CADAVER Sorry, So far there's no solution for level two, but all the rest are here! LEVEL 1 The caves lie beneath the castle and contain many distinct areas; the mines, the mortuary, the gaol, the crypts, the chapel and the king's tomb. A secret opening onto the marsh has allowed Karadoc to gain access unobserved. Karadoc starts in the old mine workings and is seeking the route up to the next level of the castle. In the first room, collect the pickaxe, coin and diary, then go north.Pull the lever (this unlocks the north door) and leave through the north door. Collect the sack of stones that is on the floor (weapon) and go west. Kill the spiny creature and then collect the charm; head south. Collect the runic stone that is on the ground, kill the spider that drops from the ceiling and exit north twice. There are several sacks in this room, and if you move them you will discover a gem;collect the gem, kill the worm and exit south. Go east twice and then south to get to the main chamber, and once there collect the rope on top of the barrel (the barrel is filled with stamina restoring potion) and head east twice. Collect the key in this room and then make your way back to the room you started from. Head east from here this time into the next room and pull the lever that is there. Make your way back to the main chamber and go through the now unlocked southern door. The passage you are now in is blocked by a large wall, but don't worry, just simply keep on throwing the pickaxe at the wall until it is completely destroyed, and then exit by the south door. Search the skeleton in the corridor, and take the clue book that appears. Go east; you are now at map point A. This corridor has four buttons on the northern wall. These unlock the door to the dragon room if pressed in the right order (1432, the left button equals one),although you won't be going there right away. Once you1've pressed the buttons go north, and then west to where the well is, take the key that is hidden under the bones, and leave again. Go west into the stores, open the chest and take all the contents (coin, chicken and bread). Go east, and then north into the gaol. Collect the coin on the table, use the key on the keyhole in the west wall and go north into cell one. Exit south straightaway and kill the monster that has appeared, then go into the next cell. There is a man present in this cell and giving him food will provide you with some handy clues; exit south afterwards. Go east into cell three and exit west. Head east into cell four, collect the key, exit west. Now return to map point A, and head east from there. Collect the green gem and hit the button on the wall to lift the cover in the Cadaver store. Read the book to find out what you're meant to do with the gems and the pit, then go north into the Cadaver store. Drop the rope down the hole in the centre of the room and then fall down the pit. Walk over to the rat and open it to reveal a key for the east door, collect the other key that is on the floor, open the chest and collect the urn that was inside. Go east twice into a small room. Collect all the gems (you should now have six) and go back to the main pit room that you entered through the hole. Throw each of the six gems into the water and you should be teleported to map point B (this is a bit confusing as when you leave via door E you will be moved to map point F). From here go east into the embalming room. Search the skeleton to find a hidden key (touching the other corpse will disturb a monster). After getting the key go north into the balm store. There are several potions in this room on a ledge; cure poison (unknown), shot shield, stamina (red cross), poison (acrid). Drink or collect the ones you want. The key on the floor is for the keyhole in the west wall which reveals three spiders and is not necessary. Go back into the embalming room and then head east into the purifactory. Take the learn potion spell and the giant jump potion (frogskin),then go west and south to the offal store, although this contains nothing of value. Return to the corridor with the row of buttons (w,w,w,w); from here exit south, but be ready with the bag of stones so that you can kill the hopping brain. Insert the key (skeleton) into the keyhole and continue south. Go west twice to the mourning room and kill the hopping brain that is on the table (not too hard considering it's asleep), then take both the holy water flasks and the charm before going south. There is another brain to kill in this room, however, this one is awake, but if you're quick enough you should be OK. Collect the key that is left after you've destroyed the brain, then go west and north to the Royal Armoury. Pick up the bronze armour, the sword, the red striped shield and the bronze helmet. Now exit south and west into the ante room. Press the button on the wall (without the armour that you collected this will not work) and you will be transported to the king's secret treasury. Take the crown, the coins and the charm and then pull the lever to go back to the ante room. Head south and open the chest with the key you got from the brain and take the contents (meat and coin). Return to the mourning room and exit east into the passage, then east again and south. You should now be in the first room of the chapel. Two bugs are wandering around, but they can be easily avoided. Put out the flames in the bowls by jumping on them (this unlocks the east door), then go east three times to the common crypt. Collect the key on the alter (revealed when the urn smashes), push the four stones off the other alter to reveal a dispel trap spell and a canister of experience (open the canister,and take the spell). Exit east into the shrine. Collect the money and the bag of stones then return to the common crypt. Go south into the glutton's shrine and throw the joint of meat onto the shrine to be rewarded with a super fast potion. Take it and go back to the common crypt and head through the west door then north into the lesser crypt. Under the pile of stones there is a runic stone (spell); take this then south and north to the priest's crypt. While standing on the alter search the large urn to reveal a charm and a worm. Take the charm and and go south twice to the warrior's crypt. Drop the gold funerary coin onto the tomb of Kazah, and then collect the potion (fire shield;save this for the dragon). Go north again (you will have seen these two rooms when you were teleported from the pit), and cast a dispel trap on the chest. Open the chest and collect the charm and urn. Return to the first room of the chapel and go south. Avoid the bug and drop the urn of Lord Carolus onto the alter of Lord Carolus and collect the spell that appears (massacre:unknown and unusable till known. Save this for the dragon). Exit south to the inner sanctum, and west into the crematorium. Place the urn of Ragnar the chief alchemist onto the appropriate slab, collect the flask of blood and return to the inner sanctum. Drop the blood on the high alter, collect the key and the spell (read magic), use the key in the keyhole in the west wall, then go west. Cast dispel trap on the chest, then open it and take the runic stone (read language). Head north into the library, collect the spell (map) and return to the inner sanctum. Drop the unknown spell that you found earlier and cast read magic upon it; this will allow you to use it to kill the dragon. Now go south and west into the purifactory. Drop a flask of holy water into the bowl and then drink it; this will teleport you into a hidden treasure chamber. Pull the lever and collect the reward, pull the lever again to be teleported back to the room adjacent to the purifactory. Repeat this as many times as you have flasks of holy water. Having got the massacre spell, the fire protection and the king's crown you are now fully equipped to face the dragon. Go back to the passage with the four buttons and go west into the dragon room. Drink the fire shield potion to protect you from the fireballs, hold the massacre potion and press fire to cast it ridding you of the troublesome monster. Press the button on the wall, exit north, pull the lever, and thats level one completed! LEVEL THREE MAIN PASSAGE: You need the Boar key to go W - much later. SIDE CHAMBER: Either jump at the lever or throw stones at it, depending on which way you want to go, then nip through the bars before they close again. GAOLER'S STAIR: Stone Bag under stairs. VISITOR'S GAOL: Shuriken, key for South Door in Court Hall; lever opens bars. COURT HALL: You need to pull a lever in the Guard's area to go W - much later. Key for South door is in Visitor's Gaol. HIGH COURT: Lever ==> pit ==> down to Royal Gaol; Dispel Trap Spell, Stamina Potion. ROYAL COURT: Candle, ** K1 **. Touch Wulf and you will receive a quest. When you fulfil each quest return here and you will get a new key and a new quest. QUEST 1: CROWN - Give Crown to Wulf ==> Serpent Key. QUEST 2: HERBS - Drop Herbs in Font ==> Boar Key. QUEST 3: NODOS - Drop Nodos in Font ==> Royal Seal Key. QUEST 4: POWDER - Drop Powder in Font ==> Peace Key. QUEST 5: SPELL - Cast Enchant Liquid on Font ==> guard's Key. QUEST 6: CHALICE - Drop Chalice in Font; give Chalice to Wulf ==> Spider Key. Use the Spider Key to go W from the Spider's Lair and up the Secret Stair to LEVEL FOUR! QUEST 1: CROWN GAOL: Use K1 to unlock this side of the door; go back to High Court and drop down pit into Royal Gaol. ROYAL GAOL: Crown, Confusion Spell; use K1 to leave provided you have already unlocked the other side with the same key. QUEST 2: HERBS: GUEST'S HALL: Walk down middle; Serpent Key ==> E. ROYAL MAZE: E from Ante Room; E; dodge balls; E; W(S); get Handle; E; N; Stamina Potion; W; N; W; S(E); lever ==> gold (if you pull this lever at a different times you will suffer a Shuriken Attack which I am told can be turned off with a button somewhere) + locks and unlocks a couple of doors; E; W(S); open chest; get ** K2 **; S; E; E; insert K2; N; W; W(N); N; pull western lever TWICE (first unlocks this door (S(W)), second activates floor pad in next room); S(W); step on large floor slab to raise block; drink alcohol to get ** K3 ** (don't worry it wears off); get Candle; N; open Chest (use K3) ==> 2 Candles; S(E); E; put four Candles in four red circles (3 from Royal Maze, 1 from Royal Court); W(N); N; insert Handle in lever slot; pull lever to unlock door to E; E; E; walk onto red circles ==> Teleport to candles but now there is a Chest in the room; cast Dispel Trap; open Chest ==> gold + Ring; W(N); N; E; W(S); press Right Button; S; E; press Button ==> GEM (as long as you only pressed the Right Button in the previous room); Casket will open if you have Ring ==> ** K4 **; N; S; HERBS; use K4 to go S; N; W; W(N); N; S(W); S; W. QUEST 3: NODOS: MAIN PASSAGE: Boar Key ==> W. ROYAL HALL (E): Get all the coins ==> 2 GEMS; keep standing on central tile to pump wall meter back up and prevent damage. ROYAL HALL (W): Stand at the right hand end and throw large objects (e.g. GEMS) onto the ramp - you will suffer some damage as the ball bumps the button each time; two or three objects is enough to make the ball fall down the hole ==> spikes disappear; level ==> W. (Retrieve the GEMS!) GREAT KITCHEN: Eat Round Loaf for gold. MEAT STORE: Rock (Cannonball), Boar's Head, Raw Meat; cook the Raw Meat in the Great Kitchen before eating it or you will lose 100 stamina; eat Meat ==> ** K5 **; push barrels together by bars and climb on one; drop some kindling; jump to top of bars; drop down to kill spider; get ** K6 **; eat Boar's Head and wait ==> Teleport to Royal Hall (E). ROYAL CELLAR: Use K5 to open chest ==> Vine Leaf Token, Massacre Spell, Stamina Potion; stand on chest to insert Rock in hole; position barrel; pull lever to smash barrel with rock; repeat with all barrels ==> gold + ** K7 **. K6 unlocks door S - don't go there yet. WOOD STORE: K7 in keyhole ==> hole; put Rock in hole; move barrels to find lever (Rock is now in Potion Store); get ** K8 ** from under bowl. POTION STORE: Use K8 to open chest ==> SuperSpeed (1x60), Poison (3x30). Unknown (1x35); Stamina Potions; Pretty Bottle (ignore this - it is poison); use Vine Leaf Token in slot to unlock door; drag strongbox to S wall, second tile from right; stand on strongbox; throw 2 pieces of Kindling on to high shelf in quick succession ==> Rock rolls down side and knocks barrels off ==> NODOS. QUEST 4: POWDER: SQUARE CHAMBER: Use Royal Seal Key to enter Treasury. GOLDEN HALL: Drop something and jump onto it to enable you to jump over spikes easily. You need the Exit Key to get out E - much later. WARD ROOM: When the meter hits the bottom an indestructible sphere will appear which drains your stamina; move quickly; walk on second tile from right by South wall to unlock W; first go N; on return from there go W. GUARD'S ROOM: Step on large tile then dodge back to avoid rocks; Strength Potion; Dispel Trap Spell; Stone Bag. TREASURE HALL: Push strongbox to ground ==> Shuriken, GEM; put GEM in holes (2 from Royal Hall (E), 1 from Royal Maze (by pressing buttons)) ==> E(N). WARNING: STAY ON HIGH PATHS UNTIL YOU REACH THE GREAT TREASURY. GOLDEN HALL: Wait and get the Stones. CRUSHER: Throw Stone at lever ==> S. FLAILER: Do NOT use lever - it blocks your way later; duck and dodge. RIDER: Upper level ==> S. LAST CHAMBER: Drop something and jump onto it to jump over safely (or just take a little damage). GREAT TREASURY: Drop from Upper Treasury to get ** K9 ** and pull lever which opens lower W door. UPPER TREASURY: Build piles of items in front of each Shuriken hole starting from the right - then you can get everything at your leisure. (Shot Shield and Speed can help, you just take a little damage.) All the keys you need are in the chests/strongboxes/caskets in this room - move them to a safe area before opening so that the items don't fall onto the spikes in the room below; drop down the SW hole to reach platform in Great Treasury; Unknown Potion (2x50), SuperSpeed Potion (1x100), Shot Shield Potion, Sack of WHITE POWDER, Stamina Potion, ** K10 **, Token from Treasurer. HELM'S TREASURY: Drop 5 items down hole (e.g. Stones, Kindling) ==>pit closes; use chest to reach keyhole, use K10 ==> N. LORD'S TREASURY: Just run through; if you want some gold then use a SuperSpeed potion to give you time to get the key and open the chest; the chest contains about 1300 gold, the other sacks are worth about 180 gold each and the coins are about 30 gold each (actually if you come back here later via the Flailer, the bars move out of the way and you can get the gold anyway!). AXEL'S TREASURY: Use the floor lever 3 times to move the bars away from the wall; pull both wall levers to unblock N (helps if you have SuperSpeed and back off quickly to avoid falling rocks); Strength Potion; SuperSpeed; gold. SLICER: Use Shot Shield Potion; pull all levers, starting at right ==> W. RIDER: Lower level ==> E. SMALL ROOM: Lever ==> keyhole; use K9 ==> N. CANNON ROOM: Watch the Flailer cycle ride across the room when the Flailers are pausing, edge down the far side to the door (or cheat and walk past the cannonball holes, pausing in front of each one as it fires - if you are in the way there is no cannonball!) FLAILER: Pull lever; jump on lift; stand on edge (if you pulled the upper lever so that the board is in the way either climb over it - apparently you can jump on the metal bands - or restart). UNNAMED ROOM: consider this part of the next room; number the levers L1 and L2 (needs a Handle); the chest needs K11. Great Chamber: DON'T use the floor lever! Use SuperSpeed to jump over pit; use Shot Shield to survive cannonballs. 1) get ** K11 ** 2) use K11 to open chest ==> ** K12 ** 3) pull L1 4) use K12 on North Wall ==> Handle 5) pull L2 6) pull new lever 7) N LESSER TREASURY: There is plenty of time to do everything if you are careful; pull lever to open door; use the key on the floor to open the chest; get ** K13 **, two caskets. the fish on the casket is actually a herring, this is a RED HERRING, don't waste any spells on it! The other casket is important - note the name on it and take it with you. CRUSHER: Token from Treasurer in slot ==> W (or jump up and go N, W). Golden Hall: K13 ==> E. QUEST 5: ENCHANT LIQUID SPELL: DIPLOMAT'S LOBBY: Peace Key ==> E; you need Unlock Door Spell to leave. DIPLOMAT'S HALL: STV Key opens the casket from the Lesser Treasury ==> Read Magic Spell. NATION'S HALL (N): You need K15 in the W keyhole to open the E door. NATION'S HALL (S): You need K16 to open S door; you need a handle in Right Hand Lever to open E door; Massacre the Goblin to get Goblin's Key. VANLAND'S HALL: Jump on barrel, search shield ==> ** K14 **; wait ==> Ram's Skull; use barrel to jump onto stairs to avoid cannonballs. UPPER CHAMBER (above Vanlands): Unknown Scroll is Unlock Chest (use Read Magic on it); Wine; use K14 to open casket ==> ** K15 **; Darrigan's Wand. SOUTHERN HALL: Push chest onto lift; pull lever; pull lever again and jump onto lift to reach room above. MATIL'S CHAMBER: Laguna's Wand (under armour); Cast Unlock Chest on chest==> Holy Sign, Brass Key; search pillow ==> casket; insert Brass Key in casket ==> ** K16 **. Halusas Hall: Use Goblin's Key to open chest ==> Giant Jump Potion; Black Tome (use Read Language Spell from upstairs); button selects board; level starts/stops board - build yourself a staircase to go up. HALLUS'S CHAMBER: Holy Sign in hole ==> Matil's Wand (Unlock Door x 2); read the book, get the Handle; Massacre Spell; Read Language Spell, Red Crystal Box. SOUTHERN HALL: (second visit): Stand at the side of the blocks and drop the wands on to them - Durrigan, Matil, Laguna from left to right ==> casket ==> ** K17 **. EASTMARCH HALL: Drop a couple of items and jump onto them; use the Giant Jump from there to the high platform; pull lever to close pit at top of the stairs; climb up stairs by timing your jumps carefully (start from bottom step just before it disappears). UPPER STAIR: pit is closed by lever in room below; use K17 to go W. UPPER CHAMBER (above Eastmarch Hall): drop red Crystal Box in hole marked by red stone; Black Tome in black hole; Ram's Skull in white hole; Wine in green hole ==> ENCHANT LIQUID SPELL. DIPLOMAT'S HALL: use Matil's Wand to Cast Unlock Door Spell to leave. QUEST 6: CHALICE: WEST PASSAGE: Use Guard's Key ==> W. GUARD POST: You need K18 to leave to the East. PASSAGE: Kill the lower man with Shuriken. GUARD'S SHRINE: Kill left Goblin with Massacre; jump up on his block; kill other Goblin with Shuriken ==> ** K18 **; pull lever (unblocks W door in Court Hall and removes block so that you can go W from Royal Armoury). NOW GO BACK to the Court Hall and go W. MUSTER ROOM: Kill left man with Shuriken; use his key to unlock W door. ROYAL ARMOURY (E): Kill Goblins (Massacre and Shuriken) ==> block to W removed (if the door won't open you haven't pulled the lever in the Guard's Shrine); Two Keys. GUARD'S HALL: Use Two Keys from Royal Armoury to go W. GUARD'S KITCHEN: Search Pillow ==> ** K19 **. ROYAL ARMOURY (W): Pick up Helm; Magic Missile Spell, Poltergeist Spell; Cast Poltergeist ==> Breastplate teleports to red circle in Guard's Kitchen; Cast Poltergeist ==> Bowl teleports to red circle in Guard's Hall (S); Cast Poltergeist ==> Chest teleports to Royal Maze! Go there and open the Chest with K19 ==> CHALICE (ignore the other item behind the bars!) GUARD'S HALL: use key on floor to exit to the East. LEVEL FOUR NORTH EAST SOLAR: Read Language Spell, SuperSpeed Potion, gold, walk clockwise over the four loose tiles, starting by the NW door ==> Unlock Door Spell. The S door is your way back in once you have nearly completed this level - it only opens from the other side. The E door is a one-way route (from the other side) for returning from the pit if you manage to press all four buttons before dying. KING'S PASSAGE: Cast Unlock Door ==> W. ROYAL CHAMBER: Dispel Evil Spell; the high candle is very useful if you like climbing as it hangs in mid-air! You don't actually need it though. STORE ROOM: ** K1 **; you will open the West Wall soon. PASSAGE W of Royal Chamber (E): K1 ==> N. KING'S BEDROOM: Search pillow ==> Casket of Recharge; lever ==> W; need K2 for E. QUEEN'S BEDROOM: Search first shrub ==> key to chest ==> Unlock Chest Spell, Alcohol (you only need one bottle); search right drape ==> button ==> creates W exit from Store Room. SECRET STORE: Ram's Skull, Tear Potion, 4 Bombs; use 1 Bomb on West Wall ==> W; put chest under trophy for later use. PIT ROOM: Don't fall into a Deep Pit. DEEP PIT: If you can press all four buttons you will be teleported back to the Great Pit; ignore all the doors in this area apart from the route that leads back to the NE Solar - you will reach this area much later. QUEEN'S SHRINE: Cast Unlock Chest ==> Potion Booster Spell, Giant Jump Potion, Dispel Trap Spell. You are not strong enough to move the alter - come back later. PASSAGE W of Royal Chamber (W): Pit and Stakes! Use SuperSpeed AND Giant Jump and you can clear both traps. You will need to do this at least three times. Once you have progressed the potions will both go bad - don't worry you don't need to come back this way again as long as you've done everything properly! You will find more such potions if you need them for later problems. GUARDS: Ignore the levers until you have Guard Key from the North Passage; Candle, Shuriken (in pillow); open wall above bed ==> ** K2 **. GUARD POST: Drop Tear Potion on key and use it to open strongbox ==> Strength Potion; use Read Language on Book ==> Prayer to God of War; go back to King's Bedroom and use K2. KING'S CHAPEL: Search Altar from front; Cast Read Language at Altar; drop Ram's Skull on Altar; Read Prayer to God of War ==> casket ==> key for strongbox ==> Massacre Spell + Mind Blast (you'll find a Read Magic to read it with later); get Candles; press triangle on side of Altar ==> stairs in Trophy Room. QUEEN'S SHRINE (Second Visit): Recharge Potion Booster Spell with Casket of Recharge; Cast Potion Booster on Strength Potion; use Strength to move Altar; press button ==> steps over pit in next room; REPLACE ALTAR. PIT ROOM (when it has steps): Use Bomb to blast W. TROPHY ROOM: (You need to have used the King's Chapel button to make some stairs.) Search Trophy ==> switch; press ==> mouth of Trophy in Secret Store now open; go there and press THAT switch; return here and press this switch again ==> W. Door appears! Go back to Queen's Shrine and drop Wine on Altar (which must have been replaced) ==> casket ==> ** K3 **; insert K3 in keyhole when top light is on ==> W. NORTH PASSAGE: Northern lever ==> bars open; southern lever ==> W; Guard's Key; don't go south to Central Hall - this is the last room on this level; don't take sack with magical runes or you are trapped. BEDROOM: Switch on lamp lifts drape; use TWO Bombs to blow through to W (if you don't have enough then you must restart and be more careful with them if you want to visit the Secret Room - you don't NEED to); Oil Flask, Magic Missile Spell, Cure Poison; search pillow ==> chest key ==> gold + Shuriken. SECRET ROOM: Cast Dispel Evil to make Demon vulnerable; kill him with 3x100 Magic Missiles; jump pit ==> Longman's Wonderful Bag of ;holding (for 1000 gold you can now carry 40 items instead of 32) + door unlocks. GUARDS (second visit): Pull Northern lever then Southern lever ==> Keyhole in Guard Post now open (reset S Lever, N Lever to unlock E door again after using Guard's Key if want to be able to use that route again). GUARD POST: Guard's Key ==> W. NORTH EAST SOLAR: Dodge right, left, right, left, right while moving forwards; drop Candle in circle to make Demon vulnerable; kill him with 3x100 Magic Missiles. KITCHEN: Search jars for Yagga's Key; get Bowl. WEST PASSAGE: Read Tome ==> Unlock Chest; DON'T PULL LEVER - E leads to Central Hall which is the last room on this level. ROYAL GAOL: Pull lever until chest is accessible; drag it out and cast Unlock Chest ==> Stones + Dispel Trap Spell. WULF'S VIEW: Cast Unlock Door ==> N(W) & S; come back here when you have the Giant Jump Potion from Carver's Hall and jump up to get ** K4 **. PUMP ROOM: Open Yagga's chest with Yagga's Key ==> Mind Blast Spell, Magic Missile Spell, Stamina Potion, Cheese (eat the dairy one for some gold), ** K5 **; put Bowl under Pump and Pump four times to fill Bowl (liquid appears in it). CISTERN ROOM: K5 ==> E; drop full Bowl on Cistern to make water run down pipe into Oil Store. OIL STORE: Once water from Pump Room is flowing down pipe, put Oil Flask under tap; turn tap ==> in Flask. KITCHEN (second visit): Drop Oil Flask on flame ==> ball smashes ==> GOLD KEY (you need four of these for Central Hall). CARVER'S HALL: Throw three Stones to other side of Ball to make it roll nearer to you and push Giant Jump Potion through bars; use it to get ** K4 ** from Wulf's View; K4 works this Keyhole to move bars. SOUTH WEST HALL: Drop Candle in Circle; kill Demon with 3x100 Magic Missiles ==> ** K6 **. SMALL STORE: Lever unlocks E door in South West Wall; Cast Unlock Chest on strongbox ==> casket ==> ** K7 **. LITTLE PASSAGE: K7 ==> S. BOX ROOM: Pull lever ==> E; pull it AGAIN to activate lever in Inner Passage. HALB'S DELIGHT: Number the position boxes from the top left: 1 2 3 4 drag box halfway 5 6 7 8 jump up onto box, drop down other 9 10 11 12 side, push it the rest of the way. 13 14 15 16 Move 10 to 14; 11 to 10; 7 to 11; 3 to 7 (you have to do the last one quickly as it has a tendency to move back). INNER PASSAGE: This lever only works if you have pulled the lever in the Box Room TWICE; lever ==> E; use Giant Jump to reach upper platform ==> Immortal Potion + four Gambling Tokens. SOUTH PASSAGE: I use the Immortal Potion to jump over the spikes and pull the lever to remove the spikes (maybe you should build a pile to help you jump over and save the Immortal Potion for somewhere like the Fire Pit? - though I suspect they are just teasing and you are supposed to have to use it straight away!); the N door leads to the Central Hall - you MAY get a key for it later (K7) by gambling - you don't need it - don't go that way. SOUTH CHAMBER: Spell DIANOS horizontally, move N to the Right, O to the Left, S to the Right, O to the Right, A to the Left, I to the Bottom, D to the Bottom, A to the Top, N to the Top, D to the Left, I to the Left, N to the Bottom, A to the Left, N to the Left ==> E; GOLD KEY. WARDEN'S ROOM: Search Thief ==> he needs an Alkaline Potion; get it from Helm's Room and give it to him; wait and listen to what he says; when you get the Eternal Rest Potion from the Resting Chamber come back here and give it to him ==> Mind Blast (3x100). HELM'S ROOM: Alkaline Potion (for Thief); lever ==> N. GAMBLER'S DEN: Drop Tokens in the Rotundas ==> gold, Stamina Potions. ** K7 ** - depends on luck - you don't need any of it; Magic Missile Spell under stairs. MALLADIN'S PITS: Drop down all four of them before going E. RESTING CHAMBER (via W pit): Pile the bones on the chest and jump on them to reach the lever ==> key (probably for this door - but it unlocks before you can use it - you don't need this key); Eternal Rest Potion (for Thief); Sweaty Potion - this is Strength - use it to move the bars to leave the room; wait and the doors will eventually unlock. As you enter the Great Pit you should find a Fizzy Potion (Stamina). Return up stairs to Malladin's Pits. GREAT PIT (via S pit): Push scroll into doorway to prevent plant growth there; get gold and wait; door will eventually unlock; jump over roots to leave; Dispel Trap Spell. INNER PIT: Leave quickly; return up stairs to Malladin's Pits. FIRE PIT: If you walk the right pattern you cause one of the rods to disappear so that you fall through - maybe this is where you should use the Immortal Potion? I cheat and enter from below on the way back from the Great Pit - if you take a couple of hits and go out again then you will get the goodies on your exit; Unlock Door Spell, Mind Blast Spell, Bless Potion Spell. (Alternative: go in from below and cover each of the jets!) UPPER CHAMBER: The W door is for returning to the NE Solar if you fall down a pit early in the game and manage to press all four buttons or control your fall so that you land in the Great Pit; you can't open it if it is locked. SOUTH EAST HALL: Cast Dispel Evil to make the Demon vulnerable then kill him with Magic Missiles or Shuriken; Cast Unlock Door ==> N. LEARNED HALL (S): Search Lever - DON'T pull it yet. LEARNED HALL (M): Books in the side rooms tell you what to do: D = Down, M = Middle, U = Up, - set the levers to the following positions (from left to right) D, U, M, U ==> First Light D, D, U, U ==> Second Light U, D, D, U ==> Third Light U, D, U, M ==> Fourth Light ==> W. LEARNED HALL (N): Search Lever - DON'T pull it yet - to open N door see later. SYMBOLIST'S HALL (E): Pull levers: left, right, right, left to copy the pattern in the other hall ==> button here AND button in other hall; press button ==> E. SYMBOLIST'S HALL (W): Do east hall first to create button; press button ==> W. SEALED CHAMBER: Symbols Planet (not really sure how this room works - sometimes there are bars in the way - if you go in early and don't take any other planets with you then you should be OK!). QUADRATIC: Sandy Planet; move strongbox to second tile from the right on N wall; jump on it; jump up to touch tile '4 along and 5 up' ==> Small Planet. DIANOS'S LIBRARY: Search Drape ==> ** K8 **; Unknown Spell (it is Unlock Chest - you need to use Read Magic from top of stairs in Side Chamber); use Read Language on Book to discover numbers to use in Learned Hall (M). Search Lever - DON'T pull it yet. SIDE CHAMBER: Drop off stairs to reach lever; search Lever - DON'T pull it yet; don't take black coin - it is cursed and will destroy some of your gold. TOP OF STAIRS: Use K8 to open chest ==> Read Magic Spell, Map Spell. QUEEN'S LIBRARY: Cast Unlock Chest ==> Glowing Planet. WISDOM'S HALL: Moon Planet; search Lever - DON'T pull it yet; the planks are for use in the East Passage. EAST PASSAGE: K9 unlocks W door; the planks help you get across the electrified floor; it only leads to the Central Hall so there are plenty of easier routes! UPPER ROOM: Search Lever - DON'T pull it yet; drop planets in holes: Glowing Planet in nearest hole to door; Small Planet in nearest hole to centre; Symbols Planet in furthest hole from door; Moon Planet in last hole ==> planets are now in correct places in Planetarium. PLANETARIUM: Drop planets from Upper Room to correct places ==> switch on Globe ==> 2 GOLD KEYS (you should have FOUR now); search Lever - DON'T pull it yet; if you want ** K9 **, go back to Upper Room and drop Sandy Planet in any hole then come back here and press the button on the Void. LEARNED HALL (N): North Door: you should have now found six levers marked with a letter; pull them to spell DIANOS; this lever (marked 'DIANOS') will then open the North Door. D Dianos's Library I Side Chamber A Planetarium N Wisdom's Hall O Learned Hall (S) S Upper Room DIANOS Learned Hall (Take any route to the Central Hall - the North Passage is the easiest and you can now pick up the sack of gold from there). CENTRAL HALL: Cast Dispel Evil to make the Demons vulnerable; kill them - the 3x100 Mind Blast is especially effective! You need four GOLD KEYS plus the number from the Thief. The keys are; two in Planetarium; one in South Chamber; one in Kitchen. Search keyholes to discover their numbers; use keys in the order 1432 ==> LEVEL FIVE LEVEL FIVE GREAT TOWER: Get Marble; leave quickly! NORTH BRIDGE: Marble; walk on every tile until you find the one that creates the Skull; insert Marbles in Skull ==> E door in Ward Room unlocks. WARD ROOM: Get Acid and Blood; leave quickly; the S door only opens from the other side, much later. HELM'S BRIDGE: Pull first lever; walk to middle; drop your diary behind you; pull the second lever; the monster cannot touch you if you dropped your diary in the right place - it will push you and your diary along; walk back and press the button ==> Strength Potion; pull third lever when the monsters are at the far end to seal them off; retrieve your diary; the door E unlocks automatically. HELM'S VIEW: Emerald; ignore the bars and lever - you will find out later what they do! GREAT CHAMBER: Dispel Trap Spell, Cure Poison Potion; caskets (on pillar tops) contain Dispel Trap Spell, Ruby, Amethyst, Tiger's Eye; you have to teleport to the pillar tops from the East Cellar and jump quickly around them to get both caskets; use Strength to drag the blocks away from the E door -it is unlocked by the lever in the Separator. CELLAR STAIR: Orb of Kamul - you will learn later that it is strengthened by picking up Gems - make sure you get them all! The lever is for smashing things with the 'nutcracker'. SOUTH CELLAR: Ignore it -you will discover its purpose later! MAIN CELLAR: You need the Blood Key to open the W door - this comes much later; Bless Potion Spell, Urn; smash the Urn with the nutcracker in the Cellar Stair ==> Emerald. GREAT CELLAR: Magic Missile Spells. EAST CELLAR: Immortal Potion (save this for the endgame!), Cure Poison, two Stamina Potions - but you can only have one - the 20x10 is much better as it can be Blessed to make a 20x50! Stand on skull; throw blood at Pentagram ==> Teleport to top of pillars in Great Chamber. EAST PASSAGE: Get all the Gems; avoid the Teleport Tiles (the East side of the passage is safe apart from the last tile but one). SEPARATOR: Use the small item (e.g. Emerald)to push all the bombs to the side (east and west) - you can then walk around safely; use key on keyhole ==> S; pull lever ==> E Door in Great Chamber unlocks - go back there now! OUBLIETTE: Search Skull ==> Token, Tiger's Eye. HIGH PASSAGE: Pull middle lever to create a keyhole in the Sea Watch; go to the far top corner to start the monster moving, but get out the way quickly; keep jumping from stair to high ledge and over the gap to get Gems;eventually you will also get a key for the Sea Watch. AXEL'S LEAP: I usually walk round to the items; push them out of the way and stand in the middle; jump when the monsters approach and you should take minimal damage - they back off again; pick up the items and get out quickly. A pile of bones on the other side of the pit can be used to leap on top of the items and reduce the damage when you jump; Orb, gold. SEA WATCH: Spider Poison, gold;if you pulled the right levers in the High Passage you can use it to go W. AXEL'S FALL: Insert Emeralds in Skull by standing on edge of first floor board; jump over pit. BOKSON'S HALL: (Nasty) DON'T pull the LOWER lever until you have USED the Spider's Key - It destroys the Key! Pull Upper Lever; jump down lift holes; drop Spider Poison on floor ==> Spider dies and leaves Spider's Key; go down again and get Key-jump back on lift quickly and go back up; use Spider's Key in keyhole to unlock W door. Get Lead and gold from chest; go down; pull lower lever to remove bars. The other lower lever is to activate the lift on your return journey. VOID: Water Potion and gold in the air - ignore them - they will fall automatically on your way back later; make sure you find THREE exits - N, W(N), W(S). NORTH OF VOID: Magic Shield Potion, gold; stand on strongbox to press button ==> Ruby. LORD'S VIEW: Solve'Numeric Riddles for Beginners' ==> 741 ==> S. SIDE ROOM: Lever activates buttons on Lord's Watch (but not until you have been there!); the key for the chest is in the Lord's Watch (just gold), however by the time you have got the key the chest will have fallen down a pit - don't worry it is now in the Great Cellar and you will be passing it later. LORD'S WATCH: Now that you have visited it you can go back and pull the lever in the Side Room to activate the buttons; press buttons ==> Chest Key (for chest in Side Room), Bridge Key, Casket - you must carry this with you; the Bowl is for later use. GREAT BRIDGE: Insert Rubies in Skull; insert Bridge Key in Keyhole; insert Token in Slot ==> W.WEST WARD: Use Strength to move the board a little to the side then push it allthe way along so that you can jump on to it and reach both the lever and the door; lever ==> N; Gems, Amethyst. MAGNUS'S WARD: The Casket you carried here from the Lord's Watch will now open, you should go back to the Lord's Watch NOW. LORD'S WATCH (second visit): Open the casket ==> Lead; drop Acid and TWO Lead in Bowl ==> unlocks N door from High Parapet. HIGH PARAPET: Use GOLD in previous room to unlock N; lever ==> lift; jump up; read book; jump over next section of ledge; Stamina Potion (5x200!). INNER WATCH: 2 Jades, Blood, Gems, Green Casket, Red Casket, Key; the Key is for this Keyhole (E) but you shouldn't need it; DON'T attempt to take the Green Casket East.CALIBAN'S VIEW: Blood Key - this is for the West Door in the Main Cellar - yes you have to go all the way back! BUT FIRST -you must go back to the Inner Watch and pull the lever, this will remove the block on the East Door - you are going to teleport back here and use it. On the way back to the Main Cellar make sure you pick up the Red and Green Caskets from the Inner Watch,all the stuff from the Void and the gold (if you want it)from the Chest in the Great Cellar. CALIBAN'S CELLAR: Jet; press button ==> Banish Spell; stand on skull; throw Blood at Pentagram ==> Teleport back to Caliban's View - the sole purpose of that who;le exercise was to get the Green Casket through the E door of the Inner Watch! If you pulled the lever on the Inner Watch you can now go E. INNER WARD: Petrify Spell; the cellar has moved to here! OPEN BRIDGE: Pull lever ==> N. You can now go back to the North Bridge (the second room on this level) and you will discover new stairs leading to a New Cellar! NEW CELLAR (from North Bridge): Dispel Magic Spell, Jet, Gems. AXEL'S STAND: Orb; press button ==> Gems; insert Opals ==> E. (What! No Opals? Smash the Orbs with the nutcracker in the new conveniently close cellar!) LAST WATCH: Better do a SAVE here! Use the Immortal Potion to cross, but don't take it with you - drop it here so that when you come round again you can cross again. LAST BRIDGE: Insert Jets; insert Tiger's Eyes; insert Turquoise; (careful timing to reach skulls). What! No Turquoise? that is because neither of them exists - you have to create them - one is by Casting Petrify on the Water Potion from the Void; the other is made by Casting Dispel Magic on one of the Power Gems in the Ward Room (I did warn you to save before crossing the Last Watch!). GUARD POST: You could use an Immortal Potion to stop this Skull draining your Stamina - but I use it for other purposes. You have to let this Skull drain you down to less than 10 Stamina, then insert the Bloodstones ==> E; the 5x200 Stamina Potion from the High Parapet is useful at this point! What! No Bloodstones? They are actually the Jades from the Inner Watch -if you put a Jade in the Green Casket you will find a Bloodstone in the Red Casket! (Now you know why you went to all that trouble to get the Green Casket through the Inner Watch door - it won't let Bloodstones through either!) INNER CHAMBER: DROP EVERYTHING DIANOS'S LAIR: Go straight through the Middle Door -you are not yet powerful enough to challenge Dianos; you will fall through the Great Cellar with some more Gems; get them all; return to Inner Chamber getting the Immortal Potion on the way. INNER CHAMBER (second visit): Put the Immortal Potion, Banish Spell and Kamul's Orb in the Strongbox - they will teleport to the Strongbox in Dianos's Lair. DIANOS'S LAIR (second visit): Retrieve your possessions from the Strongbox. Wait for Dianos to appear. To defeat Dianos you need to cast both Mindblast AND Banish. The Mindblast must be powered up by the Gems - you DON'T need to have found them ALL. To cast Banish you must be touching Dianos which drains your Stamina unless you have a dose of Immortal Potion left. If your Orb is at power 245 (the highest I got) then Mindblast, touch Dianos, ONE Banish is sufficient. If your orb id down to 189 (the most I could get without going through the Middle door on the first visit to the Lair) then it is too weak - you need more Gems. If the Orb is at 195 then Mindblast, touch Dianos, TEN Banishes will defeat him - but you probably need the Immortal Potion to touch him for that long. (Once he is dead, just take the head and leave via the middle door.)