Yes folks, here it is. It starts with a run through of the highlights of each of the 8 levels, and goes on from there.
* Talk to Dr. Owl about location of Wine of Compassion (after freeing Murgo)Write down what people tell you. It may not make any sense now, but could do so in the future.
* Get book from Bronus to deliver to Morlock
* Talk to Morlock about Book of Honesty (after completing above errand)
* Defeat Golem to obtain the Shield of Valor
* Talk to Fyrgen and Louvnon to get some clues to the six-letter mantra
* Talk to Illomo (both BEFORE and AFTER you find his friend Gurstang below)
% Talk to Gralwart about getting a "Vas" runestone
% Get the book "Properties of Runestones" for Ranthru
Other useful stuff:
1.When using Fly or Levitate: pressing "E" makes you go up, pressing "Q" makes you go down. 2.You can make a fishing pole with a Pole and Spider Thread (who says there's no such thing as a free lunch! Fresh fish are also great for payoffs and for bartering). 3.Make popcorn with corn and a torch. 4.You can make a torch by pouring an oil flask onto a piece of wood.
•AS - curse •UP - long jump •KM - summon monster •VOG - sheet lightning •ACM - smite undead •IS - thick skin (medium shield) •YP - walk on water •VKC - armageddon (do not use, you won't like it)
Documented spells (included primarily for the folks who just have the demo. The demo documentation wasn't so hot IMHO)
To find out which spells you can cast:
•Take your experience level •divide by 2 •and then round up.
This number is the maximum circle of spells you can use.
To find out how much Mana you need:
•take the circle number •multiply by 3.
•IMY - create food •IL - light •OJ - magic arrow •BIS - resist blows (small shield) •SH - stealth
•QC - cause fear •WM - detect monster •IBM - lesser heal •IJ - rune of warding •RDP - slow fall
•BSL - conceal (low level invisibility) •OG - lightning •QL - night vision •RTP - speed •SJ - strengthen door (same as using spikes)
•IM - heal •HP - levitate •NM - poison •AJ - remove trap •SF - resist fire
•AN - cure poison •PF - fireball •GSP - missile protection •OWY - name enchantment (identify) •EY - open
•VIL - daylight •VRP - gate travel (to moonstone) •VIM - greater heal •AEP - paralyze •OPY - telekinesis
•IMR - ally •VAW - confusion •VHP - fly •VSL - invisibility •OAQ - reveal
•FH - flame wind •AT - freeze time •IVS - iron flesh (major shield) •OPW - roaming sight •VPY - tremor
I have included comments on the relative importance of each. NOTE: this is In My Humble Opinion (which is bound to be different from your opinion, or anyone elses).
ChantSkillIMHOFALAcrobatNeed a little to keep from getting hurt in falls/jumpsHUNNAppraiseworthlessRAAttackNeed LOTS!GARAxeNeed LOTS only if you are an Axe-manSOLCastingNeed a little to keep from getting hurt when spells 'backfire'UNCharmworthlessANRADefenseNeed LOTS!LAHNLoreNeed LOTS! (to identify scrolls/potions/armor/wands/etc)KOHMaceNeed LOTS only if you are a Mace-manIMUManaNeed LOTS!FAHMMissileNeed LOTS only if you are a Missiles-man (bow/crossbow/sling)AAMPicklockReal handy on upper levels, not so handy on the lower onesLONRepairworthless, as Shak works cheap (and as fast as you can)LUSearchNeed a little to help find secret doorsMULSneakmostly worthlessONOSwimmingmostly worthlessAMOSwordNeed LOTS only if you are a swordsmanROMMTrapsbeyond worthlessORAUnarmedNeed LOTS if you prefer not to carry around a weapon **** - The game CAN be won without the use of weapons or armor.
Throw away all the characters in the beginning. For each character class there are a number of random skills assigned each time that you create a new character,... except that they aren't random! Let's say I want to be a fighter. I create a bunch of fighter characters and throw them all away, but not after writing down each ones' attributes. Now I quit the game, and re-start the game. I again create a character. The exact same sequence of characters will appear in the exact same order, but now I know exactly which one to keep!!
Strength is the most important skill of all. Most of the rest can be im- proved later via shrine chants, but not Strength. Fighters, Druids, and Tinkers generally have high Strength factors. You will want to have a Strength factor of at least 25 in order to wear plate armor, and still be able to carry a fair amount of goodies. Your carry capacity (measured in units of "stones") is exactly twice your Strength rating.
The three primary skills (Strength, Intel., Dexterity) are factored in with the other skill ratings. The final value used by the game seems to be proportional to the skill level multiplied by the primary skill level tied to it. These associations are as follows:
•Strength: Attack Defense Unarmed Sword Mace Missile Axe •Intelligence: Mana Casting Lore •Dexterity: Sneak Swim Search Lockpick Charm Acrobat Traps Repair Appraise
For example: If you are trying to pick a lock, the game uses a number based on your Dexterity TIMES your Lockpick skill.
Maximum Vitality and Mana Capacities: These seem to depend on several factors. The present theory is as follows:
•Vitality: Depends on Strength and Experience level •Mana: Depends on Intelligence, Experience, and Mana skill rating
The precise equations using these numbers remain a mystery.
Fun things to do:
On Level 4, NW corner (accessible only from level 7), there are two hostile mages. Kill one, and leave the other alive. Then get out of his way, as he will throw fireballs at you. Go find some safe corner in which to hide. The remaining mage will "summon" a wide variety of nasties for you to kill (hostile lizardmen, mountainmen, fighters, spiders, headlesses, etc), each with its usual assortment of goodies. This gives you the chance to sample battle with all of the various denizons of the abyss, as well as cover the floors with loot. Every once in a while you may have to go back to the mage and push him around a bit, to keep him sufficiently pissed off.
Drink lots of Ale and Port all at once - get drunk and pass out! (Just remember that you need to save at least 1 bottle of Port for rotworm stew.)
Level 1 levers puzzle
with 0 being top position, then clockwise: Turn the lever farthest from the door to 1, the next to 2, next one 3, next one 4 (straight down).
Level 2 Goldthirsts' password - "Deco morono"
Level 3 Cup of Wonder
Flute tune is: 3 5 4 2 3 7 8 7 5 Mantra for triangulation: "insahn"
Level 4 Maze of Silas
flip the levers in the following order: Silver - Gold - Gold - Silver - Silver - Gold
Level 4 Bullfrog puzzle
The floor area is an 8 by 8 grid of movable tiles. The two levers select the X and Y coordinates of the tile you wish to move. Pushing the upper button on- then-off raises the selected tile. Pushing the lower button on-then-off lowers the selected tile. The wand simply resets the floor to its original state for when you screw up too badly. Build two ramps to get to the two eastern-most corners. Jump through the wall to get into the secret area in the south.
Level 5 Ring of Humility
hit NW lever, then SE, NE, SW. STAY OUT of the center of the room while doing this. Hug the walls.
Level 5 Mine Control Code
with 0 being top position, then clockwise: Left to Right: 7 2 6
Level 5 Garamon
wants you to throw the "talismans" into the "volcano". You CANNOT complete the game unless you have found his bones on level 8 (Garamon was the brother of Tyball, and one heck of a mage. You will find several runestones (one is "Vas") and a magic ring by the right bones). The bones must be buried in the grave in the tombs on level 5 ("use" the bones on the gravestone). After the ghost appears, you must answer the questions correctly. Another way to tell if you have the right set of bones is to try to stack them on top of another set of bones in your inventory. Like coins, bones will stack,.. leaving one "bones" icon with a number next to it to indicate how many are stacked. Garamon's bones will not stack this way.
Taper of Sacrifice
Level 3, trade with Zak (food)
Sword of Justice
Level 3, Blade is in secret room. Lever to operate is be- hind a vine-covered wall in the extreme SE corner (Note: you must attempt to "pick up" the vines to reveal the secret door, just "looking" won't work). Level 5, Hilt is in the tombs area, accesible from either the Bullfrog area of Level 4, or a secret door on Level 5. Level 2, Shak will make the repairs for 20 coins.
Cup of Wonder
Level 3, room where Gazer is (that you have to swim to). Stand on the little pedastal in the corner and play your flute. The flute tune is taught by Eyesnack on level 5. The clues to the three-part mantra (and use of incense) are taught by Fyrgen and Louvnon on level 6.
Standard of Honor
Level 4, from Dorna Ironfist, after slaying the Chaos Knight (aka Sir Roderick).
Ring of Humility
Level 5, room in NW quadrant with levers. Throw levers in following order: NW SE NE SW. Stay away from the center of the room when doing this. After last lever is thrown, ring will be on the central pedastal. This is told by Derek on level 4 after you give him the Gem-cutter you got from Goldthirst on level 2 after you slew the Gazer in the mine.
Shield of Valor
Level 6, after defeating the Golem
Wine of Compassion
Level 6, in checkerboard room with 2 headlesses (NW quad- rant of level 6, off room with dozens of worms). Wine is hidden under a floor tile in the SE corner. Try to "pick up" or "use" the tile. Told by dr. Owl on level 6 after freeing his servant Murgo from the lizardmen on level 3.
Book of Honesty
Level 6, is in the key behind the hourglass. There is an hour-glass shaped room (NW quadrant of level 6) with a secret door at the end of it. Go through the door and jump across the chasm to get to a key-shaped room. Told by Morlock on level 6 after you deliver the book from Bronus on level 6.
Key of Love
Level 5, from Judy after giving her the Picture of Tom
Key of Truth
Level 6, after chanting "fanlo" at a shrine. Found in the title of a book in the Library on Level 6, after talking to Illomo (level 6) after finding Gurstang (level 7) after talking to Illomo the first time.
Key of Courage
Level 3, NW corner (NW area accessible only from level 7)
Key of Infinity (tri-partite key)
made by assembling the above three pieces. Just drop them on top of each other in your inventory, and they will bind.
bicahello, goodbye'clickno'click-iriassSir Cabriuseppavisitisilime (also means I)kri'klalurkerosslienoughsel'agive (also means trade)sor'clickstrangersorrenemysorrastealssethyessstreshhelpThepaLizardmenthes'clickhatetheshlikethitneedtosayouUrgoMurgo (the prisoner: Dr. Owls' light-fingered assistant)yeshor'clickfriendyethekillzekkafood
•There are fountains of healing only on levels 1, 2, and 3 •There is one shrine on every level (except level 3 which has three, and level 4 which has two) •Mandolins appear to be completely useless. •Pieces of wood can be used to improvise a torch,.. just douse it with oil. •Spikes are for pinning doors shut. Once a door is spiked, only you can open it. •You cannot defeat Level 7 without making a few trips down to Level 8 •You cannot kill the "Slasher of Veils", no matter which side of the moongate you both happen to be on. (Even with Attack/Defense/and Sword ratings of 250+) (don't ask). You can get him to the "yellow" state, but not beyond. •When you and the demon are sucked through the moongate, you must run down one of the three paths (red, green, blue) that go off the central area. That is all you can do. The Orb you found on Level 1 tells you which path to take. •Maximum skill ratings depend upon the character-type selected (Example: Fighters can only go to 25 in Mana/Lore/Casting rating, while Druids can go to 30) •Maximum Mana capacity also depends upon the type of character created. Druids and Mages rate very high.
Trick to get past all the Fire Elementals in the Chasm of Fire on level 7: When you come up from the NE part of level 8, you will find a Golem and a Key. There is a secret door leading to the Chasm of Fire. Open the door and familiarize yourself with the route from the door to level 8 and the Chasm. Go back down to level 8 and kill some time while your Mana re-charges. When you are up to about 25 Mana points, fire up two "Sanct Flam" spells and cruise up to level 7 and the Chasm. The Fire Elementals will cease to be a problem.
Trick to the prison area of level 7: Kill all of the guards ("medallion, I don't need no steenking medallion!"). The head guard has a key which will open all of the low-security prison cells,.. and all of the portcullises in the prison area, ... and all of the portcullises in the other guard areas of level 7. Real handy. The alternative is unpleasant.
There are at least 8 magic rings
There are at least 15 magic wands
Lots of goodies are hidden under bones, debris, etc. If you see a pile of debris (of the variety that you can't pick up), look to make sure that every pixel is in its proper place. If not, carefully click on the offending pixel.
Go swimming in the rivers in the mines of Level 2. Look carefully at any sewer pipes that you find. (he he he) (don't worry, it's not fatal).
It is generally a bad idea to kill anyone who is not actively trying to kill you This is for 2 reasons
1.You may have needed to talk to them some more. 2.Killing good guys gives you negligible exprience points and in some cases even REDUCES your experience points!
There are more than enough hostile critters around to get you max. experience.
There are a maximum of 16 experience levels. After the 16th level, that's it.
There are a maximum of around 9600 experience points. After that the number will not increase. (Examples: 9646, 9714, 9688, etc.)
There are 5 secret doors in the tombs of Level 7.
There are 3 secret doors in the Maze of Silas on Level 4.
On levels 3, 4, 5, and 6, there are areas in the extreme NW corner that you cannot get to other than through the door on level 7. This door cannot be opened until you have defeated Tyball (i.e. finished all of level 7), and freed the prisoners in the high-security cells.
Talk to the knights on Level 4 repeatedly. They know lots of mantras you can use to increase your fighting and weapons skills. They do not neccessarily tell you these the first time that you talk to them.
Using the Detail setting from the menu can really help if you have a slow machine. Cranking the detail down allows much faster/smoother motion. Settings are as follows:
•Very High - full detail •High - no detail on ceilings •Medium - no detail on ceilings or floors •Low - no detail on ceilings, floors, or walls
For critical jumps, it is very handy to crank the detail to LOW, make the jump, and then crank it back up. Especially on slow machines.
To make Rotworm Stew:
•Get the recipe from the green goblin Lanugo on level 1. •Don't lose that recipe! •Assemble the correct ingredients in a bowl •Then "use" the recipe •You will see the icon for the bowl change if succesful •There are more bowls/ingredients on lower levels
Once you have the ability to cast a Gate Travel spell (via scroll or runestones) fire one up. This will teleport you to the moonstone area on Level 2. There is a secret wall to get out of this area. Pick up the moonstone and put it down where ever you want. Further Gate Travel spells will teleport you to the stone.
Tombs on level 7
You need to get the Crystal Splinter from Kallistan (in the prison cells). Then leave the prison area through the main gate and head south, until you can't go south any more. There is a secret wall (not a door) that will shatter when you run into it. This will not happen unless you have the Crystal Splinter in your possesion, and there is no other way to get into the tombs. There are 5 secret doors in the tombs area. Three of these are located at gravesites that do not have headstones. The other two lead back out into the main areas of level 7. These two are one-way-only secret doors. They can be opened only from the tombs area.
When you "pick up" the Silver Sapling on level 1, it turns into a seed. Find some "dirt" floors, and re-plant the seed. The Sapling will re-grow. This allows you to be re-incarnated if you die. Upon death, you will find yourself alive once more, at the location of the Sapling. The seed needs to be planted only once. Re-incarnations seem to be infinite. You can move the Sapling to a more convenient place by picking it up and re-planting (if you wish).
Rawstag will only open the door if you give him a red gem (any type/condition)
To free the prisoner (Murgo) from the Lizardmen, give Ssetharee lots of food (I used 10 fresh fish that I caught with my fishing pole).
Give the giant gold nugget to Goldthirst. He will be really impressed.
To raid the Goblin treasuries on Level 1:
Throw up a couple of shield spells and just walk in. The guard will immediately attack, so be quick. DO NOT counter-attack. If you attack any one of the goblins, the rest will all come running to his aid (and you will be up against 7 at once). Once you have all of the goodies, leave the goblins' area. If you return later, only the guard will be upset.
Don't let anyone see you. Push the guard into the next room and "spike" the door closed. Then wait until nobody else is looking. Open the door and close it behind you, as you will be in the treasure room for a while. Again, if attacked, DO NOT counter attack. To use incense: Wave a torch or candle over the block of incense. If done right, the block will change appearance to show that it is lit. Now "use" (left click) the block, and you will see a vision. Each vision gives you 2 letters of the 6- letter mantra. Once you have used incense 3 times, you will have all 6 letters. The pairs must now be re-arranged to get a workable mantra that you can chant at a shrine (3 pairs of letters, three positions = 6 possible combinations).
There is NO TIME LIMIT to complete the game. You can take as long as you want.
Weapons come in the following calibers: (from worst to best)
•Swords - dagger / short sword / long sword / broad sword •Maces - cudgel / light mace / mace •Axes - hand axe / axe / battle axe •Missiles - sling / bow / crossbow •Shields - buckler / small shield / wooden shield / tower shield •Armor - leather / mail / plate
Weapons/Armor/etc come in the following grades: (from worst to best)
•badly worn •worn •servicable •excellent
Numbers indicate the levels upon which they may be found. There may be more than one of the same kind of runestone on a level (as for the "AN" stone), a "*" by the level number means that you have to get it from someone (usually by going off on some weird quest).
A4, 4, 4 (means that there are a total of 3 stones, all on Level 4)B1, 3C4D3E6 (behind a barrel,... hard to spot)F6, 6*G3, 4, 5H2, 3I1, 4, 8J1, 4, 4, 5K6L1M1, 2, 4N5, 6O1, 3P2, 3Q4R3, 5S1, 3, 4, 8T5, 8U2V6, 8W3*Y1, 2, 3
WARNING: Some secret doors (especially on level 7) are ONE-WAY ONLY. This means that if you are on on the wrong side of the door, it will not open (or even appear to exist at all).
•Door between Grey goblin area and room with levers/pedastals •Door by Silver Sapling - leads to shrine area •Door on north wall of hallway in extreme NW quadrant - leads to fountain
•No secret doors •Secret wall exposed after using Gate Travel to the Moonstone
•Door along hallway in extreme SE quadrant, behind vines - leads to fountain
Note: you must try to "pick up" the vines in order to expose the secret door just "looking" won't work. Fortunately, this is the only place that this is neccessary. (Dirty trick IMHO)
•Door in store-room of thieves •Door at end of hallway by lever in extreme NE quadrant •Secret area behind waterfall in NE quadrant (swim to it)
•2 doors behind Roderick •3 doors in the Maze of Silas •Door in room with skeletons/pedastals/switches •Door behind chest in water area •Secret area in SE corner of Bullfrog Maze (just jump THROUGH the wall)
•Door in tombs area at extreme East-Central edge of map •Door in extreme NE corner of map - leads to Cabrius' tomb
•Door in library •Door at end of hourglass-shaped room •Door in extreme SE corner (walk down lava channel) •Secret area accessed by running through wall in East Central area (between the eyes). This place is just east of the stairway down from level 5.
•Secret wall in cell of Dantes (allows escape from prison area) •Doors to allow bypass of prison guards area (short hallway allows bypass) •Door out of Imps/Golems/treasure area (takes you right to Tyballs' maze) •Door in area in extreme NE quadrant (by Golem/key/Undead area) - to chasm •5 doors in tombs area •Door out of Tyballs quarters past fountain
•There are no secret doors on level 8
•Red key in pack at beginning •Gray keys in shrine area, and at bottom of spiral staircase in West Central area
•Red gem key by stairway off South main hallway - fits Mountainmen doors •Yellow gem key in Ironwit area - jump off platform through doorway in North area - fits door at bottom of spiral path
•Red gem key in NE quadrant by Zak area - fits Red Lizardman doors •Yellow E-W key in NE quadrant by Zak area - fits Thieves storerooms + door on L4 •Green gem key behind damaged door in West Central area of map - Green Liz. doors
•Key from defeating Roderick - opens secret doors behind him
•Key from defeating black ghost - opens tomb and portcullis
•Grey key by Naruto - opens door in Chasm of Fire •Yellow key in NE corner by Golem - opens door between Tyballs Maze and Lava Pit •Grey key from main prison guard - opens cell doors, portcullises, etc. (also can get this key from defeating Tyball). •Skull key from defeating Tyball - opens Arial cell, and high-security prison cells. •Yellow key from Smonden - opens door in extreme NW corner to special area •There is no known key to open doors to the "Evil Undead" area
•Skull key from Carasso - opens door off main hallway in East-Central area
•Level 3 - Ring of Resist Blows (obtained by killing one of the Bandits)
•Level 4 - Ring of Leap (by boulders in South-central room)
•Level 7 - Ring of Levitate (in short hallway off Chasm of Fire)
•Level 8 - Rings of Regeneration, Mana Regeneration, Invisibility, Poison Resistance, Magic Protection
Note: 2 of the rings on level 8 are in the small areas you get to from level 7.
These are things that I just never figured out
•There is a lever at the end of a long hallway in the NE qudrant. I never figured out what it does. (It doesn't have anything to do with the secret door nearby). •Somewhere it is written that there is a secret way to Level 4. I never found it.