Walkthrough:

(Introduction) Pick up just about everything you can find in the room. Always punch rubble piles and piles of bones to see if there's anything there. You should find a skull, a healing root, and a throwing stone. Exit through the door with rock in hand. Wait for the ant to pass by. You can throw the rock at the ant (and probably kill it), or punch it a few times to kill it. That's about as far as the walkthrough the game comes with takes you.

2. Take your first left, and read the plaque at the end of the hall. Go into the guard room. You'll find a leather breastplate in there, plus, in the chest, you'll find a scroll, heal potion, five heal roots, and a dagger. Arm & armor yourself. Wander around until you find Thera again (the glowing ball). Note the lever on the wall. Pull it; it'll unlock the door, but DON'T go through yet! Push the handle back up again, then pull it down again. Now, walk south to the wall, turn east, and walk to the end of the hall. Turn north and walk two squares north. Turn left, and search the wall for a hidden stone that wasn't there before. There's a lever; pull it. A secret door opens up just to your south and behind you. Go through it, and grab the three oil bombs. Look at the north wall to find another hidden brick; there's a Dagger of Penetration there. Equip it. It's actually one of the more powerful weapons in the game, believe it or not... There's also a throwing rock in the rubble.

3. NOW go through the exit door (where Thera is). You'll run into the Shadowking. No, he won't kill you now. After he does his monologue, go into the corridor and turn right, then follow the corridor around and take your first left. Go to the door on the right. Kick the Sharga's butt and take his sword, heal root, gold coin, and brass key. Exit and go north. Use the brass key on the lock. Go inside, smash the barrels. Grab and equip the wooden shield. Exit and go north to the next room. Unlock the door. Smash the left barrel. Kill the two warrior ants that come out. Smash the right barrel and take the heal roots. Continue north. There'll be an alcove on your right. Smash the barrel in it to get three heal roots. Go to the intersection. Follow the corridor around to the left. Ignore the door you'll see to the south; you can't open it. Go around the square and take the passage that heads east. Go east until you see a passage south. Go through that door. You're in a four-door room (you can't get through the south door from either direction, by the way). Go through the west door. Kick the Sharga's butt. I suggest you run past the Sharga to the north wall, or else he'll try to get a super heal root that's in a hidden brick there. If you block him from that, he'll go down faster, and you'll have a super heal root. On the table is your journal... grab it. Then unlock the south door with the brass key and go south. Waste the five Shargas that come after you. Take their heal roots (I also collect swords from these guys, for no particular reason. I think at one point I had about sixty of them). Now, move to a square on the map that is 4 south and 1 east of the door you came through from the room with the journal. Face south and check the wall. You'll find a heal root. Now go north, then east, and turn south again. Check the hidden brick and pull the lever. Go 2 west, one north, and face west. Go in the secret room and find a blue heal potion, a green agility gain potion, and a cure potion, plus another oil bomb. Now go south until you hear a fire crackling. Turn west and proceed to the fire. Search the fire twice (you'll take a few points of fire damage, but find two Firedaggers). Now dump one of your potions you don't mind losing on the fire to put it out. Kill the Sharga that's beyond it, and search the chest to find another agility gain potion and a strength gain potion. Exit and turn right at the corridor. Go three south, six east, and then turn north.

4. Kill the Shargas. Keep going north to the end of the hall. Go east one square, then turn north and go into the room. There are four barrels. Smash `em all. In one, you'll find a drunk Sharga. This guy is hilarious; he's harmless, and keeps hiccuping. Kill him if you want; it's hardly necessary. Behind another barrel is a hammer you can use as a weapon. Exit the room, go back to the corridor, and go east. At the square just east of the next passage north, check the north wall to find the hidden Health potion bottle. Then keep going east to the kitchen. Whack one of the sacks; ants will start attacking. You've got to waste six of `em. When the last one dies, check its body to find a bronze key. Head back west; ignore the passage to the north. Go to the end of the hall, turn north, walk to the wall, and turn west again. Go west, and turn south at the first intersection. Unlock that door with the bronze key. Kill the two Sharga leaders (easier said than done; they're a lot tougher than the others). One has a steel key, and the other has the Orb of Afri. This orb is pretty useful; when you put it on the ground and wait a second, it projects a map of your surroundings, including moving dots for all live monsters, and also shows all secret rooms. Just don't lose it! Take the scroll from the bookcase. There's a hidden brick in the west wall with a super heal root, and a hidden brick with a lever on the south wall. When you pull the lever, a room opens up to your immediate west. In there is a chest with a heal potion, an agility gain potion, and a strength gain potion. Exit through the north door and follow the corridor to the left. Open the first door on the right with the bronze key, and slay the Sharga. Then go north up the corridor. Note the dead Sharga. The west wall in the square where he is has a trap; throw skulls into the square to trigger it and fire two arrows. Do this three times, then it's out of ammo. Grab the arrows, and go north. Throw something at the Sharga. Two more will jump out to help him in a moment. Check the east wall for a hidden heal potion. Take the three scrolls from the bookcase. Exit the room and go south, then west to the locked door. Unlock it, then go east, through the other door into the corridor. Go five south, three east, then two south and unlock the door with the brass key. Ignore the barrel, but check the brick on the south wall for a heal potion. Exit and go south one, then west and open the door. Punch the rubble for a coin and a heal root. Exit and go three north, three east, five north, three east, then turn south and open the door. There's eight ants wandering around in here; kill `em all. You'll find a few arrows and a quarterstaff. Head south, and grab the helm near the forge. Also punch the rubble to find a throwing axe. Then go east. Check the bricks on the west wall for a heal root. Use the steel key to open the chest and take the small metal shield. Now exit back to the corridor and continue east, unlocking the south door with the bronze key. Smash the barrels to find three oil bombs. Now weave your way all the way back to the northernmost passage. Go east along it, then turn north, and then east again. Turn south at the intersection and unlock the door with the brass key. Go through the door, and you'll wind up in another room.

5. Smash the barrel. About 50 ants will come out to attack you, so if you need weapons training and are in good shape, stick around and kill `em all! Exit the room, head north, west, north, and west. Go through the door at the end of the hallway. Follow the corridor around to the south and open the southern door. Kill the ants, and check the east wall for a hidden switch. A secret room with a chest (locked, can open with bronze key) is to the south-it has three oil bombs. Now head back to the stairs that lead down. Proceed to the easternmost north-south corridor. Head all the way south, killing whatever gets in your way. Go around the square to your left, then head south and go west. Take your first northern passage. You'll find a throwing stones bag. Go back to the corridor, and continue west a couple squares, then turn north, unlock the door with the brass key and equip the leather leggings you find. Go back to the corridor, and head west, south 1, west, north 1, west, south 1, west, north 1. Check the north wall and pull the lever. Turn west and find the secret room in the north wall just a little ways up. Grab the heal potion and the broadsword. Now head west, north, west, north at the intersection. Take your fourth right, through the door, and unlock the door to the north with the steel key. It's the stairs down to level 2. (From here on in, I ignore secret stuff and just go for the essentials.)

6. Welcome to level 2. Go north, then east. Meet Wahooka. DO NOT ATTACK HIM! Talk to him. He wants something valuable. Go through the door, continue east. Go south. You'll probably meet your first slime now. JOY! (Slimes, by the way, are more vulnerable to cuts than crushes, so use a sword or axe. Or fire. Slimes are afraid of fire). At the corridor, turn east and go through the first door on your right. Waste the slime & pick up the gem it leaves behind. Go back to Wahooka's spot and give him the gem. Now go back to the corridor. Go east to the wall. Turn south. Walk through the south wall-it's an illusion. Kill the Sharga, then go south to the wall (which is really another illusion, but ignore it for now). Turn left and walk to the wall. Turn south. Take your first passage left. Go to the end of the corridor. Turn left and go north to the wall. Turn left and go through the door. Kill the slime, then check its corpse for the ivory key (useful stuff!) Go back east to the wall. Turn south and take your next door on your right. Open it with the ivory key; Farli Mallestone will join you. Now head south to the wall. Turn west and go two squares west. Mark this spot on your map as, say "SECRET PLACE." Now go west to the wall, then turn north. Go to the wall, turn west. Walk to the wall, turn north. Go up to the (illusory) wall, and turn east. Walk to the wall. Turn south, and walk to the wall. Turn east, and unlock the door with the ivory key, but don't go through. This may seem like a fool's errand, but it comes in handy later. Head all the way back to the spot you just marked as "SECRET PLACE" on your map. Then turn south (facing the wall) and walk through (illusion again) Kill the two Shargas and get the iron key. Turn east and walk to the wall. Turn south and proceed to the fountain; drinking from it heals you. I suggest, if you have my UGE module, save your game here and exit to get the location. When you are hurt, you can teleport back here for an instant heal, then teleport back to wherever you were. VERY useful trick.

7. Now head back to the illusory wall. Turn south, and go through the door. Keep going south, turn west. Go west, and take the corridor to the south to the wall. Turn right, and go through the door. Whack the Sharga guard, then keep going west. At the square between door #2 and door #3 to your right, check the north wall for a scroll with a Meta Rune, which will enhance your runecaster's runes...when you find the runecaster, that is. Keep going west. Turn north, then west again. Go north, east, north, west. Push the button on the wall (seals the pit to your north). Go north to the wall, then east to the wall. Turn south and head to the wall (there should be a lock in front of you, but no door in sight). Whack the Sharga that guards it. Unlock the lock with the ivory key; a wall opens up to your right. Go through it. Head south, but stop short of the circular stone in the floor. Drop a skull on it. Three arrows shoot out. Now pick up the skull, then drop it on there again. Three more shoot out. Pick up the skull, and pick up the six arrows. Continue along the corridor, and do the same process with the other three circular floor stones...by the end, you'll have 24 arrows. Not a bad deal! Keep following the passage to a door. Unlock it with the ivory key, and go through. Waste the two slimes; one will drop your first runecaster. Pick it up. Read the three scrolls on the shelf. Now inscribe your runecaster with the two runes. I suggest you also use the "2x power" Meta Rune on both of them as well. Now, head north. You will see a "Mana Circle." If you DON'T have my UGE module, this is a great place to build up magic ability. Just blast a wall with firebolts till the `caster goes dead, then step into the circle-instant recharge! Repeat as necessary. When you're done, head back through the circular stones, out the secret door, and continue east. Head north; waste the two Shargas. Head north, and turn east, then north. Walk through the illusionary wall. Go east to the wall, then south, then take the east passage. Follow it to one past the south turn and face south. Yep, you've been here before. Go through the wall, then turn east. Walk to the wall and turn north. Wahooka will talk to you. Keep going north. Walk up to the door, and unlock it with the ivory key. Keep going north, and go through to door... to the wonderful world of the Sewers beneath Stonekeep. Joy. Oh yeah, make sure you've got a bunch o' skulls with you. Why? You'll find out...

8. Be expecting snakes (Snakes...why did it have to be snakes?). Go north, turn west. Slog west, and take your second turn south. Go south till you hit your first right turn. Take it, and slog west, through probably about a gazillion snakes. Go one north at the wall, then keep going west to the wall. Go north to the wall. Turn west again. Go west, and take your first left. Follow that to the wall, and turn right. Follow that passage west, south, west, south (through a slime) to the wall, then west, and south again until Drake screams "OW! My foot!" He just kicked a control cylinder. Grab it. Go all the way back to the stairs up and climb back up to the lower ruins of Stonekeep. You might want to go visit the fountain to heal up now. Assuming you do, go north from the fountain to the intersection, then turn west. Go to the wall, and turn south. Go to and through the door. Go south to the wall, and turn west. Walk up to that funny looking thing in the wall. Use the cylinder on it. You've just opened a few floodgates below, which you needed to do to get the other cylinder. Go back to the sewer (SHEESH!) and go as follows: North, west, second corridor south, first left, second left (through the now-open floodgate) and proceed south. Turn west, go 1 square, head south. STOP one square before the south wall (there should be a passage on your right).Trust me; you do NOT want to go one more square south. Just trust me. Go west, north, take your west turn, to the wall, south to the wall, west one square, and south. Proceed south. When you come to the little room, turn right (west) and deal with the Sharga captain. He's pretty tough. Once you finish him off, go south to the wall. Turn west, and go that way. Waste the two Sharga guards, then turn south. Go to the wall, turn east. Go to the wall, and turn south. Right ahead is the other cylinder. Okay, now then-head back north, west, north, then turn east. Walk down and waste the two Shargas. Go to the wall, and turn south. Go to the wall, and turn east again. Waste the two other Shargas. Go one square south, then march east fourteen squares. Turn north immediately and deal with the Shargas. Then proceed north and take out the "backup" Sharga. Keep going north. Then turn west and start walking. Wahooka puts in an appearance and asks for three "heads of men long dead." Now turn around, and plod back to the east wall. Head south all the way to the wall (this'll reset Wahooka). Go back north to the wall, and turn west again. At the same spot, Wahooka will reappear, demanding his payment. Give `em three skulls. He'll give you a triangle key. If you keep going west, and climb the stairs, you'll be back in Lower Ruins o' Stonekeep... if you performed that "fool's errand" I mentioned before, this'll be a shortcut. If you didn't, you'll be on the wrong side of a locked door.

9. Follow your map back to the "SECRET PLACE." Go through the illusory wall, and go south through the door to the south wall. Turn west, then go south along the passage three squares. Turn right, and there should be another of those cylinder things. Put your second cylinder in it; this will drain the sewers (and make a certain beast a LOT less difficult to deal with). Now trudge all the way back to the entrance to the sewers you just came through (I know the other way's shorter, but saving Sewer trip time is certainly better than saving Lower Ruins trip time). Head back east, then north, then east to the wall, then south to the wall, then west five squares. You should hear some wind. Turn north and walk through the secret passage. There's a chest here. Use the triangle key on it. You'll find a firedagger, oil bombs, and a rune scroll. Inscribe this new rune (a shrink rune) over your cure rune. Okay, here we go... head west to the wall, north one square, west to the wall, north two squares, west two squares, north to the wall, east one square, north through the floodgate to the wall, east one square, north one square, east to the wall, south one square, east to the wall. Clever adventurers will remember this is where is told you NOT to take that one step south. Guess what. Get your runecaster up and ready, then take that one step south. Turn left IMMEDIATELY, and fire the shrink rune at that...thing. I even think that's what it's called. A "thing." Well, that'll chop it down to size slightly. Do NOT attempt to engage it in hand-to-tentacle. Keep your distance and fire power enhanced (with that meta rune) firebolts at it. Eventually, it'll keel over. When it does, it drops a dragon statuette. Grab that. Now head back to where you first saw the Thing, walk to the east wall, turn south, and take your first left. Walk through the secret passage in front of you. Follow it down; you'll wind up at a stairwell eventually. Take it up to yet another part of the lower ruins. After all that, a locked door. Fortunately, FARLI has the key (gee, it's a good thing you rescued him, isn't it?) He'll open it and you just bravely march on through. Head south to the wall, and follow the passage to the east. Turn south at the wall, and go to the south wall. Turn west and march two squares west. Turn north and put the dragon statuette on the altar. It opens a passage to the south. Go south through the passage, and you'll be transported to Level 4: The Sharga Mines. Yeah. This has been the EASY part so far.

10. Now that you're on Level 4, keep this in mind: Not ALL the Shargas on this level are to be slaughtered. Matter of fact, there's some downright good ones on this level. Go west. Do NOT attack the wasp; it's just checking you out. You don't attack it, and the swarm of 100 wasps doesn't attack you. Get the picture? Good. Now turn north to the wall, west to the wall, north again, turn east and walk one square. Kill the Shargas. Check the rubble to find a Silence Rune (very useful, all things considered). All right, now head back west to the wall, south three steps, west three steps (kill the Sharga if you want, or if he charges you), then south to the wall, west to the wall, and south to the wall again. Turn east. See that fungus thingy? If you take a step closer to it, it'll sound an alarm that summons some Sharga guards. If you don't think this is a big deal, go ahead and walk up to it. Otherwise, blast it with Firebolts. Walk to where it was, and turn south. Go two steps, and check the west wall. Press the button, and turn around. In the room that opens, you'll find a Mana Circle and a "Lesser Aerial Magick" rune. Go back to where you saw the toadstool. You might want to mark "GO BACK HERE" on your map; I'll be referring to this point again. Now head west, north, east, north to the wall-this puts you in line with another of those toadstools. Waste it and the Shargas. Then follow the passage around until you meet the two Shargas-kill them, and head north, then east one square, north again (you'll note once you get to a certain point, the ceiling collapses behind you. No problem. Whack away at it with a weapon to clear it away) to the wall, west to the wall, south to the wall, east one square, south (waste the two MORE Shargas...these guys are everywhere) to the wall, one square west, south to the wall, east to the wall, south to the wall, one square west, south through the door to the wall, east (take out the Shargas) to the wall, north one square, east to the wall, south to the wall, west two squares, north one square-open the chest and take the money bag and two coins. Go west (kill the three Shargas) to the wall. Go north, east, north (kill the exploding fungus), west one square, north to the wall, west one square, north (do NOT attack the wasp nest) to the wall, east (kill the exploding fungus) to the wall, north to the door. Push the button on the west wall to unlock the door. Go through & kill the Sharga. Now go north one square, mark this spot with a "DOOR DOWN" on your map, and turn west. Go through the door. Go west to the wall, then due south. Ignore the first right for the time being...you'll be back soon enough. Walk south to the wall, then west one square, south one square. Go west, and take your first left. Go south (kill the Shargas and smash through the cave-in) to the wall. Turn west & walk to the wall (kill the Sharga). Mark this spot with an "X" on your map. Now go north, then turn west. Waste the Sharga guards, then go west into the room. Pick everything up, including (important) the skull key. Now walk back to that turn I told you to ignore before. Go down that western passage and free the dwarf with the skull key. This is Karzak Hardstone. He's in bad shape-heal him up before you go any further, and arm him...he's a tough bastard. He joins your party immediately.

11. Now walk back to the "X" on your map. Go to the southern turn, and walk south to the wall. Turn west, and go through the door. Go north one square, west to the wall, north one square, west to the wall (kill the fungus thing), and north to the ladder. Follow the passage to the end. Pick up the runescepter and the two rune scrolls...one is a Cure (which you already have) and the other is a Language rune. Inscribe the Language rune and the Silence rune on the new Runescepter. Walk back and climb up the ladder. Now then...go back to the spot you marked as "GO BACK HERE." Now head west to the wall, north to the wall, east to the wall, two steps north, three steps east, south to the wall, east to the wall, south to the wall, west to the wall, south to the wall, east one step, south to the wall, and one step west. Note the bolt on the floor. Pick it up. Hear that giggling sound? RUN west to the wall. Smash the barrel. Push the button. Whip around, and head back to steps east, then turn north and obliterate the Sharga sniper. Take his crossbow and bolts. Head back west to the wall, go one south, then head west through the door, and take your second turn north. Walk north to the wall. Now listen up VERY closely. Do NOT smash skeletons or anything around here. Do not do ANYTHING to make ANY noise. You're close to the Ettin, and you do NOT want to wake him up, because he's invulnerable. GOT IT? Good. Walk due east to the wall. Turn south. Use the silence rune on the barrel in the middle. Smash the nearest barrel. Now step up to the chest. Open it up to find gems, a Throg gate key, and Aquila's Orb. Now turn north. Walk one pace north. Turn west. Follow it west to the wall. You've got orb #2, but there's still some stuff to do on this level.

12. Walk back to the "DOOR DOWN"-marked spot on your map. Go through the door to the north to find the passage down to the lower Sharga Mines. As soon as you walk through the door, you'll be attacked-waste the Sharga. Go north to the wall, then east to the wall. Turn north and waste the Sharga. Then go east to the wall, south one square, east to the wall, north to the wall, east to the wall, north one square, east to the wall, south to the wall, east to the wall, north to the wall, east to the wall, north through the door, then north to the wall (kill the fungi), west one square (smash the bones to find red mushrooms), then west one more square, north one square, west two squares (kill the patrol), north one square, west two squares, north to the wall, turn east and kill the patrol. Walk east to the wall, north one square, east one square, and look through the crack in the wall, to get an interesting thought...the Shargas are getting beaten by the Throgs and won't fight back. Hmmm. Now go west 1, south 1, west 1, south to the wall, west to the wall, north to the wall, west to the wall, north 1, west to the door (check the bone pile to the north for more red mushrooms), through the door and west to the wall, turn north & whack the snake, go 1 north, west to the wall (smash through the cave-in and kill the snake), north 1 square, 1 west, turn north & grab the balista bolt, then turn back west, go 1 west, then south to the wall, 1 west (smash the cave-in and whack the snake), then west to the wall, north to the wall, west to the wall, south through the door, west to the wall, north to the wall, then turn west and walk up to the Sharga.

13. Do NOT kill the Sharga. Just wait. You'll strike up a conversation with him. Follow him. He'll open a secret door. Kill the snake beyond, then follow him again... "home." Do NOT attack any Shargas along the way; they won't bother you. Talk to Skrag. He recharges your runecasters. Go past him into the alcove. Smash the barrel. Push the button. Go into the room that opens up, and open the chest. Get the rune scroll, at least; it's another meta rune which enhances the potency of spells. Very nice! Now go back to where Skrag was, go one north, west to the wall, south one, west four, and turn north. See the little Sharga? For some reason, the other guys here don't mind when this guy gets it, so walk up to him. He'll tell you not to open the door. Open the door anyway. See the BIG Sharga? Well, whack the little guy anyway. (This is only for humor value) Go walk up to the big Sharga and kill him. Take his six coins, blue and green gems, and check the barrels-you'll find some more red mushrooms in one. Go back into the east-west corridor and keep going west. Go north, west to the wall, north, west to the wall, north to the wall, and west to the door. Use the key you got from the Ettin's chest on this one, and go through... into the Throg Temple, also known as Level 5. Fun, fun, fun!

14. Level 5. Another guy to rescue, another orb to get. Sigh. Okay, head south and waste the fungus. When you get to the wall, go west three, and turn south. Go through the door. Wahooka shows up. Hand him any item except an orb. Offer him another item (anything but an orb). Now hand him any weapon or armor item (one of those eighty billion Sharga swords you have by now will do). He'll give you some not- so-free advice. Go back to the corridor. Go west to the wall, north one square, west to the wall, and north to the wall. Turn right and smash the two barrels. You'll find a dead Dwarf, and a short conversation. Then pick up his stuff-a blue gem, battle axe, armor ring (equip Drake with this) and two scrolls. Turn around, walk west to the wall, south four squares, west to the wall. Now you're in a little trapped maze, so follow this: Turn north & walk to the wall, turn west & walk two squares, turn south & walk four squares, turn west & walk two squares, turn north & walk two squares, turn west & walk to the wall, turn south & walk one square, then turn west out of the maze. Follow the passage west to the little room. Search the refuse for Dombur's Helm. Exit back to the east and take your first left. Walk north to the wall. Turn west & walk all the way to the wall (ignore everything unless it attacks you). Now turn south, go through the door, and down into the Temple of Throggi (note: there's one rune I'm skipping in this walkthrough, but you've already got it , also because you'd have to kill THREE of those tentacle... things you met in the sewers. Not fun.)

15. Head south. Three Throgs are wandering around the passage. Kill `em all as you get to the wall, then turn west to the wall, then south 12 squares, then east. Ignore the southern passage for now. Time to go get another rune; walk east & take your first left. Walk north to the wall, west to the wall, north to the wall, east and take your first left. Decimate the Throg & pick up the dowel he drops. Now go back south, west to the wall, south two squares, and east one square. Don't open the door yet; turn to face the north wall & find the hole. Put the wooden dowel in it; then go in. You'll find super heal roots & a "flame column" rune scroll. Now exit the room, walk west back to the corridor, and south to the wall, east one square, south four squares, then turn east & walk to the wall. Turn north and walk to the wall. Then turn east again. Some Throgs will ALMOST attack you, but then run off...waiting in ambush. Big plan. Anyway, keep going east; when they attack you, take `em out. Take your second left and walk north. Watch out for the two tough Throgs that come at you. After getting by their little alcove, take your first right. Go through the door & waste the bodyguard. Now exit back to the north-south passage and continue north four squares. Turn east, go through the door & waste the second bodyguard. Now exit back to the north-south corridor again and go two squares south. Turn east & go through the door. Walk all the way into the room, then IMMEDIATELY get in the sub-shaman's face and waste him. Don't let him get time to start casting spells! Pick up his dagger, and check the rubble to find a shield scroll. Now exit back to the corridor; walk north to the wall, then turn east & go through the door. Follow the twisting little room in, and, once again, get RIGHT IN THE GUY'S FACE. This is the head honcho shaman, and he is NOT nice. Kill him and pickup his pendant and runecaster (yep, now you've got 3 of `em). Check the rubble piles to find an Energy Bolt rune scroll. Now exit back to the corridor and head south. Stop one square before you reach the south wall; note the BIG Throg standing around the corner? I suggest you get ready; he's tough. Take the south step, turn quick, and go in, all guns blazing (so to speak). (He, by the way, was summoned when you walked into the sub-shaman's room, but if you hadn't done that, you'd have to deal with both the shaman AND the sub-shaman at the same time!) Once he's dead, head west and take your first right.

16. Now that you're at this nice door, use the pendant on it to open it. Head through to the north, straight up the middle (waste the two Throg guards that are patrolling). By the way, since they ARE tough, if you aren't using my UGE module to set your characters to some insane number of hit points, this would probably be a good time to use Aquilla's Orb. if used on your party, twice per region (i.e. unexplored map) it can completely heal them. So waste the guards, then continue north to kill the last guard. Walk all the way north to the statue. Take the RED eye of the statue (ha, ha, very funny Wahooka...keep an "eye" out for the god of the temple); it's the Orb of Azrael. The other orb will release a poison gas, so do NOT touch it. You can take any ONE of the four weapons (you might want to take the spear & give it to another NPC you'll find on a later level, since he uses it quite well). If you try to take a second, the weapons go bye-bye, and the statue proceeds to whack the hell out of you. Now head south, through the door, and to the wall. One more thing ya gotta do on this level; walk west four steps, and turn north. Walk north three squares, then west one square. Turn until you see the handles. Pull `em all. Then walk one square east, eight squares north, and turn west. Go talk to the dwarf; it's Dombur. Give him his helmet, and heal him up (he's in bad shape!). Now walk back out to the corridor, and go south to the wall, west to the wall, south three squares, west down the corridor, and take your first left. Walk south five squares, east all the way to the wall, north to the wall, east to the wall, south two squares (kill the Throgs if they charge you) then west through the door. Open the chest to find three gold coins, a heal root, and two rune scrolls- one is a Strength enhancer, the other is "Spoilspell," which can cancel the effects of other spells. Now go back out east to the wall, north to the wall, west to the wall, south to the wall, west to the wall, north five squares, go west, and take your first left. Walk up to the portcullis. If you have the Orb of Azrael, the portcullis will open. Walk south to the wall, east to the wall, then south down and through the door... into the Dragon Feeding Grounds. Oh dear.

17. Doesn't sound too comforting, does it? Well, do things right, and the dragon will be on your side. Really. As soon as you open the door, kill the Sharga. Then walk two squares west, turn south, kill the Shargas, and continue south to the wall. Go east to the wall, south to the wall, and west one square. Open the chest & take the Circle scroll. Now go east one, north to the wall, west seven squares, turn and look north. Mark this spot with a "COME BACK HERE" on your map. Now walk six squares east, north to the wall, west to the wall, north to the wall, east to the wall, north two squares, east to the wall, south 1, east to the wall. Turn south to find a helm, plate armor, and a dagger. Now walk north and take your left turn through the door. Kill the Shargas, open the chest, and get the Stoneshooter piece. Walk back OUT the door to the corridor, south three squares, west to the wall, north 1, west to the wall, north 1, wet to the wall, south 1, west 1, south to the wall, west 1, south 2 squares, west 2 squares (kill the ants), north to the wall, turn west, and open the chest to get the second Stoneshooter piece. NOW, walk back to the "COME BACK HERE" point. Now walk south six squares, then IMMEDIATELY turn left or right, and the boulder (which was just shot from the north wall) streaks by you at amazing speed... and misses you. If you turned fast enough. Now continue south two squares, then go east to the wall. Turn south; blow away the toadstool with some fire magic. Then go south two squares, east one square, and turn south to face the Throgs. Kill `em, then go south to the wall. Go east to the wall, south one, then turn east & hack the Throg guard. Take his guard key. Walk back to where the toadstool was. Mark this spot with an "X" on your map... you'll be back. Now go north to the wall, west to the wall, north-and take your left turn, west to the wall, north (and kill the exploding fungus) to the wall, west to the wall, south one square, west to the wall, north, west, north (hack through the cave-in) to the wall, west, north to the wall, west, north to the wall, west to the wall, two squares north, east to the door. Unlock the door with the key you got from the Throg. Go through & waste the Throgs (pick up their coins when they're dead). Now turn north and go through the door to the upper level of the feeding grounds. Walk south to the wall, west through the door and then take your right, north to the wall, east (kill the exploding fungus), north, west to the wall (hack the cave-in and the fungus), south 1, west 1, south to the Shaman (watch for the Energy bolt). he'll take off, but leave some feathers behind. You need `em, so take `em. Now go north to the wall, east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east to the wall, north to the wall, east to the wall, south to the wall, west 1 (note the glowing thing but don't attack it), south to the wall (another glowing thing), east 1, south 1, then mark this spot as "Fairy Realm Entrance," then continue south to the wall, west 1 (another glow), south to the wall, east, south, east to the wall, south 2, west to the flowers. Grab all 7 flowers. Do NOT give these away! Now go back to the north-south corridor, and continue south. Then go west 1, south to the wall, turn west & waste the Shargas, then go through the door and open the chest to find an Armor scroll and half of a key.

18. Now for some REAL fun. Walk back through the door, east to the wall, north to the wall, east, north to the wall, west to the wall, north, west, north three squares, west through the door and to the wall, then turn south. Uh... hmm. Funny, that kinda looks like a... yup. Walk ONE south. The dragon will wake up. Do not even THINK of attacking the dragon. In the words of Egon Spengler, "it would be bad." Now walk ALL the way back to the "X" on your map of the lower level of the feeding grounds. Walk east to the door with the symbol on it. Now that you have the feathers, you can go through without the symbol (glyph) killing you off. Go in, turn right, and whack the holy living spit out of the shaman. Take the feathers, the scare rune, and the other half of the dragon key. Hey, you've got both halves! Too bad that won't help... unless you reforge it. And that can only be done in the Dwarven fortress. This is going to get more annoying... Okay, time to go to the Dwarven Fortress. Go out the door, west two squares, north to the wall, west to the wall, north six squares, west to the wall, north to the wall, west to the wall, south 1, west 1. Spin around and look for a button. Press it to disarm an arrow trap. Go south to the wall, west one, south to the wall, turn east & waste the Throg guard, go east to the wall, south 1, east 1, south through the door (the feathers will let you through, again), and just beyond the door, look around for a button. Press it to disarm a trap. Walk south 1, west 1, south 1, west to the door... Karzak will now take off, "preparing the guards for your arrival." How nice. Go through the door after he's gone...and welcome to Level 7, the Dwarven Fortress.

19. Time to relax a little... do NOT attack ANY dwarves here. That turns all the dwarves in your party against you, and every other one also comes after you. That would also not be good. Go south and through the door. Take your left, and through the door. Talk to the Dwarf guard. Now, take everything out of Dombur's inventory and give it to yourself... he leaves in a second. Walk east to the wall, south to the wall, west two squares (at which point Dombur takes off), west two more squares, south to the wall, then east over to Dombur. Just wait while he paces around. When he asks for a piece of a "device," give him one of the Stoneshooter pieces. He'll pace some more. Wait till he asks you for another piece. Give him the second piece you found. Now, there's one more piece...on the other side of the dragon. We'll worry about that later. For now, check the scrollcase to get a silly scroll and a Language Rune scroll. Also, take the heal potion. The scroll on the table is worthless; it's blank. Now walk back out west, then north to the corridor. Walk west two squares, south-and take your second right. Walk up to the Dwarf elder (Torin). Farli'll take off, apparently banished, after a discussion amongst the guys there. Now walk back east to the wall, north (and take your second left), west to the wall, north to the Blacksmith dwarf. Talk to him, but don't walk past him. Oh great, he needs magickal flint. Mark this spot as "Forge" on your map. Now... ready for this? Walk all the way back to the spot you marked "Fairy Realm Entrance" on your Dragon Feeding Grounds Lower Level map. Now walk south three squares, east to the wall (hack through the cave-in), north to the wall, turn east, and use the chisel the Blacksmith just gave you on the Magickal Flint Rock. Now, walk BACK to the "Forge" (see how useful that little teleport feature in my UGE module is?) and hand the guy the piece of flint. He'll go light the forge, then come back. Hand him both pieces of the dragon key. He'll go re-forge `em. By the way, turn right. See that big rock thing? It's the Glorystone. If you need to improve your weapons skills, put a weapon in each hand, stand next to it, tap down both mouse buttons, and walk away for about twenty minutes. When you come back, the Glorystone will still be uninjured, but your stats in the weapons you used will be quite improved!

20. Now head back south down the corridor to the wall, east three squares, north through the door and go talk to Geldor. He'll hand you a price scroll. Hmmm. Good equipment, for the money you've gotten in past levels. But, the prices seem awfully steep, don't they? Sure wish there was some way you could get `em for free... yup. Give him the Throg Shaman's feathers; you won't need them any more. He gets all emotional about his family being killed by a Throg Shaman, then tells you to take whatever the hell you'd like. GOOD DEAL! Grab whatever you want, then go back to see the Dwarf elder (Torin). You might want to mark this spot on your map, by the way. He'll tell you about an undead beast you could slay to get some real benefit. So go east to the wall, north and take your second right, walk east to the wall, north, east 2, north, east, north, east to the wall, south to the wall, east 2, south 1, east 1, south to the wall, west 1, south 1, west to the wall, south to the wall, east 1, south 1, east to the wall, north to the wall, east 2, south to the wall, east 1, south 1, east to the wall, north... and get the picks and iron spike, then south to the wall, west to the wall, north 1, west 1, north to the wall, east to the wall, north to the wall, west 1, north to the wall, east to the wall, south to the wall, east to the wall, north four squares, then west through the portcullis, which opens automatically. Turn north and walk to the sarcophagus. Get a charged runecaster ready (one with a fire spell, preferably), and click on the sarcophagus. WELL, here's that undead warrior you were warned about! It takes full damage from fire attacks and piercing attacks. Arm yourself with the Dagger of Penetration, and blast away with Firebolts (preferably with the power enhancement). Go ahead and back away from him, blasting away. It takes 600 points of damage to kill him REALLY dead, so be a coward and back off while firing. If you get stuck (kinda tough, as the corridor all around his little tomb back out past that portcullis is a loop), use the Dagger of Penetration. Watch out though...his attack can poison you! Once he's permanently dead, head back through the whole maze until you reach the spot just outside Dombur's room (where he first took off). Turn back east and take your first left, then go north to the wall. Go 1 east, 1 north, east to the wall, north 1, east 2, then turn south and go "talk" to the dwarf. Bit unfriendly, isn't he? Hang around till he says "have it your way." Then turn and walk north, and IMMEDIATELY spin around and kill him when he attacks you! Yeah, I know-I said don't kill Dwarves. But THIS one isn't a Dwarf-it's a Throg is disguise, and turns back as such when it's dead. Now walk through the south wall and pick up the Meta Rune scrolls. they are for the Ball, Power x2, Power x3, Duration, and Potency runes! Excellent! Now, go back to Torin. Talk to him; a chest will appear behind him. Take the magic shield and the Homing Rune scroll. ah, now, with the Circle rune, you can teleport! I suggest you go cast a Circle rune outside Dombur's place, then walk all the way back to the entrance to the Upper Level of the Dragon Feeding Grounds (this requires you to go through the Lower Level).

21. Now go south to the wall, west through the door and take your first right, north to the wall, east 1, north 1, east to the wall, south 1, east 1, south 5 squares, west to the wall, south 1. Note the LARGE leg sitting there. Mark this spot as "REAR LEG." Unlock the lock on it with the dragon key. Now go north to the wall, east to the wall, north to the wall, east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east and take your first right, south to the wall (watch for the exploding fungus) east 1, south to the wall, west to the wall, north 1, west 1... see the OTHER big leg? Unlock it with the Dragon Key. Now walk to the spot marked "Fairy Realm Entrance." Go south 1, west 1, south 3, west through the door and to the wall, and south to the dragon. When she wakes up, unlock the neck chain. The dragon will go free, and you'll finally be able to get to the other half of this level! Walk west to the wall, south two, west to the wall, north and pick up everything in sight-green and red and blue gems, 18 gold coins, and a heal potion. Open the chest to find another heal potion, another blue gem, two more coins, and three scrolls: one with Healing (VERY useful, especially if you've been poisoned or diseased!), another Shrink rune, and a Tornado spell. Now walk all the way back to the spot that says "REAR LEG" on your map. Go south to the wall, east 1, south to the wall, west 1, south 1, west 1, south two, west through the door and down the stairs. Walk east to the wall, south to the wall, turn west and kill the fungi, then open the chest to find all sortsa good stuff, including the third Stoneshooter piece. Now go back through the passage to the upper level, and back out to the north-south corridor. Continue south to the wall. Turn west and go to the wall, go 1 south, 1 west, then turn south and walk up to the Sharga...but don't attack him. This is Skuz the Sharga, and he'll join your party. Remember that spear you took from Throggi? Give it to him; he uses it quite well. Mark this spot as "ICE." Now, head back through the passage to the Dwarven Fortress to Dombur's lab. Note Skuz won't go with you, but he'll be there when you go back to the grounds later. Give the third Stoneshooter piece to Dombur, who then gives you the completed Stoneshooter and instructions. Use as you please (aren't you glad you've been picking up rocks all along?) Now head back to the passage to the Dwarven Fortress (Skuz'll rejoin you). Walk to the "Fairy Realm Passage" square. Walk east two squares. Place five of those primroses you picked up a while ago on the ground and the passage to the Fairy Realm opens up. Go on through...

22. Welcome to Level 8, land of the Fairies and things of insufferable cuteness. Note: While you could've picked up Karzak Hardstone again back in the Dwarven Fortress, he weakens on this level a lot... he doesn't like cute things at all. We'll go back for him later. For the time being, you can tough it out with just Skuz. Head due south, and prepare for a meeting with...Snort. Pick up all the flowers as you go along here; you may need them later. Actually, you WILL need them later. Take the left, go west to the wall, north to the wall, east 1, north to the wall, west (and get greeted by the Fairy Players), continue West to the wall, south to the wall, west 3 squares, south four squares, east to the wall, south 1, east to the wall, north to the wall, east to the wall-pick the mushrooms and grab the book. Then go west to the wall, south to the wall, west to the wall, north 1, west to the wall. Mark this spot as "COME BACK HERE!" Then go north, take your first left (mark the intersection with an "X"), west to the wall, south 1, west 1, south to the wall, west to the wall, north 1, west to the wall. Pause here a moment. When the Fairy Players show up, hand `em a mushroom. You'll get a scroll with a rune that looks sort of like a duck. You'll need it much later. Now-north 1, west two squares, and turn north to grab the flowers and the moss. Head back to the "X." Then go north to the wall (and get an opportunity to buy a song if you wait here too long), west to the wall, south 1, west to the wall, south 1, west 1, south 1, west to the wall, north 1, west to the wall, north to the wall, west to the wall, north to the wall, west to the wall (you'll get a scroll from Murph that gives you the "Slow" Rune), south 1, west to the wall and grab the Cake and Fiddle. Now go east 1, south to the wall, west 1, south 1... give Binkle the fiddle to get the Faerie Pants. Put `em on Drake. Yeah, he looks silly. So why do you do it? Because... every Fairy clothing piece you put on him gives him 20% protection against Troll attacks, cumulative. There are five pieces you can get. So, guess what all five gives you? Bingo! Invulnerability versus Trolls! Now go south 1 more, and grab the decanter. Keep picking flowers, by the way. You'll need five primroses eventually. Now go 1 west, south to the wall, east to the wall, south 1, east 1, south and take your second right. Go talk to Snort. Give him that decanter, the wild thyme you found, and the Brownie moss. Pick up the decanter with red brew he drops. DO NOT DRINK IT!!! Now go back east five squares (should be at a crossroads), head south, and take your next right. Go into the room to talk to Winkle. Mark this spot as "WINKLE." Exit & then re-enter. You'll get an iron spike (useful in stopping Trolls) Now walk back out to the corridor, and go south to the wall, then west to the wall and pick up the spike, flowers, and jester cap. Put the cap on Drake (yeah, now he looks REALLY silly. But he's up to 40%...) Head back to the north-south corridor, turn north, and take your right. Walk two squares east, turn north, & grab all the primroses. Then walk one more east, turn south to the wall, east to the wall, and turn south to talk to Surly, the... well... Surly fairy. When she asks for the cake, give her the Faerie cake. She'll give you a silver key. Now exit back west to the wall, north to the wall, east to the wall, 1 north, east to the wall, north to the wall (getting another cake from Sweetie), then west to the flower patch. Take `em all, especially the daisy chain. Walk back to where Sweetie was and give her the chain. She'll give you a choice-a prize or a kiss. Well, take the prize. Really. It's a four-leaf clover, and while you have it, Trolls are visible. Otherwise, they're not. How convenient. BUT... you still have more stuff to do. Mark this spot as "QUEEN" on your map. Go back to the spot marked "COME BACK HERE!" on your map. Go south 1, west 1, south 1, west 1, south to the wall, east three squares, turn north and grab the parchment, then continue east to the wall, then go south 3, west to the wall, north 1 (another song & dance), west to the wall, and south to the wall. Mark this square as "TROLLS". Now go west to the wall (get the flowers & berries), north 1, west to the wall, north 1, west to the wall (yet another song & dance), north 1, west 1, north two squares, east to the wall, give Chuckie the red decanter for another jester's cap (hey, put it on Skuz! He'll love you for it! Really!), then go back west to the wall, north to the wall, east 1, and north two squares to talk to Giggle. Give Giggle the book you picked up a while ago to get the Gold Key.

23. NOW it's time to go deal with the Trolls for a little while. Not long. Go back to the spot marked "TROLLS" and go north two, east to the wall, north 1, east to the wall, south through the portcullis (after the silly conversation) to the wall, west to the wall. Smash the bones & get the book. You COULD pick up a Fairy party member now, but why bother? Turn around and head back east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east and take your SECOND right, kill off Mr. Wasp (get in close. he has ranged attack!), then south to the wall, west 1, south to the wall, west to the wall, turn south, and be prepared to whack some trolls. Use the iron spike to keep `em from teleporting too much. After you kill them (assuming they show up here), go south to the wall, and look around for some flowers (pick `em) and a stick of drawing charcoal. They should be just to your east. Turn around so you face west. See that toadstool? Blast it into oblivion from a distance. Now walk west to the wall, north 1, west to the wall, south to the wall, and west until you find a drum on the ground. Grab it, then backtrack all the way to where the map says "TROLLS." Now walk to where the map says "QUEEN." Go north 1, west to the wall, south 1, west up to Chuckle again. Give him the charcoal stick and the parchment you found much earlier. He'll hand you a portrait and a Fairy Shirt. Yep. Put the shirt on Drake. 60%, but looks REALLY dumb now. Then go north 1. The gate is locked. Look around the walls for a keyhole. Use first the gold key, then the silver key on it. The portcullis unlocks. Go north, then around to the right. Check that alcove on the right; touching it recharges all your runecasters. Now continue north and then west 1, then north 1. The door is locked. You've probably heard a fairy or two say "Roses down, twice around" before. Put a primrose down, then back up one and walk around the 3 by 3 square (west, south, east, north) twice. The door will open. Go on through and walk up to the altar to meet the Queen of Fairies, who heals all your wounds. When she mentions the portrait, hand her the one Chuckle just did to get a Luckstone ring. Then listen to her first story. She's tired now, so it's time to go do more good deeds... Go back to the spot marked "Winkle." Walk in and give him the book. Let's see... you now have jester's caps, fairy shirt, fairy pants, Luckstone ring. You're up to 80%. And the LAST Troll-defense item is right next to the one Troll you HAVE to kill... so, let's go get him! Walk back through the portcullis into the Troll realm south to the wall, then east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east 1, south (waste the trolls and REMEMBER THE SPIKE TRICK! Pound it into the ground to keep them from teleporting!) to the wall, west 1, south 1, west 1, south 1, west (when you become "paralyzed," use the Spoilspell rune to cancel it) to the wall, north 1, west to the wall, north 1, west 1, turn north & root through the flowers to grab the horseshoe. Put it on Drake... he is now immune to Troll damage! Turn around, walk back out of the alcove, and face west to fight THE TERRIBLE TROLL. This could take a while; he's not very nice. When you finally kill him, he drops The Orb of Yoth-Soggoth (okay, who's the wiseass who ripped off H.P. Lovecraft? Sort of, that is. Lovecraft's god name is Yog-Sothoth). Now continue west to the wall, go south to the wall, west to the wall, south 1, west to the wall (take the decanter if you want), south 1 (ignore the will o' wisp), west to the wall (take the mushrooms along the way), then north to the wall to find a bunch of flowers, red mushrooms, and another runecaster-the Elfwand. Cool. You'll need it, believe me. You're done here, so walk all the way back (ignore Will O' Wisps) to the Queen of Fairies. She'll tell you another story. Walk out and return in 30 seconds for a third story. Walk out and return in 30 seconds for a fourth story... and a magical pendant which you'll need later. Take it, of course, and put it on. Thank whoever, that is the END of the Fairy Realm! Remove the fairy stuff & put your real armor back on again (yes, this includes the Jester's cap you stuck on Skuz's head). Go back to where you started this crazy level to warp back to the Dragon Feeding Grounds, Upper Level. NOW, we go get Karzak again.

24. Go to that passage to the Dwarven Fortress on the Lower Level. There? Good. From the entrance, go south through the door, take your left through the gates, east to the wall, south to the wall, east and take your first right, south to the wall, east 1, south three, west into the room, then go talk to the dwarf-it's Karzak, who'll rejoin the party. Exit back out to the Feeding Grounds. (Skuz will rejoin you once more). Now go to the Upper Level of the Dragon Feeding Grounds, and walk up to that spot marked "ICE" on the map. Turn east and go through the door... into the Ice Caverns. Also known as Level 9. Now, DO NOT KILL ANY SHARGAS ON THIS LEVEL! They're the Ice Shargas, and, believe it or not, they're good guys. So when you walk through the door, walk up to-but don't attack-the Sharga. (POINT OF NOTE: The Ice Caverns are frigid, and do 1-2 points of damage to party members every 30 seconds or so. You'll need magical protection which, unfortunately, requires you to get something first. Wonderful. Just keep an eye on your health meters & heal up when things look bad) Follow the Sharga when he finishes talking. Turn north up the corridor and go talk to Kandoc, the Ice Sharga King. After he finishes, turn west & go three spaces (do NOT walk up to the Sharga ahead-he's a healer, and will heal all damage, but he only does it once an hour, so unless you're in bad shape, don't do it), then turn north and go talk to the Advisor. He tells you about "different fire." Great. Now back out, take 2 steps east, and turn north to talk to Gorza. Hmmm. He needs scrolls. No problem... yeah, right. You're getting cold, so let's move out. Back out, go 1 east, south to the wall, east to the wall, south 2, west to the wall, south to the wall, west 2, north 1, west 2 (kill the Ice Witches with Firebolts), south to the wall, east 1, south to the wall, west to the wall, south to the wall, east to the wall, north 1, east to the wall, north 1, east 2 (mark this spot with an "X"), south 2, east (and don't attack the Sharga. He's gone nuts. Use the curing rune on him to heal his insanity, and he'll tell you about an ice hammer). Keep going east to the wall, then north 1, east to the wall, turn north & kill the Ice Witches, north to the wall, west to the wall, north three squares, turn west. Hammer the wall a couple times to break it and clear the debris. Punch the snowpile a couple times to find a magic chain-mail skirt, an ice hammer, and a rune scroll with a Circleward spell on it. Hmmm. a fire trap. Might be useful. Now turn back north and continue north to the wall, east 1, north four squares, and turn east. Punch the snow pile to find the parchment. Okay, RACE back to that guy who wanted the scroll. Give the parchment to him, and you'll get an Ice Bolt scroll AND a Warming Rune Scroll! FINALLY! Inscribe it on a runecaster, then inscribe the Duration Meta rune over it. Cast it, and you're immune to the Cold damage for 15 minutes. Great! Oh yeah, you get a couple others, too, but you already have those (Armor rune, Ball Meta rune).

25. Now head back to that spot marked "X" on the map. Continue east to the wall this time, then go north to the wall, and west to the wall. Note the frozen Dwarf. Use the warming rune to thaw him out. It's Nigel Hardstone, Karzak's clan brother. Note he knows your name... without you ever telling him what it is!! (That's not important, just a silly plot hole). Follow the Dwarf west to the alcove. After his little spiel (and when he takes off), bash open the north wall of the alcove. Go on through to the north wall, turn west 1, then north. Ut-oh. A skeleton. When you step up to him to fight, however, since you have that magic pendant from the Fairy Queen (you DID save that, didn't you???), the skeleton collapses into a pile of bones. Cool. Now go east 1, north 2, west 1, pick up the Magic Armor Rings and the Magic Chainmail Shirt, then look north. Hmm. Blue fire? Grab it. And listen closely. Don't put it down. Inventory is okay, but don't put it down. It'll melt! This is called Coldfire, and it's the only thing that can make the Ice Queen vulnerable. Excellent! Okay, now back all the way out of this secret chamber to that place that Nigel just showed you. Head west 2, south 1, west to the wall, north 3, east to the wall, north to the wall, west 1, north to the wall, east to the wall, south to the wall, east to the wall (Karzak will give a warning, then three cave-ins will happen behind you so keep moving), north 1, and east up to the frozen elf. Thaw him out. A conversation takes place; Karzak gets warped back home, and Enigma the Elflord (who recognizes the Fairy Queen's Pendant) joins your party. Elf or no elf, this guy is one cool customer. Now turn around, go back west, 1 south, west (hack through the cave-ins) to the wall, north 2, east 2, north to the wall, east to the wall, north 2, west 3, north to the Ice Sharga king. He sees the Coldfire and goes nuts, telling you you can now kill the Ice Queen. Great. Now he shows you a secret passage -- bash at it a couple times (that ice hammer you found works great), then go north to the wall, east to the wall, 2 north, east to the wall, 2 north, 2 east, 1 north, then east to the wall-and bash IT with the hammer to break through! Turn north & kill the Ice Witch. Now go north 1, east 2, south 1, east 1. Stop right here. If you look up ahead around the corner to the left, you can see what looks like an aerobics babe. This is the Ice Queen. Here's a nasty method of dealing with her problem. Grab a runecaster with a high charge. Inscribe the Warming rune on it, then inscribe the Ball, Power x3, and Duration Meta runes on it. Cast the spell (it'll cost about 8 Mana Points, but it's worth it!) and your entire party is now immune to all Cold damage for 15 minutes, which is all the Ice Queen uses. Kinda mean to these bad guys, aren't I? Take one step east, and walk one north. She'll go through her little speech. Then use the Coldfire on her. Boy, does that make her mad! She starts teleporting around and attacking... and your entire party is immune to it! (Insert mad scientist's laughter here) Just keep hacking or blasting away whenever she's in front of you, preferably with a fire spell. When she finally goes down, pick up Hellion's Orb. Once you pick it up, you're completely immune to cold attacks. Nice, huh? Go one north and blast the chair with a firebolt. Drink the remains (no, seriously. It'll heal you). Pick up the scroll and read it. Now turn around and head due south. Waste any ice witches that attack you since they can't hurt you anymore anyway. A secret door has opened here. Walk on through it... to the Gate Of The Ancients. As my time-traveling friend Sam used to say, "Oh boy..."

26. Welcome to the Gate of the Ancients. Guess what! There are NO monsters on this level at ALL! So put all your weapons away. Really. I'm not kidding. There ARE, however, some of the most ridiculous puzzles in the game on this level. There is also Safrinni's Orb, the last and most powerful runecaster, and...well, you'll find out. Occasionally, you'll see signs. Click the "Look" icon on `em. If Enigma says "Sorry, I can't read it," it's meaningless-don't waste a Language rune on it. Exceptions will be noted (if there are any). And yes, you'll finally get to use that Duck Rune. Here we go. Note that a lot of this is unnecessary, but helpful (gets you some very useful armor & stuff). Excuse me if I degenerate into ogre- language; there's a lot to cover, and this file is already over 60K of text. North to wall. West, take right, mark spot as "BACK 1," north, take first left, 1 square west. Look north, push button. 1 west, 1 south, push button, 1 north, 2 west, 1 north, pull handle down. Mark spot as "TELEPORT SWITCHER." Return to "BACK 1." West to wall, north 1, west 4, south to bodies. Punch bodies, take arrows. North 2, east 2, south to campfire, use icebolt on fire. Take scare rune scroll. North, take 1st left, west to wall, north to wall, west 1, north to wall, east 1, north to wall, east 1, north to body. Punch body, take stone, Poison Resist Ring, Throg Shaman feathers. South to wall, east, take next left, north 4, west through door. Take Life Restore potion, Vampyre Rune Scroll. East to wall, north to wall, 1 west, 1 north, west to wall, 1 north, west to wall, south 2, west 1, south 6 onto the clickplate. North 1, turn east. Note portcullis timing. Run through when all the way open (timing is crucial, else SPEAR TIME). Take Life Restore Potion and Dagger Of Penetration. Time exit west to wall. Walk through west wall (illusion), then 1 more west. 1 north to recharge runecasters. 1 south, 1 west. Cast Feather Fall (Lesser Aerial Magic) on party. South (jump into pit). Take super heal potion. South to wall, west to wall, north to wall, east to wall, south 1, east 1, south 1, mark spot as "BACK 2," east to ladder, climb ladder. East 3, south & jump in pit. 4 West, 1 North, 3 West, 1 south. Face east wall, push button. Face west wall, push button. North 1, west 1. Push button to restore Vitality. East 1, south 2, east 1. Push button to heal party. West to ladder, climb up. South 2, east 2, south 2, west 2-jump in pit. 1 east. Face north. Push button. East 1, read sign on North wall. East through door. Take wolf key. West through door, then 2 west, north through door. Search & take Poison Resist Ring. South through door and through south door as well. Take Magic Shield. North back through door (all three now lock!), north 1, west 2, north to wall, then 1 more through 1-way door. 1 West, climb ladder. Return to spot marked "TELEPORT SWITCHER."

27. Push handle up. Follow annoying pit route back to "BACK 2." East to ladder, climb ladder. East to wall, north 1, east to wall, south & jump in pit. South to wall, west 1, south 2, west 1, south 2, east to wall, south 3, check corpse for warhammer, helm, chain shirt, chain skirt, heal potion. East 1, 2 south, 5 west. Mark spot as "BACK 3." South through 1-way door. Go to ladder & climb it. West to wall, south & jump in pit. East to wall, south 2, west to wall, south 1, west 2, face north. Use Fairy Duck Rune on Duck statue. North through passage that opens-take Horn of Fear, magic quiver for arrows, life restore potion, Ring of Ducking, Language & Sphere Rune scrolls, and two message scrolls. South to wall. West to wall, north to ladder. Climb ladder. West to wall, south to wall, east to wall, 1 south, east...time portcullis again (careful!) and go through (but not through second portcullis). North to wall; push button. Portcullis shut off. South 3, east to wall, 1 north, 1 east, 1 north, push button. South 1, west 1, south 1, west 3, north 2, east 1, north 1, east 1, north 1, east 1, north through door (unlocks it) then north to wall, west 2, north 2, east 1, north 2, east 1, north 3, west 2, north to wall, east to door. Unlock door with wolf key. East 2, north 2, east 1, north to campfire-use icebolt & take Eagle Key. South to wall, west 1, south 2, east 1, south to wall, east to wall, north 2, east & pick up hammer, chain shirt, chain skirt, Dwarf helm, and message scroll. West, south to wall, west to wall, north to wall, west to wall, south 2, west to wall, north & take first right, east to wall, south to sign. Read it. Joy. 4 North, 2 west, 1 north, 1 west, 1 north, 2 west, 6 north, east to wall, north 1, east to door. Unlock it with Eagle Key, continue east to wall, south 1, east to wall, south to wall, east 1, south... another timed portcullis...to wall, east 1. Pick up Orb Key ("very sturdy key") and Stoptrack Rune.

28. West 1, north to wall (through portcullis again), west 1, north to wall, west to wall, north 1, west through door to wall, south 1, west to wall, south 3, west through illusionary wall to real wall, south and jump in pit. Walk to spot marked "BACK 2," east to ladder, climb ladder. East 3, north to wall, west 1. DEACTIVATE Featherfall rune, if still in effect (cast Spoilspell on party to do so) and jump in pit. You take damage, but a door opens to the north. Go north 2, west 1 to recharge runecasters. East 1, north 2, east 1 and pick up Safrinni's Orb. Examine signs on walls using Language rune. Scourge, huh? Hmmm. You'll meet HIM on the next level... heh heh heh. Now go back to the square where you picked up the orb. Turn to face west. Click the new orb on Drake. As soon as you reach the top of the pit, step forward. North 1, west to wall, south through 1-way door to wall, west to wall, south 3, west through illusionary wall to real wall, south & jump in pit (no need for Feather Fall any more; the Orb does it for you!) Walk to spot marked "BACK 2," east to ladder, climb ladder. East 3, north 1, east 2, south to pit and jump in. Walk to spot marked "BACK 3." West to wall, face south. Click Safrinni's Orb on Drake. When you reach the top walk forward through illusionary wall. East 1, north 2, west 1, north 6 (clickplate does nothing), east 1 (take ancient, magical armor helm breastplate, leggings). West 1, north to door. Use orb key (sturdy key) to unlock it. Go through... but do NOT step into that gate thing yet. East 1 through illusionary wall, north 1, west 1 through illusionary wall, north through door. Pick up silver runestaff, three super heal potions. South 1, east 1 through illusionary wall, south 1, west through illusionary wall, face north...and step through the Gate to the Palace Of Shadows. See, that wasn't so hard, now was it? Yeah, right. Oh yeah... and NOW, you're in trouble. Yes, we've only got two "levels" to go. No, it's not going to be easy... at ALL!

29. A word about the Palace of Shadows... it's divided in halves, east and west. Creatures in the western half are "real," while creatures in the eastern half will be shadowy reflections of their opposites. Therefore, watch out on BOTH sides. Okay. Ready? Good. Walk all the way north to the north wall; notice the walls start closing behind you. Hope you're not claustrophobic. Walk all the way to the north wall, then go one step east. You'll get a warning from Thera. Take one more step east, turn north, and walk through the illusory wall. Take the four heal potions. Go back south 1, then west 4, turn north, and go through another illusory wall for more heal potions. Arm as many party members as you can with Daggers of Penetration. Take 1 step south, 2 west, 1 south. Walls close behind you, and a couple floating skulls come after you. Kill `em if you want, but if you wait too long, more show up...and these are NOT nice creatures. Use magic at long range and the Daggers of Penetration (or a magic throwing axe) for up-close & personal combat. Head 2 south, then 1 east. Look around for a Yin symbol on the wall. Take it. Now go 1 west, 2 south, 1 east, 4 south. Turn and face the dark mirror on the wall. You can step through it to teleport, but you'll lose some Strength temporarily (so don't OVER use it!). Step through it now. Go north 4 (watch out for Shadowskulls that may be flying around here), east 1, north 2, west 1. Look for the Yang symbol. Place the Yin symbol on it. That opens up two secret doorways. Go west to the wall, then head south. Actually, heal your party a bit first... once you get to a certain square, the Shadowking shows up and blasts the hell out of you for about 60-80 points of damage. OW! Fortunately enough, he only does this once. Walk down south again so you have a short passage off to your left. Turn right and push the button to open the passage's other end. Do not go through; continue south to the wall, east 1, south to the wall, west 2, south 1. Note the REALLY big orb. This is Marif's Orb. Use the Shrink rune on it to get it to a size you can manage, then take it. Walk south to the wall, then east over to the Dwarf. It's Farli! He's back! YAY! (I think) Once he joins the party, walk west & take your right. North 2, east 1. Look around for a button. Push it, then go east to the wall, south three. Turn to face the Dark Mirror and smash the hell out of it FAST (it'll start throwing Firebolts if you wait too long). Then grab a shard of the mirror and go north 3, west four, look for a button, and push it. Then go west to the wall, north 1, west to the wall, and south to take on the lesser and greater skeletons. Now, as SOON as one collapses, grab either his sword, helm, or skull IMMEDIATELY, or he'll re-form and attack again! Do this with both of `em. Nasty, huh? Take one step west, go south and take your first left. Take one step (and ONLY one step) east. Wahooka, after all this time, shows up again-and this time, he joins your party.

30. Take one step west. Go south through the door to the wall. Go east three squares, and north 1. Open the chest to find a heal potion and super heal potion. East to the wall, south two squares (through the one- way passageway). Go west through the door. Kill off the skeletons (remember the trick), then go west all the way through the second door and to the wall, then south to the chest to find another heal, super heal, and poison cure potion. Ready a weapon. Turn around and walk 2 east (through the illusory wall). You'll be attacked by a couple floating skulls. Kill `em off, then go east 7 squares, turn south, and walk through the illusory wall. Pick up the thing on the floor; part of the Shadow Weapon. VERY cool...but only part of it. Now walk two north, 1 east, 1 south, 1 east. Prepare for battle again, then walk through the dark mirror. You'll be beset by a set of Shadow Skulls. After they're toast, take two steps east through (yep, you guessed it) another illusory wall. Take one step south. Before you do the next thing, check your stats to determine what your best weapon skill is. Then put the part you just found onto the base-the top will morph from weapon to weapon... sword, hammer, dagger, ax, spear...every few seconds. When it becomes the one you're best at, GRAB IT! You now have the most powerful weapon in the game. Feel safe? No? Good. Go north 1, west 2 to the mirror, through the mirror, one more west, north 1, west all the way to and through the illusionary wall, then north 1, east through the door, further east through the door and to the wall, then south through the door and waste the two skeletons. South to the wall, west 1, south 1, west to and through the door, west through the second door, north two (watch for floating skulls), west 2, north through the door, north through the second door, north through another door, kill the floating skulls, north more (check the chest to the east for more super heal potions) to the next door, through that and north MORE through the next door, to the wall. Then east to the wall, north 2, east through two doors, waste the small skeletons, then through the door-and to the wall. You're back almost where you started. Now for some real fun...Mark this spot as "X."

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

32. Walk up to the Gatekeeper Gargoyle. He asks you two questions..."Do you want to enter the Shadows?" Answer "NO" by pressing the Red button. (Would you really WANT to enter the Shadows? I don't think so...) Then he'll ask "Do you NEED to enter the Shadows?" Answer "YES" by pressing the green button. If you whine because you're colorblind, the triangle is YES and the square is NO. Set up one runecaster with the Shield rune, as well as a Power x3 Meta rune on it. You'll be needing it. 2 steps north, east through the door to the wall. Open the panel. A puzzle. Joy. Now, the solution you could get by freeing the ensorcelled Dwarves on the basement level, but hey, if you wanted to do that, you wouldn't have bothered with this walkthrough. So here's the solution... there's a grid of 16 tiles in the puzzle. Click on the ones marked "X" below:

 
 
 
 
        Column:         1       2       3       4
 
 
 
        Row:    1       X       X
 
 
 
                2                               X
 
 
 
                3       X
 
 
 
                4                       X       X
 
 
Now go west 4, north 2, west through the door. Note the floating spikers that attack you. Kill `em with a piercing weapon, but watch out! They explode (jump back!). Continue west to the wall, north to the wall, east to the wall, north to the wall, 1 more north (illusory wall), 1 east, north through another illusory wall to the wall. Turn east and walk up to the portcullis. There's a button on the north wall. Push it to open the portcullis. Take one step east and kill the floating spiker that comes through the illusory wall. Now then...read the next section VERY CAREFULLY! Back west, where you have to go, is a nearly invincible giant spiker, who can turn your whole party to mincemeat, no matter how well armored you are. So, here's how to deal with him. And don't screw this up! Turn around and march west to the spiker's location. He'll start coming after you. Back up rapidly away from it (still facing it) until you get to the square beyond the portcullis. Turn right and back up three squares. Wait for the spiker to come into the room. When it's right in the same square as you are, turn left or right twice quickly (so you're now facing south). The spiker should spin with you. Back up three steps rapidly, turn left, back up one space, turn left again and whack that button! The portcullis will close, and if you did it fast enough, the spiker will be trapped behind it. Nice! NOW, march west down the corridor to the wall, go 1 south, then 1 west through the illusory wall. Pick up the silver ankh you find on the ground. Now go east through the wall again, to the real wall, north 1, east 5, south 5 (through another illusory wall), west 1, south 1 through the illusory wall and south 2 more, then west to the wall, south 2, east 6 (through the door), south 2, west 2 through the door, kill the floating skull, and continue west to the other door. Open it to go to the second floor of the tower.

33. Use that Shield rune (w/Power x3 and Ball enhancements). Arm up a cutting weapon. Go 2 east, 1 south, then head east down the corridor. Note the fire elemental. If you didn't put that Shield rune up, you're toast. Literally. But with it, you'll kick butt. Do so. Take your second left (should be where the elemental appeared). North 6, east 2, kill elemental. East to wall, south 1 to teleport. Ignore the scroll on the ground unless you want to read a silly inside joke from the designers. Go 1 north, then east to the wall (kill the elemental). When you get to the wall, take 1 step north. Set up a "Circle" Rune here. Wait; notice the energy bolt slamming into the wall? Hmmm. Time for some timing. Wait until one slams in, then RUN north to the wall immediately after it hits. Now go 2 east, and 1 south. Once again, wait until an energy bolt flies past (NOT when it hits) and QUICKLY go 1 south, 2 east, 1 south. PHEW. Grab the silver crescent. Now you've gotta go back! You can repeat this process in reverse to get out, or, if you took my advice, just cast the return rune to warp back to the spot just south of the energybolts. Anyway, once you get to that spot, go 1 south, east to the wall, south 1 through the teleporter. Go 1 north, west to the wall, south to the wall, east to the wall, north 1, east 1, north 1, east 1, north to the ankh on the wall. Step into the wall to teleport (you need that silver ankh from the first floor for it to work). Go 2 west, north to the wall (kill the elementals... you ARE checking that Shield rune occasionally, right?), east 1, north 1, east 1, north 1, east to the wall, south to the wall, west 1, south through the door and to the wall, west 1 and pick up the silver cross, then east 1, north through the door and to the wall, east 1, north 4 squares, west through the door to teleport again. Walk east through the door & kill the elemental, then east to the wall, south to the wall, west 1. Face the south wall and step through it to teleport to the third floor of the Shadowking's tower.

34. Fire up that Shield rune again...or else! Go south 1, west all the way to the wall, north 2, turn east & kill the elemental, north to the wall, and pick up the silver circle. Go east to the wall, south 3, east 3, north to the wall, west 1. Welcome to Hell. Go 2 squares north, then I suggest you retreat one square-there's 4 elementals in that hall, and they'll hit you from both sides! Sure hope you got that shield active! Anyway, once they're all dead, go north to the wall, west to the wall, north 2, and then east 2. Note the flashing icons. Ready? Step on through to the top floor of the Tower of the Shadowking. Go east to the wall, south to the wall, 1 west, 1 south, 1 west, then north 1 through a 1-way door. Go north 1, east 1, north 2, west 1. Enigma mentions this must be the room where the Gods were trapped. Hmmmm... the Shadowking is a god, isn't he? Hmmmm. Take ONE more step forward (west). Note the four sunken pillars (one's in front of you) surrounding a center square. If you step onto that center square, the Shadowking will appear and blow you to hell, so DO NOT DO THAT! Instead, put one of your silver items down on the sunken pillar in front of you. It'll rise up from the floor. Now go 2 east, 2 south, west 1, south 1, west 2, north 2. Place a second silver item on the sunken pillar in front of you. Go south two, west 2, north 1, west 1, north 2, east 2. Place the third silver item on the sunken pillar in front of you. Now go west 2, north 3, east three through the one-way door. Save your game!! Take two steps south. Take a deep breath, and READ THIS NEXT SEGMENT CAREFULLY FIRST!

35. Take one more step south into that square. The Shadowking appears, along with Thera's Orb and Kor- Soggoth's Orb. He goes through his little spiel, then tells you to take the last 2 orbs. Do so. He then tries to cast a spell on you. It won't work. He THEN tells you to give him the orbs. Yeah, right. Take one step backwards, IMMEDIATELY open your inventory, grab the last silver item and put it on the last sunken pedestal in front of you. It rises up, and the Shadowking is trapped! You can grab his Orb if you want, it doesn't matter. Go south to the flashing silver icons on the wall. Step through the wall; all your buddies disappear, and you're alone in the temple of Thera. Note the pillars. One should be glowing. This is the last puzzle. Place the orbs on the pedestal in the proper order. The orbs correspond to the planets of the solar system and their relative distance to the sun is the order to place them in. For those of you who are confused, or just plain don't remember Astronomy 101, follow this: Place each orb in order on the GLOWING pillar. As you place an orb, another pillar starts glowing to let you know that's the next one to place an orb on. The correct order of orbs is: Helion (Mercury), Aquila (Venus), Thera (Earth), Azrael (Mars), Marif (Jupiter), Afri (Saturn), Safrinni (Uranus). The last two (since their orbits alternately are closer to the sun) can be in either order, Yoth-Soggoth (Neptune) or Kor-Soggoth (Pluto). Once all nine are placed, the game goes into endgame sequence and you've won.

GAME OVER, MAN!!!