Ú ¿Ú ÕÍÑ͸ÕÍÑ͸ ÕÍÍÑÍ͸ÕÍÍÍ͸ ³ ³³ ³ ³ ³ ³ ³³ ³ ³ ³³ ³ ³ ³ ³ÆÍÍÍ͵ ÔÍÍ;ÔÍÍÍ Ù ÔÍÏ; À ÙÀ Ù Ü Ü ÜÜ Ü ÜÜÜ ÜÜÜ ÜÜÜ Ü Ü ÜÜÜ ÜÜÜ Ü ÜÜÜ Û Û Û Û Û Û Û Û ÛÜÛ Û Ü Û Û Û ÛÜÛ Û Û Û ßßß ß ßß ßßß ßßß ß ß ßßßßß ßßß ß ß ßßß ßßß THE STYGIAN ABYSS Solution brought to you by: Doctor Strange Version 1.1 AT THE START... Okay, we've got nothing. Where can we go to get something? Of course, the bag right at the start! Pick it up, light the torch, and ready the dagger. (I'm assuming you know how to use all the commands pretty well.) Check your stats to see what you're good at. I'm not going to enter too much detail for the beginning, since all that is covered in the Player's Guide. Some quick combat tips, though: A good fighting method is to draw back your weapon to full power, charge at your opponent, let your weapon fly, and back up again and prepare to attack again. Also, if you're attacking something and your weapon gets damaged a lot, either try a different attack method or always attack at full strength. If your weapon is damaged everywhere, try the full strength attacks. They'll have a better chance. Some important notes: - Just mapping out new areas gets you XP. So don't be surprised if you're just exploring and you suddenly gain a level for no reason. - Leeches can cure poison, but you take a bunch of damage, too. - The higher your Lore is, the better your chance of identifying something or detecting if something's magical. BUT... it MUST be in your inventory, not just on the floor. - Oftentimes when you walk past a secret door unknowingly, it will show up on your map! Not always, but you should check occasionally anyway. - If you know there's a secret door SOMEWHERE but you can't find it, LOOK at the walls repeatedly. With luck, you'll see the secret door. - If you don't have the mana for Levitate or Fly, but you have a scroll of Gate Travel and a moonstone, and you need to get to some high place, throw your moonstone up to where you want to be (jump up if you can't quite reach) and then use the scroll. Pick up the moonstone and continue. - The poison levels are, from worst to best: Seriously, Badly, Mildly and Barely. (Add "poisoned" after each of those words.) - If I say, for example, "See section 2E", that means to go to the level 2 solution, and look at part E for help. EXPERIENCE Well, after killing monsters, exploring, and all that fun stuff, you get XP. And, eventually, levels. Here are the level breakdowns: Level 1: 0 - 49 XP Level 9: 800 - 1199 XP Level 2: 50 - 99 XP Level 10: 1200 - 1599 XP Level 3: 100 - 149 XP Level 11: 1600 - 2399 XP Level 4: 150 - 199 XP Level 12: 2400 - 3199 XP Level 5: 200 - 299 XP Level 13: 3200 - 4799 XP Level 6: 300 - 399 XP Level 14: 4800 - 6399 XP Level 7: 400 - 599 XP Level 15: 6400 - 9599 XP Level 8: 600 - 799 XP Level 16: 9600+ XP MANTRAS We're going to need to gain levels and skills to get anywhere. To do that, we need to visit a shrine. Whenever you gain levels (or in between levels, especially near the high ones) visit one, because you can gain skills, even in between levels sometimes. On level 1, the shrine's in the big ankh on the map (no, really?). When you get there, though, you need a mantra. The first three you can find in the shrine; the rest you find later. One note: the group mantras increase the skills chosen around 2 or 3 points, up to 4 sometimes. The mantras that increase specific skills can increase it by only 2, or it can go up as much as 6! The average is 3 or 4, though. Some mantras, however, instead of increasing skills, create objects or information. MU AHM: Increases 2 of your magic skills (Mana/Lore/Casting). SUMM RA: Increases 3 of your combat skills (Attack/Defense/weapons). OM CAH: Increases 4 of your other skills (all the rest). FAL: Increases your Acrobat skill. HUNN: Increases your Appraise skill. GAR: Increases your Axe skill. RA: Increases your Attack skill. SOL: Increases your Casting skill. UN: Increases your Charm skill. ANRA: Increases your Defense skill. LAHN: Increases your Lore skill. KOH: Increases your Mace skill. IMU: Increases your Mana skill. FAHM: Increases your Missile skill. AAM: Increases your Picklock skill. LON: Increases your Repair skill. LU: Increases your Search skill. MUL: Increases your Sneak skill. ONO: Increases your Swimming skill. AMO: Increases your Sword skill. SAHF: Increases your Track skill. ROMM: Increases your Traps skill. ORA: Increases your Unarmed skill. FANLO: Increases some stats (maybe) and makes the Key of Truth. See Level 6: Again for details. INSAHN: Points you towards the Cup of Wonder. RUNESTONES Well, the runestones are the key to casting spells in this game. So... first we need a rune bag. Check the Player's Guide for instructions on how to get there. It's in a backpack. Sorting through the pack, you'll find a key, a note, the rune bag, and the Bet/In/Lor/Sanct runestones. Also, on the way, you should find the Ort and Jux stones. A good start... but there are 24 runes all together. So here's their locations. If you can find a runestone more than once, I'll list all the locations. An: This can be found on level 4 along with Jux, west of the trolls. It can also be found roughly south of the Great Hall and also in a small area down a big hole west of the great troll's area (Sethar Strongarm). Those are all on level 4. Bet: This one comes with the rune bag. Corp: This is found near the fishing pond along with Grav on level 4. Des: The Des rune is on level 3 in a spider area. Full description later. Ex: Look for this one behind a barrel behind a talking door in the SW corner of level 6. Flam: Talk to Dr. Owl on level 6 and he'll give it to you. See level 6 for more details. You can also find it on level 6 in a secret room. Getting there is described in section 6A. Grav: This is found near the fishing pond along with Corp on level 4 or as part of a ghost's booty on level 5, roughly south of the ghoul area. Hur: This is in both the orb room on level 2 and a small island on level 3. See section 3A. It's on Ossikka Island. In: This one comes with the rune bag. It is also on level 4 along with An and Quas, south of the Great Hall, and it is also on level 4 twice more, in a very different place. See Level 4: Again for details. It's also on level 8 (see Level 8: Again), but if you don't have it by then, that's pretty pathetic. Jux: This rune is just to the east of where you find the rune bag. It can also be found on level 4, just west of the troll area, in the far north part of the troll-owned part, and on level 5 on a ghost south of the ghouls. Kal: This rune is in a room surrounded by lavafalls on level 6 in the north part of the level. See section 6D for more details. Lor: This one comes with the rune bag. Mani: Note the black pit in the middle of the map that comes with the game. Just to the west is a little landing dock. It's in a box on the dock. It's also in the orb room on level 2. Another place is with Jux on level 4 in the northern troll region. Nox: This rune is found after killing a ghost roughly south of the ghoul area on level 5 along with Grav and Jux. It's also on level 6 in a secret room (see section 6A). Ort: This one is just to the east of where you find the rune bag. It's also part of a wolf spider's treasure behind a door NW of the lizardmen on level 3. Por: This is part of the Gazer's cache on level 2. You can also find it along with Ort on level 3. Quas: This stone is found along with An and In, south of the great hall on level 4. Rel: The Rel stone is in the secret bandit room on level 3. Another place is in a tomb guarded by a Dire Ghost in the SE corner of level 5. It's behind the grave. Sanct: This one comes with the rune bag. It's also with Hur on level 3. It can also be found on level 4 in a hole with An near Sethar, as well as on level 8 (see level 8: Again). Tym: This rune is in a tomb in the SE corner of level 5 behind a grave and also on level 8 (see level 8: Again). Uus: This is on level 2 in a maze complex described in section 2C. Vas: You must solve a puzzle on level 6 for this rune. See section 6B. If you can't or don't want to, it's also on level 8 (see level 8: Again). Wis: You get this as a reward for helping the Lizardmen. See section 3A. Ylem: This rune is found in a box on level 1 with Mani and on level 2 with Por in a gazer's hideout. SPELLS Let's face it, the book isn't complete when it comes to spells. As it happens, some people have experimented a bit and left the results of their experiments for you to find. Here's the unlisted spells, with the circle number beside it: 1 UUS POR: Leap - Lets you make one heck of a jump. 2 AN SANCT: Curse - This reduces an enemy's effectiveness in combat. 3 IN SANCT: Thick Skin - Gives you good protection, probably roughly equivalent to a full suit of chain armor. 4 YLEM POR: Water Walk - Lets you walk on water like ground. 5 AN CORP MANI: Smite Undead - Seems to work by inflicting random damage to nearby undead and if it kills them, they're dead, but if it isn't enough to kill them, they don't take any damage at all. I'm not sure, though. 6 VAS ORT GRAV: Sheet Lightning - Like Flame Wind, only this spell fires off multiple lightning bolts instead of fire. 7 KAL MANI: Summon Monster - Creates a monster in your area, possibly friendly. 8 VAS KAL CORP: Armageddon - Kills everything except you, including your equipment. LEVEL SOLUTIONS LEVEL 1: Beginning, Goblin Camps, Humans Okay, there's nothing serious on this level. Sure, you'll find bats, rotworms, goblins, lurkers, and other monsters, but they're not too hard, provided you have good weapon/magic skill and fight wisely. The skeleton might be a problem, though. But your main problem will be handling poison from vampire bats, grey rats and wolf spiders. Some important areas are: a) The Human Camp. To the west of the shrine is a small complex with two rooms that have water in them. That's the human "hideout" on this level. Talking to people reveals little that will help you, but the bottle of port in the sleeping quarters may be one thing you can take. (You don't need to; there's lots more later, but if you're impatient...) Make sure to take a long pole as well. b) The Orb. On the far east, near the picture of a slug, is a room with an orb. This info isn't needed until the game's end, but remember... GREEN. c) Green Goblin Camp. This is in the NW corner of the map. You can barter with the Goblins to get some stuff, if you want, but the most important thing is in the far NW corner; the Green Goblin King, Vernix. He likes to be treated well; praise him to the high heavens. Don't ask questions, just tell him how great he is; he'll spill everything. Also, his bodyguard has a recipe for worm stew; use conversation topics 3, 1, 1. You need at least one bowl on level 4. d) Grey Goblin Camp. This is in the NE corner, where the picture of goblins are. (Whoa!) There is virtually nothing of real importance here, but Bragit's cell is in the SE corner of their area, and the toilet they use leads (if you fall down it) to the 2nd level. e) The Shrine. It's in the big ankh room on the map. You'll need to do some skillful jumping to get there, but it's worth it. Also in that area is a button (on the south wall; check your map) that you need to push to open the door leading to the shrine. f) The Spider Area. West of the Gray Goblins is a door which leads to a bunch of spiders. Explore the area, and you should eventually reach a drawbridge which leads to a wolf spider (probably Navrey Nighteyes; if you talk to the Gray Goblin chief, he'll tell you about her). Kill it, and past it lies some thread at the far end. Get one strand of it. g) Lever Puzzle. This is near the Grey Goblin camp. There are 4 levers with a certain type of floor in front of them. Nearby is a big chamber with pillars leading upwards. The levers represent the height of the pillar with the same top as is in front of the lever. Got that? Right now, the levers point S, SE, E, NE, from left to right. (Assuming north is straight up.) Make them point NE, E, SE, S. Then go to the room and jump up the pillars. Go up the first four, then north and west across to a small chamber that's very high up. Take what you want, read the grave, and then hop or fall back down. Some good things to pick up are: shortsword (on the way to the humans), armor (leggings in the rat room, cap and boots in the small room you reach if you swim all the way SW down the river, vest might be found on dead goblins), and anything else that looks interesting. There's also a chain cowl in the big room south of the grey goblins. The ultimate guy: weapon of choice, leather leggings/vest/boots, and a chain cowl. There are also a total of 8 runes here. All new, of course (Bet/In/Jux/Lor/Mani/Ort/Sanct/Ylem). When you reach the spider area, fall off the drawbridge (when you get there) and swim north. You should reach land, and after walking a bit, you should find a healing fountain! VERY nice. Use it as often as you like. In any case, after numerous saves and restores, you should be able to hack your way down to level 2. If your HP and MP are getting too low, go someplace safe (like the imp room), shut the door and sleep. Use your bedroll for a more peaceful sleep. That should restore you to full. LEVEL 2: Mountainmen, Gazers, Smithy This level is more challenging than the first. We've got tougher foes like gazers, headlesses, bloodworms and earth golems. (Don't panic.) There's a smith here, who'll repair your damaged stuff! Costs money, but hey, good equipment's worth it. The key points are: a) The Shrine. Head north once you come down the stairs (assuming you used the stairs in the goblin area) and you should find it after some looking. b) Mountainmen. These guys have some quality stuff, like chain boots, leggings and gauntlets. NEVER, EVER call anyone a "dwarf". Corby's here (the guy who "wrote" the Memoirs of Sir Cabirus and the map) and there's plenty of stuff to be found in the supply room once you either unlock the door or bash it down. (Key hint: If you try to bash down doors, use your fists. Doesn't do damage to you or ruin your weapon.) King Goldthirst is in the SW corner, and after some talking, he should give you a quest; to destroy the Gazer in the mines! If you give him a gift, he'll tell you the password to the treasure room. Go through the NW door and hang a right. Tell the mountainman the password and you can look around. Don't fall down yet, though, because you can't get up! Yet. c) Ironwit. This guy's NE of the portcullis entering Mountainman territory. After some thought, he'll ask you to find his blueprints (at least 3 times!). :) Go along the path and take a right, then a left. When you get to the end, turn right and you should see a hole in the wall. (Save your game!) Jump in there, and walk forward until the door on your left opens. Look down as far as you can and either slash or thrust your way through all the bloodworms that come out. There's an empty gold coffer in their room, if you want that. Now walk south, but follow the golden path! (Yellow brick road??) You should reach the key you need. Then go back to the start of the maze and hang a left at the start instead of right. You should reach the floor and have a door nearby. Unlock it and take the potions. The red one's trapped, though... LOOK at it, and then save and try to disarm it. Walking along the floor, you should eventually find some arrows, leggings, daggers, caps, boots, and the like. You'll also find some headlesses. Right now, unless either a) your weapon skill (Attack + weapon) is at least 20 or b) you're desperate for XP, don't attack them, just stick to the wall and run past them. When you're as far SW as you can get, save the game and quaff your Fly potion. E moves you up, Q moves you down. Go up to the ceiling and look around until you see a platform leading to a door. Zip over there and unlock the door. Searching the room should produce an Uus rune and a map case with the blueprints, as well as other stuff. Take the rune and the blueprints, and whatever else you want, then walk down the platform until you hit the end. Now, it's a long fall. If you still have the Fly spell icon in the spell window, fly down. If you see a guy standing on a feather, that's Slow Fall. Just walk off and you'll float slowly to the ground. If there's nothing, jump off and hope you don't die! Run back out to Ironwit, give him the blueprints and you get another Fly potion. d) The Orb Room. Yes, there's another... head east at the area with the windows (near the middle of the level) and go north at the end of the tunnel. You should eventually find a portcullis. Use your long pole on the lever on the wall (aha!) adn go in. There's some skeletons, and an orb that shows a vision of somewhere. Most important, though, are the weapons (axe, longsword and mace) and the Hur rune. e) The Healing Fountain. This is in the NE corner of the map, right by the place you fall to if you come down the Goblin toilet. Also, just north of here is a bunch of goblins. The spoils of war include some gems and a bow and arrows. About time! A missile weapon other than a sling. f) The Mines. This is in the SE corner. When you go in the door, take the right route first. Some searching should let you find a miner called Hewstone and a supply room with some rock hammers and oil flasks and such. Take a hammer if you don't already have one. Eventually, after crossing several bridges, you should reach the smithy. (If you fall into the water, either go north to find a lurker and a gold coffer, or go south to get out. Either way, you have to go south eventually. Don't go near that pipe yet, though, or you get sucked in. When you're ready for level 3, go through the pipe; there's a wand and other stuff there.) At the smithy, you can either talk to Shak about the Talismans, repairing some of your stuff (he won't repair "badly worn" stuff, though) or identifying things. This only tell you how much GP an item is worth, though, not what it does (ie. IDing a wand gives you its price, not its function). If you prefer, USE the anvil to repair things yourself. Be careful, though... if it's too difficult, you can end up destroying what you're trying to repair. Leather stuff is easiest to fix. Also, you can tip Shak if you want... he'll appreciate it. g) The Gazer. Your quest. Head left at the mine entrance. Use your rock hammer on the boulders and save, save, save! Walk around until you see the Gazer. Either pepper him with long-range fire (while he shoots back) or close in for the duel to the death. (Probably yours.) Your weapon may get damaged a lot... just keep attacking, using full power attacks. Eventually, you SHOULD win. If not, pray at the shrine to get your weapon skills higher and try again. Among his stash are some runes and a mail shirt. Take what you want and head back to Goldthirst. Say you were lucky to win and he will give you the Gem Cutter of Coulnes. (You need it later; don't throw it away.) Well, that sums up level 2. I think there's 5 runes on this level; 3 are new (Hur/Por/Uus). There's also lots of chain mail equipment. Ultimate guy: weapon of choice, chain vest/helm/boots, possibly chain leggings/gloves. LEVEL 3: Lizardmen, Bandits, Rumors Even harder monsters on this level, like bandits, mongbats and TONS of lurkers. There's a rumor about part of the Sword Caliburn being on this level; let's see if it's true. a) Lizardmen Area. This area is in the south end of the big island in the middle of the level. For now, though, you can understand gray lizardmen, but nobody else. So go west along the main lizardman corridor and go into the jail on the south side. Talk to the prisoner. He'll translate words for you if you ask him. (Check Appendix B at the end of the file.) When you talk to Sseetharee, write down every word there and ask the prisoner. Eventually, you'll know what he's talking about. Give Sseetharee lots of food, the prisoner goes free. So, find some food, cast Create Food, go fishing, whatever. Go back to him and keep giving him stuff until he accepts it. Talk to the prisoner and that's done. Through the NW door is some equipment; not much exciting, except maybe the crossbow and the stairs down. Swim west of the lizardman area until you can land to the south. You should be able to find a small passage with three doors. Ishtass is behind one; he tells you to find proof of Ossikka. Go out on the bridge and fall off. Swim roughly SE and you'll find an island with a gray rat and some stuff. Take whatever you want, but especially that piece of paper mentioning Ossikka. Go back to Isstarr and give it to him. He'll give you the Wis rune and some other stuff. Go to the bridge again and go across it. You should find some doors on your left. Explore them. One should be locked, but badly damaged. Hack it down, kill the skeletons and take the key and whatever else you want. Follow the passage down outside and then back inside again. You'll eventually find a bandit. Kill or run past him. One tunnel leads to a window of the volcano shaft, one leads to a shrine, one leads to a teleporter, and the other one is where we're going. (Pray at the shrine if you need to.) Going up there, turn left at the crossway. Open the door and talk to Zak. Buy the taper (it's the Taper of Sacrifice). Leave and go down the other way. Save yur game before you do, though! Head left first and explore there. Go back to where you were, go straight now, and turn right. Take the equipment if you want it. You might find a headless wandering around... kill it. Going down the last unexplored passage leads to a dread spider and a wolf spider. Be vewy, vewy cehful! :) Searching there turns up some runes (like Des), equipment and some real nice stuff. Plunder to your heart's content (or your back's weight limit) :) take the key and go back. b) Misc. Islands. Roughly SE of the northern stairs up is an island with a breastplate, lantern, and other goodies. There's Ossikka Island, and near the very NW corner of the big island is a passage leading to a gazer. Good XP if you nail him. More importantly, though, this island holds the Cup of Wonder. If you whip out a flute and play "Mardin's Song of Wonder" here (check section 5A) you'll get the Cup. The very SW corner of the level holds plants, leeches, and a door. One corner of the room has a plaque by the floor with how to open the door. Don't get too close, though, (to the plaque) or you'll be poisoned. The door leads to some rats and the... c) Bandit HQ. The bandits act hostile towards you, so avoid saying anything remotely hostile back to them. If you have the bandit key from the dread spider area (it's yellow, with E and W printed on it if you LOOK at it) you can search the storeroom. The west one is empty, but the east one has the head bandit in it. If he tells you to talk to his underlings first, go talk to a normal bandit, then go back to the head bandit. Also, in the NE corner of the room is a secret door on the north wall! There's some weapons and gems and runes. You'll probably get attacked by a bandit while you're looting, so be prepared. d) Artifacts. There just so happen to be 3 (well, 2«) artifacts on this level. They are the Taper of Sacrifice, the Cup of Wonder and the blade of the Sword Caliburn. Zak has the Taper; just buy it from him. The Cup of Wonder was described in section 3B. The blade is trickier, though. Near the SE corner of the level is a place with a ramp leading down to a blank wall. If you look to the north (I think), you should find a vine-covered wall. USE it. LOOK at the wall until you see the secret door, open it, and pull the lever. Go back to the ramp and there's no more wall! Walk down the corridor and you will eventually find a shrine, a healing pool, a ghost (whom you kill) and, past the ghost, the blade from the Sword Caliburn. The hilt comes later, though, so be patient. Well, that about sums up level 3. By now, if you're collecting the best armor you can find, you should probably have chain everything, except for the breastplate. And maybe a helmet. Or is that level 5? :) Anyway, there's 7 runes on this level, and 3 are new (Des/Rel/Wis). Now it's time to head for... LEVEL 4: Trolls, Knights, Worm Stew Once more, the monsters get rougher to fight. The only new one that comes to mind is the Deep Lurker, but you'll find out for yourself. Oh yeah, there's feral trolls too. And the Chaos Knight. Have fun! :) a) Trolls. Assuming you came down the stairs near the bandits on level 3, head east and you should reach the troll domain. Going through the door the first time seems to set off a trap that throws a couple of skulls and some bones at you, but it doesn't seem to do damage. The normal trolls aren't too useful, and Lakshi Longtooth, despite actually having a name, doesn't do much. Rawstag, however, opens the door to the shrine in the SE corner. Give him some kind of red gem and he'll open it. Take the Writ of Lorne that's in there. Out the door on the west side of their place, there's some runes, a lantern, and stuff like that. Going through the north door will lead to a room on your left, where Sethar Strongarm is. Talk for a while, and give him some worm stew when he asks for it. (Hope you have some! I, personally, didn't, since I ate all of mine earlier, so it wasn't until level 6 that I found another rotworm! Major pain.) He'll give you some dragon scales in return for the stew, which are useful on level 5, so hang onto them. Further north lies a room with some runes, and in the room and the corridor leading to it, there were 3 doors on your right. The southernmost one leads to some dread spiders and some not-too-useful stuff, the northernmost one leads to some headlesses and more useless stuff, and the middle one leads to some skeletons. However, it's special. You'll need a long pole. Walk onto the slightly elevated part and look on the walls until you see a lever. USE the pole on the lever and, after looking around, you should see a new, higher platform. Do this 4 times until you reach the original platform, only now it's REAL high. Jump on it and walk into the hole and take what you want. One VERY useful item is near the trolls. Near the south central part of the map (near the Knights, actually) is a room with TONS of bones, skulls, boulders, plants and items. If you bash apart the boulders, you should notice a ring. It's a ring of Leap! That saves you from casting Leap everytime you need to make a jump. EXTREMELY useful. b) Knights of the Crux Ansata. The HQ for the Knights is in the SW corner of the level. If you explore the whole place, you should find a shrine, some graves, a "library", the armory and numerous knights. After talking to a few, go talk to Dorna Ironfist, who's to the south of the armory. Ask to join the Knights. Agree to drink from the cup. And yes, you WERE afraid. That should get you up to Squire. A free helmet, too! To become Knight, you'll need the Writ of Lorne. That's in the troll shrine. See above for how to get into it. Present that to him and he'll tell you to get the golden plate. That'll be discussed later under Sir Rodrick. Some important knights are the armorer (who tells you about the local puzzles and landmarks), the first officer (show him the Taper), and the treasurer (give him the Gem Cutter of Coulnes). Also, when you become a knight, the other knights will tell you combat mantras if you ask them about help in combat. Going out the NE exit will eventually lead to a knight called Biden. He tried to tackle the Chaos Knight, but it was too much. Ask if you can join forces. Then, it's time to take him down. (Rodrick, not Biden.) :) c) Sir Rodrick, aka The Chaos Knight. Following the corridor from either the Knights or the trolls leading to a huge hall. First, kill all the monsters that hang around here (every single one is poisonous), take whatever stuff you want and go up the stairs on the north side. Before you do, though, save the game! You'll be in a marble room, and in the north part is Rodrick. Walk up to him and he'll talk to you and then attack. He's one of the rare people you can talk to while he's attacking, but he doesn't tell you much. After some work, he should die at your hands. (Or weapons. Or wands. Or whatever!) Take his key. The sword's magical, if you want it. Go back to Dorna and he'll give you the Standard of Honor as a reward. d) Maze of Silas. In the NW corner of Rodrick's area is a secret door. Open it and wander around. Kill the rats and, on the west walls there are 2 secret doors. One has a goblet and a potion, and the other has some rubble. However, careful looking should reveal something golden in one of the piles. It's a gold chain! Take it if you want to. On the south part of the maze is the part we're looking for, though. Keep LOOKing at the walls until you see the secret door. Go in, take the coins if you want, then go to the door. Now, there is a special combo to the door which I found out by accident, but there IS a way to find them logically. Feznor says you can study the order's artifacts for the combo. If you look at the two graves near the shrine in the knight area, the dots on the I's are colored. The colors, from left to right, are the door's combination! Now, assuming you're facing the door, USE the switches in this order: left, right, right, left, left, right. That will open the door. Go in, take the plate and whatever else (you don't need the eulogy) and give the plate to Dorna. He'll open the armory, and that's all his quests. Go in there, and there's plate everything! I didn't take any, but then I was a druid, so I was leather-dudette. The chain opens and closes the door. e) Puzzle of the Bullfrog. In the NE corner of Rodrick's area is another secret door. Open that and, when you reach a place where you can turn, go left into the "Great Stair". It's just a bunch of weird stairs for now. BUT... in the far corner are some leather boots of Toughness. (At least, that's what I found.) Farther down the tunnel, you'll reach the actual puzzle. Turn right and get the wand. Zapping it resets the puzzle. Now, if you USE the levers and buttons, you will change the terrain (make it higher or lower). As it happens, doing it right will, if you're good, lead up to the 2 tunnels on the other side of the puzzle. However, I didn't do that. I got rather tired of putzing around with the terrain so I just Levitated up to the 2 tunnels. But I later determined that the lever on the left controls the location horizontally (with pointing N being nearest the levers and NW being on the other side) and the other lever controls the vertical (with N being right by you and NW going straight across). Each degree you turn it moves the square affected by one. When you've got the coordinates, push the top button to raise terrain or the bottom one to lower it. Zapping the wand returns everything to normal. Anyway, the NE tunnel leads to some stairs down, which we'll go down later. There's an illusionary wall, though. Going back to the start of the puzzle, raise the ground in the SE corner and jump into the east wall. Near the SE corner is the fake wall. Keep facing the east wall and move forward at different parts in the wall. You should pop through eventually. (Actually, a Reveal spell would probably show it, eh?) There's some more cute stuff down here, like an orb. That's all here, though. f) Other Places. Going out the SE exit from the knights, and then north and then west should lead to an outcast camp. Talk to the guy, and get the fishing pole if you don't have one. (There's one in the mine supply room on level 2.) Going north of there should lead to the fishing pond he described. Fall into it and swim down the tunnel. You'll find a lurker and 2 new runes. Leap up onto the waterfall (or Fly/Levitate up) and head right. You can get a mail shirt there. Going the other way leads, eventually, to the Deep Lurker. Be careful! They're a lot tougher than Lurkers, and they can poison you. g) Artifacts. There's only 1 artifact on this level, and that's the Standard of Honor. Check out the section on joining the Knights for info on how to get it. Anyway, that's the key points on this level. More wandering should lead you to a grey lizardman, among other things. The ultimate guy is: weapon of choice, and plate everything (boots/gloves/leggings/breastplate/helmet). There are 11 runes on this level; 4 are new (An/Corp/Grav/Quas). So, after you're finished exploring (and your map's nice and full), we're off to... LEVEL 5: Ghouls, Lava, Zanium Okay, there's some really mean monsters on level 5, like Dire Ghosts. Well, it's not as hard as it sounds. So, on we go to describe the key parts... a) Ghouls. Near the eastern central part of the map, the ghouls live right beside the stairs going down if you're coming from the stairs near the outcasts. Every ghoul is important, so talk to all of them! Let's see... Marrowsuck is the tailor. You can buy some great leather stuff from him, but you can also use your dragon scales here. Tell him you're in need of his skill, and when he asks for some material, drag the dragon scales to the barter area. He can use that, but he'll need some ironsilk thread. The only place that is is on level 1, in the spider area. (See section 1F.) If you have it, drag that into the barter area and come back in an hour with some food. (I made sure I had enough, so I went to level 4, to the fishing pond, and caught 17 fish for him. He took them.) :) He'll give you back dragonskin boots, which lets you walk on lava without taking damage. Eyesnack will, if you ask, tell you a special tune for your flute. You can get a flute on level 2, in one of the rooms near Goldthirst. It's "Mardin's Song of Wonder", 354237875. At last! A different song than Stones! (That was from Ultima V and VI, if you don't know... it goes 6789878767653.) Shanklick will ask for your help with a problem she has. Either solution will work. However, Kneeknibble (yum) is very important. Ask him for the combination for the mine dispatch chamber, and he asks for 10 fish. Up to the fishing pond on level 4 to get 10 fish. Give it to him, and there you go. (7-6-2) b) Northern Area. If you come down the stairs from the Great Hall, you are here. The rooms here contain numerous dread spiders and headlesses. Watch yourself! Also, you may find a room that Derek on level 4 mentioned; one with 4 levers on the sides. Now, DO NOT WALK IN THE MIDDLE OF THE ROOM! EVER! If you do, it screws up the puzzle for all eternity (well, long enough, anyway). Walking along the edges, pull the levers in the order Derek mentioned (NW, SE, NE, SW). NOW walk to the middle of the room. There's the Ring of Humility! c) Western Area/Zanium. This part contains the shrine. Also there is a mage on a mission. Ask him questions until you can agree to get the zanium for him. Go to the mine dispatch area. To get there, go to the chamber with the volcano shaft and head west. Jump over the lava and open the door. Turn the levers to 7-6-2 and pull the lever. Take the scroll and walk to the end of the hall. You'll get beamed to the mines. Now, this part is funny, when you think about it. You walk around, and the zanium picks itself up automatically. There's 4 ghosts (2 of which are blue; it only took one mace smash for me to kill them) who chase you, and on the sides are 2 teleporters that go to the opposite side of the maze. Sound familiar? Perhaps... Pac-Man? Picking up "power pellets", chasing ghosts, teleporters on the side... you even start in the same place you do in Pac-Man! If you map out the whole thing and check your map, it looks just like Pac-Man. Not a bad joke, really. I sure didn't suspect it. To the north of your starting place is the corridor that lets you leave. Go to Anjor, give him the zanium (you don't need to keep any for yourself) and come back in an hour for a whopper of a gold nugget. d) Moonstones. Read that scroll you just found (the one in the mine dispatch room). It's Gate Travel. You will end up in a room on level 2. If you remember the orb on level 2, it showed a room with 4 acid slugs and a stone in the middle. That's where you are. Kill the slugs (unless you're a pacifist) and take the moonstone. Walk along the walls until one disappears. Now you can drop the moonstone wherever you want, and casting Gate Travel will take you back there. Great for travelling levels fast, especially if you leave it at Shak's place. There's even an extra Gate Travel scroll there for you! (In the moonstone room, that is.) e) Other Places. In the lava area south of the ghouls is a mage called Judy. She'll ask for you to find the picture of Tom. Why not? I can't find it, but anyway... in the SE corner of the level is a tomb. A plaque over the door into it implies certain death. Go through. The portcullis closes! Uh-oh... if you wait a bit, you might notice a shadow or a flash of golden eyes. Dire Ghost! Hack him up quick. He's fairly tough, so be sure to save the game. Take his key and open the tomb. The axe isn't magical, but... look down as far as you can and walk towards the grave. A gold coffer behind it! Looting it reveals some good booty. Wandering around the maze area here should also let you bump into a ghost who's carrying some runes. One's new. If you remember the stairs at the Puzzle of the Bullfrog on level 4, they lead to the NE part of level 5. Go back up to level 4 and take those stairs. Explore the tombs. In one should be a broken hilt. Part of the Sword Caliburn! I'll tell you how to fix it in the next section. Near the stairs up is also a secret door leading to the tomb of Sir Cabirus... all that's left is a sceptre of Ally. f) Artifacts. There's 1« artifacts on this level; the Ring of Humility and the hilt from Caliburn. Now, we'll need to fix up Caliburn, so go up to Shak way back on level 2. Put the hilt and the blade in the barter area and ask if he can fix them. Agree to his price and wait an hour. (Repairing stuff takes 15 minutes a shot, so that's one good way to pass the time.) After an hour, give Shak his 20 coins and take back Caliburn. That's 4 artifacts now! Well, that sums up the important parts of level 5. The ultimate guy is the same as level 4, except for any magical stuff you may pick up, so I won't bother saying it anymore. There's also 5 runes on this level, and 2 of them are new ones (Nox/Tym). You should have 20 different runes, not counting repeats. The rest of them are on level 6, which is where we're going now. LEVEL 6: Mages, Academy, Problems Writing help files is hard work! Anyway... as expected, more new monsters are on level 6, like fire elementals, dark ghouls and stone golems. Lots of lava, too. Hope you've got those dragonskin boots! a) Mages. Going west from where you start and then south (there's only one stairway down from level 5, so I know where you start) leads to a mage. Ask about the Academy and agree to check it out. Going south from there leads to countless mages, each with something important. Let's see... Dominus will identify items (REALLY identify them, not like Shak). One mage tells you about the Vas rune. One tells you what incense is for (use it on a torch, and then use the burning incense; dreamtime!). Do that right now. You should, after several blocks of incense, see three cups with different letters: IN, SA, and HN. These form the mantra Insahn, which locates the Cup of Wonder. One asks where Zak is (another victim). One asks you to give a book to Morlack. Do so (don't open the book) and tell Morlack that you didn't kill the Fire Hydra. He'll tell you about the Book of Honesty. One mage tells you about new mantras. (We'll mention those later.) One mage will help you locate runestones. His name is Dr. Owl. He even gives you the Flam rune! Free! And he tells you where the Wine of Compassion is. One tells you to come back to him if you find news of his friend Gurstang. Yet another asks you to return a book Vilus stole, called "On the Properties of Runestones". There might be one or two others, but I think that's all of them. In any case, let's get these quests done. First, though, in the southern part of the mage area is some lava. Fall on it and head east. Eventually you will reach a room with a fire elemental. Kill it (only magic will damage it) and check your map. You should notice a strange black line near your location. It's just outside the fire elemental room. Search the wall to find the secret door and open it. Go through and take whatever you want. b) Eastern Area. Going east of the main area with all the lava, you will enter a room with another room to the east. Explore it all, then go back to the first room and face the two banners. What's-his-name said to shoot between the eyes... no need to shoot, though. (You can if you want to.) Walk between the eyes and you should get teleported. Look around and pick up the emeralds. Walk and jump until you get to the highest elevation. Walk along the outside there until you get to an area with a small indented platform. Put an emerald on each platform. Throw it up, jump up there and drop it, whatever, but put one emerald on each of the 4 platforms. Go back to the center and save the game! Push one of the buttons. One teleports you back to the eyes, and the other one gets you the rune. You might push the wrong one, so that's why you saved. Take the rune and, if you want, report your success to the guy who told you about how to solve the puzzle. c) Western Area. Going west leads to a pathway that heads off to the shrine. However, fall off the floor one time and land on the lava and go south. That should lead to an island with the golem on it. (Past that island and on the far south corner is a magical tower shield.) Talk to the golem and he'll challenge you to a fight. Be careful with him... he's mighty tough. One cheap way I discovered of beating him is to fall on the lava and wait for him to come down with you. Jump back up on the island and wait for the lava to kill him. Hardly heroic, though. So, do as I did the first time and just hack him up. (Get that Greater Heal spell/potion ready!) He'll give you the Shield of Valor. Spare his life and move on. Also near the shrine is the Academy. Walk along the ground that's higher up than the shrine and go north. Exploring around there leads to 2 doors. Go through either one and read every book. Most are useless or humorous (like the wizard fashion book), but one tells you the Casting mantra and there's also a scroll; Tremor, I believe. Leaving the Academy and going to explore the rest of the area outside, you'll find a long tunnel. Down there is a room filled with rotworms, bloodworms, and spiders. Kill them and head north. Turn left at the junction and open each door as you go, destroying the evil inhabitants. When that's done, go back to the "T" junction and go the other way. One more room of evilness. Also nearby is a checkerboard room with some headlesses and the Wine of Compassion in it. Check section 6F for how to get it. Go back to Shenilor and choose the last option ("The Academy is dilipidated, but" etc.). d) Vilus' Area. This is to the north of the central hall. This place is a huge maze, with lava everywhere and every place being a different height than the other. However, some looking around should turn up some headlesses, a gazer, a troll, some bats/mongbats/imps and a fire elemental. There's also an anvil up here if you need to do some repairs. You can also find the Kal rune in the eastern portion, as well as that book on runestone properties. Go north from the main chamber and stick to the right wall. Walk to the end of the platform and jump across to the next. Turn right and climb the stairs. Slaughter the dread spiders, walk along the bridge and open the door. Massacre the gazer, then bring the book back to the owner. He'll increase your Casting skill. Oh yeah, there's some dark ghouls up in Vilus' area too. Mildly poisonous, and pretty high on hit points. e) Other Parts. To the south of Dr. Owl is a door. Going through it reveals a room with TONS of equipment, mostly leather or food. Near the door, though, is a narrow place with 2 potions and a button. Using a pole on the button will reveal a passage to your left. Go through there and fall in the lava. There's a magical sword there. The button can also be pushed by means of a spell or scroll of Telekinesis. It's also the only way to get the potions. In that chamber is also another way out. Going through there reveals some lava and... a spectre! Oooo... and he has a name. Warren. Warren? If you notice the credits in the manual, the producer is Warren Spector. Get it? Warren Spector... Warren the spectre... ha-ha. You can't talk to him, though. He's not too hard in combat, but just leave him alone. Go past him, over the lava and to the door. Open it. Huh? A talking door?? Well, no matter what you say, he won't be very happy with you. Just ask about Sheet Lightning, and then USE the door again and ask him to please open for you. There's a barrel with, among other things, 7 flasks of port! Worm stew time... :) BUT! Walk around until you can see behind the barrel. An Ex rune! A new one! Well, awright! f) Artifacts. There's 3 artifacts on this level; the Book of Honesty, the Shield of Valor, and the Wine of Compassion. Getting the Shield was talked about in section 6C. So, the wine. 6C also mentioned a checkerboard room. Dr. Owl tells you about it. Kill the headlesses, go to the SE corner, and USE the southeasternmost tile. Up it goes! Take the Wine. The Book of Honesty isn't as hard to get to, but it's hard to FIND. Go to the bridge that leads between the shrine and the Academy and fall off. Walk SE until you reach a junction. Stop and check your map. You should be able to see two small areas that you didn't notice on your way down. So, Fly/Levitate up there. The northern one is empty, but the south one leads to the Book. Ummm... I guess that's it for this level. You should have 8 artifacts now. There's 6 runes on this level, and 4 of them are new (Ex/Flam/Kal/Vas). So, the trusty ol' rune bags are nicely filled up now. We're almost there now. Tyball's just a level away. (He's the evil wizard.) LEVEL 7: Medallions, Monsters, Tyball Let's see, what kind of monsters are here... reapers and shadow beasts are the new monsters, but there's hordes of deep lurkers and fire elementals too. At least 3 earth golems too. On we go to conquer a new level! a) Beginning/Mines. The first thing you should notice is your mana flask shooting down to nothing. No spells on this level! Rings, potions, wands and scrolls will still work, though. Make sure you have a flask of port and talk to the guy you see. Some talk will reveal that the evil Tyball and his minions are on this very level. Then he goes off somewhere else, leaving us alone again. Well, first of all, go back up to level 6 and cast Levitate (or Fly, if you can). Go back down and turn east and fly over the water to the place there. It should be one small block of stone with 2 bridges leading from it. Go south, and then go out the east passage in the room; don't go to the SW corner. You're now in the mines you heard about. Explore what you can, and kill the reapers and gazers and whatever else. In the far NE corner is the medallion of passage. Take that and go out of the mines to the room just outside it. Go to the SW corner of it and show the guard the medallion. Explore the area. (One cute trick is to go to the goblin that's near the water and push him off the edge! If you have Fly, you can zip down after you push him and watch him fall, since he goes really slowly. Nobody'll attack you.) One tip; if you can't open a portcullis, there's usually a pullchain nearby; USE it to open the gate. Go out the western exit and go west as far as you can, through the water, and then north. You've probably seen numerous deep lurkers and a lurker by now. Go north from there through the passage. Show the guard the medallion and go through that area. Follow the maze until you find a mage. Talk to him about whatever you wish. Basically, a strange orb is sucking out your mana, and it's Tyball's. Also, his buddy is nearby; a bit to the north (??) is a small cave with some bones and a key. That's what's LEFT of his buddy, anyway. Keep going up the corridor until you find another skull-slaying banner. Go in there and into the portcullis. Trapped! b) Prisons/Lava. Give the troll some stuff so that he'll let you out. Now you can enter the prisons. If a door's closed, bash it down, except for 3 massive doors near the end. You should find numerous wall scrawls and some people. Two will ask for food, one sometimes thinks you're Tyball, and one's a mountainman. Tell him the password (Deco Morono) and he'll soon give you a crystal splinter. Keep it safe! The prisoner in the NW room with some boulders has dug an escape route. Bash the boulders apart with your rock hammer (you DO have one, right?) and walk into the wall. It should disappear. Go down the "stairs" or just fall straight off. Follow the tunnel to the end. Go down the next pseudo-stairs and, when you reach the bottom, walk forward a bit, look down and turn around. You should see a scroll; a map! Keep it. Press on down the corridor until the end. SAVE YOUR GAME! Now, in this area are at least 8-10 fire elementals. So be sure that you're either running or using your sceptre of Ally. Run down the path, and soon you should find a door on your left. That key you found recently should open it; not much there. Keep going until the end. Explore that area, then go back to the lava part. Jump up onto the nearest pillar and keep jumping down the corridor, always on top of the pillars. You may need to take your ring of Leap off for some parts. Eventually you'll reach a part with some really steep stairs. Jump up there and you'll find a new ring; a ring of Levitate!! Party hardy! c) Maze/Tyball. Go back east along the lava tunnel until you get back to the mossy wall part. Near the NE part of it should be a secret door. Go through there and you will find an earth golem (who won't hurt you), more stairs and a note. Pick it up and read it. A key... what key? Pick up the guy's remains. There it is! Take it and go through the door (but heed the sign over it; get a weapon/wand (like Smite Undead) ready). Open the door and kill the Dire Ghost there. There should be one or two more in the area. Explore the whole thing and you should eventually reach a bridge over the lava. Go across and down the stairs you'll find after a while. (Just go straight down the tunnel; don't turn off it.) Now, if you use a Reveal scroll, on your right should be an illusionary wall. Talk to the imp you see. When that's done, look at every piece of treasure. Most have traps that you can disarm. All the headgear is cursed, though, except one. The little jewel set in it (it's a tiara) is white, and it's a crown of Maze Navigation. Go back up the stairs. There should be a side tunnel near the door that leads to a maze. Read the wall. Pop on the crown of navigation and follow the golden path. However, it leads to Tyball! We can't handle him now, so don't bother. d) NE Area/Shrine. Go through the door back near the maze entrance (put on your old headgear, if you had any) and go SSW, as close to the ceiling as possible. That scroll we found earlier with a map refers to this place. Go back to the entrance of the prisons (so long ago!) and go through the secret door, which is just a bit south of the portcullis. Go across the bridge and look around here. There's a few monsters, a shrine, and a scroll of Gate Travel, among other things. Now, we'll have to quickly pop down to level 8. Well, that's most of this level. You'll do more later up here, but for now, we'll just go on. No more new runes here. LEVEL 8: Lava, Orb Rocks, Problems Not much new on this level... there's at least one metal golem, though. Lots of lava too, of course. a) Orb Rocks. If you go down each of the stairs down you've found so far, most will just lead to small, isolated areas. However, one of them holds a bunch of "orb rocks". Grab one of those and explore all the isolated areas. You should find a ring of Magic Resistance and a ring of Poison Resistance. Take them!! Make sure to keep your ring of Levitate still, though. Now go back up to level 7. LEVEL 7: Again. Whip out the crown of Maze Navigation and zip through the maze to Tyball. At first, ignore him (you've got the ring of Magic Resistance, right?) and fall into the lower area where the orb is. Use your orb rock on the orb and ZA-POW! Now you can cast spells! Cast Greater Heal if you need to, then hack up Tyball. It shouldn't be hard for you now. Watch the animated sequence and worry. Well, the Avatar can handle the Slasher of Veils, right? How hard can it be to tear a thin piece of cloth? Anyway, grab the two keys and unlock Arial's cell. She'll beam off to Almric, leaving you here for now. Explore the area. You should find a door. Open the door and hang a right. You'll find some potions, scrolls, books and stuff. Take what you want. Now, we've got two new keys. Remember those doors in the prisons that you just couldn't open? Let's go! Open all of them. One holds Gurstang (yay! Tell him you're from Illomo), one holds a dwarf with an important key, and the other has a fighter with that picture of Tom we've been looking for. Zip up to level 6. LEVEL 6: Again. Go and find Illomo. Tell him about Gurstang and the secret word (Folanae). He'll tell you to find the book with that name in the library. So, go off to the library, and eventually you'll find a book called "Folanae Fanlo". Go off to the shrine and use the mantra Fanlo. You probably won't gain any stats, but you WILL get the Key of Truth. Now, go up to level 5. LEVEL 5: Again. Walk over to the lava and find Judy. Give her the picture of Tom. When her tear strikes the lava, up comes a key! Fall down and get it. The Key of Love! Now we just need the Key of Courage. Run down to level 7. LEVEL 7: Yet again. Go to the doorway north of the prison that's been locked all this time. Use the key that the mountainman gave you. You'll eventually find stairs going up. Level 6 is simple; walk until you find more stairs. LEVEL 5: Yet again. Walk until you reach the edge of the cliff. You'll probably see something whiz downwards into the ground. If you fall down and check, it's a crossbow bolt. An automatic trap! Good thing we missed it. Walking around, you'll find 2 reapers (whom you kill) and two tunnels. The northern one leads back to where we came from. The other one requires more caution. One good idea is to have a Flame Wind ready (if you have the mana) and then cast it when you enter battle. Since there's a gazer and about 5 goblins who'll sling you, you'll be taking continous damage if you don't. A Flame Wind should nail at least half of them, though. Kill them, take what you want, and then follow the new tunnel to the stairs up. If you find a fire elemental anywhere, either kill him or avoid him (it?). LEVEL 4: Again. Walk down the tunnel until you find the reaper. While you're fighting him, at least 6 wolf spiders will pour out of the tunnel ahead. Try to kill them first (especially if you don't have the ring if Poison Resistance) and then the reaper. Walk down the tunnel and explore the two rooms. Kill the gazer and get the scroll (it's Flame Wind). The first door you come across leads to the Wisp of the Abyss. Talking to him will give you the runes for Armaggedon (they love telling us that spell, eh?), which you don't need. Talk to it again and tell it so. Now, save your game. Go through the next door. On your right, you should find two mages (after walking down a hall). Try to kill them quickly, because they'll cast Summon Monster or Flame Wind if you wait. Grab their runes, if you want, and explore the area. Head up one of the stairs. LEVEL 3: Again. Almost there! Right off, kill the two deep lurkers that're hanging around. Explore the water and then go nail the reaper. Kill the two deep lurkers on the other side. Now, go to the door that is badly damaged. Hack it down. Two shadow beasts and a dire ghost!! Try to kill them as quickly as possible, but don't fall in the water! When they're all dead, go into their room and check out the coffer. At last! The final key. No, wait... it says "Key TO Courage", not "Key OF Courage". Go over to the other door and unlock it with this new key. A metal golem! Run past him and then whirl and smash him up. He's already in the red, but he's still dangerous. Now you can get the true Key of Courage. So, now what, you ask? Go back down to level 8, through the stairs in the far SE corner of level 7. LEVEL 8: Again. Explore the level as fully as you can. You'll find stuff like ankh pendants, maces of Unsurpassed Accuracy, crossbows of Unsurpassed Damage, helmets of Missile Protection and the like. Eventually, you'll find a fighter called Carasso who'll tell you where Garamon's bones are. (Garamon's the mage in your dreams; if you sleep after killing Tyball, he'll tell you to go and bury his bones.) Talk to him again and get the key to the Slasher's room. Skootch on over to the SW part of the level and explore there. You can find a ring of Invisibility and the runes In, Sanct, Tym, and Vas. Oh, by the way, use your Keys of Truth/Love/Courage on each other. You should form the Key of Infinity. Pick up the bones that are in the area with those runes. Jog up to the tombs in level 5. LEVEL 5: Yet again again! :) When you walk down the stairs, turn left into the first room you see. Look at the grave. It should be the empty grave of Garamon. Use the bones on the gravestone. Talk until he asks if you know a power source. Say that your mind is blank. When he asks for something full of Virtue, say TALISMANS. When he asks for a releasing force (something like that) say VOLCANO. Ah-ha! That's how. Be sure that you have all 8 Talismans, because we're about to polish this game off! LEVEL 8: For the last time... Run to the volcano in the middle of the level. There should be a door with a three-pronged indentation in it. Use the Key of Infinity on it. Pop! Now, go inside. Look at the Slasher of Veils (don't attack him or he'll cut you apart) and then walk back onto solid ground. Now, chuck each of the artifacts into the lava. Don't worry if you were using the Sword and Shield for yourself... you won't need weapons now. So, you and the Slasher get sucked into the moongate. Don't hang around to fight. The red path leads to lava, the blue path leads to water, and the green path leads to Britannia (remember the orb way back on level 1?). So go down the green path until you reach the moongate. Dive in and... you're done! Britannia is saved, and so are you! :) Arial's been delivered, and the colonists are safe. Congrats! Write down your stats, if you want, and maybe give Origin a call (or letter). Well, it's time to go... hope you enjoyed the game! Bye... APPENDIX A: ARTIFACT LOCATIONS Book of Honesty - level 6 (see section 6F) Ring of Humility - level 5 (see section 5B) Cup of Wonder - level 3 (see section 3B) Shield of Valor - level 6 (see section 6C) Standard of Honor - level 4 (see section 4C) Sword Caliburn - level 3 and 5 (see section 3D and 5E) Taper of Sacrifice - level 3 (see section 3A or 3D) Wine of Compassion - level 6 (see section 6C and 6F) APPENDIX B: LIZARDMAN TONGUE sseth/'click - yes/no sorra - stealing bica - hello or goodbye thes'click - fighting, attacking tosa - you Thepa - lizardman yeshor'click - friend yethe - strangle, kill sorr - enemy sel'a - give, trade thit - want ossli - enough sstresh - help sor'click - stranger eppa - visit thesh - thank isili - me kri'kla - lurker zekka - food ssil - crazy By the way, the prisoner's name is Murgo.