DARKSPYRE WALKTHROUGH By DStich87@gMail.com Table of Contents INTRODUCTION KEY WORDS GENERAL TIPS LEVEL 1: WELCOME TO DARKSPYRE LEVELS 2-4: ON THE WAY TO THE RUNE OF STRENGTH - Avoid the Bouncing Balls - Darkspyre is the Name of the Game - Quest with care, or you will share Borel's Fate. - Speak Softly and carry a Big Spellbook - The Ball will Move - Wish Upon a Star LEVEL 5: PREPARE TO DO BATTLE FOR THE RUNE OF STRENGTH LEVELS 6-10: ON THE WAY TO THE RUNE OF AGILITY - Dragon’s Fire - Fireballs Fly Free - In is Your Way Out - Skull and Bones For Those Who Fail - Some Mazes may be Deceiving - This May Be Your Final Resting Place LEVEL 11: YOU MUST FIND THE RUNE OF AGILITY LEVELS 12-17: ON THE WAY TO THE RUNE OF ENDURANCE - Find the Way to the Next Level before the Ball Returns! - Good Observations Could be Critical - Place Copy Here - The Poet’s End - Three, not Four. Upper Left and No More - You’ll have to Scramble to find the Exit LEVEL 18: YOU MUST FIGHT FOR THE RUNE OF ENDURENCE LEVELS 19-25: ON THE WAY TO THE RUNE OF ACCURACY - Chaos Rules Here - Once Bitten, Twice Die, Baby - Painful Lessons - Swords and Arrows - The Land of Jane - Wanna be for Real - You are in the Land of LAW LEVEL 26: SEEK THE EIHWAZ RUNESTONE LEVELS 27-34: ON THE WAY TO THE RUNE OF TALENT - Poems you'll Read and then you'll be Free - Something Wicked this way Runs - The Path You walk with Determine your Fate - This Level is Quit a Challenge - Victory Lies in Between - Vultures fly both Left and Right - You will need Good Ball Control LEVEL 35: YOU MUST FIND THE RUNE OF TALENT LEVEL 36: WELL DONE CHAMPION LEVEL 37: WAR LEVEL 38: INTELLECT LEVEL 39: MAGIC ENDING **************** INTRODUCTION **************** Once again, I’ve decided to write a guide for Darkspyre. In part, because I was able to get the Magic Map Spell on the 3rd level; thus allowing better descriptions of the various floors. The purpose of this walkthrough is to get you through all the possible floors of Darkspyre. This task is difficult because some parts of floors are randomized and floors don’t follow a strict order. I’ve labeled each floor based on the starting quote of the floor. Levelswithout these quotes are randomized (they have no puzzles nor traps - just monsters) so there is no way to make a guide for them. The guide is in order oflevels, with possible floor groupings listed in alphabetical order. Levels are surrounded by asterisks while floors are surrounded by underscore. ************ KEY WORDS ************ Ball: A giant orb you can sometimes push or are “bouncy,” rolling back and forth between 2 points. Balls will sometimes bounce on their own while others require activations via a lever or plate. Block: A giant 1x1 section of wall (more noticeable on some palette swaps than others) that can be pushed to gain access to areas, find items underneath them, or hold down plates. Gate: A doorway that can be opened via casting Knock spell, toggling a lever, or activating a plate. They deal damage to you or monsters and destroy blocks and balls if caught in a closing gate. Lever: A yellow bar fixed to the ground (always starts pointing South-West. Open Gates and Portals and activate balls Plate: A gray square on the floor that activates when stepped and/or when stepped off. Each has a minimum requirement of weight. They open gates, portals or make it possible to use other levers/plates and activate balls. Portal: A pulsing hole that can teleport you, items, and sometimes spells to different location. CAUTION and inactive portal (invisible) will still teleportitems that you drop on them. Skulls: Skulls provide information, encouragement, or ridicule as you walk over them. Traps: Normally triggered by plates or levers, traps can shout out gas, poison, fireballs, and bolts (they are visible on some palette swaps as 3 holes in a section of wall). Other traps involve you entering portals that teleport you to rooms you cannot leave. ************ GENERAL TIPS ************ Character Creation: Restart the game if the point pool for your attributes isn’t over 80 (I’ve seen as high as 91). A solid character will have attributes similar to the following: Strength 10, Agility 19, Endurance 19, Accuracy 0, Talent 19, Power 19. Fighting: Kill all monsters. Monsters get progressively harder, so you'll need to train throughout to battle them. Also, they may drop useful or even necessary items. Monsters tend to flank you and will work in groups, killing you quickly. Attack from afar using fireballs and magic gas attack while trying to hit and run to avoid damage. Cycle through you weapons to be proficient in most of the weapons (Projectiles are worthless - thus the accuracy set to 0 - and Large weapons drain endurance quickly and are heavy so they should be avoided). Hurling weapons are by far the most common. Items: Weapons and anti-posion over everything else. Weapons break frequently and you'll need spares. It's advisable to replace armor (which also wears down) or have a backup set (the heavier the armor, the better the protection). Helms never break down and all offer the same protection. Amulets break easily so don’t try to hold onto them. Keep your item slots full, even with junk, as you may need to use them on a plate or throw them to disable a trap. Work-arounds (kludges): Zap-away, Magic Wall, Chime of Opening and Thurisaz Rune make quick work of puzzles/levels. Zap-away teleports blocks and balls away to another part of a level, so it can solve block puzzles quickly but possibly interfere with areas later in the floor. Magic Wall is a temporary block, so you can use it in place of a ball or block to hold down a plate, but some plates require permanent solutions. Chime of Opening will open almost any gate (even those requiring items). Thurisaz ends the level and takes you to the next floor. It should be noted that Chime of Opening and Thurisaz Rune do not work on levels 37, 38, and 39. (This guide does not use Kludges for solutions to puzzles). ************************** LEVEL 1: WELCOME DARKSPYRE ************************** Head South then East (ignore the path North for now) and you'll enter the armory. Pick up items in the main area. You'll be able to get one additional weapon (when you start the game, you will already have some proficiency in a weapon, so I would recommend choosing a different type of weapon). Head back West and then North (the path previously ignored) and you'll see a portal to the East. Enter the portal to teleport to a room. Pick up the mage book and theitems south of it. Attach the scroll to the book (click and drag it onto the book). Enter the other portal to return. Head North and step on the plate to open the gate. Kill the Wraith to get a key which you will use to open a gate to the East. Continue East until you come across a lever. Toggle the lever to open the gate and kill another wraith. Take the key and the shield and head South. You will come to a gate to the East. Use your key to open the gate and get passed the slime (it will poison you, so it's recommended you go around it). Heading East you will find some potions and another key. Leave this area and continue South. Ignore the gate to the East for now and continue South to a T-intersection. Head West, enter a portal to get a gold key, then exit through the portal and head East. Open the gate with the gold key and head South East (ignoring a path to the West). Step on the plate to open the gate and kill 2 wraiths (they will drop an iron token and dull key). Toggle the lever in the room and head East. Pick up a Knock and Sight scrolls, and add them to you book. Prepare a knock spell and use it on the gate (make sure your character is looking at the gate when casting the spell). Now head West and you'll come to a gate with an odd key hole. This key hole means an object is needed to open the gate and normally a skull will give you a clue as to what item you'll need. Use the iron token to open the gate and pick up the leather helm, equip it. Head back North to the key gate. Open that key gate and the one East of it. You are now in the final room with the exit. Invoking a Raido rune (which destroys it) is how you save your game. *********************************************** LEVELS 2-4: ON THE WAY TO THE RUNE OF STRENGTH *********************************************** ________________________ Avoid the Bouncing Balls ________________________ You will need the following items to open gates/portals: Red Sphere Avoid the balls as you make your way East. Pick up the token in this room before heading North. Toggle the lever and the next one so you can walk North. Head North then East to a small maze and pick up the Round Key. Head back to the levers and go West. Use the token on the gate and put an item on the plate (it closes a portal in the hallway to the South). Walk West and use the Round Key to open the gate to the North. Head West and Knock the gate and deal with the monsters as you pick up the Cross Key. Head back to the levers. Toggle the North lever to open the gate to the West and walk West and you will come to the Cross Key Gate. Open the gate and at the intersection turn South and Knock the gate. Head South and put an item on the plate (it opens the gate to the North). Continue South were you will find a lever and Ball. Toggle the lever so the ball no longer bounces and is out of your road. Head South then East and there is a block you need to push onto a plate (and pick up the red sphere). Enter the now opened. Enter the room and kill the monster to get the Gold Key. Head back to the intersection. Walk North and you will come to a skull. Use the Red Sphere on the lock to open a portal and enter it. After a few teleports, you arrive in the last area. There is a plate to the South-East that you will need to push a block onto. Once completed, head North and toggle the lever to open the gate. Use the Gold Key to open the next gate and Knock the gate after that to reach the exit. _________________________________ Darkspyre is the Name of the Game _________________________________ This floor is huge, with fireballs bouncing around, and mostly optional. There are 2 levers (one in the North-East and the other to the West) that can turn off the traps. It’s worth exploring to find lots of items. From the Start, head East to the outer wall, then South to the South-East corner of the floor. Walk West along the South outer wall and you will see 2 plates to the North. Walk over the plates to find the exit. ________________________________________________ Quest with care, or you will share Borel's fate. ________________________________________________ Pick up the iron key and use it to open the gate. Head North and you'll reach an intersection (intersection 1). (Optional) Put items on the plate to open the gate. Continue East and put more weight on a plate to open a gate. Head South and toggle the lever to open a gate. Head North and push the block to gain access to another room. Head back to Intersection 1. Toggle the lever and head West. Push the block West until you put it onto a plate which opens the gate just to the North. Head North, past Intersection 2 (with path to West and plate/gate to the East), and you'll come to a room with 3 blocks. Move the North block to get a gold key. Use the gold key on a gate to the South and enter that room. Toggle the lever to open a portal. Go through the portal and toggle the level to open a portal and go through it. Head to intersection 2, and go East. Put an item on the plate to open the gate (the next plate will temporarily close the gate (so to leave, you'll need to Knock to leave). Head East the push the ball North and you will enter a room with a bouncy ball. Pick up the token and head to intersection 1. From intersection 1, open the gate to the North using the token. Keep heading North (past the token gate to the East) and put weight on the plate (it'll take 10 kg) to open the gate to the North. You'll enter a room with a plate and 2 tokens. Step on the plate, but move East off it to avoid the fireball trap. Grab the 2 tokens and got South to the token gate. Open the first gate, and continue to head East then North. Open this gate with the token and you are in the exit room. _______________________________________ Speak softly and carry a big spellbook _______________________________________ You will need the following items to open gates/portals: Water The level is a giant book (you start in a bookmarker). Head South and push the blocks out of the way. Head East then North to pick up a Raido. Head dead South are there are some Balls. Just to the West is a lever that if you toggle, will stop the most South Ball from moving so you can get the items (potions, gems, and a weapon) Head West until you hit a wall, then go North. Optional (but I would avoid it all together) There is a portal with skull “take it for a ride” You need 5 kg of items before entering it or you are stuck. Entering it teleports you to a small room with a plate and portal. You need 5 kg of items on the plate to hold open the portal. Enter the portal and you are back at “take it for a ride” but now it says “try again?” Entering the portal again, takes you back to the start. Along the wall There is a gate and skull “it‘s polite to knock (Knock)” and head West into a room with monsters. Work your way South-East (within this room) and you’ll find a gate with a level, toggle the gate to access a portal and skull “stand back and throw.” Throw an item into the portal to close it. Head South to an intersection then West then North to get a token. Go back to the intersection and head East to a Gate and Skull “I want a drink of water, then I will open the door (water).“ Open the gate and head North. You’ll knock another gate and you are at the Exit. __________________ The ball will move __________________ You start in a small room with a ball. Push the ball North than West onto the plate to open a portal. Enter the portal. Head South and you'll come too a plate at a 4 way intersection (intersection 1). The plate operates the gates to the West and East. Head West from intersection 1, you'll find a plate which activates gates to the rooms North and South of it (they may have items). There is a ball which you will push West. You are in a room with a block, 1 levels, 2 balls (one you pushed) with 3 plates to the South. Toggle the level to stop the moving ball. Push the block (items can be found under blocks) onto the South most plate. Then push 1 ball West then South and than push the other ball West then South (this should cover all 3 plates and open the gate to the South). Go South and pick up the gold and iron keys. Head back to intersection 1. Head East and use the gold key on the gate to the South. Pick up the Round Key. Leave this room and head East. Use the iron key to open the Gate (this room may not be needed). Head back to intersection 1.Head South and you'll come to a gate; open it with the round key. You'll enter a room with a portal and ball. Push the ball into a portal to open a new portal to the East. Enter that portal. Head South-West to find the exit. ________________ Wish Upon a Star ________________ You start the floor between 4 blocks (you are also standing on a teleport exit so monsters will appear). There is also poison gas coming from the South. There are 3 portals to the North, a Key gate to the South-West and a Token Gate to the South East. Push the North Block North into the Portal. Enter the portals (they will either send you to one of the other portals or too one of 2 large rooms. Search both large rooms and kill monsters until you get a Key and a Token. Both large rooms have portals that teleport you back to the start. When you get the Key, open the Key Gate and head South-West. Avoid the plate and toggle the lever in the South-West Corner. When you get the Token, open the Token Gate, Head South-East, avoid the plate and toggle the lever. Once both levels have been toggled, head back to the 3 portals, and the center one is gone. Cast knock on the gate and head North to the Exit. ****************************************************** LEVEL 5: PREPARE TO DO BATTLE FOR THE RUNE OF STRENGTH ****************************************************** Head South and enter a room with several portals. Go to the South-East-South portal (the Skull will say “Uraz”) and enter it. Pick up the gold key in the North-West corner/ There is a gate behind a portal to the East; cast knock spell, throw an item (closes the gate and portal), and cast knock again to get pass it. Walk North then East (a portal currently blocks North). Ignore the gate to the North and eventually you will come to a gate. Use the gold key to open it and enter the “room of Rhyme.” Note: You will find a lot of keys and tokens on this level, which will take up a lot of space. I suggest dropping them in the room of Rhyme until they are needed. From the room of Rhyme, go North to the “Teleport around to find what needs found.” Cast Knock to open the gate and head North (leaving an item on the plate prevents the gate closing behind you). You are in a room with 7 portals and a block. Push the block North and enter the West portal. Pick up the Token and enter the North-East portal then enter the North-West portal. Pick up the token and round key and enter the portal and you back in the room of Rhyme. Go South-West to “creatures abound A key must be found.” and toggle the lever to open the gate. Kill the monsters to get a round key and token. In the North- West corner of this room is a level. Toggle it to start a ball rolling in the room to the West (this impacts that portal that blocked the path North). Back to the room of Rhyme, go South-East to “you must be fast to get on past.” There is a lever with a gate to the East. You need to toggle the lever and make it through the gate before it closes. I suggest being just east of the lever and run down the center of the hallway then cutting an angle to get pass the gate (use mouse to control movements) You’ll probably get caught in the gate, but keep moving South and you’ll get through it. After you get through, toggle the lever to the West of the gate to keep it open. Pick up the token to the West of the lever. You’ll see 3 portals (forming a triangle) and a fireball trap. Position yourself looking South-East at the North portal (so you are North West of this portal). Throw and item which should land on a plate and shut off the portals. There is an iron key which is used to open the gate just to the East, which gives you access to a room with 2 monsters and a round key. Head back to the Portal that blocked you path North and you’ll find that there is now a series of portals turning on and off. Run through the corridor while avoiding the portals. Head South to a skull “nothing is free” and pick up the token on the plate. Leave something on the plate or 2 fireballs will activate. Head North and you will find some drift wood (It seems that this item is needed for the final level, so I recommend holding onto it until then). Head South, then West to a skull “smart as a pin you found your way in” and enter the portal. You are now in the room behind the gate “closed by order of war. Pick up the key and token and enter the portal and you’re back in the room of Rhyme. Go East to the “turnpike is quite a hike” and take your 6 tokens with you. Open 3 gates and keep heading North (ignoring the drinker street exit). After 3 more gates you’ll pick up the last Round Key, head back to the drinker street exit, head North-West and you’ll find a portal. Enter it to be back in the room of rhyme. Pick up all your 5 round keys and head West to the key gate. Unlock the 5 gates (before you enter this portal, I recommend picking up an items you’ve dropped to make space for keys). Enter the portal. You are now in a room that’s a giant URAZ rune. Kill the monsters and find an URAZ rune. Use the URAZ rune to open a gate to the East to find the exit with another URAZ rune. You will need this rune for later in the game (as will all the Rune named levels). *********************************************** LEVELS 6-10: ON THE WAY TO THE RUNE OF AGILITY *********************************************** _____________ Dragon’s Fire _____________ A huge but short level. It has a giant dragon cut out of the center of the map. Head North-East and push a block. Head South from there to find the Raido Rune. Precede to the North-East corner of the floor (you are now just North- East of the dragon’s head). Head South -West along the dragon cut out until you reach it’s mouth which is several plates (fire ball traps) and 2 blocks. Push the blocks North (limits your exposure to the traps) to find a key. Head South from the traps (along the dragon) and you should see some plates. Go West (avoid the plates which are bolt traps) and there is a key gate. Use the key on the gate to find the exit. __________________ Fireballs Fly Free __________________ Be warned, there are fireballs flying around this board. The first task is to find 4 iron keys. Enter the portal immediately to the East to be teleported to the West-South-West corner of the map, Pick up the iron key and head North along the West wall. You’ll come across a portal with a wall South of it and an iron key North of it. Pick up the Key and enter the portal to be teleported to the East side of the map (you’ll be near a series of gates. Head East towards the outer wall and there should be the 3rd key. Keep heading South-East and you will find a gate and a small room with some monsters and the last key. Get the fourth key and head back to the gates. Open the 4 gates and enter the portal. There is a block puzzle to the West. Stand North of the first block and push it South-East (away from the other blocks). Move South of the 2nd block, and push it North-West. Stand North of the 3rd block and push it South-East. You can ignore block 4 and just push block 5 West to the wall. There is a block blocking a hallway to the South. Push it South then walk West and toggle a lever. Go through the now open gate and kill monsters and pick up the Raido rune. Head back to the lever and go North. There is a room with portals and a fire ball. Don’t enter any of the portals, just walk North to find the exit. __________________ In Is Your Way Out __________________ This level is a series of circles within circles. Head East along the outer circle which curves North. Enter the portal. Head North-West and pick up the Round Key. Continue North-West and enter the portal to return to the starting point of the level. Head West, and North (pass the Round Key gate for the time being) and you’ll find some items including a token. Head back to the Round Key gate and open it. When the ball moves South, head North then East to find the token gate. Avoid the portal to the East (it takes you to the dead-end South of the ball). And head North then East which will turn South. You’ll come to an intersection (West-South). The path West doesn’t seem necessary (unless you want to kill some monsters so you can skip to the next section). If so, head West and you’ll find 2 plates and a gate. Drop a 5kg item on the West plate (to hold it down) then step on the East plate to open the gate to gain access to the area. When done, go back to the intersection. Head South from this intersection, and you’ll find a gap in the wall to move into an inner circle. You can go North and South, but you need to go North to open up a gate later in the South path (you’ll pass a ball activating a plate which I think fires poison gas at the center of the floor - regular items can’t hold it down to prevent the future annoyance). Heading North, you’ll find a portal enter it to teleport to room. Head North-East and toggle the lever and exit through the portal (if the portal isn’t on, trigger the North plate in the room to turn it on). Enter the portal. You are now next to a lever (that was originally jammed if you went along the South path of the intersection) it opens the North of 2 gates that are next to each other. If the South gate is still closed, you have to go back to the room with the 2 plates and levers, step on the South plate once and then exit through the portal. Once both gates are open, go though them and head North and you’ll quickly reach a 3 way intersection (North-West, North-East, South-East). Head South- East to pick up a Cross Key. The North-East path is a dead-end. Head North-West the South. There is a block to the West (after you get the Jade Key you’ll come back to here) that you will now need to push South-West. Eventually you will reach the cross-key gate. Got through the gate (the path South leads to a portal back to the start) and head South-East. Push the block to find the Jade Key. Go back to where pushed the block from (as mentioned above, and head West. There will be a block to the East. Push it North-East enough so you can go South. Eventually you will find a path North leading you to the Jade Key gate, which is being bombarded by poison. Open the gate and you come to some more blocks. This is tricky (and may be worth while to save the game here). Push the first block a little bit West the North. Once this is completed, the rest is relatively easy. Push the South most block West into the wall. Place yourself between the 2 blocks, push the West block West and the East block East (don’t worry about blocking the way you came in. Now you’ll need to move the 2 block directly South of the exit. Push the South block down (under it will be ambrosia and Raido Rune). Push the last block away from the exit to complete the floor. __________________________________ Skull and Bones For Those Who Fail __________________________________ This map is a giant Skull with 2 bones (one to the West and the other to the East). There are 2 rooms near the top of the skull (to the West and East of the eyes) that have some items (knock will open the gates if they are closed). Anyways, work you way South to the upper teeth and there is a portal. Enter the portal to teleport to the lower jaw. There are 1 levers, one to the West, the other the East that have to be toggled to open a portal in the chin. Enter the portal. You are teleported to the West bone. You can enter the teleport to the South- West to go back to the skull and enter the chin portal again which will take you to the East bone which is the exit room. If you want, you can explore the North part of the West bone for items before finding your way to the East bone. The plate with a bolt on it (in the East bone) is a bolt trap. The Raido Rune is in the South-East corner of the East bone. The exit and ambrosia at the North end of the East-bone. ___________________________ Some Mazes may be Deceiving ___________________________ There are 4 large rooms (North, South, East, West) which have 3 gates (only 1 of which unlocks from the outside). Note, the start of the floor (the center of the map) is the end point of several portals. If you stand at this location, for about 5 minutes, most of the floors monsters will teleport on top of you and instantly die. Also, this level doesn’t have Ambrosia nor a Raido rune at the exit. It’s possible I missed them in a room or from a monster drop. (Map Guide) Round Key (to your West as you start the floor) is for North room’s East gate (get Cross Key). Cross Key for South room’s west gate (get Sun Key). Sun Key is for East room’s South gate (there is a lever which may open a gate to a room in the North-West corner of the map, but that gate can also be Knocked and isn’t necessary to complete the floor) (get Jade Key). Jade key is for West room’s South gate. (No Map Guide) Pick up the Round Key just to your West. Keep going West until you hit a wall then go North. At the 4 way intersection head West until you hit a wall. You’ll go North than East to reach an intersection. Head South, East, North, East (until you hit a wall) then South. At the intersection go West and you are at the Round Key gate. Pick up the cross key and go South (out the now open gate) then East until you hit a wall. Head South then West at the intersection you and you are back at the starting point. Head West from the starting point until you hit a wall, then go South. Head West until you come to an intersection and go South, West, North, West, South and you be at an intersection. Head East (West takes you to the Jade Key gate) then North at the intersection and the Cross Key gate is to the East. Pick up the Sun Key and return to the starting point (either reverse route or leave the room through the East gate, head South, then East all the way to the South- East corner of the map. Head North and enter the portal). Head East from the starting point until you hit a wall. Head North then East and take South at the intersection. Head East until you hit a wall then South until you hit a wall (you’ll pass a lever, which I think opens a gate in the North-West corner of the floor - the gate can be knocked - which is not needed to complete the floor). Head West then North and you are at the Sun Key gate. Pick up the Jade Key and return to the starting point (heading West, South, East takes you to a portal that teleports you to the starting point). From the starting point, head West until you hit a wall, then go South. Head West until you come to an intersection and go South, West, North, West, South and you be at an intersection. Head West then North (avoid the portal) and you’ll head East to find the Jade Key gate. Open the gate and head North out of the room to the exit. ____________________________________ This May Be Your Final Resting Place ____________________________________ The level is a giant tombstone that says BURIED J. G. so most of it is open space. (DO NOT enter the portal by the letter “D” until you have opened the portal inside the “D” or you’ll be trapped. Find your way between the J.G. and knock a gate open. There is a series of plates. Starting from the skull, move West 1, South 2, East 1, South 4, West 2, and South 1. There are several items to pick up including ambrosia and Raido rune (reverse the process to leave). Head to the South West corner of the map to find 2 balls and a block. Push the block South into the portal (you’ll take damage from the ball). The block will teleport to a plate opening the exit to the level (inside the letter “D.” You can head to the “D” portal to gain access to the portal inside the “D” which leads to the exit (Optional and probably not worth the effort.) Head just East of the balls to find a gate. Knock the gate and throw an item on the plate to deactivate a trap. Pick up the Round and Cross keys. Head East (pass the dull key gate and the round key gate) and you’ll find the gate for the cross key. Open the gate and toggle the lever and now the gate just to the West will work with the Round Key. Open the round key gate and move East quickly to avoid the fireball. Pick up the various items including the Dull Key. The Dull Key will open the room to the West and you’ll get a token, which is used on the letter “E” in buried (you can only open 1 of the gates). ******************************************* LEVEL 11: YOU MUST FIND THE RUNE OF AGILITY ******************************************* You will need the following items to open gates/portals: horseshoe, clover, sun shield, gold sphere, green sphere, red sphere, blue sphere. Kill some monsters until you get a horseshoe. Head to the North-East corner of this room. Use the horseshoe on the lock (next to the skull) to open a portal. CAUTION: the portal leads to a room where you have to dodge fireballs. Enter the portal (ignore the lever for now) and zig-zag to avoid the fireballs as you work you way South. All the way South is a lever, toggle the lever to free the lever ignored earlier (the fireballs will stop). Walk back North, toggle the lever to open a portal all the way South (and re-activate the fireballs). Zig- zag your way back South and enter the portal. You are in a room with 2 gates and a plate. Make sure the West gate is closed (East is open) and walk all the way West. Turn around and throw 2kg of item at the plate (the West gate will open and the East gate will close). There are 4 areas to the North-West and North-East. There is also a series of gates to the South-West next to a skull “Gold, Blue, Green, Red, Get them all or you’ll be dead.” In the 4 above areas, you will get 4 spheres (1 gold, 1 blue, 1 green, and 1 red) and you need to have them all before completing this series of gates (each gate you open closes one behind you). Kill monsters in this massive room until you have the Jade and Sun Keys (there is a plate for a poison trap). The Sun Key opens the west gate of the two North-East gates. This room has a ball, 3 plates and a gate to the North (the green sphere is behind it). Push the ball East, South, (this opens the gate to the North - get the green orb) then West. There is now a portal South-West of the ball. Enter the portal to teleport to a room with a gold key. Pick up the gold key and enter a portal to get back to the massive room. Head to the North-West corner and open the North gate with the gold key. This room has a small room with gate and plate in the center. There is also a plate outside of it (don’t step on it - it opens the gate). Hopefully there is a monster trapped in that small room as the plate keeps a portal open (read below if not). If the portal is open, simply enter the portal to be teleported to the Round Key. Pick up the round key and enter a portal to leave the room and head back to the massive room. (Skip if monster was in small room) You will need a massive weight to hold down the plate. One option is to cast Magic Wall and push the wall onto the plate (you cannot cast the spell directly into the room). The portal will open and you can get the Round Key. If you do not have the spell, you will need to get a block from the Jade Key Room and push it all the way to the plate (Plan out the path you’ll need to do this). Go back to the North-East corner and open the other gate with the Jade Key. There are some blocks in this room, so be careful not to block your way out. There are some monsters you can kill. In the South-West corner is a block between two walls. Push this block South to get the gold sphere. Had back to the massive room. Now head back to the North-West corner and open the Round Key gate. Work your way to a gate to the South killing monsters (they should drop a clover and sun shield). The clover will open the gate and continue along the route to another gate which you need the sun shield to open. Pick up the red and blue sphere and head back to the massive room. Go to the series of gates in the South-West corner. Use a gold orb to open the first gate, blue to open the 2nd, green for the 3rd and read for the 4th. Prepare for some fighting You will work you way North. There are 3 blocks in your was. Push the South- West block South to find the EHWAZ Rune. Move one of the other blocks North and fight some monsters. Use the EHWAZ Rune to open the gate to the North. This area is small, be sure to grab the EHWAZ Rune, Ambrosia, and Raido Rune before exiting. ************************************************** LEVELS 12-17: ON THE WAY TO THE RUNE OF ENDURANCE ************************************************** _______________________________________________________ Find the Way to the Next Level before the Ball Returns! _______________________________________________________ This level actually has 2 “exits” one is the traditional exit; the other is a Thurisaz Rune (when Invoked you are taken to the next level). The path to both is similar. There is a ball going around the floor. Once it makes it all the way around, it will trigger a plate that opens all the gates. Head East and at the first intersection head North. You will go East, then North and go West at the intersection. Head North (ignore the path west) and then head East. You’ll go North, East, South, East, South (ignore East) and then go West. At the intersection, go South, East, South, East, and the North and there is a gate to the West and this is were the paths split. Regular Path: Enter the gate, and work your way North-West towards the exit for Ambrosia and a Raido Rune. You can still go to the Thurisaz path thus netting you an extra Raido and Ambrosia (which I recommend) Thurisaz Path: Continuing North you will turn West and trigger a plate closing 4 gates behind you. There is a Thurisaz and Raido Rune and also Ambrosia. You will not be able to leave this area. Invoke the Thurisaz to move on to the next level. ___________________________________ Good Observations Could be Critical ___________________________________ Lots of puzzles for this floor. To start, you have to make your way through 4 rooms that have 2 portals each. The patterns chance via loading, so you will have to figure out some of this on your own. I suggest noting the differences on the walls (or dropping items to tell the rooms apart). The portals will take you to different rooms based on the direction you enter them. You will also pick up a Gold Key as you try to make your way to a fifth room with 1 portal and a Key Hole. Use the Gold Key on the Key Hole to open a Portal. Enter the Portal to make it to the main floor. Head East and there is a plate with 3 gates (the plate opens all the gates - so be prepared for battle). Kill monsters and pick up the Jet Plate and there are also some object in the North-East corner of the room (you’ll need some stuff to through around this level). Head South where you find a skull “It’s as easy as 1, 2, 3.” There are 9 portals in the room. Enter the North-West Portal, the Middle Portal, then the South-East portal to make it across the room. Proceed East and you come to a room with 5 portals with 3 weight plates to the south of them. (you can get passed this area by walking diagonally into the North-East portal and teleport South of the token gate). Standing North of the South portal, throw an object South (it should land on the center plate) to turn of the East portal. Now walk on the East plate to turn off the North- East Portal and the path to the lever is clear. Toggle the lever and kill monsters and get an Iron Token. Use the token to open the gate to the South. The lever in this room opens that gate (if you teleported into this room). Head south into a room with 3 levers and a skull “Do not touch ANY of these levers.” Don’t touch them. Continue West then South to a skull “Entering the Crypt” and a lever. Toggle the lever to open the gate to a room with a skull “Tomb of General 1010 Cherinha with 4 levers to the North. The 1010 clues you unto which levers to toggle. Counting off, left to right, 1, 2, 3, 4, toggle levers 1 and 3 to open the gate to the next room. There is a skull “Tomb of chess master Eric Von Greg. ‘ My grave is unprotected’.” The next skull says “leave and offering for me in my rest.” Go to the South-West corner of this room and move 1 square East and you are now standing on an invisible portal (anything you drop on this spot will vanish forever). Drop somebody armor (it doesn’t have to be the Jet Plate but it does have to be a set of body armor) on this spot to open the gate (I found this by dropping stuff in the room randomly, I’m not sure how the clues tell you about this location. The only connection I can make is that wherethe armor is dropped would be a square attacked by the “Knight“). Head West to a skull “Tomb of Sir Hansen, Marathon man.” There are 2 plates with 2 portals to the North. Stand on the East plate and throw and object onto the other one. Both plates will be locked down and the portals are turned off. Head North to a lever and gate. Toggle the lever to open the gate, Kill the monsters in this room to get a gold key for the gate. Open the gate and fight some more monsters as you work you way, in a spiral, to the exit. _______________ Place Copy Here _______________ You will need the following items to open gates/portals: Egg (monster drop - optional), Eye of Horus, Onion (monster drop). This is a large floor. I’ll break it down into West area (which is where you start), East area and the 8 hallways that connect the 2 areas. (West area) To your left are 4 small rooms, most have items and all have a poison trap and plates. Head North and you will come to a large room with a gate on its North wall. Knock the gate and toggle the lever inside. There are three other rooms to the North-West with monsters. There are 8 hallways. From North to South, counting 1-8 (so 8 is the most south hallway. 1. is divided. Entering from West are there is nothing, entering from East Area is a gate (egg ) and items 2. 2 plates that activate a poison trap to the West of it. 3. A Gate to knock, and a plate which activates a fireball to the West of it. 4. A Ball to hinder you moving (easy to avoid) 5. A Ball and plate (activates fireballs in the East Area which are easy to avoid). 6. Nothing. 7. In the middle, North of a plate is the Eye of Horus. The plate activates fireballs (the small area you are in is safe). Get the eye and stand on the plate then wait for the fireballs to stop. 8. Raido rune in the middle Make you way to the East Area and head South to find a room with a lever (toggle it). Head North East and you will see a hallway running along the outer edge of the floor. Put 5kg items on the plate and walk South to another plate and put 10 kg of items to hold it down. Continue walking South and you will find a portal (You will need the onion and eye of horus for this next part. If you don‘t have the onion, check for monsters and near traps to find it). Enter the Portal In this new room, there is a 2 item gate (one for each hole - onion, eye of horus). Open it and kill the monster to get Ambrosia. _______________ The Poet’s End _______________ You will need the following items to open gates/portals: 3 eggs You’ll walk south over skulls. “a room of beasts, spare them their feasts. Three dollops found, golden keys round. Make haste this day, far-steps the way. Past Shifting Wall, Through Narrow Hall. Path Reveal’d by Dint of Zeal. Far- step again, Sunward then. Ward well your back, against savage attack. From whence they came, progress you’ll gain. Impede the ball, make safe the Hall.” Step on the plate to open the gate and kill the monsters (beasts) until you have 3 eggs (golden keys). You can drink the Ambrosia now. Use the egg on the key hole to open a portal. Enter the portal. (this process is repeated 2 more times) and you will be in a hallway. Head South and you will find a block (the floor’s décor normally makes blocks difficult to notice). Push the block South and it will trigger a plate opening a portal beneath you, teleporting you to the main area. This is the center hub. There is a long hallway to the West and a bit of a maze North and South of this location. You can kill monsters in the maze, after which you will want to head West down a long hallway. There will be a gate to the North with a plate to the West. Trigger the plate to open the gate to a room of monsters (Ward well your back) and a lever (progress you‘ll gain). Deal with the monsters and toggle the lever to open a portal West of the plate. Prepare a Knock spell as you are going to be teleported to a Room with 2 balls and fireballs flying around. Once you’ve entered the portal, head South and knock open the gate to leave the room and you can now head West to the exit. _______________________________________ Three, not Four. Upper Left and No More _______________________________________ You will need the following items to open gates/portals: Red sphere, Jera Potion You need to find you way to the North-West corner of the main area. You will have to deal with Poison Gas in a few areas, so try to avoid it and save an Algit Potion for the end of the level. There’s 2 ways to get to where you need to go, the fastest way is to head West then South. Knock the gate and dodge the ball to continue to head South. You will come to a block and ball. Push the block North and continue moving South until you hit an intersection. Head West to a room with Poison (it goes North to South). Keep heading West then North and you will have another Poison (South to North) Room to the West and a Block. DO NOT push the block North. Push the block out of the way (or Zapaway at your risk) and head North to see a ball, gate, and plate. Step on the plate to open the gate and allows the ball to bounce. Head North to a gate which is activated by the just previously mentioned gate. You are now at an intersection, head East then North. Work your way West then North were you will eventually Knock a gate and kill some monsters to get the Red Sphere. Go back to the intersection and this time head West. You will be going North-West when you come to a gate and skull “A Harden blood drop shall let ye pass (red sphere).” Open the gate and you are an area with 5 plates, several traps, 4 levers and 2 balls. Use the 4 levers to activate the center plate (the solution appears to be random, so you will have to try out the combinations). You know you are successful when the balls activate the center plate, 4 portals open, and fireballs fly about. Enter the West portal. Kill monsters looking for a Jera Potion (if you need one). Working you way South, you‘ll come to a skull “One way is right - One Way is correct!” Go East (West is a room with a lever that locks you in and spams you with projectiles) then South. Step on the plate and run North to avoid the ball. Get South of the ball, head South and push the block out of the way. There is a gate and skull “Quench my thirst with Healing Water (Jera Potion).” Open the gate and enter the portal. You are now just North of the skull “one way is right…” Make you way to the Jera Potion gate, and the skull has changed to “Twice is better than once.” Enter the portal again. You are now back on the main level, just South-East of the red sphere gate. Head back to that room. You are about to reach the exit, which is a small room that you can’t move much, nor throw items. Have 2 inventory slots open so you can pick up Ambrosia and the Raido. Enter the portal room, but use the South portal to reach the exit. ________________________________________ You’ll have to Scramble to find the Exit ________________________________________ You will need the following items to open gates/portals: Bolt, Teiwaz Potion, Amulet of Agility, Fireball Scroll, Buckler, Chain Coif, Leather Helm, Emerald, Empty Chalice, Purple Sphere (optional) Split Mail (optional) Start room (South-East corner of floor): Push the block to gain access to the South part of the room (should get Fireball Scroll and Emerald as drops.) Just South of the gate “TOLB (bolt), there is a a bolt. Head West, then South and (ignore the plate to the East) then West down a long hallway. There is a plate with a ball to the West of it and a gate to the North. Step on the plate then run East as the ball will roll that direction. Get out of the way of the ball so it lands on the plate. Head back West, to the gate which is now open. Avoid the ball and get into the North part of the room to get an Amulet of Agility (Optional) There is a room with 4 monsters to the West. Knock the fight them (you won’t need their drops, but they normally drop armor and I have seen them drop a Teiwaz Potion, though you will get items for it later). Head back to the start room but this time go North (Amulet of Agility and Fireball Scroll - if possible - with you). Go past the “ ZETIAW TONIPO (Teiwaz Potion)” Gate and ignore the path West to the “UMAELT FO YGALTI (Amulet of Agility)” Gate. As you head North, you will see 2 bouncing balls (one West- East the other North-South). Get North of the North-South Ball to pick up a Buckler and head back to Amulet of Agility Gate. Open the Amulet of Agility gate and enter a hub. WARNING: there is an invisible portal in the center of the room so do not drop any items there. This room has a Gate “NACIH FICO (chain coif) to the North, a “LERFLABI LOCRLS (Fireball scroll)” to the West, and “CLUBREK (buckler) to the South. Open up the Buckler Gate and explore it for items. The room to the West has an Amethyst gem which can be liquefied to make a Teiwaz Potion. The South Room has a Fireball Scroll. The East room has some items as well. The plate activates the portal in the Hub, but it must be held down by a block, wall, or ball (either way, it’s to early to open the portal any ways). You should have the Teiwaz Potion, so go to that gate. Once the Teiwaz Gate is opened you will make your way to a room with a plate and 2 gates. The gate to the North has a skull “TINLPS ALIM (Splint Mail).” There are 2 monsters in here who don’t have relevant drops and not worth dragging the 19 kg Splint Mail to open. The other gate (East) has 2 ways to open it. I recommend Knocking it (this room has the Leather Helm). You can also stand on the plate to open a portal, cast Knock into the portal then throw 2 kg of items (which you can’t get back) to open the gate. Now that you have the Leather Helm, go back to the Hub. From the Hub, head West and you will find a gate to the North. Knock it and you will see a plate to the East and bouncy balls to the North. There are some items among the balls, and North of them is a Chain Coif. Head back to the Hub
and open the Chain Coif gate. Head West to see a gate to the South and a Portal to the West. Enter the portal. You are now trapped between 3 gates. Knock the gate North of you and put items on the plate to open the other gates. There will be some monsters as well as an Empty Chalice (which you’ll need) and Great Shield. Head back to the hub. You should now have an Emerald, Leather Helm, and Emtpy Chalice there are 2 ways to proceed. 1st, if you have a high level Magic Wall, you can go South (through the Buckler Gate) and put a wall on the plate. Run North and enter the Portal. The 2nd option (which you can only do once, so double check you have the 3 items) is to open the Chain Coif gate to the North, keep heading North, ignore the “LPRUEP RHEERPS (purple sphere).” gate and knock the door to the North. This room has the Purple Sphere and a ball. Optional. You can use the Purple Sphere on the gate to gain access to a set of rooms. There is a Gate that you can either knock open, or operate Levers to the West to open. Killing the monsters inside will get you Split Mail (19 kg body armor) which is used to open a gate in the Teiwas Potion room. Again, waste of time and energy. Push the Ball West the South while following behind it - but STOP in the center of the hub (where the Portal will open). The ball will roll over the plate turning on the portal and teleporting you. You are now in a large room with 2 dozen portals. Most of them just move you to another portal (and they are random, so you many need a little trial and error). Eventually you will be teleported to a small room, with a gate and skull “Healtre Melh (Leather helm).” This leads to another gate “LAERDEM (emerald).” And this leads you to the last gate “DO NOT ENTER (Empty Chalice - I know Do Not Enter is not a scrambled up version of Empty Chalice but it was one of the items that was always available so I took a shot).” And you’ve reached the exit. ************************************************** LEVEL 18: YOU MUST FIGHT FOR THE RUNE OF ENDURENCE ************************************************** Push the ball South and then run South. The ball will enter a portal and open (then close) 4 gates in succession (the ball repeats the pattern so you can try again if you miss). Head south and Toggle the lever to open the gate and prepare to fight some monsters to get the Gold Key. Also, push blocks around to reveal the Cross Key and a skull “when the choice is yours - choose the right.” Head west and you’ll come to a key gate (gold key). Going North you will come to a long hallways with weight plates (they trigger 2 fireballs moving North- to-South). Make it all the way North to get another Cross Key then head back to the Gold Key gate and continue West. Head North to an intersection (ignore West for now). Optional - East has 2 plates, the West plate is a poison trap (fires east-to- west) and the East Plate temporarily closes a gate to the South. Continuing North you come to a room with 3 levers and 2 gates. Toggle only the most East lever (when the choice is yours - choose the right) which opens the gate to the North-West (the other open gates to the South-West which is a room of monsters). Get the 3rd Cross-Key and toggle the lever again to leave this room. Head South to the intersection and go West. Ignore the path North-West (just a Skull “when the choice is yours - choose the right “). You will enter a room with 2 portals (only 1 is on at a time) and a gate with a monster and plate behind it. You want to enter the West Portal as the East portal teleports you behind the gate. The plate switches the portals on an off so you can wait till the West portal is activated, or enter the East portal, kill the monster, activate the West portal and Knock the gate to get out. Enter the West Portal (will be some monsters). You are in the 2nd part of the map, a series of rooms that spell out TEIWAZ. Starting in T, work your way North to a key gate and lever (the lever opens a portal leading back to the 1st area). Use a Cross-Key to open the gate and enter E. DON’T Push the block (it covers a plate which is a trap) and make your way south to 6 plates and 3 gates (the idea being you need all three gates opened (it‘s randomized). Once you get passed, Enter I which are just some portals, hop around until you gain access to W. W is a series of bouncing balls. In the South-West is a lever to toggle (this turns of the fireballs in A) and the South-East is the TEIWAZ Rune. Use a Cross Key to leave W and make your way through A. Use the last Cross-Key to enter Z and head North. Use the TEIWAZ rune to open a portal and get read for a fight. Enter the portal and fight your way North and Knock the gate In this room, there are 3 portals. Heeding the advice from the skull at the beginning “when the choice is yours - choose the right.” Enter the East portal. Head North and toggle the lever to open an portal and enter it. You are now back at the 3 portals. Enter the West portal to get the Raido and Ambrosia. Toggle the lever (if you choose West first, this lever would be stuck and you would have to restart) to open a portal and enter it. Once again, you are back at the 3 portals, except now it is 2 portals (the North one is gone). Head North, Pick up the TEIWAZ Rune and exit. ************************************************ LEVELS 19-25: ON THE WAY TO THE RUNE OF ACCURACY ************************************************ ________________ Chaos Rules Here ________________ You will need the following items to open gates/portals: Shell Shield, Feather (optional), Eye of Horus (optional), Amulet of Strength (optional). There is no exit, you need to find the Thurisaz Rune. You start in the center of a map inside some blocks with monsters and poison attacks coming from the South and North. Push the East block East to gain some space and get away from the poison. Kill the monsters just to get them out of the road. Head North (there will be poison) 1 block away from the West wall. You will find a block (near the North of the map), push it to reveal a Shell Shield. So back to the center (where you started) then go to the gate to the South- East “The ocean’s gift of protection shed (shell shield).” Kill the monsters, knock the gate, kill monster knock gate and kill monster to get Thurisaz Rune and you can leave. Optional - Everything else. Starting West. Push a block ahead of you to take all the fireball damage. You will eventually find some more blocks and a Feather and come back to center and open the South-West gate “To Pen your name, you need more than a well of ink (feather)” Head East with a block, and there is a gate to the South (optional) Keep pushing East and you’ll see another gate holding some monsters (it’s being struck by fireballs). Knock the gate and kill the monsters for the Eye of Horus and head back to center and open the North-East Gate “it is difficult for the blind man to walk a new found path (eye of horus).” One of the monsters drops Raido Rune Head South and you’ll come to a block, push it to reveal an amulet of strength. Go back to the center, then the North-West gate “only a sacrifice of strength will allow you to pass (amulet of strength).” Knock the gate and kill the monsters in the room for Ambrosia. ____________________________ Once Bitten, Twice Die, Baby ____________________________ Start in a room with 4 skulls and 2 portals. “simple question,” “Do you wish to Live or Die.” (After you enter the Portal you will need to run East quickly) Enter the “life” portal to the North (other one traps you forever). Run East and enter the portal. Ready a Knock spell. There is a plate, a ball, and Gate. Stepping on the plate activates the ball (it’ll head West) open the gate and activate a fireball trap. Option 1 is to get hit by the ball (sending it east) and shutting the gate on it. Then open the gate, avoid the fireballs, knock a gate to the East and enter the portal. Option 2 is to step on the plate and run West then into a nook so the ball passes by, then run East, avoid the fireballs, cast knock and enter the portal. You are in a new room with 5 skulls “all paths must be taken, but none twice” “three places to choose mortal” To the South are 3 portals that will all teleport you to the same area, just in different spots. But before that, a heads up about what’s going to happen. The room you are about to enter has some monsters, and 10 plates which all trigger poison (so you have to so semi-precision running while confused). You must walk around the area, stepping on all 10 plates, in succession - no repeating (all paths must be taken but none twice). Once all the plates have been touched, portals will open. If you touched any plates twice, you will be teleported to a room of monsters and most likely die. When done correctly, you will be sent to the exit. You will be constantly hit by poison, so don’t bother using Algit until this part is completed; however, you are not timed so you can stop and make some Jera potions to heal up. Enter the West “to the end I shall take thee.“ portal and you’ll be teleported to the West side of the area. The 1st plate will be to the South. Walk over it and head South-East. At the intersection go North (2nd plate). At this intersection go South-East (3rd), South-West (4th ), East (5th), North-West (6th), North-East (7th), South (8th), North-East (9th), North West then West (10th) Keep going West and a portal will open at the intersection (it may take a couple of seconds). Enter the Portal. Head East (out of the poison clouds) and to the exit. _______________ Painful Lessons _______________ You will need the following items to open gates/portals: clover, Ambrosia The starting point is a four way intersection with 4 skulls “one,” “two,” “three,” and “four.” Start with one. Step on the plate to open the gate and kill all the monsters (pick up the clover). Toggle the lever and you are done with one. Heading South to “Two” you will cross over skulls “these halls VERe CLOse to the land of the Faerykind” and come to an item gate Continue East, North, and East again (the plates are bolt traps). Enter the portal to be in a small room with a lever and portal. Toggle the lever and enter the portal to be back at the start of the level. Go East for “three.” Push the block North onto a plate (turns of a trap). You can push the 2nd block onto another weight to stop a ball (East) from moving (avoiding it is easier). You will pick up a gold key an enter the portal. Toggle the lever and enter the portal to be back at the start. Head North to “four.” Push the block North onto a plate and reveal a lever. Toggle the lever to open the gate. Pick up the Ambrosia, push the block North onto a plate, and heeding the skull, “an Ambrosia Save is an Amborsia earned” use the Ambrosia to open the gate. Step on the plate to open 2 portals which take away the balls. Push the Block North onto a plate to open the gate. Head West (avoiding the 2 balls) then North and enter the portal (if you have toggled all 4 levers from rooms 1, 2, and 3 there is no portal). Push the East block onto the plate. Toggle the lever. Push the East block off the plate and now the Gold Key will open the Gate to the Exit. _________________ Swords and Arrows _________________ You will need the following items to open gates/portals: red sphere, green sphere, purple sphere You start in a room with a 2 Skulls, a Portal, and a gate. The main objective is to collect the 3 spheres to open the 3 gates to the east; “Blood on the point of the arrow (red sphere),” “Poison on the blade of the dagger (green sphere),” and “Jewel on the hilt of the sword (purple sphere).” Heeding the skull “don’t take a step” throw an item into the portal to close it and open another one to the East. Enter the portal, then the north one, then the South one and you should be in the red sphere room Red Sphere room (shape of an arrow) : Your next to a ball (DON’T push it). Throw and item onto the plate to trigger a fireball (takes a while, plenty of time to move) and open a portal all the way to the East, walk East and pick up the red sphere (if you pushed the ball cast zap-away on it so you can pick the red sphere up). Enter the portal and you are back at the start. Open the red sphere gate and enter the portal again (I’ve found 3 different patterns and the portals change locations (one was south south and the other south, south, north, and another time south, south sent me back to start). Green Sphere room (shape of a dagger): You are in a room with 2 portals and you need to find a way to a large room with a portal and 6 plates (the portals will take you to small rooms (some only being 1 square or it’ll send you back to the beginning. And the portals seems to reset so it’s trial and error). In the room with the 6 plates, stand on the West plate and drop an item on it. Then Stand on the East plate (should close the portal and a gate) and drop a 5kg on it it. Now walk back over the West plate (if you touch another plate, the portal will open again). Knock the door and head South. You’ll come to a plate that is a poison trap. To avoid the poison. Get to the east of the plate and hug the wall as you go South (the gas attacks should miss you). Get the sphere and head back to the room with the 6 plates. Pick up your items and then enter the portal to be back at the start. Open the gate and find your way to the purple sphere Purple Sphere room (shape of a sword): Kill monsters as you work you way South-East. There are 2 blocks and 2 plates; put the blocks on the plates to open a portal (there are some items on off shoots North-East and South- West). Enter the portal and you’ll find 2 portals, purple sphere, ambrosia and Raido. Enter a portal and get sent back to the start of this room. Make it back to the portal and enter it again to be sent back to the start. Open the remaining gates and you are at the exit. ________________ The Land of Jane ________________ Pick up the Magic Wall Scroll and enter the portal (it’ll be a fight). I recommend killing all the monsters before dealing with the puzzle. Work you way North and there are 3 plates and with a skull “use your strength to open your way” There is also a gate and skull ”prove your worth before you enter” for a room with an amulet, you have to hold down the 3 plates before entering or you‘ll be trapped once you step on the plate inside). You need all 3 plates down to unstuck a lever to the North. The South plate takes 15kg, the center plate 25, and the North plate 50 kg. The monsters have dropped several heavy items (Field Plate is 47kg, horseshoes are 5kg and a couple of shields - you can even use your own items). Once the 3 plates are down, toggle the lever to open a portal (get the amulet, if you want, before taking your items back). Take back all the items you need and then exit through the portal. You are back at the start, but now the gate is open. Head West and there is another room with a gate and portal. Enter the portal. Run past all the bouncing balls and there is wall running North-South. On the East side is a skull “Put your valuables in the niche (whatever that means)” and on the West is a series of portals. The portals have a couple patterns, you just need to find the right one to run through (if you fail, you just get sent back to before the portals start so no harm in failing. Once you get passed the Portals, toggle the lever to open a portal and enter it. Make you way West to another room and enter the Portal. Step on the plate and walk a bit North. Kill some monsters and toggle a lever. Go back to the plate and head North. Avoid the plate and ball and you will come to a series of blocks blocking you from a lever. I use zap-away to remove the blocks (since they can’t be pushed). Disguise is another possibility if you turn into something that can slide under the blocks. Either way, toggle the lever to unstick the lever to the North. Toggle the North lever to open the portal (enter it). Moving West again, same setup, but some caution. This room’s portal leads to a bunch of fireballs that you are going to have to dodge as you head North to the lever. Running along the walls will get you pummeled, so stay near the middle and avoid the zig-zag fireballs. After you get passed the fireballs, toggle the lever and leave. Once again, moving West you find a portal (and maybe a block if you used Zapaway). There are 2 gates and a portal. Knock the South gate and avoid the portal. The North gate opens and closes on it’s own. After that there are a couple of monsters so make your way North, toggle the lever, end enter the portal. West again and another portal. There are 3 blocks, the South block is on an amulet of endurance, the North block is on a poison trap so leave it alone. There are 2 options: 1 - Push a block all the way North, through some zigzag paths, and eventually there is a plate for you to put it on. 2 - walk all the way up and just cast magic wall, push it onto the plate. Once the plate is down, toggle the lever to open the portal. Head West and this is the exit. _________________ Wanna be for Real _________________ You will need the following items to open gates/portals: clover This one is a little tough, lots of projectiles that are tough to dodge, portals that have multiple locations and “hidden blocks.” It’s really beneficial to play on a palette swap that shows clear distinctions between walls and blocks. On the other hand, tons of weapon drops. You start off in a hallway with an Item Cache to the West (as far as I know, you can’t get in there). Head South to a Weight plate (poison trap and when depressed the levers don’t toggle). Toggle the West lever, than the East lever and the West again, and head North. There is a bouncing ball and 2 portals. Either portal will send you to the correct location. You will head West, then North were there is a mess of smoke gas, fireballs and a bouncing ball going over a plate (tough to see). There is a block South of the ball, so push it South to increase the ball’s path (or move it West, wait for the ball to pass, and then block it off from the plate. The plate activates 2 fireball/smoke attacks so try to avoid them and make your way East. There is a gate to the North, knock it and kill the monsters. Go North and push the block into a portal and then enter the Portal. There is a riddle “A coin has landed tails 3 times in a row, what are the chances the fourth flip will be heads (one half).” The portal to the North (one half) enter it (the other portals lead to death). You teleport to a small corridor with a block, plate and gate (currently open). Pushing the block onto the plate will close the gate (hitting you and destroying the block). Activating the plate further results in poison. Walk East and enter the portal. You are in another room with a plate. Step on the North-West part of the plate to trigger a fireball. Wait for it to dissipate then head North and enter the portal. You are now in a room with bouncing fireballs (and items, probably from killed monsters). Avoid the fireball while making you way South and there is a bouncy ball and gate “you have not completed your task mortal.” There are some block just south of the gate, push them out of the way and enter the portal and you are back at the start. Head North again, and try the other portal, and hopefully it will teleport you to a new place (small room with a gate to the North and an odd double gate to the West. There are 3 blocks north of the double gate you will need to move them. A plate activates a gas trap but also opens the double gates. When the double gates are opened, go South and toggle the lever. Head back to the North gate and knock it (will be 4 or so monsters). Kill the monsters to get the Clover. There are 2 gates on either side of a portal with 2 levers (one on the West side of the room, the other on the East). Both levers are a fireball trap, but both must be toggled to open both gates and have the portal open. Enter the portal. You should be back at the fire ball room. Once again, head South to the gate skull “only luck will set you free (clover).” Open the gate and you are at the exit. __________________________ You are in the Land of LAW __________________________ You will need the following items to open gates/portals: 7 bones Pretty straight forward. Walk and enter portals, dodge fireballs, kill all 6 monsters (each drops 1 bone) and move a block for a bone. Walk West, enter portal. Kill monster (1st bone) Knock gate and enter North portal. Walk East, enter portal. Dodge fireballs (the progress west-to-east), enter portal. Walk West, enter portal. Dodge fireballs (the progress west-to-east), enter portal. Walk East, enter portal. Dodge fireballs, (Run along North wall) enter portal. Walk West, enter portal. Dodge fireballs (Be on south wall, just out of range then run when the first straight fireball hit’s the wall), enter portal. Kill 2 monsters ( 2, 3rd bone) knock gate, enter portal. Push the block North-to the wall and then East to block all the fireballs, grab the bone (4th) and enter portal Walk west, enter portal Dodge fireballs (lots of angles and the bounce enter portal to the South West. Kill 3 monsters (5, 6, 7th bone). Walk North-West to skull “prove that you have completed the task at hand” use all 7 bones to open a portal. (the other portal takes you back to the start in case you dropped some items for space). Enter the bones portal. Walk around “space” (you can’t fall into it) and you’ll find the exit (the gate just leads to another portal back to the start). *********************************** LEVEL 26: SEEK THE EIHWAZ RUNESTONE *********************************** You will need the following items to open gates/portals: Eye of Horus You start out in a familiar setup of similar rooms with 2 portals (I went South then North). All the areas are designed to look like the EIHWAZ symbol (a tilted, reverse Z). Once you make it to the first main floor, head South- East and push a block to revel a level (toggle it). Head North and you see a skull “The eye will see you on your way to the Eihwaz Runestone (Eye of Horus)” then go South-East and push the block into the portal and enter the portal. Make your way North, through the bouncy balls, and there Eye of Horus is on the ground. Pick it up and return to the Eye of Horus gate (had South then North-West and enter the portal). Give the Eye of Horus to the skull then go South-East and enter the portal. Again make your way through the bouncy balls, all the way North is a plate (put an item on it). Go South-East and there is another plate (which a ball will activate) which turns on a portal. Stand were the portal will be and wait for a ball to activate the portal. Toggle the lever and head North (there will be some monsters). There are a series of 6 plates, a lever (won’t budge). To the South-East are 3 possible portals. Step on the West plate then step West. A gas attack will travel just South of you (but you’ve opened the portal you need. All the other plates turn on/off 2 portals blocking the one you want access to (they teleport you to the poison plate). If the 2 portals are open, just walk across the South- West, South, South-East plates and they will be off. If the 2 portals are closed, just walk on the South-West plate then west and then the pattern above works. Enter the portal There is a bouncy ball to the South-East, Walk North (leave the plates alone for now. And there are 2 levers (one all the way North, the other South-East - toggle them both). Head South then North-West and enter the portal. Back at the 6 plates, go North-West and toggle the lever and enter the portal. Go South the pick up the EIHWAZ rune and enter the portal to the North. You are back at the six plates, enter the South-East portal. Push the block East (clearing a path for the ball to go North. Head North and push the block onto the North plate. So South-East to the lever and toggle it (the ball will bounce again). Toggle the lever one the ball is on the center plate. No just walk onto the South plate and a portal to the East will open (enter it). Walk North and open a portal using the EIHWAZ Rune (there will be monsters) and enter the portal. Kill monsters (and you can toggle the lever to open a portal to back from where you just came). Working your way South-East you will see a block (it’s on a trap, don’t move it) and a lever (don’t touch it). There are some blocks around a skull “be prepared for battle” and there are items. Head North and push the West block and kill the monsters. North again, push the East block and kill monsters. Be careful with the next block (push it West or East. There is a skull “don’t get stuck between a door and a hard plate!” Don’t step on the plate, stand South of it looking North (you should see another plate just to the North-West. Cast Knock then through 2kg item North (it should land on the plate to the North-West and be holding it down). Now the plate to the North is safe to cross over. There is a diamond and EIHWAZ near the exit and to the South-East is a block covering a Raido and another block preventing you access to items (you can push it North or Zap-away). ********************************************** LEVELS 27-34: ON THE WAY TO THE RUNE OF TALENT ********************************************** _________________________________________ Poems you'll Read and then you'll be Free _________________________________________ You will need the following items to open gates/portals: Spheres (purple, gold, blue, black, white, red, green). Lots of items to get on this floor. To the East of the ball is a block, move it to find a Round Key. Walk North to get a Purple Sphere and toggle a lever. Come back to push the ball, step on the plate beneath it and count to 10. Walk North and use the Round Key to open the gate. You are now in the gate room. To the South-west is “Calm and quiet and cool, Ocean, Lake, or Pool (blue sphere).” To the West is “center when flowered, Caution and Coward (gold sphere).” North-West “ebon and the night. The lack of all sight (black sphere).” North “many hues, come claim the lack of the same (white sphere).” North-East “the color of ire the coals in of a fire (red sphere)” East “the color of spring A gargoyle’s wing (green sphere).” South-East “of mountains we sing the color of kings (purple sphere).” Open the Purple Sphere gate and head South-East. You will come to a series of plates (smoke gas). Proceed slowly to manage the amount of smoke and move the block to uncover the Blue Sphere. Head South to find the Red Sphere. Head back to the gate room. Open the Blue Sphere gate and head South-West. You will come to a ball, block with 4 levers to the West, and plate to the South. There is a block blocking the black sphere. Several solutions, easiest are zap-away the block, cast Magic Wall on the plate to open a portal which you can enter to get behind the block. Or you can push the block in the room onto the plate, or the ball using the controls (both again opening the portal). Anyways get the black sphere and head back to the gate room. Open the Black Gate and walk West. You will find 3 blocks, a ball, a path North to the White Sphere. The block are over items, and you should move one to block the ball from rolling East. Head North then South to get the White Sphere (the plate activates the ball). And back to the gate room. Had back to the gate room and head North to open the White Sphere Gate and the Exit The rest of this floor is optional. Open up the Red Sphere gate and head East. You come to 2 blocks, a path North to a Ball and an area to the East with 2 plates, a portal, gate, and lever. The goal is to get the ball to bounce over the 2 plates. Set up a black to backstop the ball as it comes South. Toggle the lever so the ball will free itself the toggle the lever off. Push the ball West, then South and it will hit a block. Move one block North of the North Plate and the other block South of the South plate. Push the ball between the blocks (use the lever to help maneuver the ball). One the 2 blocks and ball are in place, toggle the lever. The gate will open while closing another gate. Make your way north to get the Gold Sphere and then head back to the gate room. Open up the Gold Sphere gate. There are 3 rooms, and 2 plates the operate the gates. Kill everything and make sure monsters don’t trap you by closing gates behind you. A monster will drop a Green Sphere. Head back to the gate room. Open up the Green Sphere gate and kill monsters until you get a Gold Key, which goes to a gate in the South-West corner of the room. Follow the path and you’ll find a Rancor. And that’s everything for this floor. ______________________________ Something Wicked this way Runs ______________________________ You will need the following items to open gates/portals: Egg Lots of fireballs in this level (corners normally provide a safe haven) and the teleports are a touch random. From the start head East then South were you pick up an Egg and you are in a safe spot from 3 balls. After you make it passed the balls you have to make your way through an area with a lot of fireballs (dispel is really handy here). You’ll make your way South then West and there are 2 portals. Enter the North-west which will either teleport you a little to the North or all the way to a gate in the South-West corner of the floor. Assuming you didn’t get teleported to a gate, make your way East then South to a block. Move the block to get a Raido and continue South, West, and North to a gate. Knock the gate and kill the monsters as you head North. There is a block to the North, push it North then a bit East to block 2 fireball traps and making it much safer to move around. Walk East and you will see an opening to the South. Go through the opening and head West and enter the portal (which teleports you passed the ally with fireballs. Kill some monsters and make you was West then head North-West to a gate and skull “You will have to scramble to make it to the end (egg).” 2 gates open as a ball is bouncy (I recommend healing up and the ball will kill monsters to the South. When ready, follow the ball South to find a gate to the East (the lever to open it is to the South. Pass through the gate and prepare to dodge more fireballs. As you make your way to a portal. The next two rooms will have a lot of monsters so stock up on fireball spells or use magic gas attack on the portals (if the monster aren‘t immune). Enter the teleport. You are in a Room with 4 blocks. Kill the monsters (one drops ambrosia) and put a block on the plate to hold open the gate. When you are prepared for battle, enter the portal. Kill the monsters and you are at the exit. _______________________________________ The Path You walk with choose your Fate _______________________________________ You start in a middle hallway (sandwiched between 2 other hallways) attached to a large room. Kill all the monsters to get and Iron and Dull Key (some monster may have gone through the gates to the East. Use the Iron Key to open the South hallway and kill more monsters (Cross Key drop) and put a 1kg item on the plate (it stops the ball East of the gates from moving back and forth). Open the North Hallway with the Dull Key there is a plate in this room (it requires a heavy object and unsticks a lever to the East). Heading East is a plate that opens/closes 2 gates, walk through the gates and there is another plate (opens/closes both gates) and keep walking East to find a third plate that does the same thing. Going North you will see the ball (the one turned off earlier). To the East of the ball are 2 small rooms. Use the Cross Key to open the South Room, Enter the portal, Knock the gate in the North Room, get the Jade key and enter the portal to get out. Now comes the tricky part - unsticking the lever. Option 1 - is to use Sage Level Magic Wall on the Dull Key plate which allows enough time for you to run to the lever and toggle it. Option 2 - (read before trying) Push the ball East, then South and it will land on the East plate (lining it up with the 2 gates). Head West, through the gates and have a prepared Magic Wall and Zap-Away spells. Remove the item from the Iron Key plate (and the ball will start rolling again). Run back to the West gate and you want that gate closed as the Ball is coming West toward you (so you can set up this next part). Wait again as the ball comes West and cast Magic Wall (landing it on the plate) then cast Zapaway on the Wall (the plate will remain down temporarily, thus the ball won’t trigger it). Get out of the way of the ball to allow it to pass through. Now stand in front of the plate until it comes back to normal (you’ll get hit a few times). When the ball bounces off you, trigger the plate so the gate is open and run South-West to the Iron Key plate and put an item on it (or throw an item to save time). The ball can now be pushed North then West onto the Dull Key plate and the lever is unstuck. Walk East and toggle the lever to open the gate. There is a room full of plates with a Skull “N3, S1, E2, S1, E1” N = North, etc. Make it through the gate and head North. The plate triggers Ball to the North, so head West at the intersection. The first gate to the North (the gate is opened/closed by the ball) is optional (some monsters and items). Keep heading West and there is another gate to the North. Wait for the gate to open, and walk North, push the block North-West out of the road. Go to the North-East corner and pick up the Sun Key. Leave the room and head West. Use the Jade Key to open the Gate to the North, the lever to open the other gate is in this room. Toggle the lever and come back. You are in a room with a ton of plates and a skull “Start to Wall to Save one Word for ever for Supreme three.” Each odd word is a direction (Start=South) and every even word is a number (to=2). So the safe path is S2, W2, S1, W4, E4, S3 and you will make you way to safety. Head West and open the gate with the Sun Key. There is a plate, ball, and block. Push the block onto the plate to open a portal. Stand South of the portal, and cast knock into it. Now, you need to push the ball into the portal (again, you need the ball to roll South-to-North) so use Magic Wall as a backstop. Now walk East to the Exit (there is a monster). ______________________________ This Level is Quite a Challenge ______________________________ You just know it’s going to be bad when a floor gives you 3 Raido at the start. The goal is to push the balls into the portal to hold down plates found in various rooms. All the balls should be used. This takes a while because whenever an object (or yourself) enters a portal it changes that portals destination. Also, you will be using lots of Magic Walls. Also, the directions are to help limit the chances of you teleporting on top of a ball. You start the level near a portal, surrounded by 7 balls. Push the ball just East into the block. Pick up the Raidos. Push a ball North into the portal. Push a ball East into the portal. Now you will need the block to maneuver the other balls. Push balls into the portal East, East, North, East, North. (good saving point) And now enter the portal. There should be 3 balls in the room with a plate in the South-West corner and a portal in the Northwest corner (Room 1). There should be 4 balls in the room (3 east, 1 south) with a plate on the east wall and portal to the North-East (Room 2). In Room 1, push the North ball West, then North into the portal. Enter the portal and make your way back to room 1. Push the North Ball West, then North into the portal. Walk to the South-West corner, look East and cast Magic Wall. Push the Ball West (onto the plate). Find Room 3 (plate on the East wall with Portal in the South-East corner) and there should be 2 balls there. Push the East ball South (onto the plate) and push the West ball West. Find Room 2. You need to push balls North into the portal. So walk North of one of the East balls (until you hit the wall) turn around (facing South) and cast Magic Wall. Push the Wall North 1 step. Now walk to the Ball, push it North into the Magic Wall, East and then North into the portal. Enter the portal and make your way back to room 2 to repeat the process with the other East ball. This is were we run into trouble. Unlike Room 1, in which the portal always goes to room 3, the portal from Room 2 can go to Room 4 or Room 5. (Save the game). (If balls go to Room 4) Find Room 4 (which has 2 plates - North and South- west, with a portal to the South). And there are 2 ball to the North (if not, skip down to the “++” to find instructions for balls going to room 5). Push the South Ball West, then South onto the plate. This opens a portal in the South-West corner of room 3 (do not enter this portal until all the plates have balls on them). Return to room 2 and get the South Ball to room 4(you will first need to cast Magic Wall to the East of the ball and push the ball into the wall, then repeat the previous steps to get the ball to enter the portal rolling North). Return to Room 4, and you need the ball to enter the portal going West (use Magic Wall). Push the ball into the portal. Find Room 5 (with a plate in the North-East corner) and portal in the South- West portal). Push the ball East onto the plate (skip to “==” to complete level) ++(if balls go to Room 5) Find Room 5 (with a plate in the North-East corner) and portal in the South-West portal). Cast Magic Wall to the East of the South ball. Push the ball into the Wall, then push it South, then, push it West into the portal. Return to room 2 get the South Ball to Room 5(you will first need to cast Magic Wall to the East of the ball and push the ball into the wall, then repeat the previous steps to get the ball to enter the portal rolling North). Return to Room 5. Push the North ball West onto the plate. Push the other ball South then West into the portal. Find Room 4 (which has 2 plates - North and South-west, with a portal to the South). Push the South ball West, onto a plate. And then push the other ball North. ==Find your way to room 3. Push West ball South into the portal and enter the portal yourself. The ball has rolled East onto a plate, and now the 6 gates to the South are opened. Head South then head East at the intersection and then North (you will see a ball South of a plate. You will make you way to an area with a lever and 2 plates. Toggle the lever (to unstick the plates). Step on the North plate to start the ball bouncing then on the South plate to make it stop (make sure there is room for you to now push the ball. Push the ball North onto the plate and head West. There will be monsters as you work your way North to a gate (knock it). Head West then South to find the Exit. _______________________ Victory Lies in Between _______________________ You will need the following items to open gates/portals: Fern (you get it at the end). Head East (the Gold key goes to nothing) though 2 gates (they open and close on their own) then head South. Knock the gate and go South until you see a gate to the West. Knock the gate and move the block East to find a Jade Key. Leave the room and head South (knock the gate). Then head West going through 2 gates and then North. Knock the gate and continue North until you come to a gate to the East. Knock it and use the Jade Key to gain access to a portal (enter it). You are in an area with 2 skulls “a teleported shall not always direct you upon a single path“ and “a magic map to guide, a second chance I give” 3 portals, 2 Gebo (magic map) and 2 Raido Runes. As the Skull said, the portals bounce you around to small rooms with portals or even to the outer area. Eventually you will teleport inward. Kill monsters in this area until you get an iron token and then walk to the center of the South corridor to find a gate and skull “They key to they passage is a token of friendship (iron token).” Beyond the gate is a skull “round and round you fly, don’t let the holes pass you by!” Enter the portal, enter the South Portal, stay, stay, stay, Enter the East portal and you should be in new area. Tons of fireballs, heeding the skull in the North-East Corner “the sands of time flow backwards slowly.” Go around counter-clock wise to toggle 4 levers (so North, West, South, East) and a Portal opens up (enter it). Head to the North corridor and pick up the Fern, you can use it to open only 1 of the 2 gates (you may want to save here so you can check out both rooms to see which you prefer). Which ever room you choose, move the block to find a Thurisaz Rune. ________________________________ Vultures fly both Left and Right ________________________________ You will need the following items to open gates/portals: Feather (you get it at the end). Prepare for a lot of fighting. There are 6 main rooms: North-West (room 1), North (room 2), North-East (room 3), South-West (room 4), South (room 5), South-East (room 6). You begin the floor in Room 3. Kill the monsters and head West. Push a block to gain access to Room 2. Again, kill monsters and you can head West and move a block (it covers a plate) and kill everything in Room 1. Head back to Room 2 and head South to push a block and gain access to Room 5. (Room 4 is optional - just push the West block in Room 5 to access it - more monsters) . Head East and push a block to enter Room 6. Toggle the lever in Room 6. With all the monsters out of the way, there is a plate in the South-West corner of Room 1. Push a block onto it. There is also a plate between rooms 1 and 2 as well as a plate in the South-West corner of Room 3 that all need blocks on them. Once you’ve competed that task, head to room 6 and a portal is now open on the East wall (enter it). Now is a series of rooms with 2 portals. Here is the solution: N, N, N, S, N, S, S, and you are at a single portal with skull “you have activated this portal.” Enter the portal and there are 2 portals and a feather. Get the feather and enter the South portal to be back at the single portal. Go South to a gate and skull “ehareft (feather)” open and you’re done. _______________________________ You will need Good Ball Control _______________________________ You will need the following items to open gates/portals: Green Sphere, Red Sphere You start next to a ball (you will be using it a lot). Head South and there are 2 levers and a skull “use levers to control the ball. The West lever makes the ball go North-South and the East lever makes the ball go West-East. The main idea is to use the Ball to open 4 areas. It’s a little tricky since you won’t be able to see the ball most of the time but you can also push the ball to get it into place. To the West of the controls are a series of 3 key gates (Jade, Sun, and Round). Feel free to open the gates when you get the keys to free up inventory space. Toggle the East lever on then off. Walk North to the Ball and push it North onto a plate (which opens a gate just to the East of you. Go through the gate (prepare for monsters). In the room is 3 levers; toggle North, West, then East levers to open a gate to the North. Head North to an intersection. (Optional) go North at the intersection to enter a room with a plate (3 fireballs) There are some items in both corners of the room. Head East from the intersection and you see another intersection, go North and find a room that contains the Green Sphere. Go South and there is a monster outside a room filled with monsters. Killing the “loose” monster should get you the Jade Key. (Optional) To get in the monster room, you must first put an item on a plate (just to the North-East) and that will un-budge a lever just North of the gate (toggle it and kills some monsters and get good items). Head all the way back to the ball control levers. There is a plate to the East of you. Direct the ball onto the plate. Use the West lever to get the ball in sight (trying to line up with the plate). Then toggle the East lever to get the ball moving East. Toggle it off and head East. If the ball is on the plate, a portal will be open just to the South-west. If not, either use the levers to get the ball in place or use Magic Wall to act as a back stop and push the ball onto the plate. Enter the portal. There is a bouncy ball rolling over a plate that opens a gate and a portal (the portal takes you back to the ball controls). Make it through the gate and head North. At the intersection go East then North (don’t touch the plate - fireball trap) to pick up the Sun Key. (Optional) Head South and go West at the intersection, then North. Knock the gate to the East and toggle the lever to open the gate to the North (monsters and items) Head South, through the gate and enter the portal to be back at the ball controls. Push the ball South and toggle the East lever. Walk West and then North to a gate. Eventually the ball will roll over the gate allowing you to pass through. Head North-West. There will be 3 plates that are poison traps (to avoid the poison - for the first 2 plates - step on the North-East corner of the plates then go North. On the last plate hug the wall to the south). Continue heading West and you will enter a room with a plate and 2 gate (ignore the North Gate for now). Go West, step on the plate, go North and toggle the lever. Go North again to get the Red Sphere. Go back to North gate we ignored. Put items on the plate and go through the North gate. Head North and enter a room with 2 gates and a portal. Toggle the lever so the portal isn’t in front of the East gate (knock it). Head North and there are 4 plates (from West-East: 1,2,3,4) Plates 1 and 4 are poison traps, 3 does nothing and 2 toggles the gates. Step on 2 and go East. Open the gate with Green Sphere, then open the gate to the North with Red Sphere and get the Round Key (Optional ) Step on 2 again to gain access to the North Gate and some items). And head back out (pass the 3 poison plates and through the gate. (Optional) The room with the 2 gates, portal and lever, you can toggle the lever to move the portal and Knock the West gate to get some more items. Head back out to the ball control (for the 3 poison plates, the top one, walk across the North part of the plate and hug the East wall as you go South to avoid the other 2). Unlock all three gates to the West. assed them is a large room with a plate in the North-West corner (it opens the gate to the exit). You can use ball or Magic Wall for this part. If you opt for the ball, just push it West and wait a couple seconds. Toggle the West lever then turn it off and push the ball onto the plate to open the gate to the East (the exit). ********************************* LEVEL 35: FIND THE RUNE OF TALENT ********************************* You will need the following items to open gates/portals: Fur, Bone, Egg, Nails, Onion, Clover, Water, Feather (all at the end). Knock the gate and prepare to fight. Monsters in this room will drop water, bone, Jade Key and, in the South-West corner (after pushing a block) Gold Key. Use the Gold Key on the gate to the North-West. Walk East and enter the portal. Walk East and up the North gate with the Jade Key. To the South-West is a block covering a lever (toggle it) Work you way North and push blocks away while killing monsters. Monsters will drop Fur, Fern, and Egg, while a block in the North-East is covering a Feather. The ball (now moving) will reveal a Sun Key. Head to the West, and go through the gate (if you hug the South wall and go straight, you will avoid activating the traps). There are items West of the plate (poison trap) including an Onion. Wait for the gate to close and put items on the plate (it’s stuck while the gate is closed). Leave this area. Open the gate with the Sun Key. Head West (this gate is open because of the plate you weighted down) and kill the monsters, pick up the Clover, and put an item on the plate. There are 2 small rooms to the East. The North has a plate and the South is gated. Using the lever (it’s in the North-West corner) get a ball to line up so you can push it into the North room with the plate (use Magic Wall if you have problems). Go to the South room with the gate, and there is now another gate (they alternate opened and closed). Make it through both the gates and push the block to get the INGUZ Rune. Leave this room, head West and enter the portal (you may have monsters on the loose). Go West and the portal blocking the Gate North of the Gold Key gate is gone. Knock the gate. Head North and push a block (it’s along the West outer Wall). You will see a gate to the East and 5 portals (going West-to-East, 1,2,3,4,5) to the North. Stand South-West of the third portal and throw 4kgs of items into it. Now Stand North-West of the first portal and throw a 2kg item into it. The gate to the East is now open, get the Nails. Head East to the gate that opens and closes and go through it. There is a skull “the cover oF URsa is warm (FUR).” Make sure you have all the items you need to open the portals before proceeding. “eBON Ever black as night (BONE),” “do not bEG - Gods will give no charity (EGG),” “ofFER Nothing that you desire (FERN),” “what, champioN, AILS the world (NAILS),” “perfectiON, I, ONe day will obtain (ONION),” “stoiC LOVER reunites the world (CLOVER), “knoW A TERrible fate for this would if you fail (WATER),” (This is the last time you can turn back to get items).“a great
FEAT HE Realized (FEATHER).” Use the INGUZ rune to open the last portal and you are at the Exit. **************************** LEVEL 36: WELL DONE CHAMPION **************************** No fighting. No puzzles. You get gold armor (plate, helm, shield), which are the best items in the game (weigh practically nothing and give boosts to your attributes) Walk East and enter a portal. Use the URAZ rune to open the gate and get Gold Shield. Walk East and open the gate with TEIWAZ rune to get Gold Helm. Walk East, then South and use EHWAZ to get gold plate. Walk south and you enter an armory with all the weapons that have built in abilities, though your EIHWAZ Rune will only get you one of them. Head South and you get to use your INGUZ to get an amulet. Continue along to the Exit and get yourself prepared. ************* LEVEL 37: WAR ************* Kill the musketeers (15 of them) until you get a Jade Key. Go North, then West to find the Jade Key Gate and use the Portal. This area has Beholders. Head South to the outer wall and there is a block move it to find another Jade Key. Head West to find the Jade Key Gate and enter the portal. More musketeers (13 of them), kill them for the last key. Open the gate to the North-West for the exit (2 more musketeers). ******************* LEVEL 38: INTELLECT ******************* You will need the following items to open gates/portals: Ambrosia This level is brutal. 26 gates, 13 levers, and 10 plates with Jesters and Manta Rays as monsters. There’s several issues with making a guide for this level. 1) I can’t save progress once I get to this floor (I’m using DosBox). My saved states are just black screens. 2) Monsters and balls are constantly activating plates (be mindful not to stand in a gateway when fighting or you will become trapped). 3) tracking the effects of a plate or lever is nigh impossible. Some actions happen off screen and it’s impossible to tell if a lever becomes stuck or unstuck. So all I can really do is make some suggestions that have helped me to solve the floor. Sometimes it takes 20 minutes to complete and other times I get no where in 2 hours. Walk West and enter the portal. You get kicked around a few portals before reaching some skulls “It separates US from you - and hopefully you from slime (intellect).” Enter the West portal You’ll get a question about 3 books on a shelf, the correct answer is 3.5 (volumes are place in reverse order so the worm goes through 1 full book (3 1/4 inches) and 2 covers (2 x 1/8 = 1/4). So got West and then enter the Center Portal. Walk North and Enter the Portal And now you are in the start room of the main floor. The room you start in has 3 levers (they all have multiple effects). Toggle each lever twice. Go North, East, the South. There is a gate blocking you from the diamond. Eventually a jester will trigger the gate open so grab the diamond (you can use it to make Ambrosia which you will need later). And now the hard part - opening the 3 gates (gate 1,2,3) to the East. Gate 1 canbe opened by toggling the 3 levers in the start room to off (the levers will point south-west). Gate 2 is opened by the plate just to the East of the start room. Gate 3 is opened by toggling a lever in a room to the North- east. That room is gated, which can be opened by toggling a lever in a room to the South-East. So after getting the diamond, get to the South-East room, to open the gate to the North-East Room and toggle that lever to open gate 3. Then go back to the start room and toggle all the levers off to open gate 1 and step on the plate to open gate 2. This is tricky because in a room to the South there are a lot of jesters and a plate that has at least 5 effects on the floor. I recommend leaving the jesters alone (unless one attacks you) and focusing on getting to the South-East room. While the Jesters cause chaos, they are actually helping you by opening, and closing the gates to the areas you want to access. You can complete this level using only the 3 levers in the start room, the lever in the South-East room, and lever in the North-East room. Just get to the South-East room, if a gate is blocking your way, got to the startroom and open the what gates you can while the jesters will do the rest. Once the 3 gates are opened, you will use Ambrosia to open a portal which teleports you to the end. *************** LEVEL 39: MAGIC *************** You will need the following items to open gates/portals: Isa Potion, Driftwood, Rusty Nails, Spellbook Walk East and enter the portal. Walk East and get the Emerald and Vial to make an Isa Potion (use it on the gate to open it). Go South, then East and there is a hallway with a trap (4 fireballs 2 from the North and 2 from the South). Prepare dispels (if you have them) or magic walls to limit the damage. Head West, head west at the intersection then go North. Knock the gate and kill the slime to get a Gold Key (pick up the bolts to fill up inventory space - later you‘ll need to throw away 8 items). Go back to the intersection and go South (the plate will close the gate behind you). The skulls say “At the end think to your beginning, your most prized possessions must be left, do not lose it unprepared.” Use the gold key to open the gate. Walk East and you see 2 portals, a block, and a gate. Cast Knock into the portal and the gate will open. Push the block North into a portal. Then enter the portal; this teleports you to the plate next to the portal (it turns off the portal). Now walk North then West for a skull “do not let one hit you” and to the North are 5 portals and a fireball, which does well over 200 damage. Each portal teleports you 1 portal to the East. The timing is tricky, but hugging the North wall avoids the fireball, but the portals have a delay (so don’t run from one teleport to the next portal and think you will instantly be teleported. Make it to the end and step on the plate to turn the fireball and portals off. Go North and pick up the rusty nails. Head back to the intersection (you can knock the gate open) and head West then South. Knock the gate and kill the Spartan (they can take a beating). There are 4 blocks, cast Disguise and turn into a slime to slide under the blocks. Use Driftwood to open the gate go West then North and use Rusty Nails to open another gate. There are 9 portals in front of you, a gate to the North, and a skull, “Knock on NEWS Throw around and Wait.” Cast Knock in the North Portal, then the East, then West, then South. Throw in item at every angle into the portals (N, NE, E, SE, S, SW, W, NW). After this is completed, the gate will open. Head North (there is an Odin Rune with Skull "magic is unpredictable, but this may help you get back in shape." I invoked it on the spot, and nothing seemed to happen (no idea if it some how leads to an alternate ending, but there is a large part of Magic which is filled with creatures but I never explored it. Keep going North and there is an item gate. Prepare a knock spell and then use your spell book to open the gate. Walk North and there is another gate (knock it). Walk North and that’s the end. ****** ENDING ****** The 3 Gods congratulate you. “Well fought champion. You have earned the right to survive. Not only for yourself, for the your world as well. Lead it true and and pass on what you have learned for we will take our leave of you now. But who knows when we shall return. ... Next time??”