14+ int
    6th Character: Ideal= 16+ int, 14+ con
    9.) Add Levels:
    1st Character: Fighter
    2nd Character: Fighter
    3rd Character: Cleric
    4th Character: Rogue
    5th Character: Rogue
    6th Character: Wizard
    10.) Add Feats
    1st Character: Improved Initiative, Iron Will
    2nd Character: Improved Initiative, Iron Will, Great Fortitude
    3rd Character: Combat Casting, Extra Turning
    4th Character: Point Blank Shot
    5th Character: Point Blank Shot
    6th Character: Combat Casting, Improved Initiative
    11.) Skills:
    1st Character: Climb
    2nd Character: Climb
    3rd Character: Concentration, Spellcraft, Diplomacy
    4th Character: Open Lock, Appraise, Search, Spot, Listen
    5th Character: Spellcraft, Concentration, Hide, Intuit Direction
    6th Character: Concentration, Spellcraft
    
    If you follow these steps, you should have an easier time beating
    the game. Add the first four characters to your party and enter the
    dungeon; you can add the other two in the first level of the game.
    
    #############################
    # Default Character Listing #
    #############################
    
    Here is a listing of the default characters. They are randomized
    each time you clear a file and start a new game. Thanks to:
    Lee Eric Kirwan.
    
    A '*' denotes something that a custom character can't have, or
    something very notable.
    
    --------
    Fighters
    --------
    
    Thyamin
    Moon Elf Male
    Chaotic Good
    HP:16 AC:16
    
    Abilities
    STR:17 . DEX:15 . CON:17* . INT:11 . WIS:12 . CHA:12
    
    If the most you can get on an unmodified stat is 18, and Moon 
    Elves have 2 CON less than normal, then how does he have 17 CON?
    
    Feats
    Combat Reflexes, Toughness
    
    Skills
    Appraise 2, Search 2
    
    Equipment
    Body: Studded Leather*, Right Hand: Longsword, 
    Left Hand: Sml Wooden Shield
    
    Inventory
    Dagger
    
    ...
    
    Karl
    Shield Dwarf Male
    Neutral Good
    HP:16 AC:16
    
    STR:18 . DEX:15 . CON:17 . INT:10 . WIS:12 . CHA:8
    
    Combat Reflexes*, Exotic Weapon Prof.*, Toughness*
    Karl isn't human, how does he have three feats?
    
    Appraise 2, Search 2
    
    Body: Studded Leather*, Right Hand: Battleaxe*, 
    Left Hand: Sml Wooden Shield
    
    Dagger
    
    ...
    
    Eloc
    Half-Orc Male
    Neutral
    HP:16 AC:16
    
    STR:20 . DEX:15 . CON:17 . INT:7 . WIS:10 . CHA:8
    
    Combat Reflexes, Toughness
    
    Intimidate 2
    
    Body: Studded Leather*, Right Hand: Short Sword*, 
    Left Hand: Sml Wooden Shield
    
    Dagger
    
    -------
    Clerics
    -------
    
    Soma
    Half-Elf Female
    Neutral Good
    HP:9* AC:15
    
    STR:10 . DEX:12 . CON:14 . INT:14 . WIS:17 . CHA:15
    If you've noticed, clerics can get up to 8 HP a level + 
    changes with CON. Since you always get max HP for first level, 
    making 8 so far, and from her CON she'd get an extra 2 HP, 
    it adds up to 10. Why 9 HP?
    
    Combat Casting
    
    Concentration 4, Diplomacy 4, Heal 4, Spellcraft 4
    
    Body: Studded Leather*, Right Hand: Light Mace, Arms: Buckler
    
    Holy Symbol
    
    ...
    
    Guidan
    Human Male
    Lawful Good
    HP:10 AC:16
    
    STR:14 . DEX:14 . CON:15 . INT:14 . WIS:17 . CHA:12
    
    Combat Casting*
    Where's the extra feat? He's human...
    
    Concentration 4*, Diplomacy 4*, Heal 4*, Spellcraft 4*
    Where's the extra skill(s)? He's human...
    
    Body: Studded Leather*, Right Hand: Light Mace, Arms: Buckler
    
    Holy Symbol
    
    ...
    
    Garon
    Lf. Halfling Male
    Lawful Good
    HP:9 AC:17
    
    STR:10 . DEX:14 . CON:12 . INT:15 . WIS:17 . CHA:18
    
    Combat Casting
    
    Concentration 4, Diplomacy 4, Heal 4, Spellcraft 4
    
    Body: Studded Leather*, Right Hand: Light Mace, Arms: Buckler
    
    Holy Symbol
    
    ------
    Rogues
    ------
    
    Flash
    Lf. Halfling Male
    Chaotic Good
    HP:8 AC:18
    
    STR:10 . DEX:19 . CON:15 . INT:13 . WIS:9 . CHA:15
    
    Point Blank Shot
    
    Bluff 4, Climb 4, Disable Device 4, Hide 4, Intuit Direction 4,
    Search 4, Spot 4, Tumble 4, Use Magic Device 4
    
    Body: Studded Leather*, Right Hand: Light Crossbow*, 
    Quiver: Crossbow Bolts*
    
    Dagger
    
    ...
    
    Kilrav
    Shield Dwarf Male
    Chaotic Neutral
    HP:9 AC:16
    
    STR:14 . DEX:16 . CON:16 . INT:13 . WIS:9 . CHA:10
    
    Point Blank Shot
    
    Bluff 4, Climb 4, Disable Device 4, Hide 4, Intuit Direction 4,
    Search 4, Spot 4, Tumble 4, Use Magic Device 4
    
    Body: Studded Leather*, Right Hand: Light Crossbow*, 
    Quiver: Crossbow Bolts*
    
    Dagger
    
    ...
    
    Rhodes
    Human Female
    Neutral
    HP:8 AC:16
    
    STR:12 . DEX:17 . CON:15 . INT:14 . WIS:14 . CHA:15
    
    Point Blank Shot*
    She's human... Only one chosen feat?
    
    Bluff 4*, Climb 4*, Disable Device 4*, Forgery 4*, Hide 4*, 
    Intuit Direction 4*, Search 4*, Spot 4*, Tumble 4*,  
    Use Magic Device 4*
    Yes, I know she has one more skill than the other rogues, but 
    I'm guessing that's from the INT bonus, not being human... Once 
    again, one skill short of what would be under normal curcumstances.
    
    Body: Studded Leather*, Right Hand: Light Crossbow*, 
    Quiver: Crossbow Bolts*
    
    Dagger
    
    -------
    Wizards
    -------
    
    Argyle
    Moon Elf Male
    Chaotic Good
    HP:5 AC:12
    
    STR:11 . DEX:14 . CON:12 . INT:18 . WIS:10 . CHA:13
    
    Combat Casting
    
    Concentration 4, Heal 2, Intuit Direction 2, Sense Motive 2, 
    Spellcraft 4, Spot 2
    
    Right Hand: Dagger, Quiver: Crossbow Bolts*
    
    Light Crossbow*
    
    ...
    
    Liddia
    Moon Elf Female
    Chaotic Neutral
    HP:5 AC:12
    
    STR:11 . DEX:14 . CON:12 . INT:18 . WIS:10 . CHA:15
    
    Combat Casting
    
    Concentration 4, Heal 2, Intuit Direction 2, Sense Motive 2, 
    Spellcraft 4, Spot 2
    
    Right Hand: Dagger, Quiver: Blowgun Dart*
    
    Blowgun*
    
    ...
    
    Wobby
    Rock Gnome Male
    Neutral Good
    HP:5* AC:13
    
    STR:9 . DEX:14 . CON:14 . INT:18 . WIS:13 . CHA:10
    5 HP like every other wizard, but 2 CON above any of the other 
    wizards... Once again...
    
    Combat Casting
    
    Concentration 4, Heal 2, Intuit Direction 2, Sense Motive 2, 
    Spellcraft 4, Spot 2
    
    Right Hand: Dagger, Quiver: Sling Bullets
    
    Sling
    
    
    *******************************************************************
    *  ___     _   ___                                                *
    * | __|___| |_| _ )                                               *
    * | _|/ _ \  _| _ \         6.) The Full Walkthrough              *
    * |___\___/\__|___/                                               *
    *                                                                 *
    *******************************************************************
    
    
    Here's how the walkthrough works: There is a map for each level,
    and that should be enough for most people. Written help will be
    below the maps. The maps have key areas marked of course. Enjoy. =)
    
    Note: This walkthrough won't help you find every single item in
    the game, though I may later update it in the future. What it does
    is tell/help you beat the game.
    
    Remember:
    - Explore every area and fight every enemy. The game will be much
    easier if you do this. If you want to rush through the game, it
    won't work.
    - REST OFTEN! Rest after battles, rest after leveling, rest to
    memorize new spells, rest to heal, did I mention that you have to
    rest?
    - Don't rush through the game. It's less fun, shorter, and more
    boring.
    - When reading the maps, realize that when spaces are diagonally
    attached, there is no way to go from one to the other in one move.
    - Some walls can't be shown in an ASCII map.
    - If you can't open a door, try using a skill such as Open Lock or
    Strength. Many doors that require keys can be opened in this 
    fashion.
    
    -------
    Level 1:
    -------
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             [ ][ ][ ][B][ ][ ][|][ ][ ][ ]   [|]   [ ][ ][ ]   [T]
             [ ]   [ ][ ][ ]      [ ]      [ ][ ]      [|]   [ ][ ][ ]
             [ ]                     [ ][ ][ ][ ]   [ ][f][ ]   [ ]
       [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]      [ ]   [ ][ ][ ]   [ ]
       [ ]   [|]                              [ ][ ]   [ ]   [ ][ ]
       [ ]   [ ][ ][ ][ ][ ][ ][ ][ ][ ][+][ ][E][ ][ ][f][ ][ ]
       [ ]   [ ][ ][ ]         [ ][ ][ ]         ^     [|]
       [ ]   [ ][ ][ ]   [ ]            [ ][ ][ ][ ][ ][ ]
    [ ][ ][ ]         [ ][ ][ ][ ][ ][ ][ ]      ^
    [ ][ ][ ][ ][ ][ ][ ]                        Wall
    [ ][ ][ ]
    
    Level 1 Map Key:
    
    [ ] - Space
    S - Starting Space                  1 - Silver Key (Held by enemy)
    B - Boss (Fake Albrik)              | - Door (Use skill or hit a
    T - Trapdoor to Golden Hammer Inn             switch)
    + - Door that requires Stone Key    f - Floor switch
    E - End of the level
    
    This level is very straightfoward. If you get lost or don't know
    where to go next, just look at the above map. Make sure you go to
    the Golden Hammer Inn. There you can bring the number of party
    members up to six. If you don't yet have a wizard, you can use
    Knucklebone, who is in the inn and is willing to join your party.
    Also at the Golden Hammer Inn: A person who will give you the Stone
    Key (essential for beating this level), a healer, a person who sells
    scrolls, a weaponsmith, and an armorer. It's worth going to the
    Golden Hammer Inn.
    
    The enemies in this level are extremely easy. You may encounter a
    few rare skeletons, but most of your enemies will be extremely
    basic. If you do meet skeletons, use Turn Undead. The boss in this
    level is extremely easy. He claims to be Albrik, but in reality,
    he isn't... The boss drops a Light Mace +1, and you'll want to use
    that right away. Equip it to a fighter.
    
    Remember, to press switches, press A when they are in front of you.
    
    -------
    Level 2:
    -------
    
                                []
                              [][][]
                    [][]      [][][]      [][]
                    [][][]      []      [][][]
                      [][][]  [][][]  [][][]
                        [][]  [][][]  [][]
     Room 5:              []    []    []
      [T                  []  t5[]t6  []
    t8[][][][]            []{][]r2[][}[]
                              t7[][]
                                []            [][][]
                                          [][][][][]
                                          []  [][][]
                                    [][][][]
                        [][][]      []  []  [][][][][]
                        [][][][][][][]  []  [][][][][]
                        [][][]      []  []  [][][][][]
                          []        []          []
                          [][][][S[][][][][][][][]
                t2[]t3        []    []    []
                []r1[]    t1[][][]  []              [][]
                [][]t4              [][][][][]  [][][][]
                                        []      []  [][]
                                        [][][][][]
    
    -----------------------------------------------------
    Map 2a:    | Map 2b: (Room 4)  | Map 2c:
    (Room 3)   |                   |             [T]
    [E][ ][ ]  |     [ ][ ][ ]     |             [ ]
          [ ]  |     [ ][ ][ ]     |          [ ][ ][ ][ ]
       [ ][ ]  |        [ ]        | [L][ ][ ][ ][ ]
          [ ]  |     t09[ ]t10     |  |       [ ][ ][ ][ ]
          [ ]  |  [ ][ ][ ][ ][ ]  |  |       [ ][ ]
    [L][ ][ ]  |     t11[ ]t12     |  | [ ][ ][ ][ ][ ][ ]
     |    [ ]  |        [ ]        |  |       [ ]
     |    [t]                         |       [B]
     |________________________________|
    
    Level 2 Key:
    
    [] or [ ] - Normal Space      } or { - Fake wall
    S - Start                     T - Treasure
    E - End of the level
    L - Ladder
    r# - Room #
    B - Behr (Lvl. 2 Fighter)
    
    Teleport Guide:
    
    t1 - Goes to Room 1   t8 - Goes to Room 4
    t2 - Goes to Room 4   t9 - Goes to Room 5
    t3 - Goes to Room 4  t10 - Goes to Room 1
    t4 - Goes to Room 2  t11 - Goes to Room 2
    t5 - Goes to Room 1  t12 - Goes to Room 2
    t6 - Goes to Room 4  t - Sends you near t1
    t7 - Goes to Room 3
    
    Another easy level, but it can be tricky and confusing. You start
    this level with a choice to go one of three ways. Open the chest to
    your left and enter one of the doors. Go through each one, picking
    up a silver and gold key down each path. Use the gold keys to open
    the series of three doors on the left path. Keep going and you will
    reach a teleporter. Go through it. You'll find yourself in a room
    of three teleporters. Take the teleports in this order: (2, 9). You
    will reach a hall with an enemy at the end. Defeat the enemy and
    open the chest. Go through the teleporter. Go through teleport 12.
    If you want, you can gain items and experience by going through
    the invisible walls in this room. Otherwise, go through teleport 7.
    Go down the ladder in this area. Open all the doors, fight all the
    enemies, open all the chests, add Behr to your team, and then go
    back up the ladder. You can now exit the level!
    
    The enemies in this level are fairly easy. The goblins? from the
    last level reappear (though in greater numbers), and you will have
    to deal with skeletons and zombies. The easiest way to defeat the
    Zombies and skeletons is to use Turn Undead with your cleric, an
    awesome skill. Bashing/blunt weapons do better than edged weapons
    against skeletons (for instance, a light mace +1 would do more
    damage than a longsword +1 to a skeleton).
    
    -------
    Level 3:
    -------
                              [][][][][][][][][][][][]  [][][][]
                              []          [][]      [][][]  [][]
                        [][][||]  []  [][][]          []    [][]
                              []  [][]  []            [][]S]  []
                              []    [][][]            []      []
                E]            [][][]    []  [][][][]          []
                []                  [][][][||]    []          []
              [][][]                []      [][][]rg      []  []
              [][][][]                                    [][][]
              [][]  []                    [][][][][][][][][][][]
                []  []                  [][][]
                E]  []  []   s s s s    []  [][][]
                    [][][][]{][][][]    []  []  [][][]  [][]
                            [][][][]    [][][]      [][][][]
      [][]          [][][]    []            [][][]  []      [][]
      [][]          [][][][][][][][]            []  [][]  [][][]
      [][][]          []                        []      [][][][]
          [][][][][]  []            [][][][]    [][][][][][][][]
            [][]  []  []            []    [][]            [][][]
            []  [][][][][]      [][][]    [][][][]        []
          [][]  [][][]BB[]    [][][][]  rg[][][][][][][][][]
          []    []  []  []    [][][][]    [][][][]
      [][][][]  [][][][][]    [][][]        []       -- Sub Area --
      []    [][]              []            []      | [][][]
    [][]    [][][][][][][][][][]            []      |     [][]
                    []      []          [][][][]    |       []  []-|
          []    [][][]    [][]        [][][][][]    | op    [][][] |
    []  [][]    []  []  rg[]              [][]      | [][]    [][] |
    [][][]    [][]  []    [][]t1          []  rg    |   []  [][]   |
    []  [][][][]    [][]      |           [][][]    |   [][][][]   |
                              |____________________________________|
    Level 3 Key:
    
    S - Start                 rg - Red gem
    E - End ladders           op - Open Pit
    | - Fake Wall             BB - Boss (Albrik)
    t1 - Teleporter 1         s - Socket
    { - Wall that disappears when activated
    
    This level is fairly straightfoward. The main goal of this level is
    to find all four red gems and place them into the sockets. Use the
    above map to find the gems. One happens to be in a hidden area behind
    a fake wall. You will also face Albrik in this level, along with
    several of his cronies. There is one teleporter in this level, but
    it merely takes you to a sub area with a pit that leads you back to
    the main level.
    
    The enemies include skeletons and the goblins from level one. They
    are easy to beat, especially if you utilize Turn Undead with your
    Cleric. The boss in this level can be tricky though. Make sure that
    your fighters have weapons with a +1 or +2 suffix so that they can
    actually do some damage when they hit Albrik. Magic Missile doesn't
    do anything to Albrik by the way, so you can't use that against him.
    
    -------
    Level 4:
    -------
    
        [][][][][][]    [][][][][][][][][][][][][]
          []  []              [][][]    []      []  []
          []  [][][][][][][]  [][][]  [][]      [][][][]
          []  []          [][]  []    [][]      [][][]
        [][]  [][]      [][][][][][][]    [][]  []  t]
        []      [][]      [][]  []  [][][][][]  t]  |
    [][][][][][][][]  [][][]    []    []        |___|
    []  []      [][][][]      [][][]  [][]
    []  []  [][][]  []  [][]  []  []  []
    []  []  [][]  [][][][][]  [][][]  []                [][][]
    []  []        []          []  []                  [][]
        []      [][][]        [][][]                  []
    [][][]      [][][]        []  []                  [][]
    [][]                      [][][]                    [][][]
    []                          []                        []
    [][]                        S]                []      []
    [][]                                          [][]  [][]
      []                        S]                [][][][]
    [][]                B]      []  [][]            [][]
    [][]                [][][]  []  [][][]            []
    [][]                  []    [][][][][]    SS[][]  []
    []          [][]    [][]    []                [][][]  []
    []  [][]    []  E]  [][][][][]          [][]    []    []  []
    [][][][]    []  []          []    [][][][]      [][]  [][][]
    []  [][]    []  []  []      []      []            []    []
    []          [][][][][][]    []  [][][]    []  [][][]  [][]
    [][]                []      []  [][][]    [][][]      []
    [][][][]      [][]  ==      []    []    [][]  [][]  [][][]
    [][]  [][][][][][][][][][][][][][][][][][][]    [][][]  []
          [][][]  [][]      []  []    []          [][]      []
    
    Level 4 Key:
    
    S - Start
    E - End
    = - Last Door (Opens w/ adajecent switch!)
    B - Belchar (Ally, Fighter)
    SS - Stone Scepter
    t - Teleporter
    
    This level is very straightfoward. Make sure you get the Stone
    Scepter, but after getting it, you can just continue on to the
    next level if you want to. I wouldn't recommend that though,
    because the next level is much more difficult than this one. Hunt
    out enemies and defeat them for the experience. There are a few
    puzzles in this level, but if you just hit every switch you find,
    open every door you can (using strength or open lock when needed),
    you should be able to explore the whole level.
    
    -------
    Level 5:
    -------
    
                  [][]  [][][][]t0  [][][][][][][]  E][][][][][]
                  []    []      []  []  []      []            []
                  [][][][]  [][][]  [][][][][]  [][][][][][]  []
                                []      []  [][][]  [][]  []  []
    []                          [][][]  [][][]  []    []  [][][]
    []                              []      [][][][]  []
    []          [][][][][]      []  [][]    []  [][][][][][]
    []          [][][][][][]  [][][][][]t1      []      []
    []      [][]  []  []        [][][]        [][]      []
    [][][][][][][][][][][][][][][][][][][]      [][][][][]
    [][]          [][][]      [][]  [][][]          []
    [][][][]  [][][][][][][]  [][][][]  []      [][][]
    []    []  [][]  el  [][]  []  []    [][][]  [][][]
    [][]  l4  [][]      [][]            []sr[][][]  [][]
    [][][][]  [][][][][][][]            [][][]        []
    [][]      []    []    []      [][]                [][][]
    []    [][][][][][][][][][][][][][][]              []  [][]
    []        [][]      [][][]        []              []  [][]
    [][][][][][][][]    []        []  []              [][][][]
    []      [][][][]  [][][][][]E][][][]                  []
    [][][]    [][]      []        []  []                  [][][]
    [][][]    [][][][]      []    [][][][][][]              [][]
    [][][]    [][]  []      [][][][]  []  [][]                []
          [][]  []  S]      [][]    [][][]  [][]              []
    [][][][][][][][][][]    [][][]  []  []                    []
      []  []  []    [][]    []  []  [][][]                [][][]
      []  []              [][]  []
    [][]  [][][][][][]      []  [][][][]
    []  []        [][]    [][]      []
        [][][][][][]        [][][][][]
    
    Level 5 Key:
    
    S - Start                           t1 - Goes to lvl. 4
    E - End                             t2 - Goes to lvl. 8
    l4 - Ladder to Level 4
    t# - Teleport
    el - Exilir of Life (300 gold value)
    sr - Sweet Rose (ally)
    
    This level is extremely easy if you can defeat the enemies easily.
    You aren't required to find any items in this level, so if you
    chose, you could simply run through this level using this map until
    you reach the end. I wouldn't recommend that though, because this
    level does have some things you might like to have. The ladder to
    lvl. 4 will take you to a secret area where you will find several
    different scrolls. There is a Dwarf Camp in this level, where you
    can buy items, sell items, recruit Sweet Rose on your team, etc...
    Take special note of teleport 2 in this level. You will use it
    later in the game and it will be important.
    
    The enemies in this level aren't that difficult. Skeletons and
    zombies return, and the goblins are phased out. The blue spiders
    that cast the annoying Spider Web are also here, along with new
    black spiders that can't use Spider Web but can do some damage.
    There is no "boss" in this level.
    
    -------
    Level 6:
    -------
    
    [][][][][]      [][][][][][][][][]            [][]S]  [][][]
    [][]    []      []      []      []            []    [][][][]
    7T    [][][]    [][]          [][]            [][][][]
        [][]BB[][]  []                                [][][][][]
        [][][][][]  []                                []    [][]
            ==      []                        [][][]  []
            --      [][][][][]    [][][][][][][][][][][][][][][]
        [][][][][]      []  [][][][]  [][]    [][][]    []  [][]
    [][][]  []  [][][]  []      []    []                []
    [][]  [][][]  [][]  []  [][][][]  [][]            CJ[][][]
    [][]  []BB[]  [][]  []      [][]    []            [][]  []
    []s-  [][][]  s=[]  []              []                [][][]
            []          []  [][][]  [][][]                [][][]
            [][]  [][][][][][]  [][][][][]                [][][]
      [][]    [][][]        []      [][]                    []
      [][][][][]  []        []                              []
          [][]    []        ck                [][]      [][][]
                [][]J]                    [][]  []      []
                [][]J]                      [][][]      []
                [][]J]                    [][][][]  []  [][][]
                [][]J]                          [][][][]  [][]
                [][]J]          [S[][][][]        []    [][]
                []  J]            []    [][][][]  [][]  []
              [][]                []      [][]  []  [][][][]  []
              []                  []    []  []  [][][]    [][][]
          [][][]                  []    [][][][][]    []  [][]
          []  []                  []    [][]    [][][][]    []
          [][][]                          [][]    [][]
    
    Level 6 Key:
    
    [] - Normal Space             ck - Chest w/ Crimson Red Key
    S - Start Space               s-/s= - Switch that opens matching
    J - Place to put junk pieces          door
    BB - Boss
    L - Ladder
    7T - Teleport to Lvl. 7
    CJ - Chest of junk
    
    In this level you have to take the junk you find in the chest of
    junk and place it into the sockets later in the level. If you open
    all the chests and hit all the switches along the way to the end,
    you'll be okay. Grab the Junk, Crimson Red Key, and you will be
    fine. I'd recommend exploring the level as much as you can though,
    for the experience and items.
    
    Note: If you ever see a marking on the wall that says, "This is
    the dwarven rune for safe passage," then you are near a false wall.
    The false wall is on the same wall as the rune.
    
    The enemies in this level include skeletons, zombies, and frogmen.
    Some frogmen can cast spells, but in general they are weak.  The
    bosses in this level can be tricky. The first boss can't be hurt
    by magic spells, so concentrate on killing his helpers. Using Turn
    Undead repeatedly could eliminate many of the enemies you'll face.
    The second boss can be hit by magic and has less helpers, so he
    can actually be easier.
    
    -------
    Level 7:
    -------
    
      }][][][][][][][][][][]    [][][]  [][][]
        []  []  []  []    [][][][][][][][][][][]
    [][][][][][][][][]    []  []        [][][]
                          [][][]
            [][][][]  [][][]  [][][][][]    [][][][][]
          [][]        []  [][][]      [][][][]  [][][]
          []        [][]  []  []        [][]            l2
        [][][]      []    [][][]      [][][][]          []
      [][]BB[][]    []        []  [][][][][][]  [][][]  []
        [][][]      [][][]    [][][]  []    [][][][][][][]
          []      [][]  [][][][][][]            [][][]
        [][][]      [][][]        []
        [][][]      []        [][][]
          []        []
        [][][]    [][]
        [][][]    [][]        -------------------------
          []      [][]        Sub Map 1:       | Sub Map 2:
        [][][]    []            [][]           |  [][][]  []
        [][][]    []  [][]      [][][][][]     |  [][][][][]
          ==      [][][][][]      []    [S     |      [][][][][]l1
          [][][][][]    [][]    [][][]         |  [][][][][]
          []      []            [][][]         |  [][][]  []
      []  []  rk  [][]        [][]  []    []   |
      [][][][][]  [][]          [][][][]  []L3 |
          []                    []  [][][][]   |
    []dk  []  dk[]              L1    L2       |
    [][][][][][][]            -------------------------
          []                  Sub Map 3
    [][][][][][][]                  [][]
    []dk      dk[]              [][][][]
                                []  []
                                l3[][]
    
    Level 7 Key:
    
    S - Start                    L1-3 - Ladder
    E - End                      l1-3 - Ladder destination
    dk - Drow Key                BB - Boss
    rk - Red Glass Key
    = - Open Door w/ Drow Key
    } - Insert Red Glass Key
    
    This level is fairly straightfoward (seems to be a theme in this
    game!) as are the others. There are plenty of chests in this level,
    so open them as youu find/see them. To beat this level, all you
    really need to do is to retrieve the 4 drow keys, and then, using
    them, unlock the door leading to the end of the level.
    
    The enemies in this level include Hellhounds now. Hellhounds aren't
    very difficult to defeat, but they do have quite a bit of health
    and have some ranged attack spells (though those are very weak).
    The boss in this level doesn't say anything to you, but you can
    tell that it's a boss because of the difference of it from other
    groups of enemies. The boss is easy to defeat and should be no
    problem for a party that has made it this far.
    
    -------
    Level 8:
    -------
    
                   [][][]k1        [][]
                   [][]        [][][][]
                     [][][][][][]  [][]
               S][][][][][][]  []
                     []        []  [][]
               l1[][][][]k2    [][][][]
                     []
                 k3[][][][]l2
     [][][]          []
     [][][][][][][][][]
     [][][]  [][][][][]
    
    
    -------------------------------------------
    Sub Map 1:                       Sub Map 2:
                [][]
                [][]                 [][]
              l2[]                   [][]t1
                [][][][][][]         []
    [][]          []  [][][]         []l1
    [][][][][]  [][]  [][][]         []
    [][]  [][][][][]      []         [][]
              ==          []  [][]
        [][][][]    k4[][][][][][]
        k9[]  E]    [][]  []  [][]
        [][][]t2          l3
    
    --------------------------------------
    Sub Map 3:
    
      []  []  []
      []  []  []
      d1  d2  d3
      [][][][][]d4[][]
    t1[]  [][][]
      [][][][][]d5[][]
      d8  d7  d6
      []  []  []
      SS  k8  []        [][][][][][]
                        k7[]  [][][]        l3
      [][][]  [][]            [][][]  [][]  []  [][]
      [][][][][][]      [][]  [][][]  [][][][][][][]
        []              [][]    []    [][]  []  [][]
        [][][][][][]      [][][][][]k6      []
                  [][][][][]  [][]          []
                  [][][]      [][][][]      []  []k5
                  [][][]      [][][][][][][][][][][]
    
    Level 8 Key:
    
    S - Start                   l1-3: Ladders.
    E - End                     t1-2: Teleports. (t2 -> lvl. 5)
    SS - Prince S. Stoneshield  d#: Door #...
    == - Crystal Key Door
    
    Keys: (Each key opens a corresponding door (d1-8)
    k1 - Orange Cell Key
    k2 - Blue Cell Key
    k3 - Grey Cell Key
    k4 - Pink Cell Key
    k5 - Green Cell Key
    k6 - Brown Cell Key
    k7 - Black Cell Key
    k8 - White Cell Key
    k9 - Crystal Key
    
    This level is pretty complicated, but here is some instructions:
    Collect all the cell keys in this level. Cells 1-6 only have
    enemies, but I would recommend fighiting them for the experience,
    which is useful. Some of the cell keys are hidden behind false
    walls, but using the above map should allow you to find them. Open
    all the cells in order, and in the 7th you will find the key for
    the eighth cell. There you will find Prince Storn Stoneshield,
    very grateful to you for saving him. Now you need to return to
    level five, just trust me, you'll get a special gift from the
    dwarves. Fortunately, you don't have to walk all the way there.
    Go back to the start of this level, return to level 7, and the
    nearest teleporter will warp you to level 5. In level 5, go to the
    Dwarf camp, talk to everyone, sell items, etc... and then return
    to level 8 with that teleport I told you to remember about. You
    will be teleported near the exit of the level and near the crystal
    key. You don't even need it to exit the level after all! Pick it
    still, and then leave the level.
    
    The enemies in this game are finally showing some variation! This
    level has several Drows, Hellbeasts, Rust Monsters, and Displacer
    Beasts. Rust Monsters are of specific concern, because their magic
    spell will destroy metal armor (I learned this the hard way, losing
    a full plate +2). The enemies in general should be easy for your
    party, which should be around level 6, if not at level 7. If they
    aren't this high, you should still be okay.
    
    -------
    Level 9:
    -------
    
                          []      []      []      []    h3
                      []  []  []  []  []  []  []  []  [][]h2
                  l1||[][][][][][][][][][][][][][][][][]
                      []  []  []  []  []  []  []  []  [][]h1
                          []      []      []      []    h4
                                [][][]
                                []tc[]
        []s1[]                  [][][]
        [][][]
          []      []              []            []l2
    [][][][]  [][][]              [][][]  [][][][]
    [][]  [][][]  []              []  [][][]  [][]
    [][][][]  [][][]              [][][]  [][][][]
          []      []    [][][]    []            []
        [][][]          []  []                  [][][][]
        []s2[]        [][]  [][]            []      [][]
                      [][]  [][]          [][][]
                        s1  s2
    
    -----------------------------------------------------
    Sub Map 1:        | Sub Map 2: | Sub Map 4:
                      |   []       |               [][]
    [][][]    []E]    | [][][]     |               [][]
    [][][][][][]      | sstp[]     |     []    [][][][]
    [][][]    []      |------------|   [][][]  [][]  h3
      []    [][]l1    | Sub Map 3: |   []  []    []
    [][][]  [][]      |     ss[]   | [][][][][][][][][]
    [][][]            |       []   |   []  []    []
    [][][]            | l2[][][]   |   [][][]  [][]  h4
                      |       []   |     []    [][][][]
                      |     ss[][] |               [][]
                                                   [][]
    -----------------------------------------------------
    Sub Map 5:
                            [][]
                            [][]
          [][]    [][]      []
          [][][][][][]  [][][]
    []      []      [][][]  []h2
    ss[][][][]
    []      []      [][][]  []h3
          [][][][][][]  [][][]
          [][]    [][]      []
                            [][]
                            [][]
    
    Level 9 Key:
    
    S - Start                 l1 - Ladder
    E - End                   h1-4 - Holes
    || - Walls disapear w/    ss/s# - Switch
         switch               tt/t# - Teleport
    tc - Treasure Chest
         (Battle Axe +3!)
    
    This level is fairly straightfoward, but can be tricky if you
    aren't particularly good at puzzles. Remember this though, hit
    the switch(es) in the order that produces a teleport or changes
    something. You start in a room with a switch and a teleporter.
    Hit the switch and enter the teleport. Go to ladder l2 and hit
    the two switches in the next area. Go back to where you teleported
    teleport (if you can't, hit the switches in the other order),
    and teleport to the next room. Hit the two switches (2,1). Enter
    the teleporter. Hit the two switches in this area (1,2). Teleport.
    
    You are now in a long corridor. Look at the map, and go to the
    chest so you can get the Battleaxe +3 and Longsword +3. Continue
    on. Ignore holes 3 and 4, and climb down hold 1 or 2. After
    climbing down, hit the switch in the area and climb back up the
    holes. Go back to the beginning of this corrider and a ladder
    will have appeared. That ladder leads to a room with a ladder
    that takes you to level 10!
    
    The enemies in this level are relatively easy. Only Ghaunadan
    inhabit this level, and they shouldn't pose any risk to a skilled
    party. There is no boss in this level.
    
    --------
    Level 10:
    --------
    
            SS[][]  []    [][][][][][][][][][][][][][]  [][][]
      [][]    [][][][][][][][][][]      []      [][][]  [][]s2
      [][][][][]    []    [][][][]      []      [][][]!![][][]
        [][]      [][][]        []      Va
      [][]    [][][][][]  [][][][]          [][]
      [][]    []  [][][]  bk[][][]          [][]  [][][]  [][]
      []      []    []                s3[]    [][][]  [][][][][]
    [][]            [][][][][][][]    [][][][][]  [][][]    [][]
    []                          []            []            []
    []      [][][]  [][]        []        []  []  []s4    [][][]
    [][][][][]  [][][][][][][]  []        [][][][][][]    [][][]
    []      [][][]  [][]        []        []  []  [][][]    []
    []                          []        []  []
    []  [][]  []s1[]            []  [][]  []  []  [][]
    [][][][]  [][][]            [][][]t2  []  [][][]t2
        [][]  [][][]                [][]  [][]    [][]
                                            []
                                        [][][]
                                        [][][]
    -------------------------------------------------------------
    Sub Map 1:     | Sub Map 2:
          []       |                   []
        []BB[]     |   l2            [][][]
        [][][]     | [][][]          [][][]
          []       | [][][]h2    h2    []
        [][][]     | [][][]      [][][][]
          ==       |             h1    []
        [][][]     |   l1              []
    [][][][][][][] | [][][]          [][][]
    [][]  []  [][] | [][][]h1        [][][]
      l1  s5  l2   | [][][]
    
    Level 10 Key:
    ------------
    S - Start                   Va - Venna
    BB - Boss (Last one)        == - Use Xanathar Key
    h1-2 - Holes                !! - Use Bone Key
    l1-2 - Ladders
    s1-5 - Switches
    
    The last level of this great game. I hope you've had fun. I'm going
    to sparsely talk about this level because I don't want to spoil the
    end for those who are looking ahead or those who haven't beaten the
    game (which should be everyone reading this...).
    
    To beat this level, you'll need to hit the switches in the correct
    order. Use teleports as they appear. The switches all activate
    different telports. The teleports aren't listed because they would
    confuse more than help (most only appear if the correct switches
    are hit). You may notice that the Xanathar key isn't on this level,
    and it isn't. To beat this level, you have to actually go back to
    level 5 again (Hint: A teleport is activated by the last switch that
    creates a teleport that will take you there). The Xanathar key is
    in a "Secret Area," an area you reach by entering... guess what? A
    teleport.
    
    The enemies in this level should be no problem to your characters.
    The boss at the end of this game is supposed to be very tough. (If
    you can't guess what it's going to be, look at the title of this
    game) A skilled party should be able to beat it handily. You can
    use a variety of strategies, charge at it with warriors and back
    them up with your ranged characters, or fireball (insert favorite
    spell first) them first. Have fun beating the game! I hope the 
    Walkthrough helped.
    
    
    *******************************************************************
    *  ___     _   ___                                                *
    * | __|___| |_| _ )                                               *
    * | _|/ _ \  _| _ \  7.) Credits, Extras, Thanks, etc...          *
    * |___\___/\__|___/                                               *
    *                                                                 *
    *******************************************************************
    
    
    Special Thanks to:
    
    Infogrames, Wizards of the Coast: For making the game possible
    CJayC: For Gamefaqs.com.
    
    Lee Eric Kirwan, for many submissions, questions, and more.
    
    All the emails I recieved concerning errors in my FAQ. I appreciate
    that, and it helps others too.
    
    Email any:
    - Contributions
    - Updates/Fixes
    - Suggestions
    - Questions
    to zephyrmaster@yahoo.com
    
    This FAQ was written by Zephyrmaster. If you want to use this FAQ,
    ask for permission.
    
    These sites can use my FAQ:
    
    www.gamefaqs.com
    www.neoseeker.com
    www.ign.com
    

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