##       ########  ####### ######## ##    ## ####### 
             ##       ######## ######## ######## ###   ## ########
             ##       ##       ##       ##       ####  ## ##   ###
             ##       ######## ##  ###  ######## ##### ## ##    ##
             ##       ######## ##  #### ######## ## ##### ##    ##
             ##       ##       ##    ## ##       ##  #### ##   ###
             ######## ######## ######## ######## ##   ### ########
             ######## ########  ######  ######## ##    ## ####### 

                                ######  ########
                               ######## ########
                               ###  ### ##      
                               ##    ## ########
                               ##    ## ########
                               ###  ### ##      
                               ######## ##      
                                ######  ##      

     ####### #######  ########  ##  ##  #######   ######   ####### ##    ##
    ######## ######## ######## ######## ######## ######## ######## ##   ###
    ##       ##    ##    ##    ## ## ## ##    ## ###  ### ###      ##  ### 
    ##  ###  #######     ##    ## ## ## #######  ##    ## ##       ######  
    ##  #### #######     ##    ## ## ## #######  ##    ## ##       ######  
    ##    ## ##   ###    ##    ##    ## ##   ### ###  ### ###      ##  ### 
    ######## ##    ## ######## ##    ## ##    ## ######## ######## ##   ###
     ######  ##    ## ######## ##    ## ##    ##  ######   ####### ##    ##



+------------------------------------------------------------------------------+
| Contents                                                                     |
+------------------------------------------------------------------------------+


Basic Info and Tips - LG01

Classes, Stats, Skills, and Traits - LG02

Main Walkthrough
 - Level 1: Into The Dark - MW01
 - Level 2: Old Tunnels - MW02
 - Level 3: Pillars of Light - MW03
 - Level 4: Archives - MW04
 - Level 5: Hallways - MW05
 - Level 6: Trapped - MW06
 - Level 7: Ancient Chambers - MW07
 - Level 8: The Vault - MW08
 - Level 9: Goromorg temple I - MW09
 - Level 10: Goromorg temple II - MW10
 - Level 12: The Prison - MW11
 - Level 13: The Graveyard - MW12
 - Level X: Endgame - MW13

Monsters - LG03

Items
 - Weapons - IT01
 - Armours - IT02
 - Miscellaneous - IT03

Spells  - LG04

Potions  - LG05

Achivements  - LG06

Bonus! - LG07

End - LG08

+------------------------------------------------------------------------------+
| Basic Info and Tips - LG01                                                   |
+------------------------------------------------------------------------------+

Character Creation
------------------
With the option to create your own character set, this gives you plenty of scope
to mess about with different character sets. Although the default is two
Fighters, a Rouge and a Mage, which is generally considered the best all-round
group, you easily give yourself two Mages, four Fighters or whatever group you
like. Experiment if you want to see what kind of challenges it can make for you.
Aside from choosing classes and assigning various stats, there are also Traits
that you can stick onto your characters that give certain stat boost and various
abilities.

Movement and Battling
---------------------
Due to the grid-based movement system in the game, and the fact that most, but
not all, the enemies attack in front of them, you can often exploit this to your
advantage but moving to the side of the creature to attack, and always stay on
their side. Of course, this isn’t always an option in room where there are a lot
of enemies wandering around. However a lot of these rooms have door at their
entrances, so a good tactic is to stand at the door and attack from there. While
it does mean the enemy can attack you, you’re in the perfect position to close
the door so you can rest and recover your health

Food and Resting
----------------
Moving, attacking, being attacked; any kind of action in this game will steadily
reduce your hunger bar. There’s no penalty when it hits yellow, but let it fall
into the red and you’ll find your character is weakened and you won’t be able to
recover health and energy. There are a lot of food items that you can give
yourself to keep yourself fed and healthy, but be careful not to carry too much,
or it’ll weigh you down. The other way to quickly regain health is the Rest,
which is done using the button in your character menu. Doing so will allow you
to quickly regenerate your health and energy but it also drains your hunger bar,
so don’t be too overzealous when using it. 

Equipment and Storage
---------------------
Due to the fact that you have a limited number of inventory spaces, coupled with
a weight carry limit, you’ll find yourself performing a lot of inventory
juggling as you find yourself carting around a lot of food and weapons. One tip
if you find yourself always close to carrying enough to slow you down is to pick
a spot to safe deposit your items so you can pick them up later. This is also a
useful tactic to use when dealing with other items that you feel you might not
need. Choosing a spot to drop your unnecessary items will make them easy to find
should you find yourself suddenly wanting them. 

Maps and Notes
--------------
The Map is very much your friend in this game, as it can let you know where you
haven’t yet been and what direction you’re facing. Also, if you’re using the map
I’ve uploaded, then you can use it to see which secrets and treasures you’re
missing. Of course, if you’re playing on Old School Mode, then you won’t get to
use either.

Secrets and Treasures
---------------------
All the Secrets and Treasures are listed in the main guide. Treasure, like
Skulls, only need to be picked up to add to your Achievement count, but you’re
welcome to take them with you as long as you can bear the weight. Try to keep
track of your secrets, as to which ones you have and haven’t got, as it can be
very galling to miss one and have to backtrack through several floors to get to
it. Also, note that finding Treasures does not add to your Secret count, as they
are counted separately. 



+------------------------------------------------------------------------------+
| Classes, Races, Skills, and Traits - LG02                                    |
+------------------------------------------------------------------------------+

Classes
-------

Fighter
From the primitive barbarian warriors to the highly trained legionary
soldiers and noblemen in search of honor, fighters come from all walks of life
and ranks of society. They are trained to use a variety of close combat weaponry
and armors.
These guys work best at the front of your formation, attacking the enemy and
taking the brunt of the attacks. Give them the best weapons and armour you can.


Mage
Studying arcane knowledge lets mages tap into the forces of nature and elements
and form them into powerful spells.
Because of their low defence, Mages should say at the back of your group, their
magic attacks able to do damage at a distance. 


Rogue
Rogues are the masters of stealthy combat and ranged weapons. Some rogues are
common thieves while others are deadly dagger-wielding assassins or noble
huntsmen.
Rouges can either stay at the back of the group using throwing/missile weapons,
or at the front and use their daggers to attack. 



Races and thier stats
---------------------

Human
The most populous of the sentient races in the world, humans see themselves as
the keepers of order and peace but not all the other beings agree with their
definition of laws or where the borders of nations are drawn.

Starting Attributes
Health: 60 F/35 M/45 R
Energy: 50
Strength: 10
Dexterity: 10
Vitality: 10
Willpower: 10
Attack Power: 1
Accuracy: 0
Protection: 0
Evasion: 0
Resist Fire: 0
Resist Cold: 0
Resist Poison: 0
Resist Shock: 0
Max Load: 45.0kg
Skill Points: 4


Minotaur
Unlike humans, Minotaurs don't associate power with wealth or aristocracy but
with strength and feats of bravery. They are often found in places where they
are most likely to cause problems like in overcrowded port cities and in the
legions of warring nations. Minotaurs are tolerated in the cities only because
of their ability to do hard labor without rest as long as beer and meat is
provided.

Starting Attributes
Health: 70 F/45 M/55 R
Energy: 42
Strength: 15
Dexterity: 6
Vitality: 14
Willpower: 7
Attack Power: 3
Accuracy: -4
Protection: 0
Evasion: 0
Resist Fire: 0
Resist Cold: 8
Resist Poison: 8
Resist Shock: 0
Max Load: 60.0kg
Skill Points: 1 


Lizardman
Lizardmen prefer to live in the vast deserts, woods, and swamps of the realm,
but during times of severe drought or when the realm has been ravaged by wars,
some of them have been forced to flee to human cities where they often end up as
beggars and petty criminals. Humans usually don't trust them and lizardmen are
often viewed as being capricious and deceitful.

Starting Attributes
Health: 60 F/35 M/45 R
Energy: 47
Strength: 10
Dexterity: 12
Vitality: 10
Willpower: 9
Attack Power: 1
Accuracy: 2
Protection: 0
Evasion: 2
Resist Fire: 2
Resist Cold: 0
Resist Poison: 0
Resist Shock: 2
Max Load: 45.0kg
Skill Points: 3


Insectoid
Because insectoids mostly keep to themselves and they rarely wander into the
lands populated by other races, very little is actually known of their culture
or history. People often rumor of hidden underground insectoid cities and great
libraries filled with arcane knowledge.

Starting Attributes
Health: 55 F/30 M/40 R
Energy: 60
Strength: 8
Dexterity: 11
Vitality: 8
Willpower: 14
Attack Power: 0
Accuracy: 1
Protection: 0
Evasion: 0
Resist Fire: 1
Resist Cold: 0
Resist Poison: 0
Resist Shock: 1
Max Load: 39.0kg
Skill Points: 3



Skills
------

Air Magic
04 - Spell: Shock
05 - Resist Shock +10
09 - Spell: Unknown
11 - Dexterity +1
14 - Spell: Lightning Bolt
17 - Resist Shock +10
19 - Spell: Invisibility
22 - Spell: Shock Shield
25 - Dexterity +1
27 - Greater Lightning Bolt (Your Lightning Bolt spells are much more powerful)
30 - Resist Shock +10
32 - Circle of Protection, Air (All party members gain Resist Shock +25)
35 - Dexterity +1
39 - Resist Shock +10
44 - Dexterity +1
50 - Air Mastery (Resist Shock +100)

Armors
02 - Protection +1
05 - Health +10
08 - Light Armor Proficiency (No penalties from wearing light armors)
12 - Health +10
16 - Heavy Armor Proficiency (No penalties from wearing heavy armors)
19 - Health +15
22 - Protection +2
25 - Shield Expert (Doubles evasion bonus of equipped shield)
28 - Health +15
33 - Evasion +5
35 - Health +25
38 - Protection +2
44 - Health +25
50 - Armor Master (Protection +25)

Assassination
04 - Strength +1
08 - Backstabbing (Double damage when attacking an enemy from behind)
12 - Reach Attack (Attack with melee weapons from back row)
16 - Strength +2
20 - Improved Backstabbing (Triple damage when attacking enemy from behind)
23 - Quick Strike (25% faster attack rate with melee weapons)
27 - Strength +2
31 - Improved Critical (Doubles chance of scoring a critical hit)
35 - Piercing Attack (Reduces target's protection by 10)
40 - Strength +2
45 - Improved Quick Strike (50% faster attack rate with melee weapons)
50 - Master Assassin (Backstabs are instant kills)

Athletics
02 - Strength +1
05 - itality +2
08 - Health +10
10 - Endurance (Decreases food consumption rate by 25%)
12 - Dexterity +2
16 - Strength +2
20 - Porter (Increases carrying capacity by 15kg)
22 - Vitality +2
24 - Dexterity +2
28 - Health +10
30 - Resist Fire +10, Resist Cold +10
33 - Strength +2
38 - Vitality +2
40 - Resist Poison +10, Resist Shock +10
45 - Health +10
50 - Iron Body (Health +100)

Axes
04 - Strength +1
07 - Health +5
10 - Chop (Useful technique for chopping firewood and severing limbs of an
           enemy)
14 - Health +5
18 - Strength +1
22 - Cleave (A mighty blow that deals a huge amount of damage)
26 - Health +5
29 - Strength +1
33 - Rampage (An extremely powerful attack dealing massive damage)
38 - Health +5
42 - Strength +1
46 - Health +5
50 - Axe Master (Attack Power +20 when wielding an axe)

Daggers
04 - Dexterity +1
07 - Energy +5
10 - Stab (A precise attack that deals double damage)
14 - Energy +5
18 - Dexterity +1
22 - Piercing Strike (A stab that pierces through enemy's armor)
26 - Energy +5
29 - Dexterity +1
33 - Flurry of Slashes (A deadly chain of attacks that shred enemies to pieces)
38 - Energy +5
42 - Dexterity +1
46 - Energy +5
50 - Death Strike (An extremely deadly attack that slays most enemies) 

Dodge
02 - Evasion +5
05 - Evade (Resist Fire +5, Resist Shock +5)
08 - Health +15
11 - Stealth (Doubles evasion bonus of equipped cloak)
14 - Evasion +5
17 - Light Armor Proficiency (No penalties from wearing light armors)
20 - Health +15
24 - Improved Stealth (Doubles evasion bonus of equipped clothes)
28 - Resist Poison +20
32 - Evasion +5
34 - Greater Evade (Resist Fire +25, Resist Shock +25)
38 - Health +15
42 - Evasion +5
46 - Health +15
50 - Ninja Master (Evasion +50)

Earth Magic
03 - Spell: Poison Cloud
07 - Spell: Poison Bolt
09 - Resist Poison +10
11 - Spell: Unknown
13 - Spell: Poison Shield
17 - Vitality +1
19 - Resist Poison +10
23 - Improved Poison Bolt (Your Poison Bolt spells are much more powerful)
26 - Vitality +1
29 - Resist Poison +10
32 - Circle of Protection, Earth (All party members gain Resist Poison +25)
35 - Vitality +1
39 - Resist Poison +10
44 - Vitality +1
50 - Earth Mastery (Resist Poison +100)

Fire Magic
02 - Spell: Fireburst
06 - Resist Fire +10
07 - Spell: Enchant Fire Arrow
10 - Strength +1
13 - Spell: Fireball
16 - Spell: Fire Shield
19 - Resist Fire +10
21 - Strength +1
24 - Greater Fireball (Fireballs cast by you are much more powerful)
28 - Resist Fire +10
32 - Circle of Protection, Fire (All party members gain Resist Fire +25)
35 - Strength +1
39 - Resist Fire +10
44 - Strength +1
50 - Fire Mastery (Resist Fire +100)

Ice Magic
03 - Spell: Ice Shards
05 - Resist Cold +10
07 - Spell: Unknown
10 - Willpower +1
13 - Spell: Frostbolt
16 - Resist Cold +10
19 - Spell: Unknown
21 - Willpower +1
24 - Improved Frostbolt (Your Frostbolt spells are much more powerful)
28 - Resist Cold +10
32 - Circle of Protection, Ice (All party members gain Resist Cold +25)
35 - Willpower +1
39 - Resist Cold +10
44 - Willpower +1
50 - Ice Mastery (Resist Cold +100)

Maces
04 - Vitality +1
07 - Health +5
10 - Bash (A bone shattering blow that deals double damage)
13 - Vitality +1
17 - Health +5
20 - Crushing Blow (A powerful smash that deals great damage)
24 - Vitality +1
28 - Health +5
33 - Devastating Blow (A ground trembling attack that partially bypasses enemy's
                       armor)
38 - Vitality +1
42 - Health +5
46 - Vitality +1
50 - Mace Master (Attacks with maces ignore enemy's armor)

Missile Weapons
04 - Dexterity +1
08 - Energy +5
12 - Quick Shot (25% faster attack rate with bows)
16 - Dexterity +1
20 - Energy +5
24 - Improved Quick Shot (50% faster attack rate with bows)
28 - Energy +5
32 - Volley (Shoot 2 missiles with a single shot)
36 - Dexterity +1
40 - Energy +5
45 - Dexterity +1
50 - Master Archer (Doubles chance of scoring a critical hit with missile
                    weapons)

Spellcraft
02 - Willpower +1
05 - Spell: Light
05 - Spell: Darkness
06 - Energy +10
08 - Willpower +1
10 - Combat Caster (25% faster spell casting)
12 - Energy +10
15 - Willpower +1
18 - Improved Combat Caster (50% faster spell casting)
22 - Energy +10
26 - Willpower +1
30 - Energy +10
34 - Willpower +1
38 - Energy +10
42 - Willpower +1
46 - Energy +10
50 - Archmage (Spell energy costs are reduced by 50%)

Staff Defense
02 - Protection +1
05 - Evasion +5
08 - Health +10
11 - Protection +2
14 - Light Armor Proficiency (No penalties from wearing light armor)
18 - Evasion +5
22 - Health +10
27 - Evasion +5
32 - Health +10
37 - Protection +2
42 - Evasion +5
50 - Staff Master (Protection +10, Evasion +30)

Swords
04 - Strength +1
07 - Health +5
10 - Slash (A powerful slash that cuts flesh to the bone)
13 - Energy +5
16 - Parry (Evasion +5 when wielding a sword)
19 - Dexterity +1
23 - Thrust (A powerful attack that pierces enemy's armor)
26 - Health +5
29 - Strength +1
33 - Flurry of Slashes (A deadly chain of attacks that shred enemies to pieces)
37 - Energy +5
42 - Health +5
46 - Dexterity +1
50 - Sword Master (Doubles attack speed with swords)

Throwing Weapons
04 - Strength +1
08 - Health +5
12 - Quick Throw (25% faster attack rate with throwing weapons)
16 - Strength +1
20 - Health +5
24 - Improved Quick Throw (50% faster attack rate with throwing weapons)
28 - Strength +1
32 - Double Throw (Throw two items with a single attack)
36 - Strength +1
40 - Health +5
45 - Strength +1
50 - Throwing Master (Doubles chance of scoring a critical hit with throwing
                      weapons)

Unarmed Combat
04 - Dexterity +1
07 - Health +10
11 - Jab (A precise punch dealing some extra damage)
15 - Dexterity +2
19 - Health +10
23 - Kick (A powerful kick dealing double damage)
27 - Health +10
30 - Faster Than Lightning (Evasion +20)
34 - Strength +2
38 - Dexterity +2
42 - Strength +5, Dexterity +5
45 - Health +10
50 - Three Point Technique (A secret technique only known to Grand Masters)



Traits
------

Aggressive: You are full of rage.
Effect: Attack Power +4

Agile: Your reflexes are exceptional.
Effect: Dexterity +2

Athletic: Your body is muscular.
Effect: Strength +2

Aura: You have a potent aura.
Effect: Energy +15

Cold-blooded: You are naturally resistant to cold.
Effect: Resist Cold +25

Daemon Ancestor: Your Great Grandfather had fiery eyes.
Effect: Resist Fire +25

Evasive: You know better to stay away from harm.
Effect: Evasion +7

Fist Fighter: You know how to survive tavern brawls.
Effect: Attack Power +6 (Unarmed Only)

Head Hunter: You are something of a trophy collector. (Minotaur Only)
Effect: Attack Power +3 (Per Skull in Inventory)

Healthy: You are exceptionally healthy.
Effect: Vitality +2

Natural Armor: Your skin is very thick and armor-like. (Insectoid Only)
Effect: Protection +5

Poison Resistant: You are naturally resistant to poisons.
Effect: Resist Poison +25

Skilled: You are learned.
Effect: Skill Points +3

Strong Mind: Your mind is sharp as a needle.
Effect: Willpower +2

Tough: You are exceptionally healthy.
Effect: Health +15



+------------------------------------------------------------------------------+
| Main Walkthrough                                                             |
+------------------------------------------------------------------------------+

Level 1: Into The Dark - MW01
-----------------------------

So, here you are. Dropped down a hole with nothing to defend yourself with.
Quite how you survived the fall is anyone’s guess, but whatever, right? We need
to get going!
---
Secret 1 (L1.1)
Turn around right at the beginning of the game and take a step to you Left. Then
move towards the wall and you’ll see your first little button in the brickwork.
Press it and the wall to your right will lift up so you can grab the goodies
within.
- Lurker Boots
- Shuriken x1
---
With the first secret already found, turn back around and go to the gate
opposite. On the wall, you can click on the text to read ‘Choose your fate.
Perish in this cell or pick up the torch.’ Well, won’t be much of an adventure
if you just hung around in a cell all day, so go ahead and grab that Torch. Give
it to one of your partly members to light your way ahead.
Move forward and you’ll find a dead-end on your right and a gate on your left.
Pull the handle to open the gate and continue on. On your left there’ll be
another dead-end, this time with some clothes for you to wear. A Peasant’s Tunic
and a Peasant’s Breeches. Hardly stylish, but they should do for now, so slip
them on one of your party members.
Not two spaces away you’ll find a small wall alcove with a Cudgel, which you can
give to one of your frontmen to feel slightly better defended. Once you’ve got
all these, open the next door by pulling on the level next to it.
In the next corridor you’ll come across a pressure plate on the floor and a
nearby Rock. Hmmm, tricky. Pick up the rock and place it on the pressure plate
to raise the gate up ahead and continue on, safe in the knowledge that the fall
didn’t damage your head too much.
Once through the gate, right down the right path to find, oh what a surprise, a
Brass Key. Get used to keys as you’re gonna be seeing a LOT of them. Continue on
and when given a right/forward choice, it doesn’t matter as you’ll end up in the
same place. I’d recommend forward however, as you can grab a Rock on the floor
that will likely come in handy. Once you reach the door, use the Brass Key on
the keyhole to open it up.
Take a left up ahead and the writing on the wall will ‘Loose Rock’. In the
dead-end, you’ll notice another little button on the wall, so give it a push.
The wall to your right will slide up and you’ll find an Iron Key in the alcove.
Go back to the gate you passed by earlier and use the key to open it up. 
Move forward, past the dead-end on your right and at the next dungeon, look to
your Left. You’ll see a Giant Snail at the end of the corridor. Before we deal
with it however, we can get one more piece of equipment. Turn around and flip
the lever to open the gate and then you can pick up a Throwing Knife. With that
in hand, turn back around and approach the Giant Snail. Leave a few spaces
between you and throw the Shuriken, Rock and Throwing Knife at it from a
distance. It’ll then move up to attack you directly, at which point you can use
your two front Fighters to wail on it up it dies. However, don’t forget your
Magic User, as depending on what Skills you gave him before you started he might
have a spell he can use. It will likely be Fire Burst if you went with the
default settings. Don’t forget that you can attack unarmed too, so use both
front characters to fight it, but don’t bother with your back characters as they
can’t reach. Once it’s dead, you’ll get your thrown items back as well as a
Snail Slice. In the area it was guarding you’ll find a Knife, which you can give
to your second Fighter, some Leather Boots and some Leather Pants, which you can
give to whoever.
Move back to where you got the Throwing knife, and continue one and you’ll find
some more Giant Snails. Use the same tactic to dispatch them and you should come
out on top. One they’re gone, take the first left and follow the corridor all
the way to the end to find Pitroot Bread and another Rock. It’s often worth
keeping all the rocks you can as you’ll likely need them in the areas to come.
Head back and open the gate. The text on the wall reads ‘To close the pit,
something needs to fly.’ A seemingly obvious puzzle, however Grimrock is a place
of maybe layers, all stacked up on top of each other, and some areas are only
accessible from above. What does that mean? It means that more often than not,
dropping down a hole will lead you to a new area. Now this particular pit
doesn’t hold a Secret, but if you want to go for 100% Map Coverage, then by all
means drop down and then enter the shiny portal to get back out. 
Now, onto solving the puzzle; which you’ve likely already done while I was
talking but in case you didn’t, just throw a Rock across the hole and onto the
pressure plate. Grab the Iron Key and head back and to the right. While you can
unlock the door now, before you do follow the path to the left and at the end
you’ll find a Baked Maggot, another Rock, some Sandals and a Loincloth. Once
you’ve got them, head back and open the door.
In front of you is a face on the wall with some nearby text reading ‘Heal My
Sight’, which seems pretty reasonable. As for how, well you may have notice that
you can go left and right, or to save confusion, North and South according to
the map. Doesn’t matter which is first, so let go North for now. 
Follow the path and you’ll find a gate, which you can open. On the other side
will be a four Herders wandering around, but you should be proficient enough at
battling by now to take them on if you’re careful. I’d recommend staying by the
gate and taking them on one at a time. If you find yourself getting too damaged,
retreat; close the gate and Rest to recover your health before going back in
again. Even if you didn’t need to recover during the fight you likely will
afterwards, so don’t be worried about needing to do so. On the left of the gate
you can find a Grim Cap on the floor, and deeper in the area there’s another one
on your left and a Tar Bead near the level on the wall. Pull the lever to open
the gate and grab the Blue Gem from the floor.
---
Secret 2 (L1.2)
In the cell where you pick up the Blue Gem, turn to face the Northern wall and
you’ll see a fairly obvious button. Press it and you’ll open up a room where the
lever was.
- Dagger
- Tar bead x1
- Cave Nettle x2
---
Return to the area with the face on the wall, and now you can head down the
south path. Before you hit the lever on the wall, there’s a hole near you that
you can drop down into. It’ll take you to an area where you can get some items
from Level 2 early, so you can either get them now or wait until later. Down
there is a Giant Snail, which you can kill, a Rock and Peasant’s Cap. Once
you’ve got them, use the teleport to get back up and flip the lever to close the
hole. Now, go to the left and kill the Giant Snail wandering around the area,
before picking up the Rock, Loincloth and Tatter Cloak from the floor. In the
little alcove will be your first Spell Scroll for the spell Fire Burst. Seeing
as I’ve already told you that you can use it it’s kinda superfluous, but it’s
nice to know all the same. 
Head back and step on the pressure plate to open the gate. You’ll have to fight
your way through three Giant Snails, but they shouldn’t pose too much of a
problem for you hopefully, so just take them one at a time. Inside the gate
will shut behind you (Oh no!) but at you’ll find the 2nd Blue Gem and on the
north wall where that is, there’s a small switch to open the gate back up. But
as you go to leave it’ll shut again. No worries; just place an item through the
bars on the plate in front of you to open it back up again. Then head back to
the face on the wall and plug those Blues Gems into its eyes.
As soon as that door opens, you’ll be greeted by the spear of a Skeleton
Warrior. Back up into the larger area to give yourself space to manoeuvre and
killing this thing will be a doddle. Once it’s dead, grab it’s stuff if you want
it and continue forward through the newly opened door. 
In the next area will be your first Iron Door. And to the right will be a
Scroll, which reads ‘- Doors of iron – Great rewards can be found behind these
doors. To gain access look carefully for details and use your wits.’
Sounds simple enough.
---
Secret 3 (L1.3)
Iron Door #1
This is a nice easy one to start you off. Facing the door, turn to your right
and you should see the switch on the wall in front of you. Press it and then
turn back to alcove on the wall. Stand in front of it and turn left and you’ll
see another button on that wall, press that one too and the door will open.
- A Scroll: ‘This magical staff is a powerful weapon when wielded by a potent
  mage.’
- Whitewood Wand
---
With the door open, head onwards to find a big blue crystal! Pick up the Scroll
nearby to learn all about them. ‘- Crystal of Life – Touch to regain health and
restore life.’ Certainly sounds pretty handy. Use it if you wish, and them
further on you’ll find a Spell Scroll that tells you about Poison Cloud.
Just to the left of that will be the stairs to Level 2...



Level 2: Old Tunnels - MW02
---------------------------

Welcome to Level 2! 
To your right you will see a pile of boxes and junk and to you left is a gate
that you can open with the nearby lever. Opening the gate will take you to the
room you dropped down in from Level 1. If you haven’t already been in there,
head inside and you’ll find a Giant Snail, which you can kill, a Rock and
Peasant’s Cap. Going back the other way, remember that you can destroy those
wooden boxes to give yourself more room to move, so it’s always advisable to do
so. Beyond that is a Giant Snail, which you can kill and after that a gate to
open.
Continue down the path and eventually you’ll see a locked door on your left,
which you obviously can’t open yet, so keep moving forward. The next area to
your left has a Rock for you to collect and then beyond that is a level. Pull it
to open the nearby gate. Inside that room you’ll find a Doublet, a Dagger, Silk
Hose and Mole Jerky. Once you’ve got that, continue on to find a door, which you
can open with the handle. Kill the three Herders, but be careful of the little
ones as they have a ranged attack that might Poison you. In the area you’ll find
a Machete, a Compass and an Iron Key. If you’re playing on normal mode or using
one of the online maps then the compass will be fairly useless, but if you’re on
Old School mode, it’ll help you work out your orientation. Now, as you’d expect,
you have to backtrack all the way to that locked door and open it up. On the far
wall is some writing ‘Shelter left, Cells Right’
---
Secret 4 (L2.1)
To the left of the text will be a Torch handle. Placing a Torch there will cause
the nearby wall to slide up. 
- Iron Basinet
---
Pull the lever next to the door and head forward, killing the Giant Snail and
stand next to the cell with the torch. On the floor of the cell will be a
Sandmole Hide Vest that you can reach through the bars to pick up. Underneath it
is a Brass Key. Pick it up and carry it forward to the gate up ahead which you
can now unlock with your new key.
---
Secret 5 (L2.2)
In the new room, go left and in the dead-end face west. Press the button on the
wall to open up the lit cell and allowing you to claim the item you couldn’t
reach before. 
- Poison Arrows x3
---
Now, to open the next door you need to press both plates at the same time,
whilst also being free to move around yourself. This you can easily do by using
the two nearby torches and placing them on the plates.
Follow the corridor and you’ll eventually run into a Crowern. These aren’t too
tricky to handle if you can lure it back into the previous open space, but if
you’re feeling daring, feel free to take it on in the corridor. The first right
down the corridor leads to a closed gate and a Message that reads ‘No weapons
allowed inside.’ And next to that is a little alcove where you can place
something. You don’t actually have to give up a weapon as any item placed on the
shelf will do, so drop a stone there and then deal with the two Giant Snails
inside. After that, pick up the Grim Cap, Rock and Iron Key. 
---
Secret 6 (L2.3)
Before you leave, look on the Western wall for a button that you can press to
open up the wall. 
- Pointy Shoes
---
Continue moving forward and you’ll be greeted with a gate, beyond which you’ll
see a Crystal of Life. However, we can’t get there without two keys and we only
have one. So take the nearby right path and follow it to the gate, which can
easily be opened. Head forward and go left when you can. Open the door and enter
the teleport. This area has a neat little puzzle; there are six cells in this
area, one of which contains a Skeleton Warrior and one of which contains a Sack.
On the wall there are two buttons, which will teleport the contents of the cells
around, and will also drop something at the end of the hallway. The button
closest to the teleport will warps things around in an anti-clockwise system,
which the one furthest away will teleport them clockwise. To solve this puzzle
without encountering the Skeleton Warrior, just press the button furthest from
the teleport three times and you can claim the Sack as your prize. If you always
wish to fight the Skeleton Warrior to gain some extra EXP, by all means. Either
way, open the sack to find your 2nd Iron Key, some Pitroot Bread and a Leather
Cap. 
Once you have the items, you can leave the bag behind. Teleport back and have a
look at the end of the corridor. The writing on the wall says ‘Enter Thy Grave’,
which doesn’t sound promising. If you’re worried about dying, feel free you save
your game before stepping onto the pressure plate and releasing three Skeleton
Warriors. If you’re quick you can kill the first one before the other two get a
change to strike, at which point dealing with things becomes easier. Just be
sure to keep moving and try not to get stuck. Once they’re dead, look inside
the alcoves they were all hiding in. Each one will contain a lever which you
need to pull to open the gate, and there’s also a Tattered Cloak, a Bone Amulet
and a Spell Scroll, this one containing Ice Shards. Now, a word of warning in
advance; the Bone Amulet will help you gain access to a secret area much later
on in the game, so I would advise that if you’re not going to wear it, to at
least remember to keep it. 
Once all that is sorted you can head back to where you saw the Crystal of Life
and open both gates to get to it. Now, we have a path going East and West, so
let’s tackle the West one first, just because.
Follow the path and you’ll meet a couple of Crowerns flying around. Dispatch
them both and then go to the torch at the far end of the area. Right next to if
you’ll find a button on the wall so press it and you’ll hear a wall nearby slide
up. Go to the newly opened place and there’ll be another button that needs
pressing, and don’t so will release another Crowern, which you should promptly
kill. In the section it came from there will be another switch which will reopen
the area with the torch. Head back there and you’ll see a newly opened are in
which you’ll find a Throwing Knife and a Brass Key. With that in hand, head back
to the Crystal of Life, use it if you wish and then head down the East path.
Right away you’ll find a teleport blocking your path. Using it will only
teleport you back one step, so to get past it, turn around and you’ll see a
button on the wall. Press it and quickly take three steps backwards. Don’t
bother turning as you won’t have the time. Once past that you’ll see a hole in
the floor, so drop down and you can find a Grim Cap in the area below before
teleporting back up. You’ll have to do the backwards stepping again, but once
that’s done, use a Rock and throw it over the hole to close the gap, and then
open the door on the other side. Inside is a Crowern that you should kill before
collecting the Cave Nettle, Hand Axe and 2nd Brass Key. Once you’ve got them
head back to the Crystal of Life, use the two keys to open the gate and step
through the teleport. 
To your right you’ll find a Throwing Knife and a Spell Scroll, Poison Bolt. To
open the gate, take a step back from it and turn right, to find a button on the
wall. On the other side you’ll have to deal with a couple of Herders, but it’s
nothing you haven’t handled before. Continue forward, past the dead-end on your
right and then past the door further on to your right. You’ll likely have run
into a third Herder around here, but again, no problem. At the end of the
dead-end you’ll find some Pitroot Bread, then head back to the door and use the
button to open it up. However, before you go through the door, turn to your left
and you’ll notice a new path opened up, with a Herder wandering around. Head
inside and kill it to stop it from attacking you from behind. Once it’s dead,
head through the door.
There’s more Herders here for you to kill, so dispatch them and then head left
when you have the chance. At the opposite end to the Torch, you’ll find a Tar
Bead on the floor, then go and check where the Torch is to find a Brass Key.
---
Secret 7 (L2.4)
Right where you find the Brass Key is an obvious a lever, which you should
promptly pull. This will open up a new area, in the large area after you came
through the door, with two Herders inside.
- Tar Bead
- Leather Pants
- Phalanx Helmet
- Skull 
---
---
Treasure #1
Opposite this area there is a button on the wall that will show you a nearby
Treasure. 
---
For the Skull Snatcher Achievement, you only need to pick up all 5 Skulls to get
it; you don’t have to carry them in your Inventory and the same applies for the
Treasures. 
Once you’ve got that, head down the forward path and then take the first right
to find a Grim Cap on the floor. Keep going and you’ll spot a keyhole in the
wall. To the right of that will be some Nomad Boots and a Cave Nettle. Use the
key in the keyhole and then follow the path forward to the end. Flip the level
here and you’ll raise the wall allowing access to the previous area of the
level, near to the Crystal of Life, which you can use if you need it. Either
way, head back and take the left and stand on the pressure plate for several
seconds to open up the door. 
Inside there will be a Skeleton Warrior wandering around for you to kill and
then move forward until there’s a path to your right. Before you deal with the
Secret there though, in this area there is a Skeleton Warrior Group hanging
around. These are quite tricky if you’re unprepared, so find it and be sure to
face it in a place where you have room to move. Make sure to keep moving so it
can’t attack you and focus on Magic attacks, as they deal damage to all 4
creatures at once, rather then one at a time with your Melee attacks. Eventually
though, you’ll beat it and be able to focus on the Secret without interruption.
---
Secret 8 (L2.5)
Next to the face on the wall it reads ‘Only a patient man can defeat the daemons
gaze.’ To open the door here, simply stand on the pressure plate, be sure to
face the bust on the wall, for about 15 seconds and the door will open. Be quick
to move though, as it will release another Skeleton Warrior Group for you to
deal with, although use the same tactic as before to kill them and then claim
your prize. 
- Fire Bomb x3
---
---
Secret 9 (L2.6)
There’s another secret around here. On the west side of the area, near the gate,
there’s a button on the wall for you to press in the corner. 
- Healing Potion
- Spell Scroll ‘Poison Shield’
- Leather Brigandine
---
With that last secret under your belt, head back to the gate you likely saw
while dealing with the first Skeleton Warrior Group and pull the chain to open
it up. Move forward and you’ll find a bag in an alcove containing a Mortar and
Pestle, two Empty Flasks, two Tar Beads, a Cave Nettle and a Scroll ‘Potion of
Healing, 1 Flask, 1 Tar bead; Antivenom, 1 Flask, 1 Cave Nettle’. These are two
potions that you’ll be using a lot, so be sure to remember them!
Once you’ve sorted it all out, take the Torch next to the gate to open it up
and head down to Level 3...



Level 3: Pillars of Light - MW03
--------------------------------

Straight into a puzzle to begin. Opposite your entrance is a door with some
nearby writing: ‘A lone pillar of light stands alone in the night.’ Rather
obtuse, but it’s a good thing I’m here to help. It’s actually rather simple,
just take the torch from the far wall and place on the pillar in the middle of
room. The other two Torches you’ll have to supply yourself, but you should have
some spare hopefully. If not, pop back up to Level 2 and grab some. With the
gate open, more forward and grab the Frost bomb from the alcove.
There are three Crowerns flying around in the next area, but they shouldn’t be
too hard to kill if you take them one at a time. There’s also a small chance
that you might attract the attention of a nearby Skeleton Archer, but they’re
quite easy to deal with. As they have a ranged attack, but sure to keep out of
their line-of-sight as you approach them, and then use the usual tactic to
finish it off. Once you’ve dealt with that, drop down the hole and you’ll find
yourself in an area with two Giant Snails, which shouldn’t be a problem. Down
here you can find a Tar Bead and a Skull. Once you’ve got them, flip the lever
to activate the teleport to get back up.
Once you’re back up, go to the west-side of the area, and on the small wall in
the pillar you’ll see a fair obvious button. Push it and a wall in the middle of
the pillar will slide up and you can claim the Shuriken within. 
---
Secret 10 (L3.1)
Turn around from where you picked up the Shuriken and you’ll see a button on the
wall. Press it to open the gate on the other side of the holes and then throw a
rock across to close the holes and access the area. 
- Short Bow
- Broadhead Arrow x3
---
Continue forward and you’ll eventually reach a locked door and a gate which you
can open with the nearby button. As you can clearly see, this is obviously a
trap, so if you wish to save before entering do so, as you’ll be facing 4
Skeleton Warriors. This time however you have an advantage in that you don’t
even have to fight them. The pressure plate in front of the one that seals you
in the room will open the hole in the middle of the area, and if you can get the
Skeleton Warriors to stand on it when it opens they drop on down. Either drop
them down the hole or kill them as you wish and then you’ll be free to explore
the area and find an Empty Flash, a Cave Nettle, a Shuriken and a Brass Key. You
don’t need to drop into this hole as you’ve already been in the area it goes
too. Once you’ve got all that, flip the lever to bring up the wall, inside
you’ll find a Baked Maggot and two Tar Beads and the way out of the room,
allowing you to use the key to open the door.
Follow the path and ignore the dead-ends as there’s nothing there and then open
the gate to find yourself a Crystal of Life. Handy. Drop down the holes and kill
the Herder before claiming the Leather Greaves and teleporting back up. Continue
on and you’ll have your first encounter with a Giant Spider, which can be quite
annoying. Not only do they attack quickly, but they can poison your party too,
so be careful when dealing with them and try to use the 2x2 method to finish
them. Once its dead continue on and through the gate and you’ll find another
Giant Spider to deal with.
---
Secret 11 (L3.2)
Once done, drop down into the hole. In this area, which is thankfully
enemy-free, you’ll find three pressure plates; one in easy reach and two beyond
gates. First, place a rock on the one that’s easily accessible, and then on the
one beyond that gate without the teleporter on top of it. Now, to remove the
teleporter from the final one, you have to press a switch on the wall, which on
the east side on the room, near the small dead-end. Press it to deactivate the
teleport and place a rock on that final button to raise the gate and allow you
access.
- Serpent Bracer
---
---
Secret 12 (L3.3)
That isn’t the only secret that this area holds though. Once you’ve got the
Serpent Bracer, go take to the switch and turn the teleporter back on to find
another one. Sneaky, eh?
- Spell Scroll: Invisibility
---
Once you’ve got both of these secrets, use the other teleporter to get back up,
but don’t forget your Rocks.
---
Secret 13 (L3.4)
Another one, and so soon! Right where you teleport back up the Level 3, turn to
your left and press the switch and then quickly step across the now closed holes
and press a button that’s on the wall where the furthest hole is to open up the
nearby wall and show you another teleport. Use it and you can find the stuff.
- Shuriken
- Tome of Health (This is a one-time only item that will increase the health of
the character that uses it by 25 Points, so use it wisely.)
---
With all that Secreting done, time to move on to a puzzle. In the next room
you’ll see a series of moving teleports, a hole and some pressure plates.
There’s a trick to this and it requires too timing, so read before trying.
First, make sure you’re facing east, and get a rock ready to throw. You aim is
to take a step right, back and then right again and throw a rock before the
teleport can warp you out, so that it lands on the pressure plate and closes the
hole in the middle. With the middle area now accessible, you can now move into
the area to the east and pick up the Rock, but not the one on the pressure
plate, and two Poison Bombs. You’ll also see the Iron Door past a hole, but we
can’t get there now, so leave it until later. Go back to the middle of moving
teleports and then quickly throw a Rock onto the other pressure plate and
quickly get past the gate before it closes.
At the 4-way path go forward and when you see the plant/egg things, kill them
and then take the 2 Broadhead Arrows on the floor next to them, then go back and
take the right and pull the lever to gain access to the previous room and then
open the nearby door. Kill the Giant Spider wandering around and then head down
the path opposite the locked door and take the right. Go past the cave-in and
you’ll come to a closed door. On the other side of the door are four Giant
Spiders and this is going to be a very tough fight. I’d recommend staying where
you can open/close the door as you need to, so you can seal the spiders back up
and rest when you get hurt. Or even closing the door when waiting for the weapon
cooldown to pass. Either way, take it slowly, one at a time, and you can kill
them. Once done, remove all the eggs things from the room too. Once all that’s
out of the way you can claim your goodies, being two Blooddrop Blossoms, a
Sandmole Hide Vest, a Loincloth, a Longsword and an Iron Key. Once you have all
that, flip the lever to open the second door. 
Move forward and look at the writing on the wall ‘I demand a sacrifice.’ So
place a rock in the cell and press the button to the left and you’ll get the
rock back along with Silk Hose and an Iron Key. 
---
Secret 14 (L3.5)
Place a rock into the cell again and press the button to get the secret. 
- Nomad Mittens
---
With both keys, you can now go back and open up the door. On the other side,
kill the two spiders wandering around and clear the eggs out of your way.
---
Secret 15 (L3.6)
Iron Door #2
To open the iron Door, you first need to place two torches in the stands at the
opposite end on the room, making it the opposite of the first room of this
Level. The wall with then rise up allowing you to access the lever that will
open the door. Backtrack to the Iron Door, and to get across the gap, remove
the rock from the pressure plate (assume you left it) next to the moving
teleports. In front of the Iron Door will be a Cave Nettle.
- Huntsman Cloak
---
Go back to the room where you put the two torches up and remove one to reopen
the door forward. Follow the path and take two lefts to find a Tar Bead. Then go
back, left and follow the path until you reach the eggs, which you should
remove. Next, look in the little section that faces the gate to find a button on
the wall, one that’s part of the brickwork and press it to open a path. It will
also release a Giant Spider, which you should kill quickly. When it’s dead, find
the switch on the wall. Pressing it will open the gate only for a few seconds,
so when you press it quickly move around to the right to get through in time. 
Now you’ll have to deal with two Giant Spiders in this room, so kill the first
one quickly to give yourself room to finish off the second one. To reopen the
gate back to the previous area, press the switch to the left, facing the door.
Open the gate ahead and go right and at the end of the path you’ll find a Boiled
Crag Beetle, and a Grim Cap. Backtrack and go down the other path. In this area
there’s three Giant Spiders wandering around. Kill them as carefully as you can
and then you should see some Leather Gloves on the floor. Pick them up and
continue forward and open the door. 
Take the left path and kill the three Giant Spiders in the next area, one of
which is likely to drop a Gold Key, which is important for later, so be sure to
pick it up.
---
Secret 16 (L3.7)
Before continuing on, backtrack to the area with the torch on the wall and
you’ll likely spot that a new area has opened up and released a Giant Spider
into the area. 
- Tar Bead x2
---
---
Secret 17 (L3.8)
Treasure #2
In the far corner of the small room, there will be a button on the wall that
will raise the wall and lead to a set of stairs. Go down and you’ll find a face
on the wall next to the words ‘Feed My Hunger.’ Open the nearby door and
prepare to meet a new enemy. The Smiles! They’re pretty annoying as they can
often inflict Disease on one of your party members, which will prevent them from
healing. Not only that, but they can attack through the grates in the area up
ahead, but take them one at a time as usual, and be sure to rest and heal when
you need to and you can clear this area easily enough. There are seven of them
wandering around, so take you time. Once they’re dead, you can pick up three
Slime Bells and your second Treasure. Now, on the southern wall you’ll find a
switch that you should, of course, press. This will open up a wall to your left
that will allow you to find the Green Gem. Take it to the face on the wall and
place it in its mouth to open the door to the secret area. 
- Poison Bomb x2
- Poison Quarral x6
- Crossbow
---
With all of that done, and wasn’t there a lot of it, head back upstairs to where
you were before the Secrets started. Entering the area again, turn right and
follow the path ahead into a dead-end containing a Grim Cap. Then open the
nearby door, and inside you’ll find a Box containing 3 Cave Nettles, 2 Tar
Beads, a Fire Bomb, some Mole Jerky, a Spell Scroll: Shock and a Scroll which
reads ‘I’m getting very close to the formula! Mixing a powdered grim cap with a
witches flower almost works. I’m just missing one ingredient.’ This is actually
telling you about the Sulphurous Potion, which needs a Grim Cap, Blooddrop
Blossom and Cave Nettle to make. 
With that done, head back and continue towards the torch on the wall. Near it
you’ll find a note on the floor that reads: ‘I’ll have to watch my back more
carefully. The spiders are everywhere.’ This is a true fact you’ll discover soon
enough. Move past the torch and to the left to find a Round Shield. Now prepare
yourself for a very annoying section. As you’ve no doubt heard, there’s some
Giant Spiders crawling around here, but when you find the room they’re in,
you’ll no doubt realise that there’s quite a lot of them. Five to be exact. So,
first, before you even think about tackling them, rest up so your characters
are at their best and then save your game just in case. When you’re ready,
position yourself in front of one of the gate and open it up. Now, your goal
should be to stand where you are and kill them one at a time, being sure to
close the gate and heal up/rest when you need to. It’ll take some time; you’ll
likely run out of Cave Nettle’s while you’re doing it, but if you can, try not
to use them all.
Once they’re all dead, rest up, as you’ll likely needs it, and then go into the
room they were guarding. Next to the green eggs you’ll find a Cave Nettle, and
then open the door. On the wall it said: ‘Spectral Relay’. Hmmm, curious. For
now, stand on the pressure plate and you’ll see a ball of energy fired at you,
but it’ll fizzle out on the gate. So place a rock on the other side to open the
gate up. If you head into that area you can find yourself a Baked Maggot on the
floor, and then as you leave you’ll step on the pressure plate again, firing
off another energy ball. Quickly step to the side and let it hit the cog on the
far wall to open the door. 
Go through the door and you’ll find yourself back near the Crystal of Life. Flip
the lever to your right to regain access to it, and you can also pick up the
Leather Cap and Note ‘I found a better armour, so I’ll leave my old equipment
here. It’s too bad that I was a little clumsy with the leather greaves though. I
won’t risk it by going after it myself, but maybe someone else is brave enough
to take the plunge. No idea how to open the door though... –Toorum.’
---
Secret 18 (L3.9)
Thankfully, we do know how to open the door. With the key that was got from the
dead spider earlier.
- Ring Boots
- Knoffer Mace
---
With that done we can now head down to Level 4...



Level 4: Archives - MW04
------------------------

Walk forward and when you step on the pressure plate two Herders will appear.
Be careful with these ones, as they can spray a poison cloud out to the side,
which makes rather tricky to deal with, even using the usual circling methods.
Just keep moving and attacking and you’ll eventually kill them. One of them will
have dropped an Iron Key that you can use to move forward. In the little open
area you can find a Grim Cap, Empty Flask and a Scroll ‘Restore Energy: 1 Flask,
1 Blooddrop Blossom.’ which is a useful one to give to your Magic user. 
Open the door ahead and you be in a large area with four teleports and two sets
of two Skeleton Archers. Kill them both and then you can pick between four
different areas to go to: ‘Time and Tide’, ‘Beast Gardens and Menagerie’, ‘The
Catacomb’ and ‘Trials of Thought’.
As it doesn’t matter which order you do them in, let’s start with ‘Time and
Tide’. Walk forward and, as you should be aware by now, you need to drop down
the hole. Pick up the Baked Maggot and then teleport back up. To the right of
the pressure plate you can find 3 Throwing Knives. Now, the trick with the
pressure plate is to stand on it and you’ll hear a ticking noise. After three
clicks, a teleport will open for a second and then vanish. Your aim is to throw
a rock (or anything) into the teleport, which of course requires timing, so use
the plate a few time to get the timing right and them rock your rock. If you use
up all your throwing items, just drop down the hole to collect them, and when
you get them right the holes will close.
---
Secret 19 (L4.1)
To find this secret, place a rock on the pressure plate and then stand where the
teleport will appear to be warped to the secret area. 
- Book of Infinite Wisdom
---
With that rather nifty secret under your belt, continue onwards. You’ll find
another pressure pate in your way. Before dealing with that though, you need to
drop down the hole again. In this area is a Skeleton Warrior, a pair of Skeleton
Archer’s and a lone one too. Finish them off and in the area you can find a
Burrow Rat Shank, a Cave Nettle and a Tar Bead. On the east side of the room,
you’ll find a lever that you should pull. On the other side you’ll find two
Skeleton Archer’s and a Skeleton Warrior, a Baked Maggot lying on the floor and
a Teleport back up to the top. You’ll have to find a reuse the ‘Time and Trials’
teleport to get back to that pressure plate. This next time will require quick
timing, so I’d recommend saving and reading on first, as you can get a secret
and continue on at the same time. Also, there’s a Crowern flying around that
area, so if you can attack it before you step on the plate so you can kill it
and save it being really annoying. 
---
Secret 20 (L4.2)
Firstly, face south and step on the pressure plate. Take two steps to the left
and press the button on the wall. Another two to the left and quickly move
forward and grab the item in the alcove. 
- Chitin Mask
---
Keep moving forward and when you see a pressure plate on the other side, throw
something over there to hit it and raise the gate and get through before the
opening holes get you. If you don’t get it right the first time, reload the
save and try again. Once through the gate, you can find a Shuriken near the
pressure plate and then open the gate. On the other side will be a room with
four Crowerns flying around for you to kill and a very important Scroll to pick
up that reads ‘but never forgotten’. Hmmm, mysterious. Take the teleport back
to the main room. Next up, use the ‘Beast Gardens and Menagerie’ teleport. 
To open the door, press the switch on the left and quickly side-step right twice
to prevent the energy ball from hitting the cog on the wall and the gate will
stay open. 
---
Secret 21 (L4.3)
Ignore the enemies wandering around for now. Don’t even bother killing them, as
they’ll just respawn anyway. Go to the south-east corner of the area and to the
north-west you should see a switch in the wall, press it and the nearby gate
will open into the area that doesn’t have a torch. Head into the area, let the
gates close, and you should been a hidden button on the wall. Press it to open
the secret area and then press the other button opposite to open the gates
again. Head out and go to the north-west of the area to find the secret. 
- Pitroot Bread
- Ring Gauntlets
- Leather Boots
---
Now, for the puzzle; as you may have noticed, there’s quite a few Skeleton
Warriors wandering the area that I told you not to deal with, and for good
reason. There are also three pressure plates hidden behind gates. To open the
gates, find the button on the wall nearby. They’re not hard to find, so I think
you can manage that one by yourself for now. Once they’re all open, lead a
Skeleton Warrior into the area by standing on one side and letting the Skeleton
Warrior walk towards you. The gate will close and it’ll stay trapped. Do this
with all three and the gate will open. There will also be another two Skeleton
Warriors still wandering around, so feel free to kill them. There are also some
items for you to collect. There’s a Blooddrop Blossom in the little area to the
west in the area and two more in the little area to the south. Follow the path
forward to find another scroll ‘but still dreaming.’ And then use the teleport
to go back to the main area and take ‘The Catacomb’ teleport. 
In this next are, when you take a step forward you’ll release a Skeleton
Warrior, a Skeleton Archer and a pair on Skeleton Archers. Kill them all and
then drop down those holes that opened in front of you. Down here you’ll find a
Tar bead and two Crossbow Quarrels. Press the button on the wall and you’ll open
up the wall and find a Skeleton Warrior. Kill him and you’ll then find yourself
in familiar territory, so use the nearby teleport to get back up, and then use
‘The Catacomb’ teleport to get back. Have a wander around this area now and make
sure you’ve got all the enemies. Your goal now is to remove the items from the
three pressure plates in the area. There one in the north with a Rock on it, one
behind the teleport with a Burrow Rat Shank on it, and the third. There’s so two
Crossbow Quarrels on the floor in the area.
---
Secret 22 (L4.4)
From the lever in the west of the area go east, north, and east and then face
south to find a switch, which will open a wall near the northern pressure plate,
and also release four Skeleton Warriors. It will be on a timer, so by the time
you’ve taken care of the four Skeleton Warriors, you’ll have to press the button
again to open it up a second time, and then quickly move around to get there
before it closes again. 
- Fire Bomb
- Flarefeather Cap
---
Head back to the switch and flip it to release another four Skeleton Warriors,
which you should be able to deal with. This is the final pressure plate. 
---
Secret 23 (L4.5)
However, if you step on the plate they were guarding you’ll see a button on the
wall. Press it and the gate will come down, the wall will slide up to reveal a
lone Skeleton Warrior. Kill him to claim what he was guarding. A Bag full of
goodies!
- Bone Amulet (not in the bag, on the floor)
- Burrow Rat Shank
- Tar Bead x2
- Leather Gloves
---
With that done, you can now cross where the holes were, open the gate and pick
up your third scroll ‘to depths beyond measure.’ and then teleport back. As you
go back into the main area a bunch of Tentacles will appear through the grate on
the floor. Finish them off quickly and be careful of their ability to Paralyse
your people. Time for your final area ‘Trials of Thought’.
Welcome to one of the most annoying little puzzles in the game. Not because it’s
hard but because it involves an annoying amount of trial-and-error. But don’t
worry, I can help you through it easily. The idea it to get through the area
whilst avoiding the teleports, as they just warp you back to the start. To do
this, step onto the pressure plate that opens the gate and then follow this
path: Forward, forward, forward, right, back, left, back, right, forward, left,
back, left. The turn to your left, press the button and then turn back to the
right again. Now go: Forward, right, back, left, forward, right, back, right,
forward, left, forward, right and you’re out!
There’s a Crowern in the next area, so kill it and stand on the pressure plate
to open the gate.
---
Secret 24 (L4.6)
If you stand on the middle of the three pressure plates in the next room and
race that wall, you’ll see a button that will open the Secret area. 
- Venom Edge
---
Before we solve the puzzle however, you should drop down the holes again, but
it will mean going through the previous puzzle again, so it’s your call. Down
there you’ll find two Slime Bells, and a button to open up access to that same
old teleport again. Make your way past the teleporter puzzle and get ready to
solve another one, that’s thankfully much simpler. Just follow these directions:
Forward, right, right, left, right, left, left, right, left, forward, back,
right, left.
With that done, you can grab the Iron Key from the alcove and use it to open the
door. There’s a Skeleton Warrior beyond here and you can claim the final Scroll
‘by his call’.
---
Secret 25 (L4.7)
Before using the teleport, there’s another secret for you to get and because
it’s timed you should save beforehand. Go back a little to the small off-shot to
the north near the door. In there is a switch that activates a timer. Quickly
walk four spaces towards the teleport and then go left twice, turn around, press
the button on the wall and quickly go back to solid ground and drop down the now
open hole where the teleport was. 
- Gear Key
---
Teleport yourself back to the main room. With all four scrolls in hand you can
now match them up to the sayings on the wall as follows:
‘Put to sleep’ – ‘but still dreaming.’
‘Caverns still’ – ‘echoing by his call.’
‘Crimes forgotten’ – ‘but never forgiven.’
‘Eternally imprisoned’ – ‘in depths beyond measure.’
When you do this, several walls will rise up and release six lone Scavengers and
six double Scavengers. The best way to deal with them all is to retreat to the
entrance to the area, so you can close the gate and rest if needs be and take
them on one at a time. They’re not very powerful in their attacks, but there’s a
hell of a lot of them and so it’s worth being careful. Once they’re gone you can
explore the areas they can from. You’ll find a two Tar Beads, a Cave Nettle, a
Battle Axe and a lever that will reactivate the teleports. With the four scrolls
in place we can leave, but there’s two things we need to do first.
---
Secret 26 (L4.8)
Iron Door #3
As you already have the key in hand, found in Secret 24, this is simply a case
of opening the door and claiming your prize. 
- Chitin Creaves
---
With that final Secret found, to the right of the stairs is a Crystal of Life
and some items: a Burrow Rat Shank, a Frost Bomb, and a Spell Scroll
‘Frostbolt’. With those collected, you can head down the stairs to Level 5...



Level 5: Hallways - MW05
------------------------

As you may have noticed when dropping down from above, but we finally have a new
floor style for the area. Woo! Either way, when you get to the first main room,
go left and then left again up ahead. Flip the lever and collect 2 Crossbow
Quarrels and a Spell Scroll ‘Fire Shield’. With that stuff got, leave the area
and go right and down to where the blue light comes from the ceiling. Just
beyond that, on the left is a gate with another lever. Pull it, and in this room
find the button on the wall. In the room it reveals you’ll find an Iron Key and
a Wooden Box containing: two Baked Maggots, a Cave Nettle, two Tar Beads, a
Slime Bell and a Spell Scroll ‘Light’, which will mean no more relying on
Torches! 
---
Secret 27 (L5.1)
In the little section that connects the two rooms here is an obvious button on
the wall that you should press. 
- Scaled Cloak
---
With all that done, flip the lever and go left and use the Iron Key to open the
gate. Now, if you want you can drop down the hole in front of you, but all
that’s there is a Scroll that reads ‘I know, I was disappointed too when I took
the jump just to discover that there was nothing useful here. –Toorum’ which is
disappointing. Back up top, go left and then forward until you reach some boxes,
which you can destroy. On the floor ahead will be a Shuriken, and then go left.
In the room with the Dragon Statue there will be two Pitroot Breads in separate
alcoves. Head down the path behind the statue and open the gate.
---
Secret 28 (L5.2)
In this area you’ll see two buttons and a lever. To open the door, press the
button that faces the door, pull the lever down and then up again, and then
press the button next to the door. You’ll open the gate and release a pair of
small Herders and a single large one. 
- Herder Cap
- Conjurer’s Cap
---
---
Secret 29 (L5.3)
Move into the room with lots of pits and drop down. There’s a switch in the wall
next to the teleport that will release a Crowerns and a Wyvern into the area.
Be careful with the Wyvern, as they can spit lightning bolts at you from a
distance. 
- Fire Bomb x2
- Lightning Bomb x2
---
Once you’re back up, time to solve a little puzzle. There are three switches in
the room; two on your side and one on the far side over the pits. To gain access
to the key on the far side, here’s what you do: Press the left switch (when
facing the two together) then go over and press the now accessible one over the
pits, then back to press the left one and then right one and then back over to
the far on again. When you pick up the Iron Key, two walls will slide up,
releasing a Crowerns and a Wyvern, one of which is blue, so take care while
killing them. Once they’re dead, check the two new areas for a Blooddrop Blossom
and a Scroll ‘I preserved some of my extra Herder Caps in the nearby room. I’m
not quite sure what the exact sequence of events that opened the door but I
think I had to do three things and I’m certain that at one point I had to pull
the lever repeatedly, leaving it in an upright position. –Toorum.’ But seeing as
we’ve already done that you don’t need to worry about it. Head back the way you
came, past the dragon to find the door you for your new key. 
In this room there will be two Crowerns, and two Wyvern so take care, and a
Blooddrop Blossom on the floor.
---
Secret 30 (L5.4)
On the wall opposite the Blooddrop Blossom is a button for you to press and
reveal the secret. 
- Fist Dagger
---
Around the corner you’ll find a Tattered Cloak and a Crystal of Life, which is
nice. Through the gate and head right to find some Ring Greaves, and then go
back the other way. In this area you’ll likely run into two of a new enemy type;
the Cave Crab, which can be kinda annoying as they’re rather tough at first and
can pack a bit of a kick. When they’re both dead continue forward and open the
gate. In this area, destroy the boxes for ease of movement later and you’ll spot
a Scroll on the floor ‘The door of Iron shall open if you take your time and
rest in the place where the dragons gaze.’
---
Secret 31 (L5.5)
Iron Door #4
This was a clue as to how to get that gate open, but with only one of the two
dragons found how ever will you open it so early? Me of course! From standing in
front of the door and facing the keyhole opposite, take one step to the right
and then six steps forwards. Now just stand on that spot for about 30 seconds
and the gate will open. You don’t have to actually rest, just stay still. 
- Lurker Vest
---
There are two door to choose from now; ‘Chamber of Pits’ and ‘Deserted Tunnels’.
We’ll do ‘Chamber of Pits’ first. Drop down into said pits in the chamber and
you’ll be greeted by two Skeleton Archers, a Skeleton Warrior and a set of four
Skeleton Warriors. When you’re all dead, you can collect a Grim Cap, a Burrow
Rat Shank, a Blooddrop Blossom, and a Tattered Cloak. Head back upstairs and
you’ll find a Boiled Crag Beetle and a Short Bow, and then flip the lever to get
back to the Chamber of Pits. 
To get across, just pull on the lever and the press the button on the wall. This
will start a sequence where you need to move quickly, so follow carefully: press
the button and turn left, then step left, forward, forward, right, forward,
forward, and then press the button on the wall. Quick turn left again and go
forward, left, left, back, back, right, right, forward, forward, left, left,
forward, forward and then left and quickly grab the Brace of Fortitude and move
back several times and to the right to get to solid ground. Phew!
Open the gate and move forward and in the large room you’ll find a Cave Crab
wandering around. Kill him and you should see an Ornate Key, that looks like
rather and easy find. Take it and you’ll see why. A Cave Crab, two small and one
medium Herder will be released from the walls. Killing them shouldn’t be too
hard if you’re careful. In the areas they came from you can find two Lightning
Bombs, a Tar Bead, and a Grim Cap. Now you may have noticed that the way in
seems to have sealed when you grabbed the key, so place a rock or something in
the little alcove you got it from to open the wall back up again. To get back
across the room of pits, pull the lever and flip the switch and follow the path
in the reverse sequence from before. Or, if you can’t be bothered to do that,
just drop down the hole and climb the stairs. Once you’re back on the other
side, head into the ‘Deserted Tunnels’ section.
You’ll find a rock on the floor in front of you and past that a gate you can’t
open. Keep going and on your right you’ll find a lever and to the left a
pressure plate at the end of the corridor. Your goal now is to pull the lever
and throw a rock onto the pressure plate, however, a teleport shows up for a
brief second, so you have to time your throw correctly, then run to get through
the door before it closes again. Once you’re through you can read the writing in
the wall ‘There is no turning back.’
Up ahead there’ll be a gate to your left and in the room beyond a Tar Bead. In
the area up ahead there’ll be a small Herder wandering around for you to deal
with. However, be extremely cautious in this area, as when you’ve gone far
enough from the entrance, walls will start to slide up and reveal other
creatures for you to fight; two large Herders, two medium Herder, two small
Herders and two Cave Crabs, which is quite the group of enemies. My advice, if
you get swamped, is to retreat to the room with the Tar Bead and close the gate,
thus giving yourself space to rest and recover. Once they’re all dead, you can
claim the goodies they were guarding: a Milkreed, two Fire Bombs, a Grim Cap, a
Shuriken, and a Warhammer. On the west side of the area, you’ll likely have seen
a door with a nearby lever, so pull it to open it up. In this room you’ll find
yourself a second Ornate Key. Pull the nearby lever to gain access back to the
area you came from.
---
Secret 32 (L5.6)
To open the gate to get to this one, you have to pull the lever that opens the
brown gate that you went through earlier. This will open the brown gate, close
the gate nearby and also open the gate block access to the secret. 
- Grim Cap
- Huntsman’s Cloak
- Fire Arrow x3
---
You can now head back to those locked door from before, but be careful as
collecting both keys will have caused a Skeleton Warrior, a group of four
Skeleton Warriors, a lone Skeleton Archers and a pair of Skeleton Archers to
appear near them. Dispatch them all as you like, and then use your two Ornate
Keys to access Level 6...



Level 6: Trapped - MW06
-----------------------

Right away you’ll notice a pressure plate in front of you. Standing on it will
close the gate and warp in three spires around you, so make sure you’ve got at
least one Antivenom handy just in case. Kill them quickly, and the writing on
the wall reads ‘You are out prisoner now like the one below.’ Now, you’ve got a
very large area to explore now with a lot of various offshoots to search. But
before we can deal with that, there’s a new enemy wandering around. A Ogre!
There are very tough enemies and can cause you trouble if you’re not careful.
The best trick to do is to get them into a pattern. Because they’ll change you
if you’re at a distance, you can play a back/forth game with them, whacking
them from behind when they hit the wall. Be wary though, as they don’t have to
be facing you direct to damage you, they can also damage you if you’re facing
left/right, so don’t be over confident and take it slowly bit by bit and you’ll
eventually triumph. When you kill it, you’ll get a Sack containing two Herder
Caps, a Burrow Rat Shank, some Mole Jerky and a Gold Key. Have a wander round
and find all the paths, and you should also find a Milkreed to the south of the
area.
---
Secret 33 (L6.1)
In the south-east are of this large room is a small little section with an
empty Torch holder. Place a torch in there to open a nearby wall. Kill the
Skeleton Warrior to claim your prize. 
- Fire Bomb x2
---
---
Secret 34 (L6.2)
Where you pick up the Fire Bombs previous, turn and face north. Examine the
wall and you’ll see a strange symbol there. Press it and you’ll find the ‘Vault
of the Orb.’ Stand on the pressure plate and throw a rock in to open the gate.
Acquiring the orb however will cause two Mud Crabs to show up, so be careful.
- Orb of Radiance
---
---
Secret 35 (L6.3)
In the North-west corner of the area is a path labelled ‘Walkabout’. To solve
this little puzzle, you have to walk around the edge of the area in a clockwise
path. So keep the left wall on your left the whole time, and you’ll hear click
from the floor as you do so. After five clicks you’ll see a Rock appear in front
of you. After eight a Skeleton Warrior will appear. Stand on the stop to kill
him. After eleven clicks you’ll get a Sack with some goodies.
- Speed Potion
- Scroll ‘Potion of Speed: 1 Flask, 1 Blloddrop Blossom, 1 Milkreed.’
---
Right next to the Walkabout area is a path that leads west. In this are you’ll
be greeted by four Giant Spiders. Kill them and you’ll find they were guarding a
Cutlass. Opposite those two areas will be a torch and a gate. Head on through 
and follow the path and on your right you’ll find an area called the ‘Haunted
Halls’. Sounds great, lets head on in!
In this area you can find a Shuriken on the floor. 
---
Secret 36 (L6.4)
First, head left and in this little area, there’s a switch
- Ring Boots
- Heavy Shield
---
Now, wandering around this area is several Skeleton Warriors, but you shouldn’t
kill them, as you need them to stand on a pressure plate for you in the
south-east section of the map. The best way to do this is to freeze him, using a
Frost Bomb if you still have one. This will open a wall to the west, allowing
access to an area with a group of four Skeleton Warriors for you to kill, and a
Blooddrop Blossom, a Cave Nettle, two Tar Beads and a Round Key. 
---
Secret 37 (L6.5)
To the north west of the pressure plate you can find a button on the wall of a
pole pillar. Press it to open a wall on the other side of the pressure plate,
to open an area with two Skeleton Archers. 
- Frostbite Necklace
---
Once you’ve got that you can leave the area, and head through the brown gate
that’s nearby. Inside you’ll find eight Giant Snails, which shouldn’t be a
problem for you at this stage. Also, a couple of the snails here will respawn
if you wander away from the area, so they can be useful for getting a bit of
spare food if you’re running low. Follow the path and eventually you’ll reach
the ‘Maze of Madness’. To solve this little problem, here’s what you do: from
standing next to the writing go forward, left, forward, left and press the
button on the wall. Turn 180 around and go forward, right, forward, forward,
left and forward into the teleport. Step backwards into another teleport and
the then step left into another one. From there you can access the Round Key.
---
Secret 38 (L6.6)
Press the button on the wall next to it and then step right three times and
then back. This takes you out of the maze, and then from there you can follow
the now open path to the south-west corner of the maze.
- Spirit Mirror Pendant
---
Now you can head all the way back to the large main area where you started, and
head to the south-west area and open the gate labelled ‘Halls of Fire’. There’s
a Fire Bomb in the little Alcove that we’ll use later. First however, drop down
that hole. In this area are five Crowerns, and two Wyverns. There are also quite
a few items down here too: some Peasant’s Breeches, some Sandals, two Tar Beads,
a Wooden box containing a Healing Potion and an Antidote, and a Scroll that
reads simply ‘Westmost’. Next to the Teleport however is another hole for you to
drop down. Down again and you’ll find a Baked Maggot, a Boiled Crag Beetle,
three Frost Bombs, and a Blooddrop Blossom. 
---
Secret 39 (L6.7)
Place a Rock on the pressure plate to open the gate; however you have to place
in on the northwest corner so you can access it from the other side of the bars.
Kill the two lone and two pairs of Scavengers that opening the gate releases.
There’s two Tar Beads on the other side. Pick the rock back up to open the
second gate.
- Full Helmet
---
Take the two teleports back up and then open the door next to the ‘Mage’s
Entrance’ writing. In this area, kill the cave crab. 
---
Secret 40 (L6.8)
Simply drop down the hole in the middle of the room to find this secret. 
- Lurker Pants
- Shuriken
---
Teleport back up and go back to the room and down the path ahead. There’s a
pressure plate up ahead that will start shooting Fireballs at you, so save
before stepping on it if you wish. You can press a button on the wall to the
North of pressure plate to open a little alcove which will help. You have to be
quick here, so run down to the end of the corridor and grab the Fire Sword and
Spell Scroll ‘Fireball’. Run back out of the corridor and heal yourself up.
---
Secret 41 (L6.9)
You’ll have to go back down the corridor and press a button that’s on the left
side to the south of the pressure plate. It’ll open a little section with
another button in it. The button will reveal a staircase in the first little
area. Head on up and in this little area you’ll have to fight two Uggardians.
Kill then carefully, retreating if you need to heal up, and you can claim the
reward. 
- Plate Gauntlets
- Plate Cuirass
---
With that done, head back down and go to the pit with the writing ‘Mage’s
Entrance’ next to it. First, throw over a rock onto the pressure plate and avoid
the fireball fired at you. You now have to hit that face on the wall with a
fireball. You can only do that if your Magician has his Fire Skill at level 13.
If you don’t have that then you’ll have to come back to this area later. When
you can cross where the pit was, go left, and then left again. In the area
beyond, you’ll find a few Uggardians floating around. Take care not to fall
down the holes or when you get back they’ll have respawned. 
---
Treasure #3
When they’re dead, drop down the west-most hole in the room. Yep, that’s what
the scroll meant. Wait for a few seconds for the gate to open and then kill the
Cave Crab. Where it was you’ll find your second Treasure. You’ll find yourself
in familiar territory when the wall slides up, so teleport back up and go back
to the room with all those pits. 
---
Time for another puzzle. Save first to stop you have having to walk all the way
back if you screw up. Now, in the south-east area there will be a button on the
wall. When you press it, a hole will close next to the pillar on the west side
on the room. Quickly run over there and press the button there. This raises a
platform on the opposite side of the pillar that allows you to access the area
with the Round Key. Taking the Torch will fill another hole allowing you to
access the main area. 
---
Secret 42 (L6.10)
To find this secret you need to complete pressing the series of button. You
already know the first two; the one in the south-east and then one of the
eastside of the pillar. After that, press the one on the opposite, west side of
the pillar and then the one on the north. With the removed torch now having
filled in the hole you can quickly make your way to the final switch opposite
on the south side. It’ll open the wall behind you can release a Uggardians.
- Sword of Nex
- Ring Mail
---
---
Secret 43 (L6.11)
With the Sword of Nex in hand, head back to the face on the wall and then past
it into what seems like a dead end. On the south wall however there’s another
symbol that you can press. 
- Access to the Fighter Challenge. 
---
The Fighter’s Challenge gate will open now that you have the Sword of Nex. This
section leads to a large area that contains a large number of enemies, so be
sure you’re rested and have saved before continuing. You’ll then be warped to
an area with a nearly overwhelming twenty Scavengers and two double Scavengers!
To survive this, back yourself into a corner to keep you mage safe and be sure
to keep your health topped up. It’ll be tough, but it is possible. When they’re
all dead you can claim your items: a Fire Bomb, the Poison Bomb and a Gold Key.
Use it to unlock the gate and get the Shield of Valour.
---
Treasure #4
Next, check the middle of the western wall for a button, and it’ll open the wall
revealing a Poison Bomb and your third Treasure. Once you’ve got this, use the
teleport to go back to the main area.
---
In the south-east section is an area labelled ‘Sequencis’, so open the gate.
There’s two Cave Crabs wandering around here for you to kill, and then take the
teleport. You’ll then be constantly teleported between four locations. When you
see the brown door, pull the handle to open it up and then kill the Giant Snail
inside. This will likely take you several passes. Once it’s dead, go into the
place it was and flip the lever. This will cause another door to open, which you
should enter. In this area is a Cave Crab, and your fourth Round Key. Make sure
to ignore the button on the wall in the room with the face, as it will just
release a poison cloud. 
With that done, opposite where the teleport area was, there’s a locked gate.
Use your Round Key to open it to gain access to the Crystal of Life. Another
Round Key on the next door will give you access to a Scroll ‘This serum heals
many diseases: 1 Flask, 1 Tar Bead, 1 Smile Bell’. Another door to unlock will
give you access to the stairs down. 
---
Secret 44 (L6.12)
Iron Door #5
Before heading down, you can use your fourth Round Key to open the Iron Door. 
- Chitin Mail 
---
One final thing before heading down. Near the Iron Door is area called the
‘Treasure Store’, that contains three locked areas with special items in them,
but you only have one Gold Key to open the doors, so you have to pick which one
you want. Your choices are:
North: Tome of Fire
East: Crossbow
South: two Fire Bombs, two Cave Nettles, two Tar beads, one Blooddrop Blossom
and an Empty Flask
With your choice of goodies selected, you can now head down to Level 7...



Level 7: Ancient Chambers - MW07
--------------------------------

Right from the off you’ll see a Smile wandering around. There’s a total of 6 in
this area, as long as you don’t open the doors, which we won’t do yet. First,
kill all the Slimes, and then have a look around the area. There will be four
metal doors with nearby buttons to open each one up Let’s first start with the
south-east room. Inside you’ll find two Slimes, a Tattered Cloak and a Note
‘I discovered that if you open all but one door, the one where the draft is
strongest, a wall slides right open. I’m going to leave some provision there to
lighten my load. –Toorum’. There’s no enemies on the north-west room, just a
Grim Cap and a Tar Bead. 
---
Secret 45 (L7.1)
As the note said, you need to close a door. If you look at the map you’ll see
the four doors. You need to close the West one, that’s closest to the stairs
going up. 
- Ring Graves
- Battle Axe
- Throwing Knife x3
---
Continue on and you’ll find the ‘Maze of Shadows’. As the name suggests, you
need to keep to the shadows to make it through. It’s not that hard, and you can
also find a nice selection of goodies: a Hardstone Bracelet, a Spell Scroll
‘Darkness’, two Smile Bells, a Wooden Box containing two Herder Caps, some Mole
Jerky, a Baked Maggot, some Pitroot Bread, a Boiled Crag Beetle, and a Burrow
Rat Shank, and a Note ‘The Torches remain out of my grasp. I try to reach for
them but the light they shine plays tricks on me. -Toorum’. If you’re having
trouble getting through, here’s how from standing next to the writing: forward,
right, right, forward, forward, forward, forward, left, left, left, left,
forward, forward, left, left, forward, forward, right, forward, forward, right,
right, right, right, forward, forward. 
---
Secret 46 (L7.2)
When going through the Maze of Shadows, you’ll likely find a Wooden Box on the
floor. Nearby there will be a switch on the wall, allowing access to a Teleport.
You’ll be warped to the secret area with two small Herders. 
- Throwing Axe x2
- Crossbow Quarrel x2
- Mole Jerky
---
---
Secret 47 (L7.3)
Before using the Teleport back, look for a symbol on the wall. Press it to find
the next secret. 
- Frost Bomb x4
---
Now, head back to the end of the Maze and flip the lever to open the gate. In
this are you’ll find an Uggardian floating around. 
---
Secret 48 (L7.4)
Drop down the first hole on your left, near the face to find this one. 
- Bracelet of Tirin
---
Once you’re done that, follow the path along and you’ll find a pressure plate.
When you step on it you’ll release six Smiles into the area. You should turn
around and deal with the one that came from the now open door behind you. Once
that one’s dead you can deal with the rest without fear of a back attack. When
you’re all dead you can grab the Boiled Crab Beetle, the Diviner’s Cloak and an
iron Key in the room behind the door. Use it on the nearby keyhole, and wander
over the hole. There’s another three Uggardians here for you to kill. When
they’re dead, wander to the gate and you’ll see a button on the wall. When you
press it you’ll have to avoid two energy balls that need to his the cogs on the
wall. It’s simple enough, do that and the get will open.
Once that’s done, continue through the next gate and kill the seven Slimes that
are wandering around, you’ll also find a Crystal of Life in an area opposite.
Now, to the south there are two doors. Don’t press the nearby button as you’ll
just shoot a fireball out of the face on the wall, so pull the chain to open
the door. There’s a simple puzzle here, but it can fool you if you’re not
careful. Step onto the left pressure plate to raise the gate and then quickly
step onto the right one and then back to the left. This will keep the gate open
so the energy ball and sail through. Doing so will open up two walls, giving
you access to three Uggardians in that area. Kill them all and you can flip the
lever on the wall to open the door and find a Note on the floor ‘
---
Secret 49 (L7.5)
Go back to the two pressure plates and go into the area that’s opened up. The
secret is counted as the section next to the alcove by the gate. 
- Spell Scroll: Invisibility
- Shaman Staff
---
Take the path to the North of the Crystal of Life and you can find a Milkreed
on the floor to your left, and then down the path towards the Teleport. I’d
recommend saving before you do the next Secret. 
---
Secret 50 (L7.6)
Drop down into the pit and you’ll find yourself in a whole set of pressure
plates that will fire poison balls at you. You have to side-step and move
forward to get to the other side of the room. You might get hit a few times,
but if one of your party members dies you should start again. When you reach
the other end you’ll find the secret in the corner. 
- Boots of Valor
---
To get out, pull the lever and you’ll release two Giant Spiders and two Cave
Crabs on the far side of the room to kill. On the south side of the teleport,
where they came from, you can find a Burrow Rat Shank. Teleport back up, and
then use the nearby one again. Step into the teleport again to reach another
area, where you can find a Sack with two Blooddrop Blossoms, a Tar Bead and an
Empty Flask. Drop down the pit, and in this area you’ll find an Ogre to kill,
and a bunch of items to claim: A Heavy Shield, a Crossbow Quarrel, a Milkreed
and a Grim Cap. Then head up the stairs and go left. 
---
Secret 51 (L7.7)
You’ll eventually find an area with five levers. To open the secret, pull the
left-most lever down and then up, the middle lever down and the right-most
lever down.
- Assassin’s Dagger
---
Now, move West, past the stairs you previously came up, and you’ll see a room
full of pit that alternate being closed and open. To get across, you have to
wait for them to close and then run to the middle to stop the energy ball
hitting the wall. Once you’re in the middle of the area, there’s a  Brace of
Fortitude on the right side in an alcove and a button on the wall two steps to
the left of cog. You have to be quick to press it before the pits open again.
Doing do will release two Uggardians into the area which you should retreat to
solid ground before trying to kill. Once done you can head across the pits to
the other side. 
Open the gate on the other side and go forward, and then forward again at the
intersection around the corner. Open the gate here and kill the three Uggardians
on the other side. Open the next door and you’ll find the stairs down and a
Skull. However, we won’t be going down those stairs, and I don’t just mean now
I mean at all.
---
Secret 52 (L7.8)
Iron Door #6
Continue on past the skull and open the gate. This area has a little puzzle for
you to solve. You have to block all the energy balls from hitting the cogs, and
they get fired quicker and quicker, so make sure you’re not carrying too much.
The sequence goes as follows: 
middle, middle, left, left, right, middle, right, left, left, right, middle,
left, middle, right, middle, left, right, left, right, middle, left, middle,
middle, right, middle, left, right, left, right, middle.
Phew! It’ll likely take you a few goes, but if you’re careful you’ll get it.
- Spell Scroll: Enchant Fire Arrow
- Chitin Boots
---
Now that you’ve done that, you can drop down the hole but only if you want a
complete map as there’s no items down there. Head back the way you came, past
the stairs down and take the first left. In this area you can find two
Milkreeds, a Uggardian wandering around and some Tentacles will attack through
the grate on the floor in the area with the gate.
---
Secret 53 (L7.9)
Now, to find a secret way down to Level 8. So to the north wall of this little
area, near to the gate and you should spot a symbol on the wall. Press it and
to your right down the corridor the wall will have opened. It won’t stay open
for long though, so be quick. 
- Secret access to Level 8
---
Once you’ve found it, head on down to Level 8...



Level 8: The Vault - MW08
-------------------------

Right in front of you is a lever. Pull it and go forward and you’ll see a
Crystal of Life to your left. Go past it and on your right you’ll find a Note
with a little drawing on it that’s telling you what I’ve already told you, and
that’s the secret entrance to this level. A little futher on and you’ll find a
Cave Nettle and beyond that is the stairs down. That seemed a tad easy don’t
you think? Well that’s the trick to Level 8. Getting through it is easy, finding
its hidden reward, no so much. So, backtrack, past the gate that you opened and
down the corridor, and you’ll find the stairs that I told you not to go down
before. Here you can find a Spell Scroll ‘Shock Shield’, and two Cave Nettles.
---
Secret 54 (L8.1)
Right where the two Cave Nettles are is a button on the wall for you to press.
There’s a Spider in the area, but it shouldn’t be a problem. 
- Milkreed
- Grim Cap
- Blueberry Pie
---
Now, head back to the stairs that you did go down and follow the path. When you
hear the walls slide up beware as it will release a Uggardian and a Ogre for
you to deal with, which might corner you if you don’t quickly move out of their
way. Once they’re dead, you can press the button on the wall to open the gate,
and this will also start lightning bolts flying down the corridor. Obviously
you need to avoid them as you make your way down there, so quickly run down and
open the door, retreat while it opens up, and then run in. If you get hurt too
much, you can also retreat to the Crystal of Life. 
There’s an Uggardian wandering around this area, a Baked Maggot on the floor,
and three Lightning Bombs in a little alcove. You’ll also find a lever that you
can pull to open the nearby door. Once again you’ll have to move quickly to open
the next gate down the corridor and run in there to avoid the lightning bolts.
In this area you can see an Uggardian and two Giant Spiders on the other side of
the gate, so you can deal with them when you’re ready. When they’re dead, pull
the lever to open the next gate. 
---
Secret 55 (L8.2)
In this area you can find three buttons on the wall. One in the dark room near
the spider eggs, one in the north-east corner of the room with the torch, and
one on the east side of the pillar. Pressing them will reveal 3 rooms with
pressure plates and one with a Baked Maggot. Place something on all of the
plates will open a corner section of the wall. 
- Plate Gauntlets
- Plate Boots. 
---
In the next area down the corridor, you’ll find three Uggardians and a Giant
Spider. But if you’re lucky they’ll wander into the path of the lightning bolt
and get themselves kill, which I a trick you can use to your advantage by luring
 them out there yourself. When they’re dead, pull on the lever on the wall to
open the door you pasted back down the corridor. Before you go there however,
check the wall opposite and to your left for a button. Press it and a wall will
slide up, allowing you access to the end of the corridor where you can quickly
snag three Lightning Bombs next to the face that shooting lighting at you. 
---
Secret 56 (L8.3)
To the left of this newly opened wall is a button that you’ll be able to see on
the wall. Pressing it will open the wall opposite where you got the Lightning
Bombs before. In that area there will be a Ogre wandering around for you to
kill. 
- Lightning Rod
- Gear Key
---
Now you need to go back down the corridor to the newly opened area, which will
be on your left about halfway down. There you’ll be greeted by two Giant
Spiders. Kill them and then take the left path to find three Throwing Axes. Go
back down the other path and take the right to find two Frost Arrows and a Note
‘The court and sentenced me to exile here in the bowls of the mountain couldn’t
have known of the existence of these tunnels. But even though mount Grimrock is
in the most remote part of the realm, is it possible that the King would let
such dangerous powers breed within his domain. –Toorum’ When you’ve got that,
you can open the gate up ahead using the lever.
In the next series of corridors will be four Uggardians and two Ogre for you to
kill. Always remember you can back track to rest if needs be. Also scattered
about the area will be three Tar Beads, two Lightning Bombs, and some Pitroot
Bread. Head to the south-east part of the area to find a teleport for you to
use. The area it warps you too contains a large number of herders: one small,
two double group of small, four Medium, and two large. Once they’re all dead
you can grab the loot: four Milkreeds, two Throwing Axes, a Skull, and two
Brass Keys. You need to keep hold of that Skull for use in a later level. Use
one of those two Key to open the gate and teleport back, and then use the second
to open the gate to the west of the corridor area. 
In the next area you’ll find four pressure plates which need to be stepped on
simultaneously. Doing so will cause the walls to slide and a reveal four Giant
Spiders and a Uggardian. When they’re dead you can pull on the now accessible
lever to open the gate. In the next, rather large area you can fight four
Uggardians and a Giant Spider. When they’re dead, there’s also a Grim Cap, a
Knife, some Pitroot Bread, some Mole Jerky, two Shurikens, and a Leather Cap.
---
Secret 57 (L8.4)
In the north of this area by the gate is a small dead-end area. Nearby is a
button for you to press that will open a wall in this dead-end. There’s a
Wooden Box in here with your goodies. 
- Throwing Axe x2
- Crossbow Quarrel x3
---
Open the nearby gate and in the next area, watch out for the Giant Spider on
the other side on the pits. As it moves it’ll stand on pressure plates and fire
lightning bolts across the room. You can kill it across the pits using your
throwing items and magic. Flip the lever to open the gate back the beginning of
the level, allowing access to the Crystal of Life if you need it. Drop down the
hole in the room with the Giant Spider to find two Pitroot Bread and two
Throwing Axes. Teleport back up, and in the Giant Spider room again. On the wall
there are two buttons; one next to the lever and one next to the gate that won’t
open on the northern side of the room. 
Go through the newly opened gate and you can flip the lever on the other side to
access where the spider was to gain any thrown items back. 
---
Secret 58 (L8.5)
You can access The Vault by just pressing the button on the wall, but to claim
The Dismantler as your own you need to a little trick that Indiana Jones would
be proud of. Place an Item you don’t want on the table where The Dismantler is
and then you can take it without worrying.
- The Dismantler 
---
---
Treasure #5
There’s one more Secret that this room is hiding. Next to the Torch on the wall
is a button for you to press, which will allow you to access to your forth
Treasure. 
---
Now that you have The Dismantler, you can leave the level, so head to the
North-West corner of the map.
---
Secret 59 (L8.6)
Iron Door #7
You may remember earlier in the level you find a Key, which you can now use to
open the Iron Door. 
- Helmet of Valour
- Frost Quarrel x4
---
With that done, head down to Level 9...



Level 9: Goromorg temple I - MW09
---------------------------------

In the immediate area there will be an Uggardian wandering around. When it’s
dead, have a look at the curtain on the wall. Attack it and it’ll get cut apart
and while there’s nothing behind this one, other hide secrets. Continue
forward, past the left turn which is a dead-end and on your right will be a
dead-end with a curtain behind which is some Pitroot Bread. Nearby is a door
labelled ‘Holy Scriptures’ and the curtain next to it has a button hidden
underneath. Opening the door, there’s an Uggardian in there to kill. Kill him
will drop the Ornate Key, and you can find two Scrolls in the room: ‘We, the
Order of the Sacred Fire, have given an oath, to protect the Inner Sanctum and
guard The Undying One that is held below. This we shall promise with our lives
and for all ages to come.’ ‘Two times left She slithers, Once right, Once left,
Three time right and twice more is left. This She repeats twice.’
Go down the corridor and you’ll find the ‘Chequered Room.’ This puzzle is
simpler than it looks. Behind the curtain in the far-left corner is a Scroll
that reads ‘This is the Chequered Room. Don’t let it fool you.’ To solve the
puzzle you have to place items on the pressure plates in a chequered pattern,
so place items on your left and right on the first row, then in the middle on
the second, left and right on the third and in the middle on the final one,
allowing you to leave the room. 
Take the first left you find and you’ll run into the ‘Armoury’. Kill the
Uggardian inside and you can claim a good amount of kit: five Broadhead Arrows,
a Lightning Bomb, a Longsword, Ring Mail and Iron Basinet. 
---
Secret 60 (L9.1)
In the little area with the boxes, destroy them and press the button on the wall
and then kill the Uggardian. 
- Norja
---
Go back and take the only path you haven’t yet. If you just walk blindly down
the corridor, you’ll find yourself going around in circles. The trick is that
you get secretly turned around in this corridor after taking two corners. If
you watch the area careful you’ll spot the point. When you see it, turn around
180 and continue forward. There’s another one past another two corners that
you’ll need to watch out for. Eventually you’ll reach a door and some writing
that says ‘Temple Grounds. Trespassers will be hunted down.’ Open the door and
you can read ‘You have been warned.’
Continue on and take the left of the two paths, and in this area you’ll run into
two of a new enemy, an Ice Lizard. They’re not too tough, but they’ll do a bit
of damage if you’re not careful, so take the usual precautions. 
In the south-west of this area is a metal door that you need to open, but to do
so you have to flip a lever in the large area to the east. It’s not hard to find
and in the room you’ll find a Spell Scroll ‘Lightning Bolt’, which even if you
don’t take with you, you should remove from the alcove and place on the floor.
Grabbing it will make an Ice Lizard appear nearby, so be careful.
---
Secret 61 (L9.2)
Right to the north of the metal door, and around a few corners, is a small
cul-de-sac, and has a button on the wall. Pressing it will open a secret area
that’s back near the torch. 
- Lightning Bomb
- Fire Bomb
- Pit Fighter Gauntlets
---
Continue on and you’ll encounter another large room with ten Ice Lizards
wandering around, one of whom will drop an Ornate Key, and there’s a Circlet of
War on the floor in the corner. 
Head south and then left and then left again and follow the corridor to find two
Lightning Bombs. Head back and through the open door and first go right to find
a Tar Bead, and then turn around and go the other way to find another one.
Continue on and open the gate, and then on the right you’ll find the ‘Outer
Sanctum’. Use your Ornate Key to open the door. When you walk in three
Uggardians will appear and the door seal behind you. Kill them quickly and then
to reopen the door, there’s a button on the south-east wall on the central room.
Now, to solve the puzzle in this area, you need to enter the teleports in the
correct odder, based on the nearby text. But what could the order be? Try
stepping into one of the teleports and when you’re warped back, you’ll see a
Scroll in front of you ‘III – II – I – III’. This then links to the text written
on the wall in each area:
North: ‘Hands that slaughter, Eyes that deceive’
South: ‘Sun of Hatred’
West: ‘Three ancient beings of deep’
So, the correct sequence is: West, North, South, West. You’ll then get warped
to a new area. First, do not step to the left or right near the faces, as
they’ll release poison at you.
---
Secret 62 (L9.3)
Drop down the hole and on the floor you’ll find a Tar Bead, some Rotten Pitroot
Bread and in the closed room you a reach a Scroll ‘Stand where the shadows on
the torches cross and toss a Rock will all your might to the East and to the
North.’ But where is this location? From standing in front of the gate with your
back to it, go forward three times and then left once. Now, throw a rock to the
East and to the North and the gate will open. 
- Cuirass of Valour
---
Teleport back up and place a rock on the pressure plate you’re standing on. Your
goal now is to get past the intermittent teleport and not fall down the hole,
which comes down to quick reactions and luck more than anything. Save beforehand
so that you can reload if you run low on health from too many falls. Once
you’re past, flip the lever, but this one only one of two. The other one is on
the other side of that gate and you need to quickly place a rock on the pressure
plate on the other side before the hole opens again. This will open the metal
door allowing you go get the Ornate Key, and then use the teleport at the far
end to get back.
Leave the Outer Sanctum area and go right and follow the corridor. In the small
left path you’ll find two Tar Beads and the further on you’ll find the ‘Pillared
Hallway’. To get through this, think back to the Scroll you found at the
beginning of the lever about the snake. What you need to do is move forward
along the corridor, alternating between the left and right side as follows:
left, left, right, left, right, right, right, left, left, left, left, right,
left, right, right, right, left, left, and you’ll make it to the other side. 
There’s a series of corridors here, there are two Uggardians wandering around
and you can find a Rock and a Note ‘The Mountain was shaken by sudden tremors
again. They seem to emanate from below my feet, from the core of the mountain.
I think I’m getting close to the source. –Toorum’. There’s also a lit room with
two of another new enemy, a Shrakk Torr. It might have a strange name but it
can be an annoying little creature as it has a very quick attack. Kill them,
and then cut the curtain right in front of where you came in to find the Lurker
Hood. 
When you find the metal door, take two steps back from it and turn left and
you’ll see a button on the wall to press, opening it up. Grab the Book of
Infinite Wisdom and the walls will slide up, revealing a previous hidden area
with a Sulphurous potion. Standing on the pressure plate will open the door up,
so go through and you’ll find a Crystal of Life. 
This room has a puzzle where you need to place certain items on the little
alcoves to open the door. There’ four in total as follows:
North-East: ‘Game’s Bane, with head of steel’ – Broadhead Arrow
South-East: ‘Tear of the land’ – Rock
South-West: ‘Severed Dread’ – Skull (I told you to keep it)
North-West: ‘Unraveller of Mysteries’ – a Key (you should have two)
You’ll head a click when you put the right items down. Once the door is open you
can reclaim your items and continue onwards. There’s a Scroll ‘You have proven
to be a true champion, strong in might and will. Yet beware, there are
slumbering things down below, far more powerful then you are. A little further
on is a rom marked as ‘Treasury’. Inside you can use your Gold key to open one
of the gates to access your treasure like you did before. This time you’ve got:
North: Serpent Bracer, Fairfeather Cap
South: Book of Infinite Wisdom
West: Two Frost Bombs, Plate Greaves
Pick which one you want and then continue forward, past the locked door.
---
Secret 63 (L9.4)
Iron Door #8
At the very end of the corridor you’ll find an alcove and some writing that
reads ‘Made from the dead, Guiloteened Man does not need me.’ Now you may
remember way back on Level 2 I told you to keep hold of a Bone Amulet, well this
is what you need it for. Place it in the alcove to open the door.
- Zhandul’s Orb
---
Use the Ornate Key to open the gate and move forward. Down this spiralling path
you’ll run into two Ogres. After the first corner, take four steps forward and
look to the right and you’ll see a button. Remember it as it’s important. Around
the next two corners you’ll meet your first Ogre. Back up as you fire spells at
him and lead him to a place you can deal with him better. Go back and you’ll run
into the second one at the end. Lead him back but on your way remember that
button, or you’ll end up trapped when a wall blocks your exit from the area.
With both of the Ogres dead, you and now head down to Level 10...



Level 10: Goromorg temple II - MW10
-----------------------------------

First, go left and around the corner and you’ll find a Round Key. Take it and
head back, past the stairs and open the gate with the lever. In this room you
can find a Baked Maggot, and under a curtain is a key hole for you to use the
Round Key on. Doing so will release two Shrakk Torr and an Ice Lizard. Kill them
and you can pick up the three Tar Beads. In the next little area, slice at the
curtains again to reveal two buttons and then move into the large room nearby.
Slice at the two curtains in here to find two alcoves, one of which has a red
gem in it. Swap it over to the other one and then drop a rock on the pressure
plate in the middle of the room. Grab the Round Key and follow the corridor and
open the gate. Doing so will open the nearby walls too, releasing an Uggardian
and three Shrakk Torr. You can grab the Gauntlets of Valour from the alcove in
one of the opened areas, and head into the opened room where you can find a Note
‘I have come to the realisation that you can only traverse through the dungeon
starting from the top of the mountain. I think that the dungeons were designed
that way. But why? -Toorum ’. Use the Round Key in the same place as before and
then kill the two Ice Lizards and Shrakk Torr.
With that done, head back to the middle room and grab the Rock you placed and
the Red Gem from the alcove. You’ll need it later. In the little corridor with
the two buttons, you need to solve a small puzzle. The button closest to the
closed door alternates the open/cloased gates and the other one fires an energy
ball across the room. You have to press that button, wait for it to get past one
door and then hit the other button to allow it to go through. Doing so will open
the door to ‘The Inner Sanctum’. 
Stepping on the pressure plate will open the next door and all the ones beyond
and even the walls too, so stay standing on it and you’ll be shown a new enemy;
a Goromorg. These creatures are very powerful, and have a wide variety of
magical attacks to throw at you. Not only that, but they’re covered by a shield
that you have to destroy before you can hurt them and to top it all off, they
can even open door when chasing you. They are however quite weak, and once
you’ve removed the shield they should go down quite quickly. There two in the
area ahead, so try to take them on one at a time to make things easier for
yourself. When you’re dead, you check around the two side rooms. The East one
has two Crossbow Quarrels and the west one has a Baked Maggot and two Throwing
Axes. The west room also contains a button that will activate a teleport and
spawn three more Goromorg for you to deal with When they’re dead you can use
the teleport.
In this area you can find a Crystal of Life and the stairs down, but the way
beyond will be blocked until we finish this level, so don’t bother going down
just yet. 
---
Secret 64 (L10.1)
Iron Door #9
In the north-west corner of this area, near the Crystal of Life you’ll find the
door. Cut the nearby curtain and you’ll see an Alcove. Place the Red Jewel for
earlier there and the door will open. 
- Throwing Axe
- Crookhorn Longbow
---
Press the button on the wall in the south-east corner of the room to open the
door, and in the area beyond you’ll have to fight a Shrakk Torr and two
Goromorg. Kill them and get the Cave Nettle from the floor, and then open the
door to fight another two Shrakk Torr and find the Greaves of Valour. Head out
of the east door and around the two left corners ahead and you’ll find an area
with a Longsword. Continue on and go right and you’ll find a gate to open. In
the next area there are three Shrakk Torr and a Goromorg to kill and you can
find two Shurikens, and to the north there’s three Poison Bombs, and two frost
Bombs. 
---
Secret 65 (L10.2)
Now, drop down the hole next to the closed door and you’ll find four Cave Crabs
to kill and a few items to collect: a Tar Bead, two Shurikens, three Frost Bombs
and a Milkreed. Head up the stairs to find the secret. 
- Shield of the Elements
---
Step on the pressure plate to open the door and then head to the west side of
the room and open the gate there. 
---
Secret 66 (L10.3)
On the south side of the area there’s a small area with a torch, on the wall
opposite there’s a button that will open it up allowing you to access the other
side of the Crystal of Life and some items.
- Blooddrop Blossom x2
- Fire Quarrel x4
- Note ‘I’ve seen similar crystals in the Temple of Nex but compared to these
  huge formations, they were withered and lifeless. Those crystals certainly
  didn’t have enough power in them to bring a fallen companion back to life. I
  wonder how many times I can still cheat death. –Toorum’
---
There’s a Full Helmet on the floor and then place and Rock on the pressure plate
to open the door and then quickly sidestep to avoid the Lighting Bolt heading
your way. Head over and you’ll find a locked door that needs two keys that you
don’t have. Keep doing and you’ll have two areas to head into: ‘The Caverns’
and ‘The Shine’. Let’s do The Shrine first.
Right in front of you are two Throwing Axes, and in the main room you’ll find
the Ornate Key sitting in a rather obvious position. Taking it will cause six of
the grates on the floor to suddenly sprout Tentacles and two Goromorgs to
appear. Grabbing the Ornate Key and quickly retreating to the entrance of the
area would be your best bet to take them out easily, before them taking care of
the tentacles one by one. Next up head into The Caverns area.
In this very large area are three Scavengers, two pairs of Scavengers and four
Ogres, one of whom will drop a Sack containing two Cave Nettles, two Tar Beads
and a Smile Bell and there’s also two Throwing Knives on the floor as well as
some Pitroot bread and a Note ‘I’ve been wandering in this same area for a long
time now. My provisions are running out but I think this cavern is my best bet
for finding a hidden room or some creatures I could hunt for food. –Toorum’. In
the middle of the large room, are two doors, one to the north which contains
two Ice Lizards and a Throwing Axe, and one to the south which have a Scavenger,
two pairs of Scavengers and a Note ‘The Placement of the pillar by the row of
lever is most peculiar. I’ll have to inspect them more closely. -Toorum’. 
---
Secret 67 (L10.4)
On the east side on the room is a pillar next to a hole in the floor. On the
west side of it is a button for you to press. This opens up a wall on the other
side of the pillar in a little cul-de-sac. 
- Phalanx Helmet
- Hardstone Bracelet
- Tattered Cloak
- Ancient Axe
- Note ‘Finally, I’ve discovered a stash of supplies but once I got in here,
  the wall closed shut behind me. I have been too confident in myself. I thought
  I knew how the rules of the dungeon worked –Toorum’
- Note ‘My ink is starting to run dry and I haven’t had a crumb to eat in days.
  I can hear them whispering behind the walls. They knew I wasn’t on their side.
  I’m too weak to walk. I’m trapped. If only I could re...’
- Remains of Toorum
---
Poor Toorum! But if you want to help him, take his remains and use them on the
Crystal of Life. It’ll net you an Achievement too, so there’s no reason not to.
---
Secret 68 (L10.5)
Now, back in the large room, on the east side you’ll notice three pits, you need
to drop into the north-west one. Go around the path and open the door. Follow
the area are you’ll see the items rest in an alcove. Just to warn you, when you
pick it up, it’ll release four Cave Crabs, two large Herders, and two small
Herders, so make sure you’re ready. 
- Icefall Hammer
---
You can find two Throwing Knifes in the areas they were hiding in, and going
back to where you fell down you’ll see that a gate has opened up too, allowing
you access to an area with seven Slimes. There’s also some Pitroot bread, two
Tar Beads, a Boiled Crag Beetle, three Poison Bombs, a Slime Bell, a Shuriken,
and a Skull, which should be your last one. With all that done, head up the
stairs and stand on the Pressure plate to open the wall and get back through.
Opposite where you come out of that area will be five levers on the wall. From
left to right, set them up like this: down, down, up, down, up. This will cause
a pit to close behind you, allowing you to access another Ornate Key. Grabbing
it will cause three Goromorgs to appear for you to deal with. 
When you get back to the room where you need up use the two Ornate Keys, some
Tentacles will attack from the grate on the floor and there will be three
Goromorgs wandering around. Kill them and use the Ornate Keys to open the door.
---
Secret 69 (L10.6)
In the room you just unlocked with the teleport, there’s a button in the
north-west corner. Press it and drop down the hole. Opposite there teleport down
here is a button on the wall that you must press to claim your prize without
being badly hurt. 
- Scaled Cloak
- Burrow Rat Shank x2
- Tar Bead
---
Teleport back up and press the button again to reactivate the teleport and step
through. Pick up the Prison Key in front of you and then open the door with the
nearby button to find yourself back at the stairs down the Level 11. With the
Prison Key in hand it’s time to head down...

Level 11 however is very small, too small to give it its own section. To your
left in an alcove is a Scroll ‘This Level is Sealed.’ Sounds fair enough, so
there’s nothing more to do but head on down to Level 12...



Level 12: The Prison - MW11
---------------------------

Use the Prison Key up ahead to open the door. This are is quite big and has a
number of enemies in it, those being four Goromorgs and four of a new kind of
enemy, the Warden. While their basic movements and attacks resemble an Ogre,
they are far more powerful. As they’re made of metal, Lightning attack work
best, but normal attacks are ok as well. The best idea is to get them in a
similar charging pattern to the Ogre and attack them from behind. They too can
attack from the side, so watch out for that. Kill them each one by one if you
can to avoid any trouble. There’s only one item for you to pick up here a Scroll
‘The seals of the gates will burst open if the shackles of the prisoner are
broken.’ You can find it in the south-west corner of the map opposite the little
area with the three Goromorg statues in it. This place is also important to
remember for later on.
When you’ve killed everything, drop down one of the two pits that are next to
each other in the north-west corner of the large room.



Level 13: The Graveyard - MW12
------------------------------

This level is a bit free-roaming, so try not to get too lost, and there’s a
total of seven Shrakk Torr flying around, but as they move around a lot, it’s
hard to tell you exactly where they’ll be, but they shouldn’t pose a problem at
this point. Right where you drop down will be a Steel Gear, which you need to
pick up and a button on the wall to press. Go through the nearby gate and pick
up the Ore, which you need, and the Sack containing three Torches, which you
only need to take if you want them. Go out of the room another way and there’s
some Ring Gauntlets to you right. Head south and kill the Tentacles that show up
and pick up the Infuser to your left. Go east here and you’ll find a Baked
Maggot on the floor. Continue east and take the first left you can into a small
area where you’ll find the Bladed Gear. Tentacles will show up to block your
path but you can kill them easily enough.
---
Secret 70 (L13.1)
A little to the east of this is a small area pointing south. On the wall is a
button that allows you to get here. 
- Baked Maggot
- Burrow Rat Shank
- Fire Bomb x4
---
---
Secret 71 (L13.2)
North of here is a gate and to the right of that a small area with a button on
the wall. A Tentacle will block your path to the room where the final secret is.
- Empty Flask x2
- Tar Bead x4
- Slime Bell
---
Next to the door Marked ‘No Entry’, which should be open if you pushed the first
button like I told you, there will be a Tattered Cloak on the floor. Before
going down the corridor, go west and you’ll find a Boiled Crag Beetle on your
right and a button above it that lets you get to the teleport back up to Level
12. But first we want to explore that corridor.
Follow the fairly linear path down the corridor, killing the seven Giant Spiders
and two Cave Crabs that you run into. One of them will drop a Gold Key that you
can use at the end of the Corridor. There you’ll find the ‘Supplies’, which has
a Crystal of Life and another three doors for you to pick from:
East: two Lightning Bombs, two Fire Bombs and a Fire Blade
South: Plate Cuirass, Plate Boots, Plate Greaves, Plate Gauntlets, Full Helmet
West: three Torches, three Tar Beads, three Blooddrop Blossoms, four Grim Caps,
      one Healing Potion, one Energy Potion.
Pick whichever one you want.
---
Treasure #6
About halfway down the corridor, you’ll likely find a Wooden Box with two Mole
Jerky, some Pitroot Bread, an Empty Flask and two torches in it. There’s a
button on the wall. Press it and in the long dead-end to the west the wall will
open up and you can get your sixth Treasure. 
---
With all that done and your four items in hand, you’re now ready to finish the
game. However, inserting all the items into the machine on Level 12 will seal
the area off and start the endgame sequence, so be sure you’ve done everything
you can before you do. As for recommendations as to what to bring, if possible
bring everything you can, but if you are close or over your quick-speed weight
limit, it’s best to stick to things you can throw; bombs and the like,
especially lightning things, and you shouldn’t need too much food, only two
pieces each assuming you eat before starting. 



Level X: Endgame - MW13
-----------------------

With all four items inserted into the Machine, it will come to life and start
rolling around the room, trying to squash you. If it does, it’s instant death,
so watch out. Not only that, but a whole host of creatures will spawn into the
room, including Uggardians, Shrakk Torr and Ice Lizards. So, as quickly as you
can run to the south-east corner of the map, to where I told you to remember
those statues and you’ll find a teleport, which you should promptly use. 
You’re safe, for now, so head around this area and up the stairs. Here you’ll
find the ‘Tomb of the Designers’. There’s a small puzzle here which you’ll need
to be careful of. On the right as you walk in is a button on the wall, and
there’s two button on either side of you on the other side of the corridor.
When you stand on the pressure plate it will release poison clouds into the area
and you have to press the three buttons to open the doors. Be sure to press the
lone switch behind you first, otherwise you won’t be able to get out ahead. Once
out, cure anyone who’s been poisoned, and heal up. 
You can now go left or right here, so first head left and you can drop down the
hole if you’d like to, but there’s nothing down there other than a Shrakk Torr.
Your aim here is to throw a rock across the corridor to the pressure palte,
which will require timing as the teleport only vanishes for a moment. With the
first pit closed, you now need to press the button on the wall on your left-hand
side when the teleport closes. Doing so will close the second pit and allow you
to grab the first Ornate Key.
Down the right path you’ll see three pressure plates. Place a Rock on each one
in order to cross safely, as they don’t first anything the first time you step
on them, but they do on every time after that. Doing so will net you another
Ornate Key. 
---
Treasure #7
Near the three pressure plates is a symbol on the wall for you to press that
will reveal to you the final Treasure. 
---
Use the two Ornate Keys to open the door and inside kill the Uggardian. There
are two scrolls on either side of the room: ‘We are The Designers who built
this prison for a single purpose, to hold The Undying One until the gears of
time finally come to rest. Should the Undying be awakened we left behind the
only weapon capable of taming the beast.’ ‘The Weapon of Power is hidden in the
shadows of this tomb but to truly hurt the Undying, you need to take him apart,
piece by piece. When he is incomplete he can be slain.’
Seeing as we need to take care of the Undying, considering we set him free,
getting hold of the Weapon of Power would be a nice idea. To find it, there’s a
clue in the second Scroll, in that it hides in darkness. Remove the Torch from
the wall and your hands if you’re using one, or cast the Darkness Spell if
you’re using magic as a light. The Weapon of Power will appear and picking it up
will heal your characters and create a teleport behind you. When you’re ready
it’s time to face The Undying One.

You’ll be warped back to Level 12. As well as The Undying One, you’ll also have
a random host of respawning enemies to deal with, which can often trap you in a
corner if you’re not careful, allowing The Undying One to roll over and kill
you, so be careful when moving around. If you get too hurt, or get blocked, try
to drop down to Level 13, so you can rest up and then teleport back up.
Also, Scattered around the area on the floor you can find three Gold Keys, which
you can use to unlock the door to find a Lightning Staff, four Lightning Bombs,
and a Sack containing four Healing potions. 
To fight The Undying One, you need to use the Weapon of Power. Fire it at the
rolling monstrosity and it’ll shut down for about ten seconds. While it’s
stopped, run up to it and grab one of the four items that you put into it
earlier. Do this four times and you’ll finally be able to damage it. It
obviously will have high health, but lightning based damage works best. So use
The Dismantler, Lightning Bolt magic and the Weapon of Power, which won’t stop
it now, to whack it as quickly as you can and eventually you’ll finally finish
him off.

Congratulations of escaping Grimrock!



+------------------------------------------------------------------------------+
| Monsters - LG02                                                              |
+------------------------------------------------------------------------------+

Cave Crab
---------
As you might expect by the name, these very are very large crabs. You’ll see
them wandering around from Level 5 downwards. Like normal crabs, they move
sideways and attack forward, and because of their hard outer shell they can take
quite a few knocks before dying. Like with most enemies, keep out of their
attack range and wail on then while you can.

Crowern
-------
You’ll run into these flying foes on Level 3. With a forward swooping attack
that can cross sections to snag you. They can fly over pits to attack too. While
quite weak and fairly easy to kill if you can land your attacks, they can be a
nuisance if encountered in a large group. 

Giant Snail
-----------
These overgrown garden menaces are the first enemy you’ll run into in Grimrock,
and certainly the easiest. Although don’t be too overconfident when facing them
without any equipment, so be cautious. Another bonus is that they almost always
drop a Snail Slice, which is a good food resource. 

Giant Spider
------------
As the name might suggest, these are large eight-legged critters. Their quick
movement speed and quick attack make them annoying in their own right, but add
onto that the fact that they will very easily poison you, and you’ll be quite
right to get nervous when you hear their skittering feet. Best thing to do it
to take them one by one and rest while you can.

Goromorg
--------
These tough, creepy-looking creatures, which you’ll first run into around Level
10, can be deadly if you’re not careful. While at first glance they can seem
invulnerable due to their shield, this is only temporary, and can be destroyed
with several direct attacks, revealing that their physical self is actually
quite weak. However, they can cast most of your offensive spells back at you,
which can make them very tricky in large groups. 

Green Slime
-----------
Giving themselves away with their distinctive green glow (which may or may not
be radioactive), the Green Slimes can not only attack you through bars and gates
in the area, but also inflict disease on your party members. They have a good
amount of health and a medium attack speed, so be sure you don’t let your guard
down when they show up.

Herder
------
These things come in three types. The Small ones are quick on their keep and
will throw Poison Bolts at you, but they are quite weak and can be finished off
quickly. The Mediums ones are the type your encounter first, and have nothing in
the way of a special attack and are quite easy to manage if you’re careful. The
Large ones however will be slightly trickier. They can release a cloud of
poisonous gas in any of the four directions to attack you, so it’s often best to
keep your distance while you attack them. 

Ice Lizard
----------
Looking like a small dinosaur, these creatures show up in quite large numbers in
Level 9 and can catch you off guard if you’re not careful. While possessing no
special attack, they have a lot of health for you to whittle down and, as you
might imagine, as immune to ice attacks. Just be sure that they don’t blindside
you.

Ogre
----
These big guys, as you might imagine, are very tough. Not only can they attack
to their side, but they also have a charge attack that can knock all your party
members badly. The best way to deal with them is to get them into a charging
pattern, where they charge back and forth around a small section and you back
attack them before they turn around, firing off spells and throwing equipment
the rest of the time. 

Scavenger
---------
These little crawling critters can be very annoying. While they’re not very
strong or powerful, they can sometimes seem relentless due to their fast attack
speed and tendency to block you into corners to wail on you, they are certainly
one of the more annoying creatures you’ll encounter. 

Shrakk Torr
-----------
The third flying creature you’ll run into, these giant bugs have a fast attack
that can be annoying, but as they’re rather weak physically, they shouldn’t pose
you too much of a problem unless they’re in groups. They can also inflict
disease.

Skeleton Archer
---------------
Typically coming in pairs, these undead creatures will usually try to keep their
distance for you while that attack. Obviously this means getting close is useful
while they try to move around. Being undead, they’re immune to Poison attacks. 

Skeleton Warrior
----------------
Showing up around Level 2, these armoured warriors can be rather tricky to deal
with when they attack in groups, due to their rather quick attacks and medium
health. Not only that, but they will often appear in groups of four at once.
Being undead, like the Skeleton Archer, they’re immune to Poison attacks.

Tentacles
---------
Appearing from metal grates on the floor, whatever these tentacles are attached
to is unknown, but you’ll know when they show up. While they’re not extremely
dangerous, they can often inflict Paralyse on your party members, which prevents
them from attacking. 

Uggardian
---------
Being immune to fire for obvious reasons, these floating creatures can be
annoying to deal with, due to their strong range attack and high health. The
best tactic is to attack them at a distance or from the side, to give yourself
time to move away from the attack. Try to avoid long corridor unless they have
corner you can duck down.

Warden
------
Without a doubt, these are the strongest monsters you’ll face in the game. Made
of solid metal, be thankful there are only four of them. While they act like an
Ogre, in the sense that they can side attack and charge at you, they are far,
far stronger and harder to kill. As you might imagine, electric attacks work
best, and getting them in the same attack pattern as the Ogre works well. Just
take you time and be careful. 

Wyvern
------
Whilst similar to the Crowern in many respects, these creatures are tougher and
have a stronger ranged lightning attack. But you can deal with them in much the
same way, as long as you stay out of being in front of them. 



+------------------------------------------------------------------------------+
| Items                                                                        |
+------------------------------------------------------------------------------+


Weapons - IT01
--------------

Swords

Cutlass
 - Weight: 3.5 kg
 - Attack Power: 19
 - Speed: 15
 - Skill Requirement: Swords

Fire Blade
 - Weight: 4 kg
 - Attack Power: 14
 - Speed: 10
 - Skill Requirement: Swords

Longsword
 - Weight: 3.2 kg
 - Attack Power: 11
 - Speed: 15
 - Skill Requirement: Swords

Machete
 - Weight: 2.2 kg
 - Attack Power: 9
 - Speed: 15
 - Skill Requirement: Swords

Sword of Nex
 - Weight: 3.2 kg
 - Attack Power: 24
 - Speed: 13
 - Effects: Accuracy +10
 - Skill Requirement: Swords (10)

The Dismantler
 - Weight: 4.8 kg
 - Attack Power: 27
 - Speed: 12
 - Skill Requirement: Swords (15)


Maces

Cudgel
 - Weight: 3.8 kg
 - Attack Power: 12
 - Speed: 10
 - Penalty: Accuracy -5
 - Skill Requirement: Maces

Flail
 - Weight: 6.5 kg
 - Attack Power: 25
 - Speed: 10
 - Penalty: Accuracy -5

Icefall Hammer
 - Weight: 6.5 kg
 - Attack Power: 35
 - Speed: 8
 - Penalty: Accuracy -5
 - Skill Requirement: Maces (14)

Knoffer Mace
 - Weight: 5 kg
 - Attack Power: 14
 - Speed: 11
 - Skill Requirement: Maces

Ogre Hammer
 - Weight: 13 kg
 - Attack Power: 36
 - Speed: 8
 - Penalty: Accuracy -20
 - Skill Requirement: Maces (9)

Warhammer
 - Weight: 5.7 kg
 - Attack Power: 18
 - Speed: 11
 - Skill Requirement: Maces (3)


Axes

Ancient Axe
 - Weight: 7.3 kg
 - Attack Power: 36
 - Speed: 7
 - Skill Requirement: Axes (15)

Battle Axe
 - Weight: 4 kg
 - Attack Power: 20
 - Speed: 9

Hand Axe
 - Weight: 2.4 kg
 - Attack Power: 10
 - Speed: 11
 - Skill Requirement: Axes

Norja
 - Weight: 8 kg
 - Attack Power: 24
 - Speed: 8
 - Skill Requirement: Axes (10)


Daggers

Assassin's Dagger
 - Weight: 1 kg
 - Attack Power: 15
 - Speed: 17
 - Effects: Accuracy +10
            Life Leech: Successful hits drain life and heal wielder
 - Skill Requirement: Daggers (10)

Dagger
 - Weight: 0.8 kg
 - Attack Power: 7
 - Speed: 20
 - Effects: Accuracy +5
 - Skill Requirement: Daggers

Fist Dagger
 - Weight: 1.5 kg
 - Attack Power: 12
 - Speed: 20
 - Skill Requirement: Daggers

Knife
 - Weight: 0.8 kg
 - Attack Power: 5
 - Speed: 16
 - Skill Requirement: Daggers

Venom Edge
 - Weight: 0.8 kg
 - Attack Power: 7
 - Speed: 10
 - Skill Requirement: Daggers


Missile Weapons

Crookhorn Longbow
 - Weight: 1 kg
 - Attack Power: 19
 - Speed: 11
 - Skill Requirement: Missile Weapons (17)

Crossbow
 - Weight: 1.5 kg
 - Attack Power: 20
 - Speed: 9
 - Skill Requirement: Missile Weapons

Short Bow
 - Weight: 1 kg
 - Attack Power: 12
 - Speed: 12
 - Skill Requirement: Missile Weapons

Sling
 - Weight: 0.5 kg
 - Attack Power: 5
 - Speed: 8
 - Skill Requirement: Missile Weapons


Missile Weapon Ammo

Broadhead Arrow
 - Weight: 0.1 kg
 - Attack Power: 1

Crossbow Quarrel
 - Weight: 0.2 kg
 - Attack Power: 2

Fire Arrow
 - Weight: 0.1 kg
 - Attack Power: 1 (+5 Fire)

Fire Quarrel
 - Weight: 0.2 kg
 - Attack Power: 2 (+5 Fire)

Frost Arrow
 - Weight: 0.1 kg
 - Attack Power: 1 (+5 Cold)

Frost Quarrel
 - Weight: 0.2 kg
 - Attack Power: 2 (+5 Cold)

Lightning Arrow
 - Weight: 0.1 kg
 - Attack Power: 1 (+5 Shock)

Lightning Quarrel
 - Weight: 0.2 kg
 - Attack Power: 2 (+5 Shock)

Poison Arrow
 - Weight: 0.1 kg
 - Attack Power: 1 (+5 Poison)

Poison Quarrel
 - Weight: 0.2 kg
 - Attack Power: 2 (+5 Poison)


Magic Weapons

Fire Bomb
 - Weight: 0.8 kg

Frost Bomb
 - Weight: 0.8 kg

Lightning Bomb
 - Weight: 0.8 kg

Lightning Rod
 - Weight: 1.7 kg
 - Attack Power: 14
 - Speed: 10

Orb of Radiance
 - Weight: 2 kg
 - Effects: Energy +15
            Willpower +2
            Increases casting speed
            Light source
 - Skill Requirement: Spellcraft (5)

Poison Bomb
 - Weight: 0.8 kg

Shaman Staff
 - Weight: 4.3 kg
 - Effects: Energy +20
            Willpower +2
            Earthbound (Poison Bolt and Poison Cloud spells deal more damage)

Weapon of Power
 - Weight: 4 kg

Whitewood Wand
 - Weight: 3.5 kg
 - Effects: Energy +5
 - Skill Requirement: Spellcraft (1)

Zhandul's Orb
 - Weight: 2.5 kg
 - Effects: Energy +35
            Willpower +5
            Intense Fire (Fireball and Fireburst spells deal more damage)
 - Skill Requirement: Spellcraft (10)


Throwing Weapons

Rock
 - Weight: 1 kg
 - Attack Power: 5
 - Speed: 12
 - Skill Requirement: Throwing Weapons

Shuriken
 - Weight: 0.1 kg
 - Attack Power: 11
 - Speed: 14
 - Skill Requirement: Throwing Weapons

Throwing Axe
 - Weight: 0.5 kg
 - Attack Power: 15
 - Speed: 9
 - Skill Requirement: Throwing Weapons

Throwing Knife
 - Weight: 0.2 kg
 - Attack Power: 8
 - Speed: 12
 - Skill Requirement: Throwing Weapons


Other Weapons

Torch
 - Weight: 1.2 kg
 - Attack Power: 4
 - Speed: 16

Legionary Spear
 - Weight: 3 kg
 - Attack Power: 10
 - Speed: 10



Armours - IT02
--------------

Helmets

Chitin Mask (Light Armor)
 - Weight: 2 kg
 - Effects: Protection +9
 - Penalty: Evasion -5 without Light Armor Proficiency

Circlet of War
 - Weight: 1.5 kg
 - Effects: Protection +1
            Strength +3

Conjurer's Hat
 - Weight: 0.5 kg
 - Effects: Protection +1
            Willpower +2

Flarefeather Cap
 - Weight: 0.3 kg
 - Effects: Protection +1
            Dexterity +2

Full Helmet (Heavy Armor)
 - Weight: 4 kg
 - Effects: Protection +12
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Helmet of Valor (Heavy Armor)
 - Weight: 3.5 kg
 - Effects: Protection +15
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Iron Basinet (Heavy Armor)
 - Weight: 2.1 kg
 - Effects: Protection +8
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Leather Cap (Light Armor)
 - Weight: 0.8 kg
 - Effects: Protection +4
 - Penalty: Evasion -5 without Light Armor Proficiency

Lurker Hood
 - Weight: 0.3 kg
 - Effects: Evasion +5

Peasant's Cap
 - Weight: 0.2 kg
 - Effects: Protection +1

Phalanx Helmet (Heavy Armor)
 - Weight: 2.4 kg
 - Effects: Protection +6
 - Penalty: Evasion -10 without Heavy Armor Proficiency


Necklaces

Bone Amulet
 - Weight: 0.2 kg

Fire Torc
 - Weight: 0.2 kg
 - Effects: Resist Fire +50

Frostbite Necklace
 - Weight: 0.2 kg
 - Effects: Resist Cold +50

Spirit Mirror Pendant
 - Weight: 0.2 kg
 - Effects: Wearer gains experience points 25% faster


Chest

Chitin Mail (Light Armor)
 - Weight: 7 kg
 - Effects: Protection +9
 - Penalty: Evasion -5 without Light Armor Proficiency

Cuirass of Valor (Heavy Armor)
 - Weight: 12 kg
 - Effects: Protection +15
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Doublet
 - Weight: 1 kg
 - Effects: Protection +2

Leather Brigandine (Light Armor)
 - Weight: 8 kg
 - Effects: Protection +4
 - Penalty: Evasion -5 without Light Armor Proficiency

Lurker Vest
 - Weight: 0.8 kg
 - Effects: Evasion +5

Peasant's Tunic
 - Weight: 0.5 kg
 - Effects: Protection +2

Plate Cuirass (Heavy Armor)
 - Weight: 16 kg
 - Effects: Protection +12
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Ring Mail (Heavy Armor)
 - Weight: 10 kg
 - Effects: Protection +6
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Sandmole Hide Vest (Light Armor)
 - Weight: 3 kg
 - Effects: Protection +3
 - Penalty: Evasion -5 without Light Armor Proficiency


Cloaks

Diviner's Cloak
 - Weight: 0.6 kg
 - Effects: Evasion +5
            Energy Regeneration Rate +20%
            Food Consumption Rate -10%

Huntsman Cloak
 - Weight: 0.8 kg
 - Effects: Evasion +1
            Dexterity +1
            Vitality +1

Scaled Cloak
 - Weight: 1.5 kg
 - Effects: Evasion +8

Tattered Cloak
 - Weight: 0.1 kg
 - Effects: Evasion +2


Shields

Heavy Shield
 - Weight: 6 kg
 - Effects: Evasion +10

Legionary Shield
 - Weight: 6.5 kg
 - Effects: Evasion +5

Round Shield
 - Weight: 3.5 kg
 - Effects: Evasion +7

Shield of the Elements
 - Weight: 7.5 kg
 - Effects: Evasion +10
            Resist Fire +15
            Resist Cold +15
            Resist Poison +15
            Resist Shock +15

Shield of Valor
 - Weight: 6.5 kg
 - Effects: Evasion +10
            Strength +2
            Resist Fire +20


Gloves

Gauntlets of Valor (Heavy Armor)
 - Weight: 2.5 kg
 - Effects: Protection +15
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Leather Gloves
 - Weight: 0.5 kg
 - Effects: Protection +2

Nomad Mittens
 - Weight: 0.4 kg
 - Effects: Protection +1
            Resist Cold +5

Pit Fighter Gauntlets
 - Weight: 0.9 kg
 - Effects: Protection +3
            Strength +2
            Attack Power +6 when unarmed

Plate Gauntlets (Heavy Armor)
 - Weight: 3 kg
 - Effects: Protection +12
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Ring Gauntlets (Heavy Armor)
 - Weight: 2.5 kg
 - Effects: Protection +6
 - Penalty: Evasion -10 without Heavy Armor Proficiency


Trousers

Chitin Greaves (Light Armor)
 - Weight: 4 kg
 - Effects: Protection +9
 - Penalty: Evasion -5 without Light Armor Proficiency

Greaves of Valor (Heavy Armor)
 - Weight: 8.5 kg
 - Effects: Protection +15
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Leather Greaves (Light Armor)
 - Weight: 5 kg
 - Effects: Protection +4
 - Penalty: Evasion -5 without Light Armor Proficiency

Leather Pants
 - Weight: 2 kg
 - Effects: Protection +3

Loincloth
 - Weight: 0.4 kg
 - Effects: Willpower -1
            Attack Power +1

Lurker Pants
 - Weight: 0.5 kg
 - Effects: Evasion +5

Peasant's Breeches
 - Weight: 0.5 kg
 - Effects: Protection +2

Plate Greaves (Heavy Armor)
 - Weight: 10 kg
 - Effects: Protection +12
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Ring Greaves (Heavy Armor)
 - Weight: 7 kg
 - Effects: Protection +6
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Silk Hose
 - Weight: 0.2 kg
 - Effects: Protection +2


Boots

Boots of Valor (Heavy Armor)
 - Weight: 4.5 kg
 - Effects: Protection +15
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Chitin Boots (Light Armor)
 - Weight: 3 kg
 - Effects: Protection +9
 - Penalty: Evasion -5 without Light Armor Proficiency

Leather Boots
 - Weight: 2.6 kg
 - Effects: Protection +4

Lurker Boots

 - Weight: 0.3 kg
 - Effects: Evasion +5

Nomad Boots
 - Weight: 3.5 kg
 - Effects: Protection +2
            Resist Cold +5

Plate Boots (Heavy Armor)
 - Weight: 5 kg
 - Effects: Protection +12
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Pointy Shoes
 - Weight: 1 kg
 - Effects: Protection +1
            Dexterity +1

Ring Boots (Heavy Armor)
 - Weight: 3.8 kg
 - Effects: Protection +6
 - Penalty: Evasion -10 without Heavy Armor Proficiency

Sandals
 - Weight: 1 kg
 - Effects: Protection +1


Bracelts

Brace of Fortitude
 - Weight: 0.1 kg
 - Effects: Strength +1
            Health Regeneration Rate +20%
            Food Consumption Rate +20%

Bracelet of Tirin
 - Weight: 0.5 kg
 - Effects: Protection +1
            15% faster cooldown for all actions

Hardstone Bracelet
 - Weight: 0.3 kg
 - Effects: Protection +1
            20% higher Attack Power
            20% slower cooldowns

Serpent Bracer
 - Weight: 0.5 kg
 - Effects: Protection +2
            Resist Poison +50



Miscellaneous - IT03
--------------------

Food

Baked Maggot
 - Weight: 1.1 kg

Blueberry Pie
 - Weight: 1 kg

Boiled Crag Beetle
 - Weight: 0.5 kg

Burrow Rat Shank
 - Weight: 3 kg

Grim Cap
 - Weight: 0.3 kg

Herder Cap
 - Weight: 1.8 kg

Ice Lizard Steak
 - Weight: 2.2 kg

Mole Jerky
 - Weight: 1.4 kg

Pitroot Bread
 - Weight: 1 kg

Snail Slice
 - Weight: 2.4 kg


Potion Ingrediants

Blooddrop Blossom
 - Weight: 0.1 kg

Cave Nettle
 - Weight: 0.2 kg

Grim Cap
 - Weight: 0.3 kg

Milkreed
 - Weight: 0.1 kg

Slime Bell
 - Weight: 0.3 kg

Tar Bead
 - Weight: 0.1 kg


Other Items

Bladed Gear
 - Weight: 2 kg

Blue Gem
 - Weight: 0.2 kg

Compass
 - Weight: 0.2 kg

Fume Nozzle
 - Weight: 15 kg

Green Gem
 - Weight: 0.2 kg

Infusor
 - Weight: 1 kg

Large Gear
 - Weight: 21 kg

Metal Frame
 - Weight: 2 kg

Mortar and Pestle
 - Weight: 1 kg

Ore
 - Weight: 10 kg

Pipe
 - Weight: 4 kg

Red Gem
 - Weight: 0.2 kg

Remains of Toorum
 - Weight: 5 kg

Sack
 - Weight: 0.4 kg

Shaft
 - Weight: 15 kg

Skull
 - Weight: 1 kg

Steam Canister
 - Weight: 7.5 kg

Steel Gear
 - Weight: 5 kg

Wooden Box
 - Weight: 3 kg



+------------------------------------------------------------------------------+
| Spells  - LG04                                                               |
+------------------------------------------------------------------------------+

Fire Spells
-----------

Fireburst

+-+-+-+
|X| | |
+-+-+-+
| | | |
+-+-+-+
| | | |
+-+-+-+

Required Level: Fire Magic 2


Enchant Fire Arrow

+-+-+-+
|X|X| |
+-+-+-+
| | |X|
+-+-+-+
| |X| |
+-+-+-+

Required Level: Fire Magic 7


Fireball

+-+-+-+
|X| |X|
+-+-+-+
| | |X|
+-+-+-+
| | | |
+-+-+-+

Required Level: Fire Magic 13


Fire Shield

+-+-+-+
|X| | |
+-+-+-+
| |X| |
+-+-+-+
| | | |
+-+-+-+

Required Level: Fire Magic 16



Air Spells
----------

Shock

+-+-+-+
| | |X|
+-+-+-+
| | | |
+-+-+-+
| | | |
+-+-+-+

Required Level: Air Magic 4


Enchant Shock Arrow

+-+-+-+
| |X|X|
+-+-+-+
| | |X|
+-+-+-+
| |X| |
+-+-+-+

Required Level: Air Magic 9


Lightning Bolt

+-+-+-+
| | |X|
+-+-+-+
|X| | |
+-+-+-+
| | | |
+-+-+-+

Required Level: Air Magic 14


Invisibility

+-+-+-+
| | |X|
+-+-+-+
| |X| |
+-+-+-+
| |X| |
+-+-+-+

Required Level: Air Magic 19


Shock Shield

+-+-+-+
| | |X|
+-+-+-+
| |X| |
+-+-+-+
| | | |
+-+-+-+

Required Level: Air Magic 22



Earth Spells
------------

Poison Cloud

+-+-+-+
| | | |
+-+-+-+
| | | |
+-+-+-+
|X| | |
+-+-+-+

Required Level: Earth Magic 3


Poison Bolt

+-+-+-+
| | |X|
+-+-+-+
| | | |
+-+-+-+
|X| | |
+-+-+-+

Required Level: Earth Magic 7


Enchant Poison Arrow

+-+-+-+
| |X| |
+-+-+-+
| | |X|
+-+-+-+
|X|X| |
+-+-+-+

Required Level: Earth Magic 11


Poison Shield

+-+-+-+
| | | |
+-+-+-+
| |X| |
+-+-+-+
|X| | |
+-+-+-+

Required Level: Earth Magic 13



Ice Spells
----------

Ice Shards

+-+-+-+
| | | |
+-+-+-+
| | | |
+-+-+-+
|X| |X|
+-+-+-+

Required Level: Ice Magic 3


Enchant Frost Arrow

+-+-+-+
| |X| |
+-+-+-+
| | |X|
+-+-+-+
| |X|X|
+-+-+-+

Required Level: Ice Magic 7


Frostbolt

+-+-+-+
| | |X|
+-+-+-+
| | | |
+-+-+-+
| | |X|
+-+-+-+

Required Level: Ice Magic 13


Frost Shield

+-+-+-+
| | ||
+-+-+-+
| |X| |
+-+-+-+
| | |X|
+-+-+-+

Required Level: Ice Magic 19



Spellcraft Spells
-----------------

Light

+-+-+-+
| |X| |
+-+-+-+
| |X| |
+-+-+-+
| | | |
+-+-+-+

Required Level: Spellcraft 5


Darkness

+-+-+-+
| | | |
+-+-+-+
| |X| |
+-+-+-+
| |X| |
+-+-+-+

Required Level: Spellcraft 5



+------------------------------------------------------------------------------+
| Potions  - LG05                                                              |
+------------------------------------------------------------------------------+

Healing Potion
 - 1 Flask
 - 1 Tar Bead
Effect: Restores 50 Health


Energy Potion
 - 1 Flask
 - 1 Blooddrop Blossom
Effect: Restores 75 Energy

Antivenom
 - 1 Flask
 - 1 Cave Nettle
Effect: Cures Poison

Antidote
 - 1 Flask
 - 1 Slime Bell
 - 1 Tar Bead
Effect: Cures Disease

Sulphurous Potion
 - 1 Flask
 - 1 Grim Cap
 - 1 Blooddrop Blossom
 - 1 Cave Nettle
Effect: Rage (Attack Power +10, Evasion -10)

Speed Potion
 - 1 Flask
 - 1 Milkreed
 - 1 Blooddrop Blossom
Effect: Cooldown times halved

Poignant Potion
 - 1 Flask
 - 2 Cave Nettle
Effect: Inflicts Poison status 



+------------------------------------------------------------------------------+
| Achivements  - LG06                                                          |
+------------------------------------------------------------------------------+

Apprentice Alchemist
 - Mix 10 potions

Apprentice Wizard
 - Cast 25 spells

Archmage
 - Cast 500 spells 

Backstabber
 - Backstab a monster 

Buddies With Toorum
 - Give Toorum a hand

Checkered Room
 - Solve the Checkered room puzzle 

Dismantler
 - Find Dismantler

Doin' It Old School
 - Complete the game with old school mode 

Dungeon Hero
 - Survive the invasion of white blobs 

Dungeon Runner
 - Finish first level in under 4 minutes 

Enter The Prison
 - Get into the Prison 

Enter The Vault
 - Find entrance to the Vault of Dismantler 

Go the Extra Mile
 - Travel 10000 tiles 

Hard Boiled
 - Complete the game with hard difficulty setting 

Here's Johnny
 - Open all iron doors 

I Use Gravity As a Weapon
 - Kill a monster by dropping or teleporting on it 

I'm the Bugman!
 - Collect and wear full set of chitin armor (4 pieces) 

Knight in a Shining Armor
 - Collect and wear full set of Valor armor (6 pieces) 

Like a Sardine In a Can
 - Collect and wear full set of plate mail (5 pieces) 

Marksman
 - Perform 500 ranged weapon attacks 

Master Alchemist
 - Mix 50 potions 

Master of the Dungeon
 - Complete the game 

Master Wizard
 - Cast 250 Spells 

Monster Killer
 - Kill 250 monsters 

Ninja Style
 - Collect and wear lurker's wardrobe (4 pieces) 

Ogre Slayer
 - Kill your first ogre 

Piece of the Pie
 - Find the pie 

Pitfall
 - Jump 25 times into a pit 

Secret Searcher
 - Find 50 secrets 

Secret Sniffer
 - Find 25 secrets 

Secret Spotter
 - Find 10 secrets 

Seeker of Secrets
 - Find all secrets 

Skill Mastery
 - Obtain level 50 in any skill 

Skull Snatcher
 - Find 5 skulls 

Slimed
 - Survive the slimes 

Stoner
 - Throw a rock 100 times 

Swordsman
 - Perform 500 melee weapon attacks 

Tavern Brawler
 - Perform 250 unarmed attacks 

Treasure Hunter
 - Find all treasures 

Zhandul's Orb
 - Find Zhandul's Orb. 



+------------------------------------------------------------------------------+
| Bonus! - LG07                                                                |
+------------------------------------------------------------------------------+

There’s a rather neat little challenge available to you after getting the
'Buddies With Toorum' Achievement. Start a new game and select the option to
create your own characters. With only a single character created, enter the name
‘Toorum’ and then press Enter. If you did it correctly, you’ll hear a chime and
the intro will start as normal, but you’ll find yourself paying a Toorum by
himself!


Toorum has an interesting selection of Skills and a trait that only he can
possess that allows him to move at twice the speed. Will this be enough to let
you play through to the end? With all the items, and enemies, as they are in
normal mode, it’s up to you to see if you can get Toorum out alive...


+------------------------------------------------------------------------------+
| End - LG08                                                                   |
+------------------------------------------------------------------------------+

Copyright
---------

This Guide and all it's content are copyrighted by me.
If you want to use it on your site somewhere ask me first.
Don't steal what isn't yours!



Contact
-------

--Reasons for Contacting Me--

-The Guide-

If you want to use my guide on your site, just E-mail me and ask for my 
permission. It shouldn't be a problem as long as I know about it.

-You need more information-

If you're stuck on a major part, E-mail me and ask for help. Just make sure that
the information you need isn't already in the guide...if you do that I'll
probably ignore you. 

-You want to add something-

If you have some information, say a speed tip or an easier way to defeat a boss,
and you feel it should be in my guide, just E-mail me and I'll put it in. You 
will get the credit for it.

-You want to comment on my guide-

I don't write guides that often, and I'm always curious about what 
other people think of my work. 
Is it's style ok? what about the information? Stuff like that.
Don't send anything rude, but some general information, good or bad, would be
appreciated. 


--E-mail--

If you want to get in contact with me, just E-mail me at:

oy1919 (AT) gmail (DOT) com

I'll try to answer any questions/comments you have.

Also, so I can filter out your E-mails from the SPAM I'm likely to receive, it 
would help me a great deal if you could put 'Grimrock' or something similar
as the title for your E-mail.
Although I will try and answer your E-mail regardless of whether you do or not,
it is FAR more likely that I will answer you if you use the recommended title.

Thanks.


--Allowed Sites--

These are the Sites that have been given permission to post this guide:

 - Game FAQ - http://www.gamefaqs.com/



The End of The End
------------------

And with that, this guide comes to an end.

GOODBYE!