Stonekeep чит-файл №2

Special Note:
Since that neat scroll you have can hold just about anything in the known
universe, don't pass up items...you never know when another skull or stone
or something will come in handy. Second note: If you have trouble beating
the game and have WWW access, try out my Universal Game Editor module for
Stonekeep-you can give yourself up to 999 h.p. at any time, teleport
anywhere in the dungeon, increase all the skills of all your party members,
and even instantly recharge all your runecasters...or make them capable of
storing even more power! Point your browser to
http://www.ici.net/customers/overkill/overkill.htm and choose the "UGE
Page" option to find it. Hey, it's free...why not? WARNING: I started off
writing down EVERYTHING, but figured that'd get boring, so after I while, I
started skipping a LOT of secret stuff. This walkthrough only contains the
absolute essentials to beating the game (plus a few little bonuses you
might not have caught before...)

1. (Intro) Pick up just about everything you can find in the room. Always
punch rubble piles and piles of bones to see if there's anything there. You
should find a skull, a healing root, and a throwing stone. Exit through the
door with rock in hand. Wait for the ant to pass by. You can throw the rock
at the ant (and probably kill it), or punch it a few times to kill it.
That's about as far as the walkthrough the game comes with takes you...
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2. Take your first left, and read the plaque at the end of the hall. Go
into the guard room. You'll find a leather breastplate in there, plus, in
the chest, you'll find a scroll, heal potion, five heal roots, and a
dagger. Arm & armor yourself. Wander around until you find Thera again (the
glowing ball). Note the lever on the wall. Pull it; it'll unlock the door,
but DON'T go through yet! Push the handle back up again, then pull it down
again. Now, walk south to the wall, turn east, and walk to the end of the
hall. Turn north and walk two squares north. Turn left, and search the wall
for a hidden stone that wasn't there before. There's a lever; pull it. A
secret door opens up just to your south and behind you. Go through it, and
grab the three oil bombs. Look at the north wall to find another hidden
brick; there's a Dagger of Penetration there. Equip it. It's actually one
of the more powerful weapons in the game, believe it or not... There's also
a throwing rock in the rubble (yaaay)
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3. NOW go through the exit door (where Thera is). You'll run into the
Shadowking. No, he won't kill you now. After he does his monologue, go into
the corridor and turn right, then follow the corridor around and take your
first left. Go to the door on the right. Kick the Sharga's butt and take
his sword, heal root, gold coin, and brass key. Exit and go north. Use the
brass key on the lock. Go inside, smash the barrels. Grab and equip the
wooden shield. Exit and go north to the next room. Unlock the door. Smash
the left barrel. Kill the two warrior ants that come out. Smash the right
barrel and take the heal roots. Continue north. There'll be an alcove on
your right. Smash the barrel in it to get three heal roots. Go to the
intersection. Follow the corridor around to the left. Ignore the door
you'll see to the south; you can't open it. Go around the square and take
the passage that heads east. Go east until you see a passage south. Go
through that door. You're in a four-door room (you can't get through the
south door from either direction, by the way). Go through the west door.
Kick the sharga's butt. I suggest you run past the Shagra to the north
wall, or else he'll try to get a super heal root that's in a hidden brick
there. If you block him from that, he'll go down faster, and you'll have a
super heal root. On the table is your journal...grab it.

Then unlock the southdoor with the brass key and go south. Waste the five
Shargas that come after you. Take their heal roots (I also collect swords
from these guys, for no particular reason. I think at one point I had about
sixty of them). Now, move to a square on the map that is 4 south and 1 east
of the door you came through from the room with the journal. Face south and
check the wall. You'll find a heal root. Now go north, then east, and turn
south again. Check the hidden brick and pull the lever. Go 2 west, one
north, and face west. Go in the secret room and find a blue heal potion, a
green agility gain potion, and a cure potion, plus another oil bomb. Now go
south until you hear a fire crackling. Turn west and proceed to the fire.
Search the fire twice (you'll take a few points of fire damage, but find
two Firedaggers). Now dump one of your potions you don't mind losing on the
fire to put it out. Kill the Sharga that's beyond it, and search the chest
to find another agility gain potion and a strength gain potion. Exit and
turn right at the corridor. Go three south, six east, and then turn north.
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4. Kill the Shargas. Keep going north to the end of the hall. Go east one
square, then turn north and go into the room. There are four barrels. Smash
'em all. In one, you'll find a drunk Sharga. This guy is hillarious; he's
harmless, and keeps hiccuping. Kill him if you want; it's hardly necessary.
Behind another barrel is a hammer you can use as a weapon. Exit the room,
go back to the corridor, and go east. At the square just east of the next
passage north, check the north wall to find the hidden Health potion
bottle. Then keep going east to the kitchen. Whack one of the sacks; ants
will start attacking. You've got to waste six of 'em. When the last one
dies, check its body to find a bronze key. Head back west; ignore the
passage to the north. Go to the end of the hall, turn north, walk to the
wall, and turn west again. Go west, and turn south at the first
intersection. Unlock that door with the bronze key. Kill the two Sharga
leaders (easier said than done; they're a lot tougher than the others). One
has a steel key, and the other has the Orb of Afri.

This orb is pretty useful; when you put it on the ground and wait a second,
it projects a map of your surroundings, including moving dots for all live
monsters, and also shows all secret rooms. Just don't lose it! Take the
scroll from the bookcase. There's a hidden brick in the west wall with a
super heal root, and a hidden brick with a lever on the south wall. When
you pull the lever, a room opens up to your immediate west. In there is a
chest with a heal potion, an agility gain potion, and a strength gain
potion. Exit through the north door and follow the corridor to the left.
Open the first door on the right with the bronze key, and slay the Sharga.
Then go north up the corridor. Note the dead Sharga. The west wall in the
square where he is has a trap; throw skulls into the square to trigger it
and fire two arrows. Do this three times, then it's out of ammo. Grab the
arrows, and go north. Throw something at the Sharga. Two more will jump out
to help him in a moment. Check the east wall for a hidden heal potion. Take
the three scrolls from the bookcase. Exit the room and go south, then west
to the locked door. Unlock it, then go east, through the other door into
the corridor. Go five south, three east, then two south and unlock the door
with the brass key. Ignore the barrel, but check the brick on the south
wall for a heal potion. Exit and go south one, then west and open the door.
Punch the rubble for a coin and a heal root. Exit and go three north, three
east, five north, three east, then turn south and open the door.

There's eight ants wandering around in here; kill 'em all. You'll find a
few arrows and a quarterstaff. Head south, and grab the helm near the
forge. Also punch the rubble to find a throwing axe. Then go east. Check
the bricks on the west wall for a heal root. Use the steel key to open the
chest and take the small metal shield. Now exit back to the corridor and
continue east, unlocking the south door with the bronze key. Smash the
barrels to find three oil bombs. Now weave your way all the way back to the
northernmost passage. Go east along it, then turn north, and then east
again. Turn south at the intersection and unlock the door with the brass
key. Go through the door, and you'll wind up in another room.
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5. Smash the barrel. About 50 ants will come out to attack you, so if you
need weapons training and are in good shape, stick around and kill 'em all!
Exit the room, head north, west, north, and west. Go through the door at
the end of the hallway. Follow the corridor around to the south and open
the southern door. Kill the ants, and check the east wall for a hidden
switch. A secret room with a chest (locked, can open with bronze key) is to
the south-it has three oil bombs. Now head back to the stairs that lead
down. Proceed to the easternmost north-south corridor. Head all the way
south, killing whatever gets in your way. Go around the square to your
left, then head south and go west. Take your first northern passage. You'll
find a throwing stones bag. Go back to the corridor, and continue west a
couple squares, then turn north, unlock the door with the brass key and
equip the leather leggings you find. Go back to the corridor, and head
west, south 1, west, north 1, west, south 1, west, north 1. Check the north
wall and pull the lever. Turn west and find the secret room in the north
wall just a little ways up. Grab the heal potion and the broadsword. Now
head west, north, west, north at the intersection. Take your fourth right,
through the door, and unlock the door to the north with the steel key. It's
the stairs down to level 2. (From here on in, I ignore secret stuff and
just go for the essentials.)
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6. Welcome to level 2. Go north, then east. Meet Wahooka. DO NOT ATTACK
HIM! Talk to him. He wants something valuable. Go through the door,
continue east. Go south. You'll probably meet your first slime now. JOY!
(Slimes, by the way, are more vulnerable to cuts than crushes, so use a
sword or axe. Or fire. Slimes are afraid of fire). At the corridor, turn
east and go through the first door on your right. Waste the slime & pick up
the gem it leaves behind. Go back to Wahooka's spot and give him the gem.
Now go back to the corridor. Go east to the wall. Turn south. Walk through
the south wall-it's an illusion. Kill the Sharga, then go south to the wall
(which is really another illusion, but ignore it for now). Turn left and
walk to the wall. Turn south. Take your first passage left. Go to the end
of the corridor. Turn left and go north to the wall. Turn left and go
through the door.

Kill the slime, then check its corpse for the ivory key (useful stuff!) Go
back east to the wall. Turn south and take your next door on your right.
Open it with the ivory key; Farli Mallestone will join you. Now head south
to the wall. Turn west and go two squares west. Mark this spot on your map
as, say "SECRET PLACE." Now go west to the wall, then turn north. Go to the
wall, turn west. Walk to the wall, turn north. Go up to the (illusory)
wall, and turn east. Walk to the wall. Turn south, and walk to the wall.
Turn east, and unlock the door with the ivory key, but don't go through.
This may seem like a fool's errand, but it comes in handy later. Head all
the way back to the spot you just marked as "SECRET PLACE" on your map.
Then turn south (facing the wall) and walk through (illusion again) Kill
the two Shargas and get the iron key. Turn east and walk to the wall. Turn
south and proceed to the fountain; drinking from it heals you. I suggest,
if you have my UGE module, save your game here and exit to get the
location. When you are hurt, you can teleport back here for an instant
heal, then teleport back to wherever you were. VERY useful trick.
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7. Now head back to the illusory wall. Turn south, and go through the door.
Keep going south, turn west. Go west, and take the corridor to the south to
the wall. Turn right, and go through the door. Whack the Sharga guard, then
keep going west. At the square between door #2 and door #3 to your right,
check the north wall for a scroll with a Meta Rune, which will enhance your
runecaster's runes...when you find the runecaster, that is. Keep going
west. Turn north, then wesr again. Go north, east, north, west. Push the
button on the wall (seals the pit to your north). Go north to the wall,
then east to the wall. Turn south and head to the wall (there should be a
lock in front of you, but no door in sight). Whack the Sharga that guards
it. Unlock the lock with the ivory key; a wall opens up to your right. Go
through it. Head south, but stop short of the circular stone in the floor.
Drop a skull on it. Three arrows shoot out. Now pick up the skull, then
drop it on there again. Three more shoot out. Pick up the skull, and pick
up the six arrows. Continue along the corridor, and do the same process
with the other three circular floor stones...by the end, you'll have 24
arrows. Not a bad deal! Keep following the passage to a door. Unlock it
with the ivory key, and go through. Waste the two slimes; one will drop
your first runecaster. Pick it up.

Read the three scrolls on the shelf. Now inscribe your runecaster with the
two runes. I suggest you also use the "2x power" Meta Rune on both of them
as well. Now, head north. You will see a "Mana Circle." If you DON'T have
my UGE module, this is a great place to build up magic ability. Just blast
a wall with firebolts till the 'caster goes dead, then step into the
circle-instant recharge! Repeat as necessary. When you're done, head back
through the circular stones, out the secret door, and continue east. Head
north; waste the two Shargas. Head north, and turn east, then north. Walk
through the illusionary wall. Go east to the wall, then south, then take
the east passage. Follow it to one past the south turn and face south. Yep,
you've been here before. Go through the wall, then turn east. Walk to the
wall and turn north. Wahooka will talk to you. Keep going north. Walk up to
the door, and unlock it with the ivory key. Keep going north, and go
through to door...to the wonderful world of the Sewers beneath Stonekeep.
Joy. Oh yeah, make sure you've got a bunch o'skulls with you. Why? You'll
find out...
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8. Be expecting snakes (Snakes...why did it have to be snakes?). Go north,
turn west. Slog west, and take your second turn south. Go south till you
hit your first right turn. Take it, and slog west, through probably about a
gazillion snakes. Go one north at the wall, then keep going west to the
wall. Go north to the wall. Turn west again. Go west, and take your first
left. Follow that to the wall, and turn right. Follow that passage west,
south, west, south (through a slime) to the wall, then west, and south
again until Drake screams "OW! My foot!" He just kicked a control cylinder.
Grab it. Go all the way back to the stairs up and climb back up to the
lower ruins of Stonekeep. You might want to go visit the fountain to heal
up now. Assuming you do, go north from the fountain to the intersection,
then turn west. Go to the wall, and turn south. Go to and through the door.
Go south to the wall, and turn west. Walk up to that funny looking thing in
the wall. Use the cylinder on it. You've just opened a few floodgates
below, which you needed to do to get the other cylinder.

Go back to the sewer (SHEESH!) and go as follows: North, west, second
corridor south, first left, second left (through the now-open floodgate)
and proceed south. Turn west, go 1 square, head south. STOP one square
before the south wall (there should be a passage on your right). Trust me;
you do NOT want to go one more square south. Just trust me. Go west, north,
take your west turn, to the wall, south to the wall, west one square, and
south. Proceed south. When you come to the little room, turn right (west)
and deal with the Sharga captain. He's pretty tough. Once you finish him
off, go south to the wall. Turn west, and go that way. Waste the two Sharga
guards, then turn south. Go to the wall, turn east. Go to the wall, and
turn south. Right ahead is the other cylinder. Okay, now then-head back
north, west, north, then turn east. Walk down and waste the two Shargas. Go
to the wall, and turn south. Go to the wall, and turn east again. Waste the
two other Shargas. Go one square south, then march east fourteen squares.
Turn north immediately and deal with the Shagras. Then proceed north and
take out the "backup" Shagra. Keep going north. Then turn west and start
walking. Wahooka puts in an appearance and asks for three "heads of men
long dead." Now turn around, and plod back to the east wall. Head south all
the way to the wall (this'll reset Wahooka). Go back north to the wall, and
turn west again. At the same spot, Wahooka will reappear, demanding his
payment. Give 'em three skulls. He'll give you a triangle key. If you keep
going west, and climb the stairs, you'll be back in Lower Ruins
o'Stonekeep...if you performed that "fool's errand" I mentioned before,
this'll be a shortcut. If you didn't, you'll be on the wrong side of a
locked door.
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9. Follow your map back to the "SECRET PLACE." Go through the illusory
wall, and go south through the door to the south wall. Turn west, then go
south along the passage three squares. Turn right, and there should be
another of those cylinder thingys. Put your second cylinder in it; this
will drain the sewers (and make a certain beast a LOT less difficult to
deal with). Now trudge all the way back to the entrance to the sewers you
just came through (I know the other way's shorter, but saving Sewer trip
time is certainly better than saving Lower Ruins trip time). Head back
east, then north, then east to the wall, then south to the wall, then west
five squares. You should hear some wind. Turn north and walk through the
secret passage. There's a chest here. Use the triangle key on it. You'll
find a firedagger, oil bombs, and a rune scroll. Inscribe this new rune (a
shrink rune) over your cure rune.

Okay, here we go...head west to the wall, north one square, west to the
wall, north two squares, west two squares, north to the wall, east one
square, north through the floodgate to the wall, east one square, north one
square, east to the wall, south one square, east to the wall. Clever
adventurers will remember this is where is told you NOT to take that one
step south. Guess what. Get your runecaster up and ready, then take that
one step south. Turn left IMMEDIATELY, and fire the shrink rune at
that...thing. I even think that's what it's called. A "thing." Well,
that'll chop it down to size slightly. Do NOT attempt to engage it in
hand-to-tentacle. Keep your distance and fire power enhanced (with that
meta rune) firebolts at it. Eventually, it'll keel over. When it does, it
drops a dragon statuette. Grab that. Now head back to where you first saw
the Thing, walk to the east wall, turn south, and take your first left.
Walk through the secret passage in front of you. Follow it down; you'll
wind up at a stairwell eventually. Take it up to yet another part of the
lower ruins. After all that, a locked door. Fortunately, FARLI has the key
(gee, it's a good thing you rescued him, isn't it?) He'll open it and you
just bravely march on through. Head south to the wall, and follow the
passage to the east. Turn south at the wall, and go to the south wall. Turn
west and march two squares west. Turn north and put the dragon statuette on
the altar. It opens a passage to the south. Go south through the passage,
and you'll be transported to Level 4: The Sharga Mines. Yeah. This has been
the EASY part so far.
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10. Now that you're on Level 4, keep this in mind: Not ALL the Shargas on
this level are to be slaughtered. Matter of fact, there's some downright
good ones on this level. Go west. Do NOT attack the wasp; it's just
checking you out. You don't attack it, and the swarm of 100 wasps doesn't
attack you. Get the picture? Good. Now turn north to the wall, west to the
wall, north again, turn east and walk one square. Kill the Shargas. Check
the rubble to find a Silence Rune (very useful, all things considered). All
right, now head back west to the wall, south three steps, west three steps
(kill the Sharga if you want, or if he charges you), then south to the
wall, west to the wall, and south to the wall again. Turn east. See that
fungus thingy? If you take a step closer to it, it'll sound an alarm that
summons some Sharga guards. If you don't think this is a big deal, go ahead
and walk up to it. Otherwise, blast it with Firebolts. Walk to where it
was, and turn south. Go two steps, and check the west wall. Press the
button, and turn around. In the room that opens, you'll find a Mana Circle
and a "Lesser Aerial Magick" rune. Go back to where you saw the toadstool.
You might want to mark "GO BACK HERE" on your map; I'll be referring to
this point again. Now head west, north, east, north to the wall-this puts
you in line with another of those toadstools. Waste it and the Shargas.
Then follow the passage around until you meet the two Shargas-kill them,
and head north, then east one square, north again (you'll note once you get
to a certain point, the ceiling collapses behind you. No problem.
                               
Whack away at it with a weapon to clear it away) to the wall, west to the
wall, south to the wall, east one square, south (waste the two MORE
Shargas...these guys are everywhere) to the wall, one square west, south to
the wall, east to the wall, south to the wall, one square west, south
through the door to the wall, east (take out the Shargas) to the wall,
north one square, east to the wall, south to the wall, west two squares,
north one square-open the chest and take the money bag and two coins. Go
west (kill the three Shargas) to the wall. Go north, east, north (kill the
exploding fungus), west one square, north to the wall, west one square,
north (do NOT attack the wasp nest) to the wall, east (kill the exploding
fungus) to the wall, north to the door. Push the button on the west wall to
unlock the door. Go through & kill the Sharga. Now go north one square,
mark this spot with a "DOOR DOWN" on your map, and turn west. Go through
the door. Go west to the wall, then due south. Ignore the first right for
the time being...you'll be back soon enough. Walk south to the wall, then
west one square, south one square. Go west, and take your first left. Go
south (kill the Shargas and smash through the cave-in) to the wall. Turn
west & walk to the wall (kill the Sharga). Mark this spot with an "X" on
your map. Now go north, then turn west. Waste the Sharga guards, then go
west into the room. Pick everything up, including (important) the skull
key. Now walk back to that turn I told you to ignore before. Go down that
western passage and free the dwarf with the skull key. This is Karzak
Hardstone. He's in bad shape-heal him up before you go any further, and arm
him...he's a tough bastard. He joins your party immediately.
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11. Now walk back to the "X" on your map. Go to the southern turn, and walk
south to the wall. Turn west, and go through the door. Go north one square,
west to the wall, north one square, west to the wall (kill the fungus
thing), and north to the ladder. Follow the passage to the end. Pick up the
runescepter and the two rune scrolls...one is a Cure (which you already
have) and the other is a Language rune. Inscribe the Language rune and the
Silence rune on the new Runescepter. Walk back and climb up the ladder. Now
then...go back to the spot you marked as "GO BACK HERE." Now head west to
the wall, north to the wall, east to the wall, two steps north, three steps
east, south to the wall, east to the wall, south to the wall, west to the
wall, south to the wall, east one step, south to the wall, and one step
west. Note the bolt on the floor. Pick it up. Hear that giggling sound? RUN
west to the wall. Smash the barrel. Push the button. Whip around, and head
back to steps east, then turn north and obliterate the Sharga sniper. Take
his crossbow and bolts. Head back west to the wall, go one south, then head
west through the door, and take your second turn north. Walk north to the
wall. Now listen up VERY closely. Do NOT smash skeletons or anything around
here. Do not do ANYTHING to make ANY noise. You're close to the Ettin, and
you do NOT want to wake him up, because he's invulnerable. GOT IT? Good.
Walk due east to the wall. Turn south. Use the silence rune on the barrel
in the middle. Smash the nearest barrel. Now step up to the chest. Open it
up to find gems, a Throg gate key, and Aquila's Orb. Now turn north. Walk
one pace north. Turn west. Follow it west to the wall. You've got orb #2,
but there's still some stuff to do on this level.
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12. Walk back to the "DOOR DOWN"-marked spot on your map. Go through the
door to the north to find the passage down to the lower Sharga Mines. As
soon as you walk through the door, you'll be attacked-waste the Sharga. Go
north to the wall, then east to the wall. Turn north and waste the Sharga.
Then go east to the wall, south one square, east to the wall, north to the
wall, east to the wall, north one square, east to the wall, south to the
wall, east to the wall, north to the wall, east to the wall, north through
the door, then north to the wall (kill the fungi), west one square (smash
the bones to find red mushrooms), then west one more square, north one
square, west twao squares (kill the patrol), north one square, west two
squares, north to the wall, turn east and kill the patrol. Walk east to the
wall, north one square, east one square, and look through the crack in the
wall, to get an interesting thought...the Shargas are getting beaten by the
Throgs and won't fight back. Hmmm. Now go west 1, south 1, west 1, south to
the wall, west to the wall, north to the wall, west to the wall, north 1,
west to the door (check the bone pile to the north for more red mushrooms),
through the door and west to the wall, turn north & whack the snake, go 1
north, west to the wall (smash through the cave-in and kill the snake),
north 1 square, 1 west, turn north & grab the balista bolt, then turn back
west, go 1 west, then south to the wall, 1 west (smash the cave-in and
whack the snake), then west to the wall, north to the wall, west to the
wall, south through the door, west to the wall, north to the wall, then
turn west and walk up to the Sharga.
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13. Do NOT kill the Sharga. Just wait. You'll strike up a conversation with
him. Follow him. He'll open a secret door. Kill the snake beyond, then
follow him again..."home." Do NOT attack any Shargas along the way; they
won't bother you. Talk to Skrag. He recharges your runecasters. Go past him
into the alcove. Smash the barrel. Push the button. Go into the room that
opens up, and open the chest. Get the rune scroll, at least; it's another
metarune-which enhances the potency of spells. Very nice! Now go back to
where Skrag was, go one north, west to the wall, south one, west four, and
turn north. See the little Shagra? For some reason, the other guys here
don't mind when this guy gets it, so walk up to him. He'll tell you not to
open the door. Open the door anyway. See the BIG Sharga? Well, whack the
little guy anyway. (This is only for humor value) Go walk up to the big
Sharga and kill him. Take his six coins, blue and green gems, and check the
barrels-you'll find some more red mushrooms in one. Go back into the
east-west corridor and keep going west. Go north, west to the wall, north,
west to the wall, north to the wall, and west to the door. Use the key you
got from the Ettin's chest on this one, and go through...into the Throg
Temple, also known as Level 5. Fun, fun, fun!
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14. Level 5. Another guy to rescue, another orb to get. Sigh. Okay, head
south and waste the fungus. When you get to the wall, go west three, and
turn south. Go through the door. Wahooka shows up. Hand him any item except
an orb. Offer him another item (anything but an orb). Now hand him any
weapon or armor item (one of those eighty billion Sharga swords you have by
now will do). He'll give you some not-so-free advice. Go back to the
corridor. Go west to the wall, north one square, west to the wall, and
north to the wall. Turn right and smash the two barrels. You'll find a dead
Dwarf, and a short conversation. Then pick up his stuff-a blue gem, battle
axe, armor ring (equip Drake with this) and two scrolls. Turn around, walk
west to the wall, south four squares, west to the wall. Now you're in a
little trapped maze, so follow this: Turn north & walk to the wall, turn
west & walk two squares, turn south & walk four squares, turn west & walk
two squares, turn north & walk two squares, turn west & walk to the wall,
turn south & walk one square, then turn west out of the maze. Follow the
passage west to the little room. Search the refuse for Dombur's Helm. Exit
back to the east and take your first left. Walk north to the wall. Turn
west & walk all the way to the wall (ignore everything unless it attacks
you). Now turn south, go through the door, and down into the Temple of
Throggi (note: there's one rune I'm skipping in this walkthrough, but
you've already got it , also because you'd have to kill THREE of those
tentacle...things you met in the sewers. Not fun.)
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15. Head south. Three Throgs are wandering around the passage. Kill 'em all
as you get to the wall, then turn west to the wall, then south 12 squares,
then east. Ignore the southern passage for now. Time to go get another
rune; walk east & take your first left. Walk north to the wall, west to the
wall, north to the wall, east and take your first left. Decimate the Throg
& pick up the dowel he drops. Now go back south, west to the wall, south
two squares, and east one square. Don't open the door yet; turn to face the
north wall & find the hole. Put the wooden dowel in it; then go in. You'll
find super heal roots & a "flame column" rune scroll. Now exit the room,
walk west back to the corridor, and south to the wall, east one square,
south four squares, then turn east & walk to the wall. Turn north and walk
to the wall. Then turn east again. Some Throgs will ALMOST attack you, but
then run off...waiting in ambush. Big plan. Anyway, keep going east; when
they attack you, take 'em out. Take your second left and walk north. Watch
out for the two tough Throgs that come at you. After getting by their
little alcove, take your first right. Go through the door & waste the
bodyguard. Now exit back to the north-south passage and continue north four
squares. Turn east, go through the door & waste the second bodyguard. Now
exit back to the north-south corridor again and go two squares south. Turn
east & go through the door. Walk all the way into the room, then
IMMEDIATELY get in the sub-shaman's face and waste him. Don't let him get
time to start casting spells! Pick up his dagger, and check the rubble to
find a shield scroll. Now exit back to the corridor; walk north to the
wall, then turn east & go through the door. Follow the twisting little room
in, and, once again, get RIGHT IN THE GUY'S FACE. This is the head honcho
shaman, and he is NOT nice. Kill him and pickup his pendant and runecaster
(yep, now you've got 3 of 'em). Check the rubble piles to find an Energy
Bolt rune scroll. Now exit back to the corridor and head south. Stop one
square before you reach the south wall; note the BIG Throg standing around
the corner? I suggest you get ready; he's tough. Take the south step, turn
quick, and go in, all guns blazing (so to speak). (He, by the way, was
summoned when you walked into the sub-shaman's room, but if you hadn't done
that, you'd have to deal with both the shaman AND the sub-shaman at the
same time!) Once he's dead, head west and take your first right.
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16. Now that you're at this nice door, use the pendant on it to open it.
Head through to the north, straight up the middle (waste the two Throg
guards that are patrolling). By the way, since they ARE tough, if you
aren't using my UGE module to set your characters to some insane number of
hit points, this would probably be a good time to use Aquilla's Orb-if used
on your party, twice per region (i.e. unexplored map) it can completely
heal them. So waste the guards, then continue north to kill the last guard.
Walk all the way north to the statue. Take the RED eye of the statue (ha,
ha, very funny Wahooka...keep an "eye" out for the god of the temple); it's
the Orb of Azrael. The other orb will release a poison gas, so do NOT touch
it. You can take any ONE of the four weapons (you might want to take the
spear & give it to another NPC you'll find on a later level, since he uses
it quite well). If you try to take a second, the weapons go bye-bye, and
the statue proceeds to whack the hell out of you. Now head south, through
the door, and to the wall. One more thing ya gotta do on this level; walk
west four steps, and turn north. Walk north three squares, then west one
square. Turn until you see the handles. Pull 'em all. Then walk one square
east, eight squares north, and turn west. Go talk to the dwarf; it's
Dombur. Give him his helmet, and heal him up (he's in bad shape!). Now walk
back out to the corridor, and go south to the wall, west to the wall, south
three squares, west down the corridor, and take your first left. Walk south
five squares, east all the way to the wall, north to the wall, east to the
wall, south two squares (kill the Throgs if they charge you) then west
through the door. Open the chest to find three gold coins, a heal root, and
two rune scrolls-one is a Strength enhancer, the other is "Spoilspell,"
which can cancel the effetcs of other spells. Now go back out east to the
wall, north to the wall, west to the wall, south to the wall, west to the
wall, north five squares, go west, and take your first left. Walk up to the
porticullis. If you have the Orb of Azrael, the porticullis will open. Walk
south to the wall, east to the wall, then south down and through the
door...into the Dragon Feeding Grounds. Oh dear.
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17. Doesn't sound too comforting, does it? Well, do things right, and the
dragon will be on your side. Really. As soon as you open the door, kill the
Sharga. Then walk two squares west, turn south, kill the Shargas, and
continue south to the wall. Go east to the wall, south to the wall, and
west one square. Open the chest & take the Circle scroll. Now go east one,
north to the wall, west seven squares, turn and look north. Mark this spot
with a "COME BACK HERE" on your map. Now walk six squares east, north to
the wall, west to the wall, north to the wall, east to the wall, north two
squares, east to the wall, south 1, east to the wall. Turn south to find a
helm, plate armor, and a dagger. Now walk north and take your left turn
through the door. Kill the Shargas, open the chest, and get the
Stoneshooter piece. Walk back OUT the door to the corridor, south three
squares, west to the wall, north 1, west to the wall, north 1, wet to the
wall, south 1, west 1, south to the wall, west 1, south 2 squares, west 2
squares (kill the ants), north to the wall, turn west, and open the chest
to get the second Stoneshooter piece. NOW, walk back to the "COME BACK
HERE" point. Now walk south six squares, then IMMEDIATELY turn left or
right, and the boulder (which was just shot from the north wall) streaks by
you at amazing speed...and misses you. If you turned fast enough. Now
continue south two squares, then go east to the wall. Turn south; blow away
the toadstool with some fire magic. Then go south two squares, east one
square, and turn south to face the Throgs. Kill 'em, then go south to th
ewall. Go east to the wall, south one, then turn east & hack the Throg
guard. Take his guard key. Walk back to where the toadstool was. Mark this
spot with an "X" on your map...you'll be back. Now go north to the wall,
west to the wall, north-and take your left turn, west to the wall, north
(and kill the exploding fungus) to the wall, west to the wall, south one
square, west to the wall, north, west, north (hack through the cave-in) to
the wall, west, north to the wall, west, north to the wall, west to the
wall, two squares north, east to the door. Unlock the door with the key you
got from the Throg. Go through & waste the Throgs (pick up their coins when
they're dead). Now turn north and go through the door to the upper level of
the feeding grounds. Walk south to the wall, west through the door and then
take your right, north to the wall, east (kill the exploding fungus),
north, west to the wall (hack the cave-in and the fungus), south 1, west 1,
south to the Shaman (watch for the Energy bolt)-he'll take off, but leave
some feathers behind. You need 'em, so take 'em. Now go north to the wall,
east to the wall, south 1, east to the wall, north 1, east to the wall,
south 1, east to the wall, north to the wall, east to the wall, south to
the wall, west 1 (note the glowing thing but don't attack it), south to the
wall (another glowing thing), east 1, south 1, then mark this spot as
"Fairy Realm Entrance," then continue south to the wall, west 1 (another
glow), south to the wall, east, south, east to the wall, south 2, west to
the flowers. Grab all 7 flowers. Do NOT give these away! Now go back to the
north-south corridor, and continue south. Then go west 1, south to the
wall, turn west & waste the Shargas, then go through the door and open the
chest to find an Armor scroll and half of a key.
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18. Now for some REAL fun. Walk back through the door, east to the wall,
north to the wall, east, north to the wall, west to the wall, north, west,
north three squares, west through the door and to the wall, then turn
south. Uh...hmm. Funny, that kinda looks like a...yup. Walk ONE south. The
dragon will wake up. Do not even THINK of attacking the dragon. In the
words of Egon Spengler, "it would be bad." Now walk ALL the way back to the
"X" on your map of the lower level of the feeding grounds. Walk east to the
door with the symbol on it. Now that you have the feathers, you can go
through without the symbol (glyph) killing you off. Go in, turn right, and
whack the holy living spit out of the shaman. Take the feathers, the scare
rune, and the other half of the dragon key. Hey, you've got both halves!
Too bad that won't help...unless you reforge it. And that can only be done
in the Dwarven fortress. This is going to get more annoying... Okay, time
to go to the Dwarven Fortress. Go out the door, west two squares, north to
the wall, west to the wall, north six squares, west to the wall, north to
the wall, west to the wall, south 1, west 1. Spin around and look for a
button. Press it to disarm an arrow trap. Go south to the wall, west one,
south to the wall, turn east & waste the Throg guard, go east to the wall,
south 1, east 1, south through the door (the feathers will let you through,
again), and just beyond the door, look around for a button. Press it to
disarm a trap. Walk south 1, west 1, south 1, west to the door... Karzak
will now take off, "preparing the guards for your arrival." How nice. Go
through the door after he's gone...and welcome to Level 7, the Dwarven
Fortress.
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19. Time to relax a little...do NOT attack ANY dwarves here. That turns all
the dwarves in your party against you, and every other one also comes after
you. That would also not be good. Go south and through the door. Take your
left, and through the door. Talk to the Dwarf guard. Now, take everything
out of Dombur's inventory and give it to yourself...he leaves in a second.
Walk east to the wall, south to the wall, west two squares (at which point
Dombur takes off), west two more squares, south to the wall, then east over
to Dombur. Just wait while he paces around. When he asks for a piece of a
"device," give him one of the Stoneshooter pieces. He'll pace some more.
Wait till he asks you for another piece. Give him the second piece you
found. Now, there's one more piece...on the other side of the dragon. We'll
worry about that later. For now, check the scrollcase to get a silly scroll
and a Language Rune scroll. Also, take the heal potion. The scroll on the
table is worthless; it's blank. Now walk back out west, then north to the
corridor. Walk west two squares, south-and take your second right. Walk up
to the Dwarf elder (Torin). Farli'll take off, apparently banished, after a
discussion amongst the guys there. Now walk back east to the wall, north
(and take your second left), west to the wall, north to the Blacksmith
dwarf. Talk to him, but don't walk past him. Oh great, he needs magickal
flint. Mark this spot as "Forge" on your map. Now...ready for this? Walk
all the way back to the spot you marked "Fairy Realm Entrance" on your
Dragon Feeding Grounds Lower Level map. Now walk south three squares, east
to the wall (hack through the cave-in), north to the wall, turn east, and
use the chisel the Blacksmith just gave you on the Magickal Flint Rock.
Now, walk BACK to the "Forge" (see how useful that little teleport feature
in my UGE module is?) and hand the guy the piece of flint. He'll go light
the forge, then come back. Hand him both pieces of the dragon key. He'll go
re-forge 'em. By the way, turn right. See that big rock thing? It's the
Glorystone. If you need to improve your weapons skills, put a weapon in
each hand, stand next to it, tape down both mouse buttons, and walk away
for about twenty minutes. When you come back, the Glorystone will still be
uninjured, but your stats in the weapons you used will be quite improved!
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20. Now head back south down the corridor to the wall, east three squares,
north through the door and go talk to Geldor. He'll hand you a price
scroll. Hmmm. Good equipment, for the money you've gotten in past levels.
But, the prices seem awfully steep, don't they? Sure wish there was some
way you could get 'em for free...yup. Give him the Throg Shaman's feathers;
you won't need them any more. He gets all emotional about his family being
killed by a Throg Shaman, then tells you to take whatever the hell you'd
like. GOOD DEAL! Grab whatever you want, then go back to see the Dwarf
elder (Torin). You might want to mark this spot on your map, by the way.
He'll tell you about an undead beast you could slay to get some real
benefit. So go east to the wall, north and take your second right, walk
east to the wall, north, east 2, north, east, north, east to the wall,
south to the wall, east 2, south 1, east 1, south to the wall, west 1,
south 1, west to the wall, south to the wall, east 1, south 1, east to the
wall, north to the wall, east 2, south to the wall, east 1, south 1, east
to the wall, north...and get the picks and iron spike, then south to the
wall, west to the wall, north 1, west 1, north to the wall, east to the
wall, north to the wall, west 1, north to the wall, east to the wall, south
to the wall, east to the wall, north four squares, then west through the
porticullis, which opens automatically. Turn north and walk to the
sarcophagous. Get a charged runecaster ready (one with a fire spell,
preferably), and click on the sarcophagous. WELL, here's that undead
warrior you were warned about! It takes full damage from fire attacks and
piercing attacks. Arm yourself with the Dagger of Penetration, and blast
away with Firebolts (preferably with the power enhancement). Go ahead and
back away from him, blasting away. It takes 600 points of damage to kill
him REALLY dead, so be a coward and back off while firing. If you get stuck
(kinda tough, as the corridor all around his little tomb back out past that
porticullis is a loop), use the Dagger of Penetration. Watch out
though...his attack can poison you! Once he's permanently dead, head back
through the whole maze until you reach the spot just outside Dombur's room
(where he first took off). Turn back east and take your first left, then go
north to the wall. Go 1 east, 1 north, east to the wall, north 1, east 2,
then turn south and go "talk" to the dwarf. Bit unfriendly, isn't he? Hang
around till he says "have it your way." Then turn and walk north, and
IMMEDIATELY spin around and kill him when he attacks you! Yeah, I know-I
said don't kill Dwarves. But THIS one isn't a Dwarf-it's a Throg is
disguise, and turns back as such when it's dead. Now walk through the south
wall and pick up the Meta Rune scrolls-they are for the Ball, Power x2,
Power x3, Duration, and Potency runes! Excellent! Now, go back to Torin.
Talk to him; a chest will appear behind him. Take the magic shield and the
Homing Rune scroll-ah, now, with the Circle rune, you can teleport! I
suggest you go cast a Circle rune outside Dombur's place, then walk all the
way back to the entrance to the Upper Level of the Dragon Feeding Grounds
(this requires you to go through the Lower Level).
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21. Now go south to the wall, west through the door and take your first
right, north to the wall, east 1, north 1, east to the wall, south 1, east
1, south 5 squares, west to the wall, south 1. Note the LARGE leg sitting
there. Mark this spot as "REAR LEG." Unlock the lock on it with the dragon
key. Now go north to the wall, east to the wall, north to the wall, east to
the wall, south 1, east to the wall, north 1, east to the wall, south 1,
east and take your first right, south to the wall (watch for the exploding
fungus) east 1, south to the wall, west to the wall, north 1, west 1...see
the OTHER big leg? Unlock it with the Dragon Key. Now walk to the spot
marked "Fairy Realm Entrance." Go south 1, west 1, south 3, west through
the door and to the wall, and south to the dragon. When she wakes up,
unlock the neck chain. The dragon will go free, and you'll finally be able
to get to the other half of this level! Walk west to the wall, south two,
west to the wall, north and pick up everything in sight-green and red and
blue gems, 18 gold coins, and a heal potion. Open the chest to find another
heal potion, another blue gem, two more coins, and three scrolls-one with
Healing (VERY useful, especially if you've been poisoned or diseased!),
another Shrink rune, and a Tornado spell. Now walk all the way back to the
spot that says "REAR LEG" on your map. Go south to the wall, east 1, south
to the wall, west 1, south 1, west 1, south two, west through the door and
down the stairs. Walk east to the wall, south to the wall, turn west and
kill the fungi, then open the chest to find all sortsa good stuff,
including the third Stone Shooter piece. Now go back through the passage to
the upper level, and back out to the north-south corridor. Continue south
to the wall. Turn west and go to the wall, go 1 south, 1 west, then turn
south and walk up to the Sharga...but don't attack him. This is Skuz the
Sharga, and he'll join your party. Remember that spear you took from
Throggi? Give it to him; he uses it quite well. Mark this spot as "ICE."
Now, head back through the passage to the Dwarven Fortress to Dombur's lab.
Note Skuz won't go with you, but he'll be there when you go back to the
grounds later. Give the third Stoneshooter piece to Dombur, who then gives
you the completed Stoneshooter and instructions. Use as you please (aren't
you glad you've been picking up rocks all along?) Now head back to the
passage to the Dwarven Fortress (Skuz'll rejoin you). Walk to the "Fairy
Realm Passage" square. Walk east two squares. Place five of those primroses
you picked up a while ago on the ground and the passage to the Fairy Realm
opens up. Go on through...
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22. Welcome to Level 8, land of the Fairies and things of insufferable
cuteness. Note: While you could've picked up Karzak Hardstone again back in
the Dwarven Fortress, he weakens on this level a lot...he doesn't like cute
things at all. We'll go back for him later. For the time being, you can
tough it out with just Skuz. Head due south, and prepare for a meeting
with...Snort. Pick up all the flowers as you go along here; you may need
them later. Actually, you WILL need them later. Take the left, go west to
the wall, north to the wall, east 1, north to the wall, west (and get
greeted by the Fairy Players), continue West to the wall, south to the
wall, west 3 squares, south four squares, east to the wall, south 1, east
to the wall, north to the wall, east to the wall-pick the mushrooms and
grab the book. Then go west to the wall, south to the wall, west to the
wall, north 1, west to the wall. Mark this spot as "COME BACK HERE!" Then
go north, take your first left (mark the intersection with an "X"), west to
the wall, south 1, west 1, south to the wall, west to the wall, north 1,
west to the wall. Pause here a moment. When the Fairy Players show up, hand
'em a mushroom. You'll get a scroll with a rune that looks sort of like a
duck. You'll need it much later. Now-north 1, west two squares, and turn
north to grab the flowers and the moss. Head back to the "X." Then go north
to the wall (and get an opportunity to buy a song if you wait here too
long), west to the wall, south 1, west to the wall, south 1, west 1, south
1, west to the wall, north 1, west to the wall, north to the wall, west to
the wall, north to the wall, west to the wall (you'll get a scroll from
Murph that gives you the "Slow" Rune), south 1, west to the wall and grab
the Cake and Fiddle. Now go east 1, south to the wall, west 1, south
1...give Binkle the fiddle to get the Faerie Pants. Put 'em on Drake. Yeah,
he looks silly. So why do you do it? Because...every Fairy clothing piece
you put on him gives him 20% protection against Troll attacks, cumulative.
There are five pieces you can get. So, guess what all five gives you?
Bingo! Invulner- ability versus Trolls! Now go south 1 more, and grab the
decanter. Keep picking flowers, by the way. You'll need five primroses
eventually. Now go 1 west, south to the wall, east to the wall, south 1,
east 1, south and take your second right. Go talk to Snort. Give him that
decanter, the wild thyme you found, and the Brownie moss. Pick up the
decanter with red brew he drops. DO NOT DRINK IT!!! Now go back east five
squares (should be at a crossroads), head south, and take your next right.
Go into the room to talk to Winkle. Mark this spot as "WINKLE." Exit & then
re-enter. You'll get an iron spike (useful in stopping Trolls) Now walk
back out to the corridor, and go south to the wall, then west to the wall
and pick up the spike, flowers, and jester cap. Put the cap on Drake (yeah,
now he looks REALLY silly. But he's up to 40%...) Head back to the
north-south corridor, turn north, and take your right. Walk two squares
east, turn north, & grab all the primroses. Then walk one more east, turn
south to the wall, east to the wall, and turn south to talk to Surly,
the...well...surly fairy. When she asks for the cake, give her the Faerie
cake. She'll give you a silver key. Now exit back west to the wall, north
to the wall, east to the wall, 1 north, east to the wall, north to the wall
(getting another cake from Sweetie), then west to the flower patch. Take
'em all, especially the daisy chain. Walk back to where Sweetie was and
give her the chain. She'll give you a choice-a prize or a kiss. Well, take
the prize. Really. It's a four-leaf clover, and while you have it, Trolls
are visible. Otherwise, they're not. How convenient. BUT...you still have
more stuff to do. Mark this spot as "QUEEN" on your map. Go back to the
spot marked "COME BACK HERE!" on your map. Go south 1, west 1, south 1,
west 1, south to the wall, east three squares, turn north and grab the
parchment, then continue east to the wall, then go south 3, west to the
wall, north 1 (another song & dance), west to the wall, and south to the
wall. Mark this square as "TROLLS". Now go west to the wall (get the
flowers & berries), north 1, west to the wall, north 1, west to the wall
(yet another song & dance), north 1, west 1, north two squares, east to the
wall, give Chuckie the red decanter for another jester's cap (hey, put it
on Skuz! He'll love you for it! Really!), then go back west to the wall,
north to the wall, east 1, and north two squares to talk to Giggle. Give
Giggle the book you picked up a while ago to get the Gold Key.
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23. NOW it's time to go deal with the Trolls for a little while. Not long.
Go back to the spot marked "TROLLS" and go north two, east to the wall,
north 1, east to the wall, south through the porticullis (after the silly
conversation) to the wall, west to the wall-smash the bones & get the book.
You COULD pick up a Fairy party member now, but why bother? Turn around and
head back east to the wall, south 1, east to the wall, north 1, east to the
wall, south 1, east and take your SECOND right, kill off Mr. Wasp (get in
close-he has ranged attack!), then south to the wall, west 1, south to the
wall, west to the wall, turn south, and be prepared to whack some trolls.
Use the iron spike to keep 'em from teleporting too much. After you kill
them (assuming they show up here), go south to the wall, and look around
for some flowers (pick 'em) and a stick of drawing charcoal. They should be
just to your east. Turn around so you face west. See that toadstool? Blast
it into oblivion from a distance. Now walk west to the wall, north 1, west
to the wall, south to the wall, and west until you find a drum on the
ground. Grab it, then backtrack all the way to where the map says "TROLLS."
Now walk to where the map says "QUEEN." Go north 1, west to the wall, south
1, west up to Chuckle again. Give him the charcoal stick and the parchment
you found much earlier. He'll hand you a portrait and a Fairy Shirt. Yep.
Put the shirt on Drake. 60%, but looks REALLY dumb now. Then go north 1.
The gate is locked. Look around the walls for a keyhole. Use first the gold
key, then the silver key on it. The porticullis unlocks. Go north, then
around to the right. Check that alcove on the right; touching it recharges
all your runecasters. Now continue north and then west 1, then north 1. The
door is locked. You've probably heard a fairy or two say "Roses down, twice
around" before. Put a primrose down, then back up one and walk around the 3
by 3 square (west, south, east, north) twice. The door will open. Go on
through and walk up to the altar-to meet the Queen of Fairies, who heals
all your wounds. When she mentions the portrait, hand her the one Chuckle
just did to get a Luckstone ring. Then listen to her first story. She's
tired now, so it's time to go do more good deeds...Go back to the spot
marked "Winkle." Walk in and give him the book. Let's see...you now have
jester's caps, fairy shirt, fairy pants, luckstone ring. You're up to 80%.
And the LAST Troll-defense item is right next to the one Troll you HAVE to
kill...so, let's go get him! Walk back through the porticullis into the
Troll realm south to the wall, then east to the wall, south 1, east to the
wall, north 1, east to the wall, south 1, east 1, south (waste the trolls
and REMEMBER THE SPIKE TRICK! Pound it into the ground to keep them from
teleporting!) to the wall, west 1, south 1, west 1, south 1, west (when you
become "paralyzed," use the Spoilspell rune to cancel it) to the wall,
north 1, west to the wall, north 1, west 1, turn north & root through the
flowers to grab the horseshoe. Put it on Drake...he is now immune to Troll
damage! Turn around, walk back out of the alcove, and face west to fight
THE TERRIBLE TROLL. This could take a while; he's not very nice. When you
finally kill him, he drops The Orb of Yoth-Soggoth (okay, who's the wiseass
who ripped off H.P.Lovecraft? Sort of, that is. Lovecraft's god name is
Yog-Sothoth). Now continue west to the wall, go south to the wall, west to
the wall, south 1, west to the wall (take the decanter if you want), south
1 (ignore the will o'wisp), west to the wall (take the mushrooms along the
way), then north to the wall to find a bunch of flowers, red mushrooms, and
another runecaster-the Elfwand. Cool. You'll need it, believe me. You're
done here, so walk all the way back (ignore Will O' Wisps) to the Queen of
Fairies. She'll tell you another story. Walk out and return in 30 seconds
for a third story. Walk out and return in 30 seconds for a fourth
story...and a magical pendant which you'll need later. Take it, of course,
and put it on. Thank whoever, that is the END of the Fairy Realm! Remove
the fairy stuff & put your real armor back on again (yes, this includes the
Jester's cap you stuck on Skuz's head) Go back to where you started this
crazy level to warp back to the Dragon Feeding Grounds, Upper Level. NOW,
we go get Karzak again.
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24. Go to that passage to the Dwarven Fortress on the Lower Level. There?
Good. From the entrance, go south through the door, take your left through
the gates, east to the wall, south to the wall, east and take your first
right, south to the wall, east 1, south three, west into the room, then go
talk to the dwarf-it's Karzak, who'll rejoin the party. Exit back out to
the Feeding Grounds. (Skuz will rejoin you once more). Now go to the Upper
Level of the Dragon Feeding Grounds, and walk up to that spot marked "ICE"
on the map. Turn east and go through the door...into the Ice Caverns. Also
known as Level 9. Now, DO NOT KILL ANY SHARGAS ON THIS LEVEL! They're the
Ice Shargas, and, believe it or not, they're good guys. So when you walk
through the door, walk up to-but don't attack-the Sharga. (POINT OF NOTE:
The Ice Caverns are frigid, and do 1-2 points of damage to party members
every 30 seconds or so. You'll need magical protection-which unfortunately,
requires you to get something first. Wonderful. Just keep an eye on your
health meters & heal up when things look bad) Follow the Sharga when he
finishes talking. Turn north up the corridor and go talk to Kandoc, the Ice
Sharga King. After he finishes, turn west & go three spaces (do NOT walk up
to the Sharga ahead-he's a healer, and will heal all damage, but he only
does it once an hour, so unless you're in bad shape, don't do it), then
turn north and go talk to the Advisor. He tells you about "different fire."
Great. Now back out, take 2 steps east, and turn north to talk to Gorza.
Hmmm. He needs scrolls. No problem...yeah, right. You're getting cold, so
let's move out. Back out, go 1 east, south to the wall, east to the wall,
south 2, west to the wall, south to the wall, west 2, north 1, west 2 (kill
the Ice Witches with Firebolts), south to the wall, east 1, south to the
wall, west to the wall, south to the wall, east to the wall, north 1, east
to the wall, north 1, east 2 (mark this spot with an "X"), south 2, east
(and don't attack the Sharga. He's gone nuts. Use the curing rune on him to
heal his insanity, and he'll tell you about an ice hammer). Keep going east
to the wall, then north 1, east to the wall, turn north & kill the Ice
Witches, north to the wall, west to the wall, north three squares, turn
west. Hammer the wall a couple times to break it and clear the debris.
Punch the snowpile a couple times to find a magic chain-mail skirt, an ice
hammer, and a rune scroll with a Circleward spell on it. Hmmm-a fire trap.
Might be useful. Now turn back north and continue north to the wall, east
1, north four squares, and turn east. Punch the snow pile to find the
parchment. Okay, RACE back to that guy who wanted the scroll. Give the
parchment to him, and you'll get an Ice Bolt scroll AND a Warming Rune
Scroll! FINALLY! Inscribe it on a runecaster, then inscribe the Duration
Metarune over it. Cast it, and you're immune to the Cold damage for 15
minutes. Great! Oh yeah, you get a couple others, too, but you already have
those (Armor rune, Ball Meta- rune).
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25. Now head back to that spot marked "X" on the map. Continue east to the
wall this time, then go north to the wall, and west to the wall. Note the
frozen Dwarf. Use the warming rune to thaw him out. It's Nigel Hardstone,
Karzak's clan brother. Note he knows your name...without you ever telling
him what it is!! (That's not important, just a silly plot hole). Follow the
Dwarf west to the alcove. After his little spiel (and when he takes off),
bash open the north wall of the alcove. Go on through to the north wall,
turn west 1, then north-uh-oh. A skeleton. When you step up to him to
fight, however, since you have that magic pendant from the Fairy Queen (you
DID save that, didn't you???), the skeleton collapses into a pile of bones.
Cool. Now go east 1, north 2, west 1, pick up the Magic Armor Rings and the
Magic Chainmail Shirt, then look north. Hmm. Blue fire? Grab it. And listen
closely. Don't put it down. Inventory is okay, but don't put it down. It'll
melt! This is called Coldfire, and it's the only thing that can make the
Ice Queen vulnerable. Excellent! Okay, now back all the way out of this
secret chamber to that place that Nigel just showed you. Head west 2, south
1, west to the wall, north 3, east to the wall, north to the wall, west 1,
north to the wall, east to the wall, south to the wall, east to the wall
(Karzak will give a warning, then three cave-ins will happen behind you so
keep moving), north 1, and east up to the frozen elf. Thaw him out. A
conversation takes place; Karzak gets warped back home, and Enigma the
Elflord (who recognizes the Fairy Queen's Pendant) joins your party. Elf or
no elf, this guy is one cool customer. Now turn around, go back west, 1
south, west (hack through the cave-ins) to the wall, north 2, east 2, north
to the wall, east to the wall, north 2, west 3, north to the Ice Sharga
king. He sees the Coldfire and goes nuts, telling you you can now kill the
Ice Queen. Great. Now he shows you a secret passage-bash at it a couple
times (that ice hammer you found works great), then go north to the wall,
east to the wall, 2 north, east to the wall, 2 north, 2 east, 1 north, then
east to the wall-and bash IT with the hammer to break through! Turn north &
kill the Ice Witch. Now go north 1, east 2, south 1, east 1. Stop right
here. If you look up ahead around the corner to the left, you can see what
looks like an aerobics babe. This is the Ice Queen. Here's a nasty method
of dealing with her problem. Grab a runecaster with a high charge. Inscribe
the Warming rune on it, then inscribe the Ball, Power x3, and Duration
Metarunes on it. Cast the spell (it'll cost about 8 Mana Points, but it's
worth it!) and your entire party is now immune to all Cold damage for 15
minutes, which is all the Ice Queen uses. Kinda mean to these bad guys,
aren't I? Take one step east, and walk one north. She'll go through her
little speech. Then use the Coldfire on her. Boy, does that make her mad!
She starts teleporting around and attacking...and your entire party is
immune to it! (Insert mad scientist's laughter here) Just keep hacking or
blasting away whenever she's in front of you, preferably with a fire spell.
When she finally goes down, pick up Helion's Orb. Once you pick it up,
you're completely immune to cold attacks. Nice, huh? Go one north and blast
the chair with a firebolt. Drink the remains (no, seriously. It'll heal
you). Pick up the scroll and read it. Now turn around and head due south.
Waste any ice witches that attack you-they can't hurt you any more anyway.
A secret door has opened here-walk on through it...to the Gate Of The
Ancients. As my time-travelling friend Sam used to say, "Oh boy..."
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26. Welcome to the Gate of the Ancients. Guess what! There are NO monsters
on this level at ALL! So put all your weapons away. Really. I'm not
kidding. There ARE, however, some of the most ridiculous puzzles in the
game on this level. There is also Safrinni's Orb, the last and most
powerful runecaster, and...well, you'll find out. Occasionally, you'll see
signs. Click the "Look" icon on 'em. If Enigma says "Sorry, I can't read
it," it's meaningless-don't waste a Language rune on it. Exceptions will be
noted (if there are any). And yes, you'll finally get to use that Duck
Rune. Here we go. Note that a lot of this is unnecessary, but helpful (gets
you some very useful armor & stuff) Excuse me if I degenerate into
ogre-language; there's a lot to cover, and this file is already over 60K of
text. North to wall. West, take right, mark spot as "BACK 1," north, take
first left, 1 square west. Look north, push button. 1 west, 1 south, push
button, 1 north, 2 west, 1 north, pull handle down. Mark spot as "TELEPORT
SWITCHER." Return to "BACK 1." West to wall, north 1, west 4, south to
bodies. Punch bodies, take arrows. North 2, east 2, south to campfire, use
icebolt on fire. Take scare rune scroll. North, take 1st left, west to
wall, north to wall, west 1, north to wall, east 1, north to wall, east 1,
north to body. Punch body, take stone, Poison Resist Ring, Throg Shaman
feathers. South to wall, east, take next left, north 4, west through door.
Take Life Restore potion, Vampyre Rune Scroll. East to wall, north to wall,
1 west, 1 north, west to wall, 1 north, west to wall, south 2, west 1,
south 6 onto the clickplate. North 1, turn east. Note porticullis timing.
Run through when all the way open (timing is crucial, else SPEAR TIME).
Take Life Restore Potion and Dagger Of Penetration. Time exit west to wall.
Walk through west wall (illusion), then 1 more west. 1 north to recharge
runecasters. 1 south, 1 west. Cast Feather Fall (Lesser Aerial Magic) on
party. South (jump into pit). Take super heal potion. South to wall, west
to wall, north to wall, east to wall, south 1, east 1, south 1, mark spot
as "BACK 2," east to ladder, climb ladder. East 3, south & jump in pit. 4
West, 1 North, 3 West, 1 south. Face east wall, push button. Face west
wall, push button. North 1, west 1. Push button to restore Vitality. East
1, south 2, east 1. Push button to heal party. West to ladder, climb up.
South 2, east 2, south 2, west 2-jump in pit. 1 east. Face north. Push
button. East 1, read sign on North wall. East through door. Take wolf key.
West through door, then 2 west, north through door. Search & take Poison
Resist Ring. South through door and through south door as well. Take Magic
Shield. North back through door (all three now lock!), north 1, west 2,
north to wall, then 1 more through 1-way door. 1 West, climb ladder. Return
to spot marked "TELEPORT SWITCHER."
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27. Push handle up. Follow annoying pit route back to "BACK 2." East to
ladder, climb ladder. East to wall, north 1, east to wall, south & jump in
pit. South to wall, west 1, south 2, west 1, south 2, east to wall, south
3, check corpse for warhammer, helm, chain shirt, chain skirt, heal potion.
East 1, 2 south, 5 west. Mark spot as "BACK 3." South through 1-way door.
Go to ladder & climb it. West to wall, south & jump in pit. East to wall,
south 2, west to wall, south 1, west 2, face north. Use Fairy Duck Rune on
Duck statue. North through passage that opens-take Horn of Fear, magic
quiver for arrows, life restore potion, Ring of Ducking, Language & Sphere
Rune scrolls, and two message scrolls. South to wall. West to wall, north
to ladder. Climb ladder. West to wall, south to wall, east to wall, 1
south, east...time porticullis again (careful!) and go through (but not
through second porticullis). North to wall; push button. Porticulli shut
off. South 3, east to wall, 1 north, 1 east, 1 north, push button. South 1,
west 1, south 1, west 3, north 2, east 1, north 1, east 1, north 1, east 1,
north through door (unlocks it) then north to wall, west 2, north 2, east
1, north 2, east 1, north 3, west 2, north to wall, east to door. Unlock
door with wolf key. East 2, north 2, east 1, north to campfire-use icebolt
& take Eagle Key. South to wall, west 1, south 2, east 1, south to wall,
east to wall, north 2, east & pick up hammer, chain shirt, chain skirt,
Dwarf helm, and message scroll. West, south to wall, west to wall, north to
wall, west to wall, south 2, west to wall, north & take first right, east
to wall, south to sign. Read it. Joy. 4 North, 2 west, 1 north, 1 west, 1
north, 2 west, 6 north, east to wall, north 1, east to door. Unlock it with
Eagle Key, continue east to wall, south 1, east to wall, south to wall,
east 1, south...another timed porticullis...to wall, east 1. Pick up Orb
Key ("very sturdy key") and Stoptrack Rune.
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28. West 1, north to wall (through porticullis again), west 1, north to
wall, west to wall, north 1, west through door to wall, south 1, west to
wall, south 3, west through illusionary wall to real wall, south and jump
in pit. Walk to spot marked "BACK 2," east to ladder, climb ladder. East 3,
north to wall, west 1. DEACTIVATE Featherfall rune, if still in effect
(cast Spoilspell on party to do so) and jump in pit. You take damage, but a
door opens to the north. Go north 2, west 1 to recharge runecasters. East
1, north 2, east 1 and pick up Safrinni's Orb. Examine signs on walls using
Language rune. Scourge, huh? Hmmm. You'll meet HIM on the next level...heh
heh heh. Now go back to the square where you picked up the orb. Turn to
face west. Click the new orb on Drake. As soon as you reach the top of the
pit, step forward. North 1, west to wall, south through 1-way door to wall,
west to wall, south 3, west through illusionary wall to real wall, south &
jump in pit (no need for Feather Fall any more; the Orb does it for you!)
Walk to spot marked "BACK 2," east to ladder, climb ladder. East 3, north
1, east 2, south to pit and jump in. Walk to spot marked "BACK 3." West to
wall, face south. Click Safrinni's Orb on Drake. When you reach the top
walk forward through illusionary wall. East 1, north 2, west 1, north 6
(clickplate does nothing), east 1 (take ancient, magical armor helm
breastplate, leggings). West 1, north to door. Use orb key (sturdy key) to
unlock it. Go through...but do NOT step into that gate thing yet. East 1
through illusionary wall, north 1, west 1 through illusionary wall, north
through door. Pick up silver runestaff, three super heal potions. South 1,
east 1 through illusionary wall, south 1, west through illusionary wall,
face north...and step through the Gate to the Palace Of Shadows. See, that
wasn't so hard, now was it? Yeah, right. Oh yeah...and NOW, you're in
trouble. Yes, we've only got two "levels" to go. No, it's not going to be
easy...at ALL!
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29. A word about the Palace of Shadows...it's divided in halves, east and
west. Creatures in the western half are "real," while creatures in the
eastern half will be shadowy reflections of their opposites. Therefore,
watch out on BOTH sides. Okay. Ready? Good. Walk all the way north to the
north wall; notice the walls start closing behind you. Hope you're not
claustrophobic. Walk all the way to the north wall, then go one step east.
You'll get a warning from Thera. Take one more step east, turn north, and
walk through the illusory wall. Take the four heal potions. Go back south
1, then west 4, turn north, and go through another illusory wall for more
heal potions. Arm as many party members as you can with Daggers of
Penetration. Take 1 step south, 2 west, 1 south. Walls close behind you,
and a couple floating skulls come after you. Kill 'em if you want, but if
you wait too long, more show up...and these are NOT nice creatures. Use
magic at long range and the Daggers of Penetration (or a magic throwing
axe) for up-close & personal combat. Head 2 south, then 1 east. Look around
for a Yin symbol on the wall. Take it. Now go 1 west, 2 south, 1 east, 4
south. Turn and face the dark mirror on the wall. You can step through it
to teleport, but you'll lose some Strength temporarily (so don't OVER use
it!). Step through it now. Go north 4 (watch out for Shadowskulls that may
be flying around here), east 1, north 2, west 1. Look for the Yang symbol.
Place the Yin symbol on it. That opens up two secret doorways. Go west to
the wall, then head south. Actually, heal your party a bit first...once you
get to a certain square, the Shadowking shows up and blasts the hell out of
you for about 60-80 points of damage. OW! Fortunately enough, he only does
this once. Walk down south again so you have a short passage off to your
left. Turn right and push the button to open the passage's other end. Do
not go through; continue south to the wall, east 1, south to the wall, west
2, south 1. Note the REALLY big orb. This is Marif's Orb. Use the Shrink
rune on it to get it to a size you can manage, then take it. Walk south to
the wall, then east over to the Dwarf. It's Farli! He's back! YAY! (I
think) Once he joins the party, walk west & take your right. North 2, east
1. Look around for a button. Push it, then go east to the wall, south
three. Turn to face the Dark Mirror and smash the hell out of it FAST
(it'll start throwing Firebolts if you wait too long). Then grab a shard of
the mirror and go north 3, west four, look for a button, and push it. Then
go west to the wall, north 1, west to the wall, and south to take on the
lesser and greater skeletons. Now, as SOON as one collapses, grab either
his sword, helm, or skull IMMEDIATELY, or he'll re-form and attack again!
Do this with both of 'em. Nasty, huh? Take one step west, go south and take
your first left. Take one step (and ONLY one step) east. Wahooka, after all
this time, shows up again-and this time, he joins your party.
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30. Take one step west. Go south through the door to the wall. Go east
three squares, and north 1. Open the chest to find a heal potion and super
heal potion. East to the wall, south two squares (through the one-way
passageway). Go west through the door. Kill off the skeletons (remember the
trick), then go west all the way through the second door and to the wall,
then south to the chest to find another heal, super heal, and poison cure
potion. Ready a weapon. Turn around and walk 2 east (through the illusory
wall). You'll be attacked by a couple floating skulls. Kill 'em off, then
go east 7 squares, turn south, and walk through the illusory wall. Pick up
the thing on the floor; part of the Shadow Weapon. VERY cool...but only
part of it. Now walk two north, 1 east, 1 south, 1 east. Prepare for battle
again, then walk through the dark mirror. You'll be beset by a set of
Shadow Skulls. After they're toast, take two steps east through (yep, you
guessed it) another illusory wall. Take one step south. Before you do the
next thing, check your stats to determine what your best weapon skill is.
Then put the part you just found onto the base-the top will morph from
weapon to weapon...sword, hammer, dagger, ax, spear...every few seconds.
When it becomes the one you're best at, GRAB IT! You now have the most
powerful weapon in the game. Feel safe? No? Good. Go north 1, west 2 to the
mirror, through the mirror, one more west, north 1, west all the way to and
through the illusionary wall, then north 1, east through the door, further
east through the door and to the wall, then south through the door and
waste the two skeletons. South to the wall, west 1, south 1, west to and
through the door, west through the second door, north two (watch for
floating skulls), west 2, north through the door, north through the second
door, north through another door, kill the floating skulls, north more
(check the chest to the east for more super heal potions) to the next door,
through that and north MORE through the next door, to the wall. Then east
to the wall, north 2, east through two doors, waste the small skeletons,
then through the door-and to the wall. You're back almost where you
started. Now for some real fun...Mark this spot as "X."
---------------------------------------------------------------------------

31. South to the wall. East 1, south 4, west 1. North 2 through illusion-
ary wall, west 2 through illusionary wall, 2 south. You're teleported. Kill
skeleton, then touch the green thing in the wall to heal you and Farli (the
others'll have to suffer, I guess). Now go north through the one-way
passage, then follow it north all the way back to the spot marked "X." Go
south to the wall, east 1, south 4, east through the mirror. North to the
wall, east 1, north 2, west 3, south to the wall, east 1, south 2, west 2,
south 2, west 3, north 1, west to the wall, south 8, 1 west, south and take
your left. Get that shadow-weapon ready NOW! March on down the hallway east
to meet...Scourge. Three floating skulls...may not seem like much. Yeah,
right. Each skull can do a different kind of damage, and only the
Shadow-Weapon can hurt him so BASH HIM. This is a good place to save the
game, by the way...he's tough! Once you manage to defeat him, walk north to
the wall, east to the wall, and south 2. Turn east & step through the dark
mirror to teleport to the other side of the palace. Go south to the wall,
then east to the wall. Push the button. Go 4 north, then through the
now-open door. You're back in the Temple of Throggi! Why? You'll see. Grab
the heal roots & scarf 'em. Then stand in the square where you found the
heal roots for at least 10 seconds. Turn left twice, then turn right four
times. The whole party is poisoned with an unusual sort of poison...as in,
it actually heals 3 points of damage up to your maximum every 15 seconds
for the next 90 minutes! Nice, huh? Now go back through the dark mirror,
and west to the wall, then 2 south, and 1 east. A little conversation will
come up. Use the Dark mirror shard on Drake to reveal a skull door. Open
it, then climb the stairs...and welcome to the tower of the Shadowking. Oh
boy, are YOU in trouble now...
---------------------------------------------------------------------------

32. Walk up to the Gatekeeper Gargoyle. He asks you two questions..."Do you
want to enter the Shadows?" Answer "NO" by pressing the Red button. (Would
you really WANT to enter the Shadows? I don't think so...) Then he'll ask
"Do you NEED to enter the Shadows?" Answer "YES" by pressing the green
button. If you whine because you're colorblind, the triangle is YES and the
square is NO. Set up one runecaster with the Shield rune, as well as a x3
Power Metarune on it. You'll be needing it. 2 steps north, east through the
door to the wall. Open the panel. A puzzle. Joy. Now, the solution you
could get by freeing the ensorcelled Dwarves on the basement level, but
hey, if you wanted to do that, you wouldn't have bothered with this
walkthrough. So here's the solution...there's a grid of 16 tiles in the
puzzle. Click on the ones marked "X" below: Column: 1 2 3 4 Row: 1 X X 2 X
3 X 4 X X Now go west 4, north 2, west through the door. Note the floating
spikers that attack you. Kill 'em with a piercing weapon, but watch out!
They explode (jump back!). Continue west to the wall, north to the wall,
east to the wall, north to the wall, 1 more north (illusory wall), 1 east,
north through another illusory wall to the wall. Turn east and walk up to
the porticullis. There's a button on the north wall. Push it to open the
porticullis. Take one step east and kill the floating spiker that comes
through the illusory wall. Now then...read the next section VERY CAREFULLY!
Back west, where you have to go, is a nearly invincible giant spiker, who
can turn your whole party to mincemeat, no matter how well armored you are.
So, here's how to deal with him. And don't screw this up! Turn around and
march west to the spiker's location. He'll start coming after you. Back up
rapidly away from it (still facing it) until you get to the square beyond
the porticullis. Turn right and back up three squares. Wait for the spiker
to come into the room. When it's right in the same square as you are, turn
left or right twice quickly (so you're now facing south). The spiker should
spin with you. Back up three steps rapidly, turn left, back up one space,
turn left again and whack that button! The porticullis will close, and if
you did it fast enough, the spiker will be trapped behind it. Nice! NOW,
march west down the corridor to the wall, go 1 south, then 1 west through
the illusory wall. Pick up the silver ankh you find on the ground. Now go
east through the wall again, to the real wall, north 1, east 5, south 5
(through another illusory wall), west 1, south 1 through the illusory wall
and south 2 more, then west to the wall, south 2, east 6 (through the
door), south 2, west 2 through the door, kill the floating skull, and
continue west to the other door. Open it to go to the second floor of the
tower.
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33. Use that Shield rune (w/Power x3 and Ball enhancements). Arm up a
cutting weapon. Go 2 east, 1 south, then head east down the corridor. Note
the fire elemental. If you didn't put that Shield rune up, you're toast.
Literally. But with it, you'll kick butt. Do so. Take your second left
(should be where the elemental appeared). North 6, east 2, kill elemental.
East to wall, south 1 to teleport. Ignore the scroll on the ground unless
you want to read a silly inside joke from the designers. Go 1 north, then
east to the wall (kill the elemental). When you get to the wall, take 1
step north. Set up a "Circle" Rune here. Wait; notice the energy bolt
slamming into the wall? Hmmm. Time for some timing. Wait until one slams
in, then RUN north to the wall immediately after it hits. Now go 2 east,
and 1 south. Once again, wait until an energy bolt flies past (NOT when it
hits) and QUICKLY go 1 south, 2 east, 1 south. PHEW. Grab the silver
crescent. Now you've gotta go back! You can repeat this process in reverse
to get out, or, if you took my advice, just cast the return rune to warp
back to the spot just south of the energybolts. Anyway, once you get to
that spot, go 1 south, east to the wall, south 1 through the teleporter. Go
1 north, west to the wall, south to the wall, east to the wall, north 1,
east 1, north 1, east 1, north to the ankh on the wall. Step into the wall
to teleport (you need that silver ankh from the first floor for it to
work). Go 2 west, north to the wall (kill the elementals...you ARE checking
that Shield rune occasionally, right?), east 1, north 1, east 1, north 1,
east to the wall, south to the wall, west 1, south through the door and to
the wall, west 1 and pick up the silver cross, then east 1, north through
the door and to the wall, east 1, north 4 squares, west through the door to
teleport again. Walk east through the door & kill the elemental, then east
to the wall, south to the wall, west 1. Face the south wall and step
through it to teleport to the third floor of the Shadowking's tower.
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34. Fire up that Shield rune again...or else! Go south 1, west all the way
to the wall, north 2, turn east & kill the elemental, north to the wall,
and pick up the silver circle. Go east to the wall, south 3, east 3, north
to the wall, west 1. Welcome to Hell. Go 2 squares north, then I suggest
you retreat one square-there's 4 elementals in that hall, and they'll hit
you from both sides! Sure hope you got that shield active! Anyway, once
they're all dead, go north to the wall, west to the wall, north 2, and then
east 2. Note the flashing icons. Ready? Step on through to the top floor of
the Tower of the Shadowking. Go east to the wall, south to the wall, 1
west, 1 south, 1 west, then north 1 through a 1-way door. Go north 1, east
1, north 2, west 1. Enigma mentions this must be the room where the Gods
were trapped. Hmmmm....the Shadowking is a god, isn't he? Hmmmm. Take ONE
more step forward (west). Note the four sunken pillars (one's in front of
you) surrounding a center square. If you step onto that center square, the
Shadowking will appear and blow you to hell, so DO NOT DO THAT! Instead,
put one of your silver items down on the sunken pillar in front of you.
It'll rise up from the floor. Now go 2 east, 2 south, west 1, south 1, west
2, north 2. Place a second silver item on the sunken pillar in front of
you. Go south two, west 2, north 1, west 1, north 2, east 2. Place the
third silver item on the sunken pillar in front of you. Now go west 2,
north 3, east three through the one-way door. Save your game!! Take two
steps south. Take a deep breath, and READ THIS NEXT SEGMENT CAREFULLY
FIRST!
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35. Take one more step south into that square. The Shadowking appears,
along with Thera's Orb and Kor-soggoth's Orb. He goes through his little
spiel, then tells you to take the last 2 orbs. Do so. He then tries to cast
a spell on you. It won't work. He THEN tells you to give him the orbs.
Yeah, right. Take one step backwards, IMMEDIATELY open your inventory, grab
the last silver item and put it on the last sunken pedestal in front of
you. It rises up, and the Shadowking is trapped! You can grab his Orb if
you want, it doesn't matter. Go south to the flashing silver icons on the
wall. Step through the wall; all your buddies disappear, and you're alone
in the temple of Thera. Note the pillars. One should be glowing. This is
the last puzzle. Place the orbs on the pedestal in the proper order. The
orbs correspond to the planets of the solar system and their relative
distance to the sun is the order to place them in. For those of you who are
confused, or just plain don't remember Astronomy 101, follow this: Place
each orb in order on the GLOWING pillar. As you place an orb, another
pillar starts glowing to let you know that's the next one to place an orb
on. The correct order of orbs is: Helion (Mercury), Aquila (Venus), Thera
(Earth), Azrael (Mars), Marif (Jupiter), Afri (Saturn), Safrinni (Uranus).
The last two (since their orbits alternately are closer to the sun) can be
in either order-Yoth-Soggoth (Neptune) or Kor-Soggoth (Pluto). Once all
nine are placed, the game goes into endgame sequence and you've won. GAME
OVER, MAN!!!