Ultima: Runes of Virtue(GameBoy) FAQ version 1.0.0 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. **** AD SPACE: **** My home page: http://www.geocities.com/SoHo/Exhibit/2762 ================================ OUTLINE 1. INTRODUCTION/OBJECTIVES 1-1. GAME OVERVIEW 1-2. GAME VS. SERIES 2. CONTROLS AND LANDMARKS 2-1. BASICS OF MOVING AND TRICKS 2-2. PUSHING STUFF AROUND 3. POINTS 4. COMBAT 5. OVERLAND AND GETTING STARTED 6. THE DUNGEONS 6-1. HATRED 6-2. DECEIT 6-2-1. ALTERNATE PATH THROUGH DECEIT 6-3. COWARDICE 6-3-1. PLATE MAIL DETOUR 6-4. INJUSTICE 6-5. DISHONOR 6-6. SELFISHNESS 6-7. PRIDE 6-8. ABYSS 7. VERSIONS 8. CREDITS ================================ 1. INTRODUCTION/OBJECTIVES 1-1. GAME OVERVIEW Ultima: Runes of Virtue(URV) is a toned down version of a real Ultima game. It has no real story--just dungeon crawling, but slick dungeon crawling. Your object is to enter eight dungeons and find the rune hidden there. After you find the eighth, you win the game. The style is roughly original Zelda--2-d moving around with action fights against enemies, buy stuff you run over--but the dungeons are exactly the same as overground. No separate dungeon rooms. Each area is 16x16, but there's enough variety that you have some interesting puzzles. In fact you chat more in dungeons than above ground, and it feels weird that people you chat to constantly get recycled. As do the animals--which there are more of. For the actual story, I'm reminded of Akalabeth, which started this all off-- 'Go kill a X. Go kill a Y.' The story's that simple. The runes are a side quest from Ultima IV. But the action and combat are much more interesting. The world of Britannia is also simpled down to concentrate on the dungeon crawling. People only have one thing to say, shops consist of areas where you walk over weapons and the prices are displayed, and there are five outside areas total--at 16x16, but with a lot of water surrounding them, too. You sail between them with a boat, but you can't go everywhere first. Along the way you'll find weapons that make your life easier, armor that does the same, and the runes. Which improve your attributes. With many magic items having simple but numerous applications, URV is a pretty good game for puzzles. Nothing's too outstanding, and sometimes the whole ideas of levers changing dungeons rooms radically gets ridiculous, but even on replay you can find good ways to minimize the damage you're hit with. There are three levels of play, but the main difference seems to be how quickly your health/magic get drained as you fight. Nothing qualitative in puzzles, etc. And the game's rather convenient--when you die, you're kicked to where/how you started the room you're in. So you can make mistakes and try again without returning from the home base. The only big mistake is not having the supplies you need. 1-2. GAME VS. SERIES URV rehashes a central theme of Ultima IV(U4,) namely, that eight runes have been lost, and it's up to you to find them. It also takes into account a set of virtues which interact with statistics. While U4 put all runes above ground and had you talk to a bunch of people, URV gave you some puzzles. The dungeon names are also different, as is the geography. Let's look at all this. URV name U4 name Rune URV order Principles Deceit Deceit Honesty 2 T Hatred Despise Compassion 1 L Cowardice Destard Valor 3 C Injustice Wrong Justice 4 T+L Selfishness Covetous Sacrifice 5 L+C Dishonor Shame Honor 6 T+C Pride Hythloth Spirituality 7 T+L+C Abyss Abyss Humility 8 [0] Hmm, URV comes off as a bit less poetic. Towns are also absent in URV, but the three castles(Lycaeum/Empath Abbey/Serpents' Hold) are still there, as is the Stygian Abyss. Chuckles the jester is around, as is Lord British. Other notes-- Deceit moves from the Isle of Verity(E) to the mainland, Cowardice and Selfishness from the mainland to the Isle of Verity. Injustice goes to an island but is still near Empath Abbey, Dishonor similarly stays near Serpents Hold, and Pride and the Abyss are both still on Avatar Isle. Items are a big part of your improvement, too, and so is finding a rune. You get attributes depending on which rune you rescue. If a rune has the truth principle, you gain intelligence--and a maximum star. For love, you get dexterity. For courage, you get strength and an extra heart. The stats-page attributes increase by 3, but that's just numbers. 2. CONTROLS AND LANDMARKS 2-1. BASICS OF MOVING AND TRICKS The controls are pretty intuitive and fortunately there are breaks that can make things much easier. You have two slots for weapons or items to use, which can be activated with the A or B button. To look at your inventory, hit return. Then move the cursor with the arrows and push A or B to ready an item. Push return to get back to regular play. Another important use of controls is the ankh, which all characters start out with. Push return, left, and either A or B to return to Lord British's. This recharges all your health. This is very nice after you've completed a dungeon, too, and it means you'll never get stuck. It does, however, wipe keys from your inventory. You can also pause the game by looking in your inventory, although this hides the game map. You can have up to 32 items. Once you are full, the game won't let you pick up the item you walk over. The solution to having useless items is just to chuck them. I generally go with a bow, the special game items, and 40-60 between food and potions in my inventory. The game also won't let you gather more than one heart, star or ankh key(used on the corresponding doors.) That could make some puzzles too easy. Or you could avoid certain puzzles. You can reset an area by visiting two different areas before returning to it. This is handy if it has treasure or if you just goofed. Dungeons have several items as treasure you should be aware of. Standard treasure(actually, it's not in a chest, so you could call it 'outside the box') consists of hearts, which give you a health point back, stars, which give magic back, and coins. Sometimes you'll find gems(+$05) or even potions or food, which restore all of your magic and health respectively. Chests are a bit different; many have nothing. Some aren't really chests, but mimics, although they still may leave something. Secret doors/false walls in dungeons don't look quite like the other tiles. If you see a monster or treasure in some place you can't get, look for secret doors. Then look for pressure plates or teleportals. 2-2. PUSHING STUFF AROUND Generally you can activate certain levers, pressure plates, etc. just by stepping on them. You can push boulders around one square at a time. Levers can toggle if a gate is open, as can plates. But they can do so more. Some plates change the entire makeup of a room; half the wall squares will vanish. Other times a key will pop up in a corner. Mushrooms work similarly but are a one-shot deal. Some of this sort of item does more harm than good, so be warned. There are two types of web--white and black. You can shoot the white but not the black webs. Kill the white with any weapon, but you need a wand to kill the black. You can also travel on ships. They work on established routes, and there's a boring wait as they move around, but you can never maroon a ship-- one's always at either end of the route. 3. POINTS Point total score is useless, but it's fun to watch it go up. The main events that get you points are: 10000 for finding a rune 1000 for entering a new area 50 for getting a gem 10 for getting a star, heart or coin Experience for monsters(note that you don't get experience if monsters kill each other or themselves) Ball 20 Bat 10 Boulder 30?? Cyclops 0 Dragon 0, 50 or 100 Eep Eep N/A Ghost 20 Gremlin 40 Mage 30 aka Count Chocula Python 250 <- not sure why Reaper 50 Rat 40 Seahorse 20 Serpent 30 Skeleton 20 Spider 30 Squid 30 Tiger 0 Troll 30 Wisp 70 4. COMBAT Combat is contiguous with dungeon crawling, and often you may just want to plow through monsters to get through it all. General principles of combat include 1) THE MOST IMPORTANT BIT. Try to fight in narrow corridors so monsters can only attack you from one side. Never be ashamed to retreat to a doorway nr behind it to shoot monsters more easily. 2) if monsters don't flash when you hit them, they're invincible. Go around them. 3) you often need to time a shot to take out monsters 4) close range monsters can often nail you if you don't appear to be touching. URV keeps track of *two* squares on the grid that you're on: where you're from and where you're going. It does so for the monsters, too, and if anything overlaps you could be in trouble even though it doesn't look like it. 5) pan pipes freeze enemies, and where you can't pick them off easily, this is a good way to do things 6) different weapons do work better on different enemies. 7) getting monsters with range weapons to fire at you and hit each other when you duck is fun 8) teleporting via an arrow onto a monster crushes it. Enemies aren't affected by teleportals but you are. Also note monsters can't touch teleportals, so these act like walls 9) if a monster is behind a wall, you can move to the side to goad it over 10) if you're in a secret wall, you can usually slaughter monsters on the regular floor 11) you can usually win without magic, but it's slower 12) later on, stocking up on potion allows you to use the pipes, which allows you to wipe out opponents quickly 13) hold the fire button down and turn to shoot without moving 14) for some monsters, it's important to pay attention to where they are between two squares. If a monster has just moved from one square, he can't turn back before the next, as you can. This allows you to plan ahead slightly. Certain monsters require certain techniques to defeat them. Here is a run-down of monsters, with experience totals, and the strategies you use to defeat them. URV has some interesting twists as many monsters that aren't particularly powerful in other Ultimas or RPG's in general have a good deal of clout here. Monsters also aren't affected by lava, and trolls and pythons get stronger in later dungeons. Monsters also occasionally leave a coin or heart behind. Also, you can't shoot Chuckles the jester or any townspeople regardless of if they block your way or not. Balls: probably not their real name, these are little balls that explode on impact, sending shards of fire in eight directions. They often appear in clumps, causing a chain reaction. Their explosion radius is three squares, but if you go 2E1S of an exploding ball you'll be safe too. Bats: these move around very quickly and don't damage you much. I don't bother with them unless they're blocking a corridor. They'll drive you catty if you try to kill the ones that appear overground. Boulders: most of these are invincible, but you can shoot some of them, and you're faster than they are. They move slowly and are very nasty. It's best to try to run behind them, but you can't move onto a square where a boulder is part-touching. Boulders test your patience and often change their paths after you pick up some treasure--after you do, they can plow over that square. They cannot go through doors. You can obliterate a boulder by teleporting onto it, but if you shoot one down, it appears at the last square where it landed on the grid. If a boulder touches you, it leaves you inoperative a bit, so that can lead to you getting nicked several times. Cyclops: these don't appear until the end, and they're very hard. Vulnerable only to the magic sword, these slow monsters track you down ruthlessly and take away a few hearts' worth of damage. The best strategy with cyclops is to note when they are about to align themselves with you. Strike with the sword when they are halfway from one square to another, then do so again. Two hits take them out. Many late rooms have a passel of cyclops, and you must use the pipes to freeze them. Dragons: three-wide monsters that shoot fireballs but are surprisingly easy. They usually guard something. Just flail away at their heads with a sword. Often you'll have to take damage from a dragon. Eep Eeps: these can't actually harm you, but you'll want to harm them. They bounce around in dungeons and just block everything in their way, transferring them to the screen that says "Eep? Eep eep!" This definitely breaks one's concentration. Often they block where you want to go, and if you are in a narrow corridor and they bounce back and forth, you can't move into the square they just vacated. You have to wait 'til they go two squares away. You do have to touch some eep eeps, though, to open secret passages. Ghosts: these go through walls, where you can't hit them. Often they'll bounce back and forth inside the walls, too. When a ghost hits you from inside a wall, move a square away from it. The ghost may change direction. Try to avoid areas next to walls with these. But they don't damange you too much, so if you have some more tangible monsters to fight, they take priority. Gremlins: these steal your food and then whiz away. The best solution is to use the pipes on them right away. A few magic points cost much less than a plate of food. Killing a gremlin nets 5 gems, so it's even a decent trade-off given a potion(~4-9 magic points, 3 for pipes) costs 10. Mages: these guys have pointy cloaks and try to use the fire and duck strategies that work so well for you. The difference? They're too slow and so are their shots. Sometimes they even duck while forgetting to fire. But they can damage you at close range. Pythons: these are the most valuable monsters experience wise in the game. Not sure why. They do have a nasty habit of not quite aligning with you vertically/horizontally and running at you. They'll be one square away from it, so their strategy is to corner you. They're a bit slow, though, so often you can nip in and fire quickly as they start to move to the next square. Some pythons can cause a lot of damage later on. Reapers: very impressive looking monsters, but in fact it's fun and not too hard to fake them out. A reaper will always fire when it can. But it can only have one shot on the playing field at a time. So if you're in a long corridor, running at a reaper, step out of the way of the missile and fire with impunity. Be sure to keep 2-3 squares away so you can duck when it fires next. Then go back where you were and keep firing. What's really cool is that you can usually outrun reapers' shots. Rats: the most annoying monsters in the game. I mean, RATS should never be hard, right? But they are rather quick, and when they hide behind doors, you need to be careful WHEN you open the door--usually just after the rats turn away. That gives time to set up and fire. Seahorses: these calm monsters won't attack unless you attack them. And they're damaging when they do. Two to three hearts a pop. Serpents: these shoot fireballs, which are easy to duck. They also duck-and- shoot like you, but you can anticipate where they'll be and knock them off. Plus they can't come on land. They're usually easy picking and can often knock out enemies running at you. Skeletons: they generally move slowly and in a pattern. Those that don't have axes, just get them in a corridor, fire at them with a missile weapon, and retreat. For those with axes, you will want to work out their pattern and fire as they go by and duck. Spiders: these create cobwebs which are hard to clear. The pipes are a great asset against spiders, and the whip seems to work well against them. Killing a spider is a bit of timing and luck as they seem to put up a web on a square before they land on it--and the web they put up gets hit before they do. Squids: relatively easy monsters. Water, no missile attack. Whip or shoot them from afar. Tigers: you'll probably take damage whenever you face a tiger. They're quick and have good endurance. Fortunately there are very few in the game. Trolls: again there's no way to tell if the opponent throws stuff. Trolls are slower than skeletons, so shooting and ducking works easier, but even better, trolls are STOO-PID. If you have several trolls on the other side of a wall, you can just wait, or move back and forth occasionally, to watch them shoot each other until one is left. Trolls also may be invincible, and others may circle in a set pattern, tripping important switches. Wisps: these have nasty missile damage and quick shots but don't stay around long. In a room with wisps I recommend you either keep moving or freeze monsters. Even if there aren't many wisps to freeze, these guys do pop up at random and zap you, so if your health dips to two hearts in a room with wisps, heal immediately. 5. OVERLAND AND GETTING STARTED You have four potential players to start the game. Here's how they stack up: STR INT DEX Mariah 15 - 18 - 15 Iolo 12 - 15 - 18 Dupre 18 - 12 - 12 Shamino 15 - 15 - 15 Assuming that you can buy whatever you want, you can assume Mariah is the best long term. She certainly outdoes Shamino. In fact, Shamino's magic axe, the big draw at the start, means nothing if you go through Deceit. You should be able to use any player to get through the game expediently, and there's no huge diffeence. Previous ultima fans can just go with their favorite. Mariah can cast more magic, handy when you get the lightning wand. Iolo's quickness isn't really that useful. Dupre's extra constitution will come in handy early. And if you want your stars and hearts balanced, go with Shamino. So...Mariah it is, provided you know where to load up on cash. Which I'll get to in a bit. Otherwise Shamino is a nice starter. Harder play makes monsters tougher but doesn't change your starting stats. It can make some of the harder dungeons absolute torture, though. In the beginning you're on Lord British's isle, and you can see him and Chuckles and maybe even buy stuff--or gaze longingly at that bow(60 gold) and armor(25 gold.) DR CAT AND THE CASH COW But a cool thing about all this is that you can get the dough for these items without even going into a dungeon! There's a place where you can keep finding a chest with a gem over and over, and it's relatively expedient. Here goes. Take the boat east from Lord British's isle to Verity Isle. The Lycaeum is right near where you land. Enter it. Flip the lever. Go up the left stairs. Go down the right stairs. Step on the pressure plate. You can now go downstairs. Push the barrel out of the way and go into the teleportal in the northeast corner. Head south when you're in the center cross. Bump against the chest. Take the arrow and go into the teleportal, then back up two flights of stairs, down two flights of stairs, and through the gauntlet again. Note that the game records your current room settings as well as the previous one's, but where you were two locations ago gets reset. This tactic is also useful or detrimental in dungeons, but it's most expedient in the Lycaeum. Also you can get used to how arrows work by zooming around the basement. You'll need 85 gold total to get the best items available right now. Once done, use the ankh to get back. It's quicker than the boat. Visit Gnu Gnu's shop in the east. You can repeat going through the Lycaeum to stock up on potions and food at Dr. Cat's south of the Lycaeum, which you probably won't need for a while. But you can only have 99 gold at any one time, and it's never too early to stock up. Map of Lycaeum basement: XXXXXXXXXXX X X^= arrows, jump you two squares, may be serial S = secret door ~ = water L = lava t = teleportal circle Q/q = heart door/key Z/z = star door/key Y/y = ankh door/key ( = boulder D = door or open gate # = closed gate C = chest(usually closed) c = chest with worthless treasure & = useless furniture(table, plant, fountain, etc.) ! = something important and ambiguous--often scenery you can run into or a nasty trap , = chair, which you can walk through " = pressure plate ` = lever you can flip \ = crate ; = swamp p = potion P = person = = bridge _ = star + = heart $ = coin @ = head - = sign 5 = gem(5 coins) : = tiled floor x = occasional/flippable wall W/w = Big web(need wand of fireballs)/small web R = Rune or, where documented, critical item 6-1. HATRED Big picture map of Hatred: 1 v v 3b << 2d - 2a v | | v | | 4b 2c - 2b v v v v 5b 3a >> 4a >> 5a (axe) (rune) Hatred is the first of the dungeons and the easiest. It does however have a few pitfalls and a decent variety of puzzles. In Hatred you will get acquainted with basic monster types and combat strategies and maybe even pick up some loot as well. You might want to come in with a food item or two, but you know where to get the cash for that. XXXXXXXXXXXXXXXXXX Room 1 X(((((X.X(..D..,&X X(....X.X(.(X,..,X X(....D.X(.(X....X X(....X.X(.(X,...X X((((XX.XXC(X&,..X XXXXXX...XXXXXXXDX X......H.........X XDXXXX...XXXXXXXXX X..&.XX.XX&,&X(.(X X,...,X.X....D.h.X X&...&X.X.&.&X(.(X X,...,X.XDXXXXXDXX XXXDXXX.X..,.X(.(X X\&..&X.X.,&,X..(X X....&X.X..,.X...X X&,&,&X.D....D...X XXXXXXXXXXXXXXXXXX You don't really have much to do in the first level--a cross shaped corridor with four rooms. The exit to level two is in the southeast, but there's a heart in the northeast behind a rat in case you take a bit of damage. XXXXXXXXXXXXXXXXXX Room 2a XXXXXXXXX.......XX XD...>XvX.......XX XXXX.XXXX.......XX XXXX^XXvX..XXX..XX XD.X.XXXXXXX%XXXXX XX.X^XX>XvX...XXXX XX^.<.<><><....HXX XX^X.X^XXXXXDXXXXX XX.X.X.XXXXX.....X XXDXXXDXXXXX...&.X X...X...X.+X.&...X X.""X...D.$X.....X X.".X...X.+XXXDXXX XXXXXXXXXXXXXXXXXX Go south to kill the bat--the room to the north is quirky but ultimately useless--don't worry about the arrows to the west yet either. Then go through the door that doesn't look like it's leading anywhere but the wall boundary. This sort of door invariably leads to a new area. XXXXXXXXXXXXXXXXXX Room 2b XXX#X#XXXXXXXX?XXX XX.....XXXXXXX...X XX,...,XXXXXXXXX.X XX&:::&X...X...X.X XX.....D.&.D...X.X XXC....X...X...X.X XXXXXDXXXDXXXDXX.X XD.X...X...X...X.X XX.X.&.X...D...D.X XX.X...X...X...X.X XX.XXDXXXXXXXDXX.X XX.X...X...X...X.X XX.X...D...X...D.X XX.X...X...X...X.X XX.XXXXXXDXXXDXX.X XX...............X XXXXXXXXXXXXXXXXXX In area 2b you have two options: go for the treasure or go on to 2c. For 2c, just follow the hallway and don't open any doors. For the treasure, which isn't really worth it, go west at the first opportunity through a door. Kill the rat, which will probably hit you once, and then go north and west. Sherry will tell you a tiger is behind one door and a woman the other. The heart-key is in the trunk. This is your first exposure to using keys. There are three types of keys: heart, ankh and star. You can only hold one at any one time. They only open doors with similar key pictures on them. Here it's straightforward: two heart doors, but a heart key only opens one of them. If you went to the west a bit you might have seen a blank room below and a woman to the east of it. This makes your choice pretty clear. Go to the right and get a gem and two heart pieces. Exit and you'll get kicked to the left side of the area. You can go left to a small part of 2d and get a coin. Then you can go back right and try again or just go on to 2c. XXXXXXXXXXXXXXXXXX Room 2c XXDXXXXXDXXXXXDXXX XX.......XXXX..hXX XXXXX.XXXXX.D...XX XX@~~"~~@XX.X...XX XX@~~"~~@XX.XXXDXX XX@~~"~~@XX.X...XX XXXXXDXXXXX.XX.XXX X.........X.X...DX X.........X...X.XX X.........XX.XX.XX X.........X...X..X X....%....D......X X.........X...XX.X X.........X.X..X.X X.........X.XX.X.X X`........X......X XXXXXXXXXXXXXXXXXX Area 2c has an stair down. It leads to where you can get a magic axe, but the stairs that ultimately help in your quest are a bit further on. So we'll continue with the path through 2d down to the rune first. The fight when you pick the mushroom is tough, and you'll want to be at full strength for it. It does however net ten gems, and the experience you get maneuvering while fighting several monsters in a wide open space is important. I recommend going left and firing and using the side to pace up and down. Skeletons often try to pin you against the wall, and the reaper can do your dirty work. Keep a safe distance from the reaper, fire, and duck once everything else is gone. Then flip the switch behind. You'll need to go up past some heads that will shoot arrows at you. Just keep running so they don't hit you. Take the left door beyond them. XXXXXXXXXXXXXXXXXX Room 2d X......X$.X.D...XX X......XX.X$X...DX X..XX..XX.XXXXXXXX X..XX...".X^....XX X..XX..>X.XX....DX X..XXXXXX^Xv....XX X...DhXXX.XXXXXXXX X...XXXXX^"......X X...XXXXXXXDXvXXXX XXX.XXXXXXX.XXX^XX X@~"~@XX....XvXXXX X@~"~@XX.XXXXXX^XX X@~"~@XX..D.....XX XXX.XXXXXXX.....XX XX.......XX.....XX XXDXXXXXDXXXXXDXXX XXXXXXXXXXXXXXXXXX In room 2d there's another set of 3 heads to run past and then before you get to a reaper, which you can kill by shooting and avoiding, etc., you have stairs down. The reaper gives you health if you defeat it, and by now you should see that reapers are easy enough if you have 1)patience and 2) a corridor you can back out of after you fire at the reapers. XXXXXXXXXXXXXXXXXX Room 3b X" XtX XXX X X XXXhZ X X zXXX>X> XXXXX XXXXXXXXXXXXXXXXXX On level 3b, you'll have a room with a bunch of boulders. You'll want to pull the lever on the right. This turns the X's into boulders. If you mess up, no big deal, just go back up the stairs, by the heads, through the right door, and back. Also note that touching the stairs doesn't kill you; just go right back down. Solution to the boulder puzzle after flipping the lever: Push boulder east. N, E, S, W above Dr. Cat. N, E, push boulder into wall. N, W, S, push boulder S. W onto stairs, back down, push boulder east, push it south, and then east into the hole. Go back right of the lever. Push the boulder east, then south 3 squares, then push it east. Push the top remaining boulder left to the wall and down. Push the right boulder down. Push the remaining boulder east, down, east past the ladder, and down into the final slot. Back to wandering. Hit the lever in the upper left. Take the west teleportal to get a star key. You can loot all the other chests except the one by the corner teleportal. The second-top one reveals an arrow that leads to the next part of the level. The stairs are behind the star door. XXXXXXXXXXXXXXXXXX Room 4b X X X X X X X X D X X D Xq X X X X tX& X X XXQXXXXXXXXXXXXDXX X # # X X X ~~~~~ X X X +X ~ ~ X_ X XXXXXX ~ ~ XXXXX X& & X ~" ~ X X X &X ~~~~~ X X X # # < X XXDXXXv XXXXXXXXX X XXXXX `X X X D HX X h X X X X tX X XXXXXXXXXXXXXXXXXX Room 4b has a rat to the west. Go north and east into the main room. There's a troll that moves in a square. Don't kill him. He shuts and opens various gates. The NE/SW and the NW/SE pairs flip from open to closed. The troll is tough to dodge but it's best to follow him in the counterclockwise direction to the northeast gate and make sure he's more than two squares away when you're in his line of fire. Get by the rat in the northeast. Fire left from the rat room to the skeleton's room. Time your shots so the skeleton gets hit and be sure to move out of the way of his throwing axe. The heart key is behind him. Now go to the northwest. There's another rat behind the heart key. Take the teleport. The skeleton will take two hearts of health off you so you may need to use your food here. Flip the switch and now the southeast gate will actually lead somewhere. Retrace to the center room and go to the southeast. Step on the arrow and climb down. XXXXXXXXXXXXXXXXXX Room 5b X X XXDXXDXXDXXDXXDX X X@ X@ X@ X@ X@ X X X% X% X% X% X% X X XDXXXXXXXXXXXXXX X X X D X XXXXXXX X$ X XXXXX X HXX XXXX X +XX X XXXXX X D D XX X X%%XX X+ X*XXXXX X X% XXXX*X& &X X XXXXXXXXXX*X X X ~@#"" XXDXX X ~@# X X X ~@# D H X XR ~@#"" X X XXXXXXXXXXXXXXXXXX In 5b there are a few rats as a welcoming committee. Then you'll see a few heads, gates, and a river to the left. The plates you step on toggle what's there. SW: river, head SE: river, gate NW: river, gate NE: head, gate--also reveals path east and to the north There's no way to remove everything by just stepping on plates. You'll always have 3 or 1 barriers in the way. But that's not so bad right now. Step on the northeast plate and now you can fight the reapers. Run right to the water and take out the top one first. When it shoots, go up, then come down and whale away. Follow similar procedure for the one below. Now you need to go back east and up the rubble passage you created. There are three side rooms that aren't really relevant, but at the top of the passages, you'll see rooms with a bunch of mushrooms. Grab one mushroom. This toggles whether heads appear. Go back where you were and step on the southwest plate. This will clear the way. If you step on an extra plate, all you have to do is try each individual one. Step on it and if you don't have a path through step on it again and try another plate. The rune of compassion is just beyond. Take it and then take the stairs just beyond. If you're a glutton for punishment and/or useless treasures, then take the stairs down before you enter the combat room in 2c. XXXXXXXXXXXXXXXXXX Room 3a X................X X.&.XXX.XX.XXX.H.X X...X...XX...X...X X.XXX.XXXXXX.XXX.X X.X............X.X X.X.X.&&&.&&.X.X.X X...X.&.&..&.X...X X.XXX...%%&&.XXX.X X.XXX.&&%%...XXX.X X...X.&..&.&.X...X X.X.X.&&.&&&.X.X.X X.X............X.X X.XXX.XXXXXX.XXX.X X...X...XX...X...X X.h.XXX.XX.XXX.&.X X................X XXXXXXXXXXXXXXXXXX In 3a, the room below, you can then go west all the way and south to a stair down. Or you can go to the center, pick mushrooms, and beat up monsters and get treasure. Not worth it in my opinion, but then again neither is the axe. XXXXXXXXXXXXXXXXXX Room 4a X.......#.#.XXXXXX X.XXX.XXX.XXXXXXXX X...X.X.#.#.XXXXXX XXX.X.XXX.XXXX\\\X X...X...#.#....C\X X.XXXXXXX.XXXX\\\X X.....X......XXXXX XXXXXhX*****.X$X.X X.X$XXX.*..*.X#X#X X#X#XXX..***.....X X.......**.**X#X#X XXXXX.X....*.X.X.X XXXXX.XX.XXXXX.XXX X.....XX.#$X((..\X X.H..XXX.XXX(....X X....#XX.#.X\.C\\X XXXXXXXXXXXXXXXXXX 4a presents an interesting challenge. The pressure plate opens all gates. Tigers are in all four directions from the center room, in the far cages. You'll need to push the boulders into their way. Then you can walk to the stairs in the north(first door on the left.) Push the SW boulder down all the way. Push the boulder east of where it was to the west. Go back east until you hit a boulder. Push the boulder north. Push the other east. Go back and push the boulder to the west a square over. Push the next boulder up until it's wedged between the two tigers' cages. Now step on the pressure plate and walk to the north bit. Detour east for some food, then go west and follow the path. A tiger will follow but won't catch you. XXXXXXXXXXXXXXXXXX Room 5a X'...#..XX..#...'X X....XX.XX.XX....X X....X..XX..X....X X....X.XXXX.X....X X....X..XX..X....X XXXXXXX+XXCXXXXXXX XX^XXXXHXXvXXXX^XX X...XHXXXXXX_X...X X...X.X....X.X...X X...X.D....D.X...X XXtXXXX....XXXXtXX XXXXX"D....D"XXXXX XXtXX.X....X.XXtXX X%.%X.XX..XX.X%.%X X...X.XXXXXX.X...X X%.%<><><><><>%.%X XXXXXXXXXXXXXXXXXX Level 5a is a bit confusing, but if you take the west passage from the area with the pushmi-pullyu type Klip/Klop and go down, the arrows will kick you east. The axe is in a chest at the end of the hallway. Then you can take the other way(go east, take arrows west) to find a stair up back to the surface. 6-2. DECEIT You'll need to go through Deceit twice: once for the rune and once for the Wand of Fireballs. Fortunately Deceit is more linear than Hatred, but you do have one very nasty room that teases you with its seeming usefulness. You also have several treasures that vanish when you touch them, to reveal "X" squares that kick you up to the first level. Map of Deceit: (Yes, 2 should be 1b, but I'm too lazy to renumber everything.) 1 5c----5a >> 6a >> 7a v ^ v ^ 2 >> 3a >> 4a v v 3b >> 4b >> 5b >> 6b XXXXXXXXXXXXXXXXXX Room 1 XXXX;;XXX XX XXX XXX;;; X H XX X@;;; X XXXXX ;; X X XX X * ;;; * X X *;; X X ; * X X ;;; * XX XX * ;; XXXX XX * ;; XCXX XXX ;;; DX X * ;;;; XX X * XX *XX X* * X XXX XXX X XXX XXXX XX XXX XXXX XXXXXXXXXXXXXXXXXX Not much to see here except some bats that are more trouble than they are worth. Go east and south to go down to level 2. There's also Honest Finn, who always lies. I mean, do you really trust someone who 1) hangs around in a dungeon and 2) tells you to trust him? Note there's not much to see in the treasure chest--starting a theme that things can change on touch in Deceit. XXXXXXXXXXXXXXXXXX Room 2 XXXXXXXXXXXXXXXXXX XXOX#X#X#X#XXXXXXX XX X X X X XXXXXXX XX X X X X X XX XX # # # # XXDXX XXXXXXXXXXXXXX X XX X X X X XX D D D X XX X X XXXXX XXXQXXXXXXXXXX X XQ X XXXQXXXXXXXXXX X XX X X XXXXX XX D D D X XX X X X O X XXXXXXXXXXXXXX X XXXXXXXXXXXXXXXXXX Here in level 2 you just run the gauntlet to the east, and then you'll need to go north for the rune or south for the magic wand. I recommend going south first. Completing this circuit gets you the Wand of Fireballs, a nice magic weapon which you need to win the game anyway. You may want to back from the doors you open so you can fire away at monsters trapped in the doorway as they go to chase you. Going south is a straightforward affair, but if you go north then you'll have some heads to run past after reaching the east edge. After setting off each pressure plate, go one west and stop. Otherwise the arrow from the next head will hit you. Then go down the hole. XXXXXXXXXXXXXXXXXX Room 3a XXXX XXXXXXXXXXtX XXX XX$X$X$XX X XX X"X"X"XX X XX XDXDXDX X XX hXX X XX XX XXX X XX XXXXXXXXXXXXXDX XX XX>XXXXX X XX XX XXXXX v X XX XX XXXXX XXXXXX XX XX XX X "^XX XX XXXXX X"" XX XX XXCXXXXDXX + XXXXX X X& XXXXX > X X X D X< X X D XXXXX tX XXXXXXXXXXXXXXXXXX In room 3a, go west onto the arrow. Then go north. The exit is to the west, but you can take the center gate above in the passage to the east. The arrow leads to a trap that kicks you to the top. All other treasures vanish or are trapped. XXXXXXXXXXXXXXXXXX Room 4a X ( # X X + XXXXXXXXXXXX X X X X X XXXXXXXXX X X X( (X H Xt %X X X X (X X X X X X (XX(XXX XX X X X (X( (X( (X X X X(( X( (X( (X X X X X( (X( (X X X X(( X( (X( (X X X X (X( (X( X X X X XXXX X X X X###XX X X tX X X Xh((( X XXXX X X X X X XXXXXXXXXXXXXXXXXX In room 4a, push the barrel down all the way. Go west and push the left barrel up and the middle one right. Push the barrel above you two squares north. Walk around it. Take the lower of the two right passages. Run by the slime, which will divide if you try to fight it. Get the mushroom and then the hammer and follow the passage. Push the barrel left and wait to walk through the barrels you pushed around a bit. The rats will be coming up, and they'll be sitting ducks if you sit back and shoot as they come out from the barrels. Note that the gates are open--go east at the gates, face down, and use the hammmer on the barrel below. Now you can walk through to the stairs down. XXXXXXXXXXXXXXXXXX Room 5a XX ..".. CX XX ... . X XXDXXXXXXXXXXXX X XX X X XX X XXXXXXXXXXX XX X X XX XXXXXXXXXXXX X XX SSX X XX XSXXXXXXXXXDXX XX X...~~~~... X XX X...h~~... X XX X...~~~~... X XX XXXXXXXXXXXDXX XX *X X * X XD XH D * X XXXXX X * X XXXXXXXXXXXXXXXXXX In 5a, go east, push a barrel east, go north and then go east in the narrow corridor. Follow it. But wait below the sign along the path and watch one of the trolls to the left kill the other. Also note that there are trolls below. That's a clue there's a less than obvious place to hide. With a bunch of signs ahead you have a heart chest and then a pressure plate traps you. This is not so bad. Go west and then open the door and retreat. The best way to kill the troll is to run into the door and let him hit you once--shoot him, too. He'll back off to the right and you can go down where you can shoot up at him from long range. He just moves back and forth and shoots and is predictable. Now on the right wall there is a secret door. It's level with the lower sign you can see. Go east into it(2 squares) and one south. You're in the door and can attack the trolls in the new small area with impunity. Then you can take the stairs. You can skip 5c below. But I described what goes on there anyway. XXXXXXXXXXXXXXXXXX Room 5c X $ X > > >X> vX X$W$X XXX XX XX X X+$_X (w vX XXQXXXDXX X XXX X X XXXXX`XXvX X(((((((X+XX q"X X X X XXvX X(((((((X XX X""X X D>< X X"vX XX XX^ X(X""X X X XXX vXX XSX XXX XXX XD >H> X X DX XX X>X XXX XSX XXX XX S X S X XX XXX XDX XXX XXX XXXXXXXXXXXXXXXXXX Room 7a has many secret doors. Go east through the first, south, west, south, west, north, west, and north through the secret wall to the pressure plate. Then go back south through two secret doors to get the Wand of Fireballs. There's no way to get out on your own, so just use the ankh, as Sherry will tell you if you exit through the south doors. Oh yeah--all exits from 7a go to the other side of 7a. Room 3b starts with pressure plates that switch where the granite walls blocking you are. A quick way through this is to go up, east, down, east, up, east, etc. Basically plates toggle where the granite walls are. You can zigzag through the east corridor and then the south one. Always make as though you'll walk into a wall. Then, when going north, get by the first pair of plates and then take the east wall. Go up and you'll avoid being trapped near the X and get to the next level. XXXXXXXXXXXXXXXXXX Room 4b X* * *X XXXX X * X XXDXX XOXX X ** *D X X X XX X * * X X " X X XX X H* *X XXXXXDX XX XXXXXXX X X X XX X D HX D X X XX X X XXXXDXXXX XX XDXXXDXXX XX XX X X XXX HXX XX X D DhX XX XX XXDXXXXXXXXXXXXDXX X X~ ~;XX XDXX~~~~~~~~~~~;XX X D;;;;;;;;;;;;XX X "XXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX If you've been to 4b and are on the inside, just go clockwise to get back down to 4b. Room 4b has a small boulder puzzle: west, up, east, push east, push down, east, push down, east, push up. Go east. Then go up and along the passage. Flipping the lever causes the troll, if he can, to turn 90 degrees. When he's at the left edge, flip the lever, and when he's got the door to his left, do it again. Up, left, down(when the troll runs away) and right. Stairs up are ahead. If this is your second time through 4b, go west and south(the first ladder is a fake) until you reach the swamp. Don't pull the lever--trolls will pop up--but slog through the swamp, which only slows you down. Turn north and there's the hole to 5b. XXXXXXXXXXXXXXXXXX Room 5b XX D ## X X XX X## #D X XXT X##### #X X XXXXXX### ###XXDXX X T##### # ### X X #### ## ## X X ## # # X X # ## ### ## X X ## ### # X X ### # ### ## # X X ### #XXDXX ##X XDXXXX# #X X ##X X X# #X T XT##X X X#T#X XXXXX X& XXXXXXXXXXhXX X&& D XX XXXXXXXXXXXXXXXXXX In room 5b, the fun continues. It's not critical to stay on the paths, but you can suffer damage from not doing so. Magic shards go flying. Exit the room south and go east, south, west, north, west, south, west, north, west, south, west, south, west, south. The corridor east leads to 6b. The #'s mark the safe spots. There are many teleports back to the surface here. Avoid them. They're worse than getting killed and restarting this level. XXXXXXXXXXXXXXXXXX Room 6b X X X X X X @ @ # D D X X R X X X X X @ @ XXXXX X X X X XXX#XX XX#XXXX XXXXX X X X # # X X D X X X X XXXDXXX#XXXDXX XX#XX X X X X D D D X X X X X X XX#XXXX#XXX#XXXDXX X X X X X X D D # H X X X X X X XXXXXXXXXXXXXXXXXX In 6b, there is a maze where you need to find a few levers. Fortunately it's very linear, and trial and error should clear this rapidly. North, west, west, north, east in the odd shaped room, hit switch 1. South, west, south, south, hit switch 2. You may have to run by the troll, who has a whip that's very useful at long range, which you'll find when you get one. West, west, switch 3. North, north, north, and you get the rune of honesty. Best of all you get an extra star! And there's an X to take you back to the surface! But it's still easier to use the ankh if you want to move on to the Cowardice dungeon next. 6-2-1. ALTERNATE PATH THROUGH DECEIT You can actually get the wand of fireballs in the 'hopeless' room where Finn says you can find a lot of treasure. But it's about as hard as the actual way. Here's how. 1. Go back to Hatred. Follow the 'main line' path to get the rune. When you get the heart key in the upper right of 4b, retreat all the way to the top. Don't use the ankh. 2. Enter Deceit. Go to level 2. Use the heart key on the south door before going right and seeing Honest Finn. Then go back through the door. 3. Go down to 5c, in the room where Finn says there's lots of treasure to be had. Clear out the monsters. Push three barrels in the first row: X X X X X X XXXXXXX > XX X XX > XXX XX > XXX XX > repeat for next row 4. Use the heart key on the door. There's a lot of backtracking here, but it's neat to be able to get the wand in more than one way. I'm happy to have found this at any rate because I *believed* Honest Finn the first time through--for almost 30 minutes. I thought I was missing something dumb. 6-3. COWARDICE The cavern of Cowardice on Verity Isle features yet another rune, but it also features the magic rope which will be very useful to 1) get great armor and 2) eventually solve the game as various puzzles require it, so you can walk on water. You have one main path through with a small detour, but the puzzles are getting a bit complex. MAP OF COWARDICE 6b | 1>>2>>3>>4>>5>>6a>>7>>8>>9>>10>>11>>12 XXXXXXXXXXXXXXXXXX Room 1 XXX X X X X X #XXXX X X X&X X XXXXXXXXXX X XXX X XX X X XX XXDXXX X X h XX X XX X X XX&X XX X X &XXXX XX X XXX XXX X H X X X X XXXX XXXXX XX X X X X XX X X XXX XXX XX X X X X X X XX X X XXX XX XXX XXXXX XXXXXX X&X X& X X XXXXXXXXXXXXXXXXXX In room 1, there's cheese in the plant to the left, but so what? North, east, south, west at the sign, south branch, north at the sign, down. XXXXXXXXXXXXXXXXXX Room 2 X& X X %X X XXXX X X X X X && X X X XX XXXXXX X X X XXX XXXX X X H XX%XX X X XX% %XX*XXX X X XXX XX * +X X X XXXX$X X * X X X X * * X X X$X X X X XXXX XXX X X X X X X+ +X X XC Xh XXXXXXX*X X X * X XXXXXXXXXXXXXXX X XXXXXXXXXXXXXXXXXX In room 2, a coin(woo) is to the south but go east instead. At the edge, go south. Push the boulder west two squares if you need some health, but otherwise just follow the corridor south, then west. The stairs are right there. All mushrooms in this level produce more ghosts, so don't bother. XXXXXXXXXXXXXXXXXX Room 3 X + X X XXXXXXXXXXXXXX X X Xh X D X D X X X X% D X D X X X X XXXXXXXXXXXX X X X +X X X XDXXXXXXXXXX X X X X X + X X X+X X X XXXXX X X X X X X X X X X X X XvvX X X X X X X X X X X X X X X X X X X X X X X X X X X X XHX X X + X X X#XX XXX X XXXXX X XCXX + X + X XXXXXXXXXXXXXXXXXX
  In level 3, the path spirals out and eventually you have a choice between a
door south and a hallway east. The door gets you treasure, but gremlins annoy
you and steal some of it back anyway. East continues a spiral and then you'll
face a bat, a rat and a mage. With the mage, you may want to hide east of him,
go north, fire west, and pop back down until you get him. He's pretty stiff, but
he does damage if he's close enough to hit you. A wisp is beyond there. The
mushroom gets you some healing. so use it before you take the stairs.

XXXXXXXXXXXXXXXXXX Room 4
XXXX    XXXXX* +*X
XXX      XOX  *  X
XX H   *  XX X * X
X          X XX  X
X  *  &    S XXX X
X    &O&   XXXXX X
XX    &   XXXXXX X
XXX     *XXX&F&X X
XXXX    XXX      X
XXXXXXXXX   XXXXXX
XXXXXXXXX XXXXXXXX
XXXCXCX   #    OXX
XX@      XXXXXXXXX
XC    `  XXXXXXXXX
XX@      XXXXXXO X
XXXCXCX  #       X
XXXXXXXXXXXXXXXXXX

  In level 4, there's a secret door in the east side of the room you start in.
It's the only way out. Push both boulders at the end of the passage to the right
and go down. Get the food, which you'll need. Stand at the right of the lever
and push it. This makes it easy to avoid the ghosts. Go south and take the hole.

XXXXXXXXXXXXXXXXXX Room 5
X & C X X ` XX& &X
X&   &X XX XXX O X
X  %  X X   XX& &X
X&   &X X   XX& &X
XXYXXXXXXXZXXXXQXX
X& & & & & & &   X
X::::::::::::::  X
X& & & & & & &   X
XXXXXXXXXXXXXXXX X
X                X
X XXXXXXX XXXXXXXX
X                X
XXXXXXXXX XXXXXX%X
X                X
X XXXXXXX XXXXX XX
X                X
XXXXXXXXXXXXXXXXXX

  On level 5, go west. You'll pass two mages. After each's fireball hits the
other, go back east past them. Repeat the back-and-forth until they're both
toast. Follow the passage to the north and bump into Dr. Cat for the ankh key.
Go north and touch the chest for the star key. The star door is right of the
ankh door. Flip the switch to its north and go east.

XXXXXXXXXXXXXXXXXX Room 6a
XXX    XXX_ _X   X
XX+*  *#XX X X H X
XXX    XXX X X X X
XXC*  *_XX X X X X
XXX    XXX X X X#X
XS%*  * XX   X   X
XXX   XXXX *XXX XX
XXXXX X XXX     XX
XXXXX   *   XXXXXX
XXXXX#X*  XXXXX_XX
X               XX
X XXXXX XXXXXXXXXX
X XX XX XO   ~ # X
X  XCX  XXCX~~XX X
XX     XXXXX~XXX X
XXXXXX      ~    X
XXXXXXXXXXXXXXXXXX

  In room 6a, a bunch of bats will come by to annoy you. Get in the corridor and
hack at them. When there are two boulders, push the bottom one north. Push the
bottom left boulder down and get the mushroom. It leads to a new room with a
special item.

  The second time through, you can and should go to the upper left and grab all
the treasure, which includes food. The black knight behind the boulder can't be
dislodged, and you wouldn't want to. The plate releases two wisps. At the bottom
of the screen, go right. Use the magic rope, go to the edge, go north, go west
and use the rope again.

XXXXXXXXXXXXXXXXXX Room 6b
XXX  XXXXXXXXXXXXX
XXXDXXXXXXXXXXXXXX
X:::: XXXXXXXXXXXX
X:::  X   & &   XX
X:    X&   &   &XX
X    "D #  "  # DX
X     X&   &   &XX
XDXXXXX   & &   XX
X     XXXXXXXXXXXX
X~~~~        ~~~~X
X +~~~~~~~~  = ~~X
X ~~ =   ~~~~~  ~X
X >  ~~   ~_~~   X
X~~  ~&   = ~~~  X
X~~~~~~  ~~   = ~X
X~~% =   ~_ ~~~~~X
XXXXXXXXXXXXXXXXXX

  This room, 6b, holds the magic rope. Run left and out the door--the monsters
you sprung will be left behind. There are two hearts to the north, and then you
can go south and walk along the water. Eastish, south, westish. Get the mushroom.

XXXXXXXXXXXXXXXXXX Room 7
XXX XCX   XXXX   X
XXX XXX XQXXXX X X
XXX X   X      XCX
XXX ` XXX XXXX X X
XXX   X@@ @@XX   X
XXXXXXX     XXXXXX
XXXXX@   #   @XXXX
XXXXXXXXXZXXXXXXXX
XXXX           XXX
XXOX XXXX XXXX XXX
XXXX XX     XX XXX
XXX   X*X*X*X   XX
XXX  *       *  XX
XXX   X     X   XX
XXXX XX     XX XXX
XXXXCXXXX XXXXCXXX
XXXXXXXXXXXXXXXXXX

  In room 7, push the boulder right. Go south into the nook and get the star
key(the one on the far left has a mage.) Go north and west and open the door.
Run up past the arrows the pressure plate sets off. Now here may be a good place
to use the food. You need to get the heart key, but two skeletons are guarding
it, and ghosts will follow. Perhaps you can take care of the ghosts separately,
but the skeletons with throwing axes are a different matter. Best to bash one,
take damage, recharge, and duck and fire at the other.

  Back west and north you'll find the heart door. Open it, flip the switch
beyond, and a passage opens up. Follow it into the hole.

XXXXXXXXXXXXXXXXXX Room 8
XXXXXXXXXXXXXXXXXX
X&   &X&   &XXXXXX
X  ,  X     XXXXXX
X ,&, D  &      XX
X  ,  X     XXX XX
X&   &X&   &XXX XX
XX XXXXXXXXXXXXvXX
XX XXXXXXXXXXXXXXX
XX XhX& &X& &XX  X
XX X X   %   X   X
XXXX X& &X& &X   X
XXXX X   X   X   X
XXXX X& &X& &X   X
XXXX X       Xv XX
XXXX XXXX XXXXXXXX
XXX&           XXX
XXXXXXXXXXXXXXXXXX

  In room 8, go north, east, and south through an arrow. Fire away once you
teleport to take out the rats ASAP--you may want to use food again if you're at
one star, as the rats will nail you a bit. South through another arrow. A side
room to the north features a mushroom with great tresure, so use it.

XXXXXXXXXXXXXXXXXX Room 9
X +~     D    ~~~X
X++~ XXX X    ~ ~X
X~~~ XhX X~~~=~~~X
X  X X X X~ ~"   X
X  X X#X X~~~    X
X  X X X XXXXXXX X
X  X X X X+ X  X X
X~~X X X X  XO X X
X  XHX   X~~X  X X
X  XXXXXXXXXXX X X
X        X    *X X
X XXXXXXDXXXDXSX X
X X      X     X X
X X%     X%    X X
X XXXXXXXXXXXXXX X
X                X
XXXXXXXXXXXXXXXXXX

  In room 9, you can use the rope to get to the upper left island with coins,
but it's not worth it. The down-ladder to the right is a fake so exit through
the door instead. Move right to the water's edge then down. The pressure plate
makes this trip one-way. The passage spirals. Go south through the door, kill
the bats, and get the mushroom. A new door appears. Take it and kill the troll.
There's a secret door in the northeast of this room. Use it to push the boulder
north. You can drag the troll out of the room and nail it in the corridor. Hole
to level 10.

XXXXXXXXXXXXXXXXXX Room 10
X XXvX^XXX^XXX XXXX
XXXXX XXXXXXX XXXX
Xv  X S >^ tXTX  X
XXXXX XXXXXXX XXXX
X XXX XXX XXXvXXXX
X XXXSXXX XXXXXXXX
X>X    >X X<   vXX
X XXXXXXX XXXXXXXX
X XX>X X<    XDXXXX
XXXXXXXXXXXXXXXXXX

  In room 10 you must navigate a few teleportals. Go south, west, south, west,
north, north, north through the secret wall, east through another, east to the
teleportal, and east down the hole.

XXXXXXXXXXXXXXXXXX Room 11
XXXXXXXXXXXXXXXXXX
X&  DD     XXXXXXX
X   XX & & XX&X&XX
X  &XX     XX   XX
XDXXXX & & XX   XX
X  &XX     XXX XXX
X + XXXXDXXX@~"~@X
X&  XXXXDXXX@~"~@X
XXXDXXRX X X@~"~@X
X&  XX X X XXX XXX
X   XX _ _ XX@"@XX
X  &XX   H XX@"@XX
XDXXXX&   &XX@"@XX
X  &XXXXXXXXXX XXX
X   XXXXXXXXXX XXX
X&  D          XXX
XXXXXXXXXXXXXXXXXX

  In room 11 run past the first three plates/arrows. But stay on each of the
next three plates you touch. A bunch of rooms with rats are ahead. After that is
a reaper room. Go south once past the doors, then east and south. You should be
able to outrun its shots. The cowardice rune seems to be in the left upper nook
in this final enclosure, but in a pointless annoying trick, the first time you
touch it, it pops over to the right. Get it there. Whoopee, you get an extra
heart!

  Now take the stairs back out instead of the ankh, because you will want to
detour in this area for an item that'll make dungeon life a lot easier. It
features use of the wand and the rope, which you need to win the game.

    6-3-1. PLATE MAIL DETOUR

  Go to the Lycaeum and get the gem in the basement until you've got $75 or more.
Then note the black web on the isle off Verity Isle. When you're south of the
troll you can get west of it, face east, use the bridge and cross. Use the Wand
of Fireballs on the green web and then the black web. Take the east dungeon.
Zoltan's in the southeast, and he has plate mail for sale. Buying this will make
the next few dungeons much easier.

    6-4. INJUSTICE

  Injustice is the first dungeon Lord British recommends that you need a magic
item to get to. In the northwest area of the original island, there's another
black web to burst to get to the ship behind it. Do so and you'll get a ride to
the west. Injustice is the next dungeon to take care of. It's got some complex
levels of several rooms and many nasty traps including lava. It's the start of
the meat of the game, where you actually have to do some mapping. Note here that
the coins you grab will DECREASE your gold by 1. There's lots of lava here, so
you will want to buy some food at Dr. Cat's after looting the Lycaeum. In any
case, spend your cash, or you'll lose it in the dungeon.

  There are several routes through Injustice but I will focus on the quickest
one I could find. I'll be skipping around rooms a bit and so you may need to as
well.

  Apparently there's a boomerang in Injustice, but I can't find it.

   BIG MAP OF INJUSTICE

 >> to 2c
 ^
1f---1e---1d >> to 2a    2e>>>>>>>>>>>>3a
 |    |    |              |            |
 |    |    |              |            |
 |    |    |              |            |
1g---1b---1c        2c---2b---2a  3f---3b---3e
      |                   |            |    |
      |                   |            |    |
      |                   |            |    |
     1a                  2d            3c---3d

XXXXXXXXXXXXXXXXXX Room 1a
XXXXXXXXHXXv C   X
X XXX$    XXXXXX X
X XX     CXXXXXX X
X X   D  XXX XXX X
X X     DXX   XX X
X XX$   XX    CX X
X XXXX XXXX   XX X
X X  "  DXXXXXXX X
X XCXX   $XX  XX X
X XXX    XX   DX X
X X      Y     X X
X XZ   XXX     X X
X XX     XX  $XX X
X XXXX_  Y  DXXX X
X XXXXXXXXXXXXXX X
X                X
XXXXXXXXXXXXXXXXXX

  In room 1a, you can get off to a good quick start. You don't have a lot of
time to waste, so take the arrow south. If you're lucky you'll land on the
skeleton, but if not you can still outrun him to the key. Take the top door and
then get the bottom of the two chests to the left for some food. The top is a
mimic. Then take the door left of the ankh door to the north. The ankh key is
behind it. Use the ankh key and go north. Try to avoid the slimes. You won't
have much time before fireworks start exploding. Make it to the exit as quickly
as possible.

XXXXXXXXXXXXXXXXXX Room 1b
XXXXXXXXXXXDXXX XX
XXXXX     X XX   X
XD    XXX      XXX
XXXX XX$XXXXX XXXX
XX   X$   XXX   DX
XXXX X     X   XXX
XXX  XXX   X$  XXX
XXX XXXXXX XX   XX
XX   X XXX XXXX  X
XD X    X   XXXX X
XX XX       XXXX X
XX $XX       XX  X
XX XX  X      X XX
XX  X      X    XX
X   XX          XX
X+++XXXXDXXX   XXX
XXXXXXXXXXXXXXXXXX

  In room 1b, you will want to head east to 1c. Just follow the south wall east
and then go north at the turn, and you'll see the exit.

XXXXXXXXXXXXXXXXXX Room 1c
XXXDXDXDXXXXX XXXX
XX  X X X     XXXX
XXv%X     LL L XXX
XXXXXXXXXXX    XXX
XD >X >X  XXL L+XX
XXLLXLLX  X     XX
XX  X< X< X LL LXX
XX  XLLXLLXLLL LLX
XX >X >X  X L   LX
XXLLX vXLLX   L  X
XX  X<>X  XX    XX
XX  X  X  XXL  LLX
XX  X  X  XX+L   X
XX  X  X  XXX  X+X
XXLLXLLX  XXXX XXX
XX             XXX
XXXXXXXXXXXXXXXXXX

  In room 1c, you can just go south and take hits from the lava, or you can take
the right arrow and the next one. Then take the two left arrows back. Then take
the right arrow, the down arrow, and the right arrow. Go down.

  Go east and then north where you'll need to curve around the lava a bit. Take
the right of the two doors.

XXXXXXXXXXXXXXXXXX Room 1d
XXXDXXXX XX+X+ XXX
XXX+X  B XX XX XXX
XX  XBBBBX B  B +X
X    " X X; BB XXX
X +    X XX B B +X
XX +XXXX XXX B;XXX
XXXXX X    XXX  XX
XXX      X  hXX XX
XX  +  XXX XXXX +X
XD ++ XXXX X& ; XX
XX    +XX       ;X
XXX  XXXXX;  ;   X
XXXXDXXX;      XXX
XXX " X    ;  ;;XX
XXX X X  ;XXX;B;XX
XXXDXDXDXXXXXX+XXX
XXXXXXXXXXXXXXXXXX

  In room 1d, you want to avoid the slimes--go through the swamp if you have to.
You may have to take a hit or two from the slimes to get to the stairs. All the
gems here either vanish when you get close or are inaccessible--you can't push
the boulder into the swamp.

  Other rooms: (skip to 2a if you'd like)

XXXXXXXXXXXXXXXXXX Room 1e
XX_+XXX X X  XXXXX
X_+_+X          XX
X+_+_X          XX
XX+_ X   X       X
XXXX!   XXX   XXXX
X         XX    XX
XXX             XX
XX    XXXX      XX
XD   XX  XX X  XXX
XX   X    X     DX
XXX    XX      XXX
XXXX  XXXX    XXXX
X              XXX
XX     X   XX   XX
XXX    XXX  XX  XX
XX   XXXXXXDXXXXXX
XXXXXXXXXXXXXXXXXX

  The jewels in the upper left are guarded by an invincible reaper. Forget about
it.

XXXXXXXXXXXXXXXXXX Room 1f
X         X   XXXX
X h  X   X     XXX
X   XXX    X   XXX
XXX_X XXX XXX   XX
X XXX   XX   XX  X
X++X  X        X X
X  XX XXXXXXX    X
X   X  XX   # XXXX
X X+XX  X   XXX DX
X XXXXX X"  X   XX
X  XXXX XXXXX    X
X   XXX    X ,,, X
X X       XX ,+, X
X+X  XXXXXX  ,,, X
X XXXX $L      XXX
X$  $ $XDX    XXXX
XXXXXXXXXXXXXXXXXX

  You can take a long and winding road to the stairs down here. Lava pops up if
you get the SE heart.

XXXXXXXXXXXXXXXXXX Room 1g
XX$$XXXXDXXXXXXXXX
XX$$#  X XXXXX XXX
XXXDXX D XXX    DX
XX&  XXX XX X   XX
XX   #   XX     XX
XX   X`XXXXX     X
XX#XXXXX        XX
X`        XXX  XXX
XXDXXXX  XXXXXXXXX
XX   XXX XXXXX  DX
XX   XXX XXXX   XX
XX&  XXX   X    XX
XXXSXXXXX        X
XXX   XXXXX     XX
XXXX+ XXXXXX    XX
XXXXXXXXXXXXXX XXX
XXXXXXXXXXXXXXXXXX

  You can hit the levers to reveal a room, but the only problem is, the two
gates the good stuff is behind(NW corner) are never open at once.

XXXXXXXXXXXXXXXXXX Room 2a
XX   XX$XXXXX   XX
X $_+ X  X>X +$_ X
XX   XXX   XX   XX
XXXXXXX  X XXXXXXX
XXX^ XL XX   X  XX
XXXX   LXXXX    XX
XXXX XXXX XXXXL$XX
XXXX       XH   XX
XD XXXXX   XXXXXXX
XX  X XX      LLXX
XXX  C X  XXXX XXX
XXXv   XXXX    XXX
XXXXXX  XX  XXXXXX
XX   XX    XX   XX
X +$_ X XX>X _$+ X
XX   XXXXXXXX   XX
XXXXXXXXXXXXXXXXXX

  In room 2a, follow the path east, north, and west. The northwest chamber has
legitimate treasure, and stepping on the arrow to get in opens the way out. Then
go back past the arrow and, sadly, through some lava. The center room has some
slimes to avoid and a mimic. Go east/south/west from there and eventually you'll
get to a heart you can take, but you'll be hit with magic. It's a decent enough
trade-off. Then you can go south into the enclosed area. Others will trap you,
but just go to the east part of this one, back up and return to that corner.
You'll be kicked out to where you can go west to room 2b.

XXXXXXXXXXXXXXXXXX Room 2b
X CXXXXXDXXXXX   X
X+XX       XX  X X
X+XX XXXXX X+ XX X
X+XX     XXX  X  X
X         X  XX XX
XX   XX XXXX X  XX
XXXXXXXL L L X  XX
XXXXX+X L L XXX XX
X X   XL L LXXX DX
X   X X L L XXXXXX
XX  X  L L L  X+XX
XXX XXXXXXXXX   XX
XXX    X   XX X  X
XXXXXX X X  XXXX X
XD  X  X XX    X X
XXX   XXDXXXXX   X
XXXXXXXXXXXXXXXXXX

  Note that from the middle lava pit, the SW exit leads to 2c, SE to 2d, NE to
2a, and NW to 2e. Get the chest in the NW before exiting for 2e--it'll cost you
3 gold, but there's food behind.

  In room 2b, you first want to go south to room 2d, where you get a very
valuable combat item, then north to room 2e. From 2a, you need to follow the
path until you get to the lava and then go south along the east edge. You'll
take a few hits, but that's to be expected. Use food if you get too low. Kador
the dog will tell you how to get through the room to the south. Follow the
corridor to get there.

  Going from 2d to 2b to 2e, you may want to try out the pipes to get back over
the lava so the slimes don't distract you too much. Go west along the south wall
of the lava checkerboard and follow the passage.

XXXXXXXXXXXXXXXXXX Room 2c
XXXXXX  XX XXXXXXX
XXH            XXX
X   LLL    LL   XX
X   L  L  L  L  XX
XX  L  L  LLLL   X
XX  L  L  L L    X
XX  LLL   L  L  LX
XX               X
X LL    L  LLLLL X
XL  L  L L   L   X
XL     LLL   L  XX
XL  L  L L   L  XX
X LL   L L   L XXX
XXXXX XXXXXXXXXXXX
XXXXX    X      DX
XXXXXXXX   XXCXXXX
XXXXXXXXXXXXXXXXXX

  Yes, the lava spells 'Dr. Cat.' Here gremlins steal your food, so I really
recommend avoiding this all. There's a chest here with a minus coin but not much
else. Stairs lead to the tortuously long way through this dungeon.


XXXXXXXXXXXXXXXXXX Room 2d
XXXXLXXXDXXXXXLXXX
XXXLLLLL!LLLLLLLXX
XXLL!LL! !!LL!LLXX
XLL!!    !!!!!!LLX
XLL!! !!!!!!!!LLLX
XXLL! !!!!!!!LLXXX
XXXL!        LXXXX
XXLL!!!!!!!! LLXXX
XXL!!!    !! !LLXX
XLL!!! !!    !LLLX
XLL!!! !!!!!!!!LLX
XXLL!!  !!!!!!LLLX
XXLL!!!      LLLXX
XLLLLL!!!!!! LXXXX
XLLXLLLLL!!L!LDRXX
XXXXXLXLLLLLLXXXXX
XXXXXXXXXXXXXXXXXX

  In room 2d, the pattern to get in and out is as follows:

  3 south, from the entry(magic will come out and nail you, but don't worry.)
  3 west, 3 south, 7 east, next to the lava.
  3 south, 3 west, north, 3 west, 3 south, east, south, 5 east, south two
squares, east over the lava through the door. If you're low on strength and have
no food left, use the ankh to get out. It's worth it. These pipes will freeze
your opponents in combat, which gets very useful near the end.

  Retreat the same way you came in. Avoid the punctuation marks in the map above,
in other words.

XXXXXXXXXXXXXXXXXX Room 2e
XXXXXXX+XXXXX*XXXX
XXX XX    XXX  hXX
XX        _XXX  XX
X         XXXX   X
X+X   X   XXXXX  X
XXX         XXXX X
XX             X X
X %XXXXXX        X
X   XXXXXXXXX   XX
XX XXX  XXXXX XXXX
X  XX     *XXXXXXX
X XXXX     XXXXXXX
X  XX       XXFFFX
XX X      X  "FFFX
X  * XX  XXXXXFFFX
X+XXXXXXDXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  In room 2e, fire right away when you enter. That takes care of a rat. Then go
west and push the boulder that way. At the top you may want to use the pipes
again if you can't sneak through the bad guys. At any rate get the hearts and
head east to the stairs in the northeast.

XXXXXXXXXXXXXXXXXX Room 3a
XvX<$<$<$
XXXX X LLLL X XXXX
X    XXXXXXXX    X
X XX          XX X
X _XX&X XX X&XXc X
XXXXXXX    XXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 3g is pretty straightforward. Go clockwise and touch the eep eep in the
corner to reduce the lava to rubble. Then you can walk to the stairs in the
center: south, then east.

XXXXXXXXXXXXXXXXXX Room 4a
XXXXXXXXDDXXXXXXXX
XXXXX        XXXXX
XXXXX XX  XX XXXXX
XXXX   X  X   XXXX
XX   X      X   XX
XX X   X##X   X XX
XX XX XX  XX XX XX
XD    #  H #    DX
XD    #    #    DX
XX XX XX  XX XX XX
XX X   X##X   X XX
XX   X      X   XX
XXXX   X  X   XXXX
XXXXX XX  XX XXXXX
XXXXX        XXXXX
XXXXXXXXDDXXXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 4a has four exits. None lead anywhere, but the north one provides a clue
that there's somewhere else to go to. In room 4b, you'll only have access to
part of the floor, with a chest and a door teasing you. All you can do is fight
your way away from spiders.

XXXXXXXXXXXXXXXXXX Room 4b
XXXXXXXXHXXXXXXXXX
X w    X X    w XX
Xy XX XX XX XX CXX
XXXXX XX XX XXXXXX
XXX   X   X   XXXX
X   XXX X XXX   XX
X XXX   X   XXX XX
X  XX XXXXX XX  XX
XX    X   X    XXX
XXXXYXXwwwXXYXXXXX
XXX( X  c  X((XXXX
X   ~X www X~   XX
X XX~X     X~XX XX
X   ~XXX XXX~   XX
X+X  tXX  X~t XcXX
XXXXXXXXHHXXXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 4b allows you to pick up an extra hammer if you enter from the north.
Have a powerful weapon ready to take out the gremlin. Go to the right passageway
to discover it. This extra hammer makes the last part of the dungeon MUCH easier.

XXXXXXXXXXXXXXXXXX Room 4c
XXXXXX       XXXXX
XXXXXX XXXXX XXXXX
XXXX   X`  X   XXX
XXXX XXXXDXXXX XXX
XXXX X&,   ,&X XXX
XXXX XX     XX XXX
XXX   XXXDXXX   XX
XXX X   & &   X DX
XXX X         X DX
XXX   XXX#XXX   XX
XXXX XX\\ \cXX XXX
XXXX X\\\ cc\X XXX
XXXX XXXXDXXXX XXX
XXXX   XF  X   XXX
XXXXXX XXXXX XXXXX
XXXXXX       XXXXX
XXXXXXXXXXXXXXXXXX

  A gremlin steals your food right away in 4c if you don't watch it. There's not
much to loot here, either. The chests in the middle, which you release by
flipping the switch above, are lousy.

XXXXXXXXXXXXXXXXXX Room 4d
XXXXXXXXXXXX XXXXX
XXXXXXXXXXX  XXXXX
XXXXXXXXXX   XXXXX
XXXXXXXXX    XXXXX
XX               X
XX XX XX#####XXX X
XX XX X@     XXX X
XD XX X@     X`X X
XD XX XX  x  X   X
XX XX X@     X`X X
XX XX X@     XXX X
XX XX XXXXXXXXXX X
XX XX X""""""XXX X
XX               X
XXXXXXXXXX XXXXXXX
XXXXXXXXXXxXXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 4d is entertaining. Step on the panels to watch the bad guys pop up and
flip the switches so the heads fire at them. Nothing important to do though.

XXXXXXXXXXXXXXXXXX Room 4e
X     XXDDXX     X
X XXX XX  XX XXX X
X  +X X w  X X+  X
X XXX X  w X XXX X
X     D  w D     X
XXXXXXX w  XXXXXXX
X     X w  X     X
X XXX D w  D XXX X
X  `X X  w X X_  X
X XXX XXwwXX XXX X
X     XX  XX     X
XXXXXXXX  XXXXXXXX
XXXXX        XXXXX
X  hX XXXXXX Xh  X
X   X#XXXXXX#X   X
X               `X
XXXXXXXXXXXXXXXXXX

  In room 4e there is a lever under a chest, in back of the southwest door in
the starting hallway. Follow a boulder so it doesn't hit you, and take out a few
cobwebs. Then you will need to go south down the corridor. There are two stairs
down. The left one is one-way so take the right one. You don't have to kill the
patrolling skeleton at the bottom.

XXXXXXXXXXXXXXXXXX Room 4f
XXXXXXXXDXXXXXXXXX
XXXXXXXX XXXXXXXXX
XX X>X X X XX XXX XXX X +XXXXX
XXXXXXXX XXXXXXXXX
XXXXXXXXDXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 4g has some spider webs, then a magic web to the left or right. The
room's symmetrical, so don't sweat the direction--ehh, follow the path east and
it curves counterclockwise. At the top there's another magic web. Shoot it and
walk up. You'll avoid the reaper's fire easily.

XXXXXXXXXXXXXXXXXX Room 4h
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXX   w         DX
XXX X XXXXXwX XXXX
XXX X XXXXX XwXXXX
XXX   X( (X   XXXX
X\wwXXX (hXXX XXXX
X   XXX( (XXX XXXX
X ,&XXXXwXXX   XXX
XDXXXXXX XX X X XX
X XXXXXX XX ww  XX
X     ww XX wwwwXX
XXXXXXXXXXXX_ +XXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  In room 4h it's a straight shot to the stairs--only problem is, they don't go
anywhere. You might want to check the first passage down. It holds a heart and a
star. There's also an eep eep to work around. Whip al the cobwebs in the area
and wait near the entrance. Eventually the eep eep will come right and go down--
run by it. There's a mage in the room beyond, then the stairs after you push a
barrel.

XXXXXXXXXXXXXXXXXX Room 4i
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XD w     (    wXXX
XXXX XwXXXXXwX XXX
XXXX XwXXXXXwX XXX
XXXXw  X h X   XXX
XXXX XXX   XXX  cX
XXXX XXX`  XXX   X
XXX   XXX#XXXXc  X
XX X X`XX XXXXXXDX
XX  w  XX XXXXXX X
XXwwww XX        X
XXX  wXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  In room 4i, you need to hack through te spider webs. The first turn down leads
to a lever that opens the gate to the stairs down. Pull it, go back up, right,
and down through the cobwebs. Don't bother with the chest. It has a ghost. Just
continue into the center where the stairs are.

XXXXXXXXXXXXXXXXXX Room 5a
Xt SSSSSSXXXS XXXX
X  XXXXXSXXXS XXXX
X +X  XXSSSSSXXSDX
XSSSSXXXXXXXXXSSXX
XXXXSSSSSSSSSSSXXX
XSSSSXXXXXXXXXXXXX
XSXXXXSSSSSSSSSSSX
XSXSSSSXXXXXXXXXSX
XSSSXXSXXSSSSSSXSX
XXXXXXSXXSXXXXSXSX
XXXXSSSXXSXXXXSXSX
XXX    +X    XSSSX
XXS XX SX XX XXX X
XXS XX SX XX  HX X
XXX    XXt   XXXXX
XXXXSSXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  In room 5a, from the ladder, there's a secret door north in the NW corner of
the starting area. Take it. Go N, E, S, E, N, W, S(detour S for a heart,) W, S,
W, N, E. You can detour N for a heart or keep heading east to 5b.

XXXXXXXXXXXXXXXXXX Room 5b
XX    >X> >X>Xv qX
XX     X XXXX&  X
XDXXXXX XHXc D   X
XDXXXXX hXXXXXXXDX
X   XXXX(XXXXXXXDX
X   D CX(X       X
X   XXXX(X       X
XDXXXXXX X       X
XDXXXXXX X   C   X
X   XX   X       X
X & XX  XX       X
X   DD  DD       X
XXXXXXXXXXXXXXXXXX

  Room 5e features more circling around--clockwise, through a bunch of doors. In
the southeast, you have two moving boulders guarding a hammer. This one
shouldn't be hard, especially since they don't go over the hammer's square until
you take it. Go west to the statue room then north. To the side there's a chest
with hammer #2. Go back west and north. The healing goodies surround a chest--
wait, no, a mimic. Hopefully you'll have enough health you can kill the mimic
after touching one heart, or waiting to take them may heal you more than if you
grab them all, fight the mimic, and lose a heart. Either way you get the third
hammer. Go back south and east and go up the passage you didn't take along the
south wall before--between the statue and boulder rooms. Destroy the three
barrels in front. Climb down.

XXXXXXXXXXXXXXXXXX Room 6
X            <   X
X XXXXXXXXXX X X X
X X          X X X
X X XXXXXXXX X X X
X XCX$     X X X_X
X XXXXXXXX X X X_X
X X     XX X   X+X
X X X   HX X XXXXX
X X X   XX   XXhXX
X X XXXXXXXX XX XX
X X XcXXXXX& &X XX
X X X           XX
X X XXXXXXXXXXXXXX
X X              X
X XXXXXXXXXXXXXX X
X                X
XXXXXXXXXXXXXXXXXX

  Room 6 features two eep eeps, one of which will probably get into the passage
beyond the small room you start off in. You'll have to follow it a ways. Once
you get to a left-arrow you're a bit freer. The eep eep will probably block the
good treasure east of the south passage, but to the west there's some neat stuff.
At the bottom of the passage, the stairs are to the east.

XXXXXXXXXXXXXXXXXX Room 7
X XXXX_ && +XXXX X
X  XXXX && XXXXz X
X   D        D   X
XXXXXXX && XXXXXXX
XXXXXXX && XXXXXXX
XXXXXXX    XXXXXXX
X hXXXX && XXXX  X
X  D  Z && D  D  X
X  XXXX && XXXXH X
XXXXXXX    XXXXXXX
XXXXXXX && XXXXXXX
XXXXXXX && XXXXXXX
X   D        D   X
X  XXXX && XXXX  X
XFXXXX+ && _XXXX$X
XXXXXXX    XXXXXXX
XXXXXXXXXXXXXXXXXX

  In room 7, wear the amulet because you're almost done and you just want to
blast through the last bit. Go west through two doors. Take out the tiger. There
are stars/hearts all over. At the top, go east. Notice that you see a star key
for a split second under the treasure chest--hmm, that's not a real treasure
chest. So just prepare to fight with a mimic. You need that star key. The other
rooms hold decent treasure with the reaper in the SW being the best. It guards
some food, so no matter how badly you get damaged, it's worthwhile to pick up.
Worst case: you regain all your health.

  The stairs are west of the star door.

XXXXXXXXXXXXXXXXXX Room 8
XXXXXXXXXXX   XXXX
XX%CWW(XXXX `    X
XXXXXS(XXXXXXXXX X
XX            XX X
XX X  ZZZZZZZ XX X
XX X  ZWWWWWZ    X
XXHX  ZW***WZ XXXX
XXXX  ZW*R*WZ XXXX
XXXX  ZW***WZ XXCX
XX    ZWWWWzZ XX X
XX X  ZZZZZZZ XX X
XX X          #WWX
XX XXXXXXXXXXXXX X
XX   ` XXXXX__   X
XXXX   XXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  Ah, room 8, the final bit. If you have an extra hammer from level 4, this is
much easier. Otherwise get ready to use your amulet a bit. You only need three
shots to get in along with a hammer, which you can get on this level.

  First bit--the hammer, if you don't have it. You'll want to ready the wand and
go north and east. Take the secret door left of the barrel. Zap the two heavy
webs with your wand and walk over the spikes to the mushroom. That opens a
critical door in the southeast. Go there and use the wand on the heavy webs for
some magic and a hammer. Now pull the upper right corner lever. It flips star
doors and cobwebs. Clear the cobweb right of the star key. Then clear the two
above it. Get the star key. Go 1 east, 2 north. Unlock the star door to the left
and now go to the lower left. Flip the switch. Use a hammer on the barrel next
to the rune that you can reach. Get the rune. Use the ankh. Yay!

    6-7. PRIDE


  MAP OF PRIDE

  The cavern of Pride is on the island archipelago south of Lord British's.
You'll want to take the boat south, kill the dark knight with the amulet, and go
beyond.

  The most important thing to do here is stock up before you start. There are
many nasty tricks Pride throws at you, and you will probably need to go through
it twice: once for the rune, then return to recharge, then for the final rune in
the Abyss, past the underwater tunnel.

  MAP OF PRIDE

1                                       1u
v                                       ^
v                                       ^
2                                       2u
v                                       ^
v                                       ^
3                                       3u
v                                       ^
v                                       ^
4                                       4u
v                                       ^
v                                       ^
5                                       5u
v                                       ^
v                                       ^
6                                       6u
v                                       ^
v                                       ^
7a>>7b--7e--7h--7i--7j--7k--7l--7m--7n--7o
    |   |
    |   |
7d--7c  7f--7g

XXXXXXXXXXXXXXXXXX Room 1
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXX  XXXXXXXXXXXXX
XXX hXXX   XXXXXXX
XXXX   X & #   XXX
XXXX & #   X   XXX
XXXX   XX#XX   XXX
XXXXX#XXX#XXX#XXXX
XXX   XX#  XX   XX
XXX & #D   ##   XX
XXX   XX   XX  &XX
XXXX#XXXX#XXXXDXXX
XXXX   XX#XX#  XXX
XXXX   #   X   XXX
XXXX   X   #  H XX
XXXXXXXX  &XXX #XX
XXXXXXXXXXXXXXXXXX

  In room 1, the solution to the gate switching is pretty simple. Just flip the
second switch you see. Then you can go up to the top, west, and fake the cyclops
out. The cyclops is very nasty as it follows you around and can't be damaged.
There are also bats and rats to beat back. But use the statue to duck the
cyclops. Run the opposite way he does, go all the way down, left, and all the
way up to the ladder.

XXXXXXXXXXXXXXXXXX Room 2
XX     XX  D   XXX
XX     XX XX F XXX
XX     XX  X   # X
XX  H  "XX XXXXX X
XX     XX  XXXXX X
XX     XX XX  XX X
XX     XX  X  #X X
XXXXxXXXXXDXXX   X
X    XXXXX  XX   X
X XXXXXXXXXhXX XXX
X XXXXX@XXXXXX XXX
X XXX     XXXX XXX
X XXX     XX%X XXX
X XX@  $  @X  B  X
X XXX     XX X X X
X            X   X
XXXXXXXXXXXXXXXXXX

  In room 2, you'll be surrounded by bats. You might want to kill one before
activating the plate to the right. You can step on and off but do try to avoid
the arrows coming down. The bats probably can't--they're moving around all the
time. Curl around and if you want to get the gem(don't really need money now)
grab it and go south a square and east. Push the boulder a square east. Don't
worry too much about the tiger--in fact, you can bottle him up and do one on one
combat, becaue in the next room to the north, the moving boulder guards food.
Past all that are the stairs.

XXXXXXXXXXXXXXXXXX Room 3
X     X< X  X<   X
X     X  X  XXQX X
X     XDXXXDXXhX X
X     X  *  XXXX X
X v < X     X    X
XXXXXXX** **X    X
X vX  X  *  XXXXXX
X  X`vXXX XXX ^  X
X  XXXX     X X  X
X     X    HX   XX
X     XXXDXXX X  X
X  X   X   X   X X
X  X   X&&&X+X   X
X  X  XXXXXXX  XDX
X  X >X     X  X X
X_    X    >X  X`X
XXXXXXXXXXXXXXXXXX

  In room 3, push the center boulder up two. Push the boulders at the edge up
one. Then push the two lower boulders outwards. You can kill the boulders, but
that's not a good idea if they're still in the big area. Things may get too
crowded. Hit a boulder twice with the amulet and let it back into the room with
the ladder. Kill it and push it to the side. Go up through the left door.

  Use the pipes to silence the gremlins so they don't eat valuable food. Then go
south on the arrow. A right arrow is in the corner. You can shoot down the mimic
in the next room while it's vulnerable--you'll have to pass by it several times
anyway. Touch the plate in the lower right. It will change an arrow in the upper
left. Move around. Kill the reaper first so you don't have to worry about it
later--shoot it down from above.

  The new arrow leads to a small enclosure with another plate. Step on it.
Circle around again, and go down when in the big boulder room. The ex-fountain
is now a lever you should pull. It makes ghosts and rats appear, but you'll also
see a heart key. You can take it down to level 4.

XXXXXXXXXXXXXXXXXX Room 4
X   X& &X  +XX   X
X   X   X  +hX   X
X   D   Q  +XXH  X
XXXXX& &XXXXX    X
X           X    X
X           D ;; X
X           X;;;;X
XXXXX& &XXXXX;;;;X
Xq  X   X    ;;;^X
Xw*wX   X XX  ;; X
X*w*X&`&X        X
X***XXXXX** X    X
Xw*www*w*w* XXX  X
X***w***w**   X XX
Xw*w*w***w* X    X
Xww***www**   X XX
XXXXXXXXXXXXXXXXXX

  In room 4, you want to go through the west door. Pipes will help rid you of
the nuisance of timing the skeletons' axe throws. You'll want, first, to get to
the lever south of the crossroads to the west. Flip it, and boulders and cobwebs
below flip. Your object is to kill enough cobwebs to make a path to the reaper
left of the lever. Then you can grab the heart key with impunity. One problem,
though. Each time you go through the swamp, a bunch of rats pop up.

  You want to get rid of the rats first and usually the best way is to follow
the wall down and left into the first corner. Then fire or, better yet, whip
right. The rats will come running to the slaughter. Note you don't have to
activate rats on leaving the swamp, as an arrow jumps you over the line that
trips the rats appearing.

  The first time through, shoot through all the cobwebs you can. Push the top
bounder up a square short of the corner and the bottom one down. Now shoot the
new cobwebs you have access to. You can push the one boulder up if you'd like.
Now go back and do it again. Remember you can see if the boulders/cobwebs are as
you want them from where you stand to flick the switch. And with a
cobweb/boulder sealing off your corner, you can gun down rats as they come in.
So...a few more iterations of switch flipping and cobweb crushing and you can
face the reaper. Be sure to have the bats cleared before this.

  If you're feeling very gutsy, you can get the heart key before you clear the
boulder below the reaper. Shoot everything, push the boulder SW of it to the
side, shoot the cobweb behind, walk in and walk out.

  With the heart key, open up the heart door(north of crossroads,) fake the
cyclops out, and head for the stairs down.

XXXXXXXXXXXXXXXXXX Room 5
XXXXXXXXXXX      X
XXXXXXXXXXX HXXX X
XX tXXXXX`XXXX ((X
XXXXXXXXX_X ( (( X
XXXXXXXXX_X((((  X
XXXXXXXXX  ( ( ((X
XXXXXXXXX  (     X
XXXXXXXXXvXXXXXXXX
X       < <      X
X XXXXXXXvXXXXXX X
X   *   X X****  X
X\* \ * X X*** \XX
X ***** X X** \*XX
X +***+ X X* \**XX
X\**h**\X X \***XX
X   \   X   XXXXXX
XXXXXXXXXXXXXXXXXX

  In room 5, you have a barrel pushing sequence that looks tough but in fact
there's usuall only one barrel to push. Nevertheless here goes:

  S S N W S W S S W S W W. The barrel looks like it blocks your progress, but go
up to grab the stars and mushroom and then quickly down--pipes might not be a
bad idea here.  The arrows carry you over the invincible reaper to the south.
Then don't worry about timing the blinking walls. Even if you get caught you
won't be harmed. You can then go west and jump over the reaper again. This leads
to the stair area where you can heal up.

XXXXXXXXXXXXXXXXXX Room 6
XXXXXXXXXXXXXXXXXX
XSS&          %XXX
XSX        **  XXX
XSX ~~~~~~*`** XXX
XSX ~~~~~~~**~ XXX
XSX ~~~~~~~~~~ XXX
XSX ~~~~~~~~~~ XXX
XSXX   ~~~~~ hXXXX
XSXXXXX    XXXXXXX
XSXXXXXX  XXXXXXXX
XSSSSXXX  XXXXXXXX
XXXSSXXX  XXXXXXXX
XXXXXXXX  XXXXXXXX
XXXXXXX&  &XXXXXXX
XXXXH        XXXXX
XXXXXXX&  &XXXXXXX
XXXXXXXXXXXXXXXXXX

  In room 6, a reaper fires at you from off screen, so try to go east and down
as quickly as possible. There are serpents at the top which further disrupt your
timing. But you can nail them from a distance once the reaper's done for. Before
using the rope while on the top left square, touch the bottom right fountain for
some food. When crossing the river, don't worry if you let the ball blow up in
your face. You'll have another bridge to gap and another ball, then two more
balls you can shoot from long range. A mushroom in the NE dislodges one of the
boulders surrounding that lever you need to pull. It turns the barrel below into
a stair. Use the rope once more when NE of the ladder.

XXXXXXXXXXXXXXXXXX Room 7a
XXXXXX~~~~~XXXX` X
XXX~~~     ~~~X  X
XXX~~~     ~~~#  X
XXX~~~     ~~~X  X
XXXX#XX   XX#XX  X
X   w*     *w    X
XX XXXX   XXXXXXXX
XX X         HX DX
XX XX        XX XX
XX  Xv      vX  XX
XXX X        X XXX
XXX Xv  ^^  vX XXX
XXX X  <"">  X XXX
XXX X> >  <  % X XXXX
XXDXXXXX XXXX#XXXX
XX    XX XX    @XX
XX    XX XX    @XX
XX    XX XX  p @XX
XX   tXXDXX    @XX
XXXXXXX   X    @XX
XXXXXXX   XDXXXXXX
XXXXXXX_R_X D  XXX
XXXXXXXXXXXXX  XXX
X  XXXXXXXXXXXDXXX
XXXXXXXXXXX     DX
X  XXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  You'll need a quick jump in room 7d. Move left quickly and then up through the
door, all the way north. The top square triggers the door to shut, and you only
have to deal with one cyclops instead of two. Now go south a square and ready
the pipes. Use them when the cyclops in your room waits a bit. If you get hit,
it's no big deal. Just use the pipes so you can make it past--a still moving
cyclops will probably block the door just enough. Beyond the cyclops is a room
with a potion. Take the potion and quickly run north as the heads turn into
cyclops. The mushroom you eat turns the arrow to the west into a spinner.

  If you've been quick, you can make a pit stop north to refresh yourself. Just
be sure to enter at the previous direction to the one you want to get in--
walking takes time even when you're next to the arrow. And don't step on the
teleportal--you'll likely get trapped in the room with eight ogres. Instead, go
south and get the sword. Don't worry about the mimic--just go back north and get
out.

  If you get stuck, you can kill yourself and try again. It's an intimidating
room, but you can win without suffering damage. Once you've got the sword you
can exit in the northeast. Again you may have to use the pipes to get out, but
it's worth it--no ankh necessary. However there is a risk of getting the sword
and getting killed--compared to having to navigate Pride one more time, though,
that's not so bad. You can go back to 7c and up to 2b and then head east,
starting on the rune quest. Also when back at 7b you can open a heart door, get
treasure, get another heart key, and get more treasure. The extra key isn't
worth much, though.

XXXXXXXXXXXXXXXXXX Room 7e
XXXXXXXXXXXXXXXXXX
XXXXXXXXX@@@XXXXXX
XXXXXX  X   XXXXXX
XXXXXX  Q   XXXXXX
XXXX>X  X F XXXXXX
XXXXqXXXX   XXXXXX
XX>X XXXXDXDX!*,XX
XD XXXXXX X X,**XX
XXXXX     X X, ,XX
X ^ X XXXXX , **XX
X   X X  X  ,*,,XX
X   X X  X   *,**X
XXDXX X  D  ,*, DX
XX    XXXX  *$,*XX
XXXXXXXXXX ,****XX
XXXXXXXXXXDXX*X*XX
XXXXXXXXXXXXXXXXXX

  In room 7e, there's a one way path to getting the heart key and facing a mage.
Try to teleport into the mage. Then open the chest. Don't worry if the bad guys
hit you. The chest has food. Take the right door and get the boots(east/north.)
Sadly Klop isn't much help. I'll cover the wrong way(south) first, just for
kicks. You might actually want to take a detour there, because you can go to 7f
and then 7g, retreat through the door immediately before tripping the flood, and
go back to 7e and get the boots.

  But if you want to go the right way, use the shoes as soon as you have them.
Go south/east/south/west/south/east to 7h.

XXXXXXXXXXXXXXXXXX Room 7f
XX     XXXDXXXX*XX
XX %%% XXX XX***XX
XX % % D D X**,,XX
XX %%% XXXXX,X**XX
XX     X     *, DX
XXXXDXXXX XXX ,*XX
XXXX      XX,,**XX
XXXXXXXXXXXXX,*X*X
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
X%XXXXXXX%XXXXXXXX
XX%%%%%%%XXXXXXXXX
XX%%%%%%%XXX%XXXXX
XX%%%%%%%XXXXXXX%X
XX%%%%%%%XXXXXXXXX
X%XXXXXXX%XXX%XXXX
XXXXXXXXXXXXXXXXXX

  In room 7f, Beh Lem the demon has some supplies if you touch a mushroom near
him. You can also use him to keep the ghosts at bay while you shoot them. If you
use the shoes here, the exit is to the right. You can also find some mushrooms
on the bottom. But you probably don't need much more than what Beh Lem gave you.
If you really want, you can go back to 7e, take the other door in the room with
the heads, fake out the cyclops and come back around for more treasure. But you
really should just leave. North. Without the shoes.

  Room 7g is a trap. Slowly, water forms around you, and you're forced to a
certain square to make further progress. Eventually you're dumped on an island,
and you're toast. You can go west and pus a boulder back, but you've just wasted
your shoes. You'll have to retreat to 7a and come back to pick them up again.

XXXXXXXXXXXXXXXXXX Room 7h
XXXXXXXXXXXXXXXXXX
X_ XXXXXXXXXXXXXXX
X  XXXXXXXXXXXXXXX
XXxXXXX&+&XXXXXXXX
XXxxxxx   XXXXXXXX
XXXXXXXXSXXXXXXXXX
XXXXXXXXSXXXXXXXXX
XXXXXXXXSXXXXXXXXX
XXXXXXXXSXXXXXXXXX
XXXXXXXXSXXXXXXXXX
XX              XX
XX > > > > > >  XX
XD              DX
XX > > > > > >  XX
XX              XX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 7h is the under-sea tunnel. The arrows provide a nice walking escalator
feel to it, and you even have secret doors in the middle that net five gems by
now. Touch the right statue in the hidden area to open another one. There's a
star key in the northwest secret room.

XXXXXXXXXXXXXXXXXX Room 7i
XXXXX&%&XXXXXXXXXX
XXXX     ~XXX~  DX
XXX       ~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~""~"~""XXX
XXX""~"~       XXX
XD  ~xXX~     XXXX
XXXXXxXXXX&%&XXXXX
XXXXXxXXXXXXXXX  X
XXXXXxxxxxxxxxZ %X
XXXXXXXXXXXXXXXXXX

  Room 7i features heads shooting arrows. Without the star key from the previous
room, you can't do much about the first wave--just run past, left wall--but
avoid the mushroom and the trip down after going east is perfectly safe. Then
eat the mushroom at the bottom and go east and up.

  With the star key from the previous room, you can take the

XXXXXXXXXXXXXXXXXX Room 7j
XXX X,&,XX,&,X & X
XD  X   XX   X   X
XX  D        D   X
XXX XXXX##XXXXXXXX
XXX X@ . . .@X`5XX
XXX X . . . .X  XX
XXX X. . . . XDXXX
XX  X . . . .X  DX
XX  X. . . . XX XX
XXXDX . . . .XX XX
X   X. . . . XX XX
X,&,X@. . . @XX XX
X   XXXX##XXXXX XX
XXDXXXXX    XXX XX
XX XX  X    XXX XX
XX  D `X,&, D   XX
XXXXXXXXXXXXXXXXXX

  Room 7j features a chess style puzzle. To the right, you have Dr. Cat and Gnu
Gnu playing chess. Dr. Cat is on the left of the board. There's also a sign
talking about Dr. Cat's gambit.

1. R.QR4 R.QR6
2. R.K6  R.K3
3. R.KR3 R.KR$

  A nonsensical chess game, but the idea is pretty clear if you know Descriptive
Notation. And if not, you can probably muddle through by trial and error, or win
the fight. You will need to freeze your opponents, kill the weak ones with the
amulet(it's important not to get crowded in,) and possibly freeze them again.
The experience points aren't much--30 for everyone except no points for the
queens--but it's a nice challenge. Touch a rook to exit.

  The actual solution: On the top row, go to the east edge(Dr. Cat's 6th rank.)
Go south four(king's file) and go three east. Go three south and east and exit.
The squares on the path are safe; the others begin the fight.

XXXXXXXXXXXXXXXXXX Room 7k
X   vXXXXXXXX    X
X  XXX      XXX% X
X XX         ^XX X
X X<           XX  xx       >X X
X XXv         XX X
X  XXX      XXX  X
XR   XXXXXXXX^  _X
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 7k has the rune of humility. There's Dr. Cat in the northwest with some
advice to fill in the story line, but the mushroom in the northeast is more
useful. It changes a plant by the west door to an arrow. Head south and onto the
next arrow to get the rune of Spirituality. As a bonus, it also heals you. Take
the arrow north to leave, go east and enter 7n if you're feeling lucky--and well
supplied. Otherwise go back, stock your whole inventory up, and try again.

XXXXXXXXXXXXXXXXXX Room 7l
XXXXXX   ww w   XX
XXX    X XXwX X XX
XXX XXXX      X XX
XXX   XXXXXXXXX XX
XXXwX X         XX
XXX w X XXXXXXXXXX
XXXwX X X&c&X   XX
XD    X X   D   DX
XXXXXXX X   X   XX
X   w w XDXXXXXXXX
X X XwX X XXXXXXXX
X X     X XXXXXXXX
X XXXXXXX XXXXXXXX
X w w     wwww XXX
X XwX XXXXXXXXXXXX
X     XXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  Room 7l is linear but not literally. You'll turn a lot of corners as reapers
shoot through cobwebs trying to hit you, but you shouldn't have much trouble
keeping ahead. Eventually cobwebs will block your way. Go north and you'll see a
door. There's a treasure chest with cheese, which is actually worth it in the
next room.

XXXXXXXXXXXXXXXXXX Room 7m
XXXXXX           X
XXXXXXWXXXXXXXX XX
XXXXXXWXXXXXXXX XX
XXXXXXWXXXXXXXX XX
XXXXXXWXXXXXXXXZXX
XXXX+   +XXXXX& &X
XXXX + + XXXX&  XX
XD>X  %  XXXX   DX
XXXX + + XXXX&  XX
XXXX+   +XXXXX& &X
XXXXXXWXXXXXXXXXXX
XXXXXXWXXXXXXXXXXX
XXXXXXWXXXXXXXXXXX
XXXXXXWXXXXXXXXXXX
XXXXXXwwwwwwwww zX
XXXXXXwwwwwwwww XX
XXXXXXXXXXXXXXXXXX

  Room 7m has an ominous no-return sort of arrow. Jump into the 5x5 room and use
the cheese in the lower left. Then ready the sword and heal yourself. Get
prepared for the cyclops onslaught. You'll have to hack north as one will trap
you on each side. When you kill one with the magic sword, switch to the wand to
start blasting the heavy webs. Now you can nail the cyclops one by one if you
time your stab-and duck right. They're really slow but powerful if they hit you.
You really have to clear the room as the bottom passage is important, but try to
leave the hearts until after you've won the fight--or taken damage. And
definitely, at the very least, use the pipes.

  Once the cyclops are gone, hack with the wand to the bottom bit. Clear out the
webs and make sure the reapers at the right end fire asynchronously. Then you
can attack one while the other is about to fire, and vice versa. They're easier
than the single reaper in the top passage. A star key is behind them.

  At the end of the top corridor there's a reaper and you might want to use the
pipes here too. Kill it and use the star key on the door beyond. Shoot any ball
and then step back. There'll be a chain reaction. This makes your work easier.

XXXXXXXXXXXXXXXXXX Room 7n
XXXXXXXXXXX     XX
XXCX XcXXXX & & XX
XXQX XDXXXX  F  XX
XX     XXXX & & XX
XXXX XDXXXX     XX
XX^X XtXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XD^XXXXXXXX+_XX DX
XXXXXXXXXXX_+XXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXqD DcXXXX     XX
XXDX XDXXXX & & XX
XX  "  XXXX  p  XX
XXXX XXXXXX & & XX
XXcD DtXXXX     XX
XXXXXXXXXXXXXXXXXX

  In room 7n, there are two reapers to have kill themselves with a crossfire.
Take the teleport. Use the pipes before you step on the center pressure plate.
Kill the reaper on the left and right and then let the vertically aligned ones
kill themselves. There's a mimic in the upper left with a heart key. Take the
transporter and go to the upper left. Ghost shoes! A potion, food, and a
heart/star room are to the right. Stock up and go right, to 7o.

XXXXXXXXXXXXXXXXXX Room 7o
XXXXXXXXXXXXXXXXXX
XXHD   X&c&X w XXX
XXXX   X   Dw  XXX
XXXX   X   X  wXXX
XXXXXDXX#X#XXXXXXX
XX    X     D`XXXX
XX    D  &  XXXXXX
XD    X     D \  X
XXXDXXXXXXXXX    X
XX    XXXXXXX  \ X
XX& & XX%%% D   \X
XX &  XX%   XXXXXX
XX& &  D  %%XXXXXX
XXXXXXXX%%% XXXXXX
XXHD XXXDXXDXXXXXX
XXXX     XX+XXXXwX
XXXXXXXXXXXXXXXXXX

  In room 7o, outduel the troll if you need. Take the stairs up, which are north
of your mini-room. There's not much else in this room except a nasty troll fight
and a nasty spider fight.

XXXXXXXXXXXXXXXXXX Room 6u
XXXXXXXXXXXXXXXXXX
XXh  <><>Y>     XX
XX  vX  ~~~     XX
XXvvX~^^~<~< <  XX
XXXXv X^Xv>^> >X^XDXX
XX XvXvX  XX ~~ XX
XX>X>X>X>X^X~   XX
XX  v vX XX* "*~XX
XXXXXXXXXXX* ~~~XX
XX^    `~+  ~~~~XX
XX     ~~ _ ~~H XX
XXh    ~Y+ +D   XX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX

  In room 6u, there sure are a lot of arrows. Take the rightmost down one. Then
flip the lever to the right. Go left onto the arrow. Go up. Then take the same
arrow you took before. You'll land on a reaper. But better yet the up arrow
takes you to a new place. The upper right. Enter the door, get the heart, and
past the next door a pressure plate changes boulders to bats. The stairs are
along the path, then east at the wall.

XXXXXXXXXXXXXXXXXX Room 5u
X              X X
X    *         X X
X  X^XX  X^XX  X X
X  X qX  X FX  X X
X  X^XX  X^XX  X X
X              X X
XXXXXXXDDXXXXXXX X
X HX*    ~~   X< X
XQXX~ ~~ ~  ~ XX X
X X`~ ~  ~  ~  X X
X X ~ ~  ~  ~  X X
X X ~ ~  ~  ~  X X
X X ~ ~  ~  ~  X X
X X   ~~   ~~ hX X
X XXXXXXXXXXXXXX X
X +            + X
XXXXXXXXXXXXXXXXXX

  In room 5u, the trolls appear to be on steroids or something. Use the pipes,
swat them with your sword, and work through the water maze. There's a lever at
the west end, and pulling it turns the boulder to a right arrow and back. Hmm.
There are two reapers above--the left one is the important one and the usual
feint tricks work to kill him. Push the boulder three left and two down. Now
flip the switch. Hey-presto! A right arrow into the area with the heart key! Now
switch the arrow back to a boulder. You can get a food if you want, but why not
just have done with things? Push the boulder south and all the way east. Switch
it back to an arrow. Stand on it and you'll crush the reaper. South, west and
north to 4u.

XXXXXXXXXXXXXXXXXX Room 4u
X         &&&&&&"X
X &&&&&&&      + X
X &     & XXXXXXXX
X & && && X^  _L^X
X &<&   & X LHLLLX
X&&&&   & X^LLLL^X
X      && X< < X X   X  X v X
X H X  XSX  XXX XX
X   Q            X
XXXXXXXXXXXXXXXXXX

  In room 1u, you will need to run to the southeast corner of this room. You're
twice as fast as the mages so you can probably survive getting hit only once.
Stay in secret walls and wait for the mage to lump together and you win the
footrace easily. Go north/east/south through the arrows. There are some rats--
retreat to be safe in defeating them--and on the left, the upper room's pressure
plate releases the heart key above. Go back right and up onto the other plate.
You'll jump back up. Then get the key--best way to do this is to wait at the top
until the mages are firing at you from behind the wall and go down quickly. Then
go up once you have the key into the corner, back down when the mages get near,
and right. You don't see a pressure plate, but the arrows will shift down once
you get near them. Taking the stairs gets you out of here!

  Note--I recommend taking Beh Lem's boat back to Serpents' Isle. If you do,
it'll always be there, even if you use the ankh while in the Abyss. I believe
you don't even need to talk to Beh Lem, but eh, don't push it. It seems one of
those intentional bugs to make the last bit less tedious.

    6-8. ABYSS

               4x
               ^
               ^
           4a<<3b>>4b>>5>>6>>7>>8>>9a
               ^                   v
               ^                   v
      1>>>\    2e--2f     10b<<9b<<10a
      v    \   |   |       |
      v     \  |   |       |
  3x>>2a--2b \ 2g--2h      11--12--13a--14a
      |   |   \   /                      |
      |   |    \ /                       |
      2c--2d    v          16--15--14b--13b
          v
          v
          3a

  Stop in at Johann's to learn a vital clue or to stock up on supplies with
whatever treasure you found in the dungeons. Just one more to go, and it's not
as long as Pride! The puzzles are, however, harder.

XXXXXXXXXXXXXXXXXX Room 1
X                X
X XXXXXXXDXXXXXX X
X X     X XXH XX X
X XXOXX X X    X X
X XXXXX X X@  @X X
X X   X X X    X X
X X X   X X@  @X X
X X XXXXX XXX XX X
X D     XhXtD Xt X
X XXXXXXXXXXXXXX X
X X   D    DWWWX X
X XDXXXXXXXXW WX X
X X  (X(( (X   X X
X X  (D  ((XW WX X
X XXXXXXXDXXXXXX X
X                X
XXXXXXXXXXXXXXXXXX

  The first thing to do is to get the armor. You might not need it to complete
the game, but it'll save some headaches. Kill the cyclops in your mini-room
relatively quickly and don't worry about getting hit. Then take the transporter
and proceed clockwise. The door on the south side leads to Beh Lem who tells you
what I just said, so why bother? If you're quick enough you can make it to the
west side. Duck in the door and up. Follow the passage to the hole. Drop down it.
The stairs will come later.

  I'm presenting the walkthrough separate from the rooms here, because it gets a
bit tangled.


      Room 2a            Room 2b            Room 2c            Room 2d
XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX
X"""       (     X XXX         Dw  tX X DXXXDX  ~XXXDXXX XXXDXXX     X XDXX
X"   "XXXX XXXXXXX XXX XXXXXXXXXwww X X XX D    ~~   XXX XXX X       X X  X
X" """X++X      DX XD  XXX"XXX"Xwww X X X  X X` ~~XX  DX XD  X X     X XX X
X"   "X  XXXXXXXXX XXXXX     X XXXXXX X X  XDXXXX~~XX XX XXX X XDXDXDX    X
X  """XDXX XX   XX XXXXX & & X "XXX"X X X` X  XwX ~XX XX X X   X X X XXXX X
X XXXXX    D    XX X   D     X XX   X X XXXXX XwX ~~~~~X X XXXXXOXOXOXXXX X
X    "X XXXXXX  XX X XXX & & X    XXX X     XwX X   ~~XX X X"  XXXXXXXX"X X
X XXX5X X    XXXXX X XXX     X XX X"X X XXX XwwwXX XXXXX X XXX*XXXXX    X X
X X XXX X"   D  DX XDX"XXXXXXX XX X X X X"X XwwwxX     X X X X XXX   XXXX X
X X     X   (XXXXX XXX+X       XX X X X X X X"wwxX XXX X X X_X   XXX    X X
X X"XX XXXXXXX "XX XXX X XXX X      X X X X XxxxxX   X X X X"X X   XXXX"X X
X XXXX X~~~XXX XXX XXXXX  "X X XX X X X XXX XXXXXX X X X X XXXXXXX   "XXX X
X XX * XXX~X!X XXX XXXXX XXX X XX X X X  X    X XX X X X XDXXXXXXXXXXXXXXXX
X    * >  =     DX XD    Xt  X"X  X X X XX XX X XX X XXX X   *  * X X Xh  X
XX X * XXX~X*X XXX XXX X XXXXXXX XX X X XXXXXXX XX X  DX X   * *  D   X   X
XXDXXXDX~~~XXXDXXX XXXDX     "XXDXD X X         X  XXXXX X   *  * X X     X
XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX

  In room 2a, all you have to do is go east once down the hole. There is a gem
you can't get past a teleportal below, and you can go to a useless part of 2c,
too.

  In room 2b, you want to continue east if you came from 2a. There's a
teleportal at the end of this, through some spiders and cobwebs. Take it. E-N-W-
S-W. You might want to go to the west and lower 2a, where you can touch the
upper boulder in your path(free heart and star) before taking the south of the
two exits, to 2d.

  In 2d, from 2b, you have a choice of three pits. Take the middle one. The
others lead to 3x, where you need to work to get back up the stairs to 2a, where
you started. Through the middle pit you get kicked to a part of 2b you didn't
see before. The door to the west leads to 2a and a tough combat sub-room.

  In 2a, go west. Step on the pressure plate. Then take the north branch as the
south leads to east 2b, which is a useless place 2-b. The teleportal in this
zone of 2d leads you back to 2a, under the slimes. But now you can access the
door that was hidden before by the boulders and the arrow. Congratulations. You
are now in a useful part of 2c.

  In 2c you want to use the pan pipes on the slimes to kill them with your sword
and get to the lever. Flip it and go back to the reapers, up and right. Again
the pan pipes could be useful, or you can just sacrifice a food so you can touch
the panel next to the lower one. West and south there's an arch. At the bottom
of the room there's another plate once you hack through the cobwebs. Step on it.
Wow, the wall dissolves. Take the passage east. Go a square south and continue
east. You'll go to a narrow strip of 2d you haven't seen before.

  Listen to Beh Lem when he says don't open that door. It's a teleport that will
undo all of your work. Push the bottom boulder right two. Go north. Push the top
boulder right two. Through the door and down the stairs to 3a. The money's a bit
useless now but the armor in the far left isn't. It's better than the plate mail
you had. Step on the X to leave. You're back at level 1.

XXXXXXXXXXXXXXXXXX Room 3a
X                X
X                X
X                X
X   H        .   X
X                X
X                X
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXX
X      +  5      X
X  &5         &  X
X        &  +    X
XH    +         +X
X  &         +&  X
X      / 5       X
XXXXXXXXXXXXXXXXXX

  This is the map of area 3a. The bottom contains the chest with armor in it.
The top is a big battlefield where you can get killed easily. It's the area you
get kicked to if youdrop down the wrong holes in room 2d.

  Now to get the final rune. If you teleported from getting the sword, you can
take the door south and go down the stairs. Otherwise, if you're just entering,
you will have to time things. Eight boulders will flash by to the south. View
them, after you take out the cyclops, by staying right of the transporter. You
can always back out if you mis-count. Sadly the pipes don't do much good here.
After #8 hit the teleport and go north and west. Take the door down. Be prepared
to take damage from the tiger.

  In the rooms below you will need to collect three keys in separate rooms
before visiting the fourth.

XXXXXXXXXXXXXXXXXX Room 2h
X    *  XDX *    X
X    *      *    X
X *  *  * * * ** X
X    *      *  * X
X****************X
X     "******    X
X  * **     *    X
X    ** *** * *  X
XX * ** *H* * *  X
XD   ** *** * ** X
XX ****     *    X
X****************X
X    *      *    X
X    *      *  * X
X *  *  **  * *  X
X   z*      *    X
XXXXXXXXXXXXXXXXXX

  Room 2h is the earth room. Push a boulder east and then push one south. W, S,
push 2 s, W, 2S, push boulder 2W, go south to step on the plate. 3n, 2w, push 3n.
2e, 4n, 2e for the key. Now exit west and south to the water room.

XXXXXXXXXXXXXXXXXX Room 2g
X~~~~~~XDX~~~~~~~X
X~~~~~~~=~~~~~=F~X
X~====~~=~~~~==~~X
X~~=~=~~=~~~==~~~X
X~~=~p~~=~~~==~~~X
X~~=~~~~=~~~==~~~X
X~~=~~=======~~~~X
X~~====~~=~~~~~~~X
X~~~~==~~=~~~~~~XX
X~~~~~==~=======DX
X~~~~~~=~~~~~~~~XX
X~======~~~~~~~~~X
X~=~~~~==~~~~~~~~X
X~=~~~~~==~~~~q~~X
X~===~~~~======~~X
X~~~~~~~~~~~~~~~~X
XXXXXXXXXXXXXXXXXX

  Room 2g--water. Using the pan pipes here really makes things less annoying. Go
W, N, W, 3S, E, 3S, E, S, E, S, E. The heart key is to the north. Retrace your
path, but where you would turn south for the final time, take the path north.

XXXXXXXXXXXXXXXXXX Room 2e
X"   ;   ;   XXXXX
X ;; ;  ;;  ;X  DX
X;   ; ;;  ; X XXX
X ;;;;;;  ;; X#XXX
X;;   ;;;;;  X hXX
X   ;; ;   ; XXXXX
X  ;;;;;  ;;    DX
X;;      ;;  XXXXX
X   ;;; ;;       X
X;;;;  ;;;;      X
X ;;  ;;   ;;    X
X    ;;  ;;;; ;  X
X   ;;  ;;;;   ;;X
XF ;;  ;;;;;   ; X
X;;         ;;;; X
X;    XXDXX  ;;  X
XXXXXXXXXXXXXXXXXX

  Room 2e--air, I guess, because wisps are all around. Use pipes to freeze them,
but don't dawdle. Go to the northwest corner to release the gate in the east
guarding the stairs. Then go south six squares and east into the fire room.

XXXXXXXXXXXXXXXXXX Room 2f
XX      X   >X   X
XD      z   vq L X
XX      X ^ vX L X
XXXXXXXXXX^XvXLL X
XLLLLLLLLX^XvXLL X
XXLLL/LLLX^< >X>F www >X   X
X * XXXXXw***xwX*X
X^ *X * XX *H* * X
X  > F>v D* ** *wX
X^>F^< ^< X*XXXXX X
X ^^>^^ vX^X<    X
X^  XXXXXXXXXXXXXX
XXX X *X>X * X*q X
XXX Q! XqX*w X  *X
XFXXX**XXX * X * X
Xw  *  w^XX XXXDXX
X  *w*  *Q * X   X
Xw *"w * X* wX***X
X *w * **X  * *  X
X   * *w X*w*   wX
XXXXXXXXXXXXXXXXXX

  In room 4a, which you can skip(first stair down from 3b, and not really worth
the time you'll invest,) push the boulders east, south and west to get the
mushroom. That clears a boulder, and you can attack a cobweb. Get on the
cobweb's former square and push south, east, south. Hide and duck to take out
the skeleton. Then take the arrow. Push the boulder north and go west. For food,
go west onto the down arrow. Then push up and down, and go right to return as
you were. Then take the down arrow below you.

  Trapped by boulders now, but E, shoot S, S, E, S, push W. S, push S, E, shoot
S, 2W, push S, N-2E-S-push W. Kill the cobweb to the south. S. push E. Push N. E.
Push E. Push N. 2S. E. shoot E. E. N, push N. Push W. 2N. Push N. E. Push N.
Push W. Get the heart key. Return to the heart door and open it. Push W. N. Get
the heart key and loop back. Push W. Shoot N. Heal. Why? 2W-N leads to a boulder
that moves. Take care of it and go through the heart door. Go straight north and
get one food. Cycle back to the first arrow you went through. Go to the door
west of the ladder and go west. Now an arrow has changed. You can get the food
amidst all those arrows. Getting out is a hassle: south, east, east. Loop around
and go 3N after crossing what was the second heart door. East to the arrow, 2S,
2W. Back up.

XXXXXXXXXXXXXXXXXX Room 4b
Xwwwww( XX x   F X
Xwwwww( XX x    pX
Xww"ww( XX x  O  X
Xwwwww( XX xxx   X
Xwwwww( XX  `x   X
X(((((( XX   xxxxX
X       XX       X
XXXXXXXX++XXXXXXXX
XXXXXXXX++XXXXXXXX
X       XX       X
XXXXXXX XX ((((((X
X     X XX (wwwwwX
X     X XX (wwwwwX
X  H  X XX (ww"wwX
X     X XX (wwwwwX
X     X XX (wwwwwX
XXXXXXXXXXXXXXXXXX

  In room 4b it looks like you're trapped. Then you touch the ladder and you're
free! Go northeast to get the hearts and then flip the lever. This will make a
reaper appear. He will eliminate two cobwebs in the southeast. You can run by
the ghosts and deal with them later. They can go through walls, apparently, but
not boulders. So you can pick them off as you do rats when you need to get out.
But first you need to push a boulder into the center and you can probably beat
the reaper in hand-to-hand even though you can't really make him waste his
shots(boulders don't cross lava.)

  Touch the plate where the reaper was and repeat the process in the northwest.
Once you touch that plate, you need to flip the switch in the northeast, then
use the pipes go south and touch the southeast switch again. This will clear the
upper right wall, for whatever reason. Then you can go down that hole.

  If all else fails, run around among the two plates(NW/SE) and the lever. Trip
them all repeatedly. Eventually things will work.

XXXXXXXXXXXXXXXXXX Room 5
XX>  XXXXXXXXX  XX
XXXXvX    > >  vXX
XX^ X>   v<+ + ^XX
X _    vX^XX
X    v^ XX XX>XvXX
X X>X>  X>+vXvX^XX
X X > ^> +*+  > vX<  vXvX^XX
XX  _  X>> > vXvXX
XX^*+*v   *vXvX^XX
XX  _ >X^> > >XvXX
XX^ < X^XX
XXXXXXXXXXXXXXX XX
XXXXXXXXXXXXXXXXXX

  In room 5, the outlay is confusing, and there are some circular arrows that
wind up killing you, but the solution isn't too bad. Go left into the arrow,
then left and down a square each to arrow #2. Down and left into the next arrow,
and then retreat right. S-E-S-S-E-E to the next arrow. N-E and then 2W down the
hole. Heal before you go, because you will get hit immediately on the next level.

XXXXXXXXXXXXXXXXXX Room 6
X     X@@@@@X   %X
X t   X"""""X    X
X XxX X!""""X    X
X xvx X"""""X    X
X XxX X"""""X t  X
X     X"" ""X    X
XXXXXXXXX XXXXXXXX
X     XX   XX    X
X  t             X
X     XX   XX    X
XXXXXXXXX XXXXXXXX
X     XX   XXtX qX
X t   X     X X XX
X    FX     X X  X
X     X     X XX X
X     X     X    X
XXXXXXXXXXXXXXXXXX

  In room 6, the three magicians are nasty, but the sword will slice them up.
Retreat and you can beat them without damage. You may want to dawdle in the
lower room. Go to the left side and watch the trolls shooting each other trying
to kill you through the wall, until only one is left. You only need three hearts
strength remaining for the room with heads to the north. The meaningful trap is
one square south of the NW corner. It toggles where your teleport goes. Step on
it once and return to the teleport in the west, and you will be sent to the
northeast to do battle with rats. Stand left of the button and face up, and
they'll come right to you. The mushroom you touch turns the walls around the NW
stairs to heart doors. The second time you step on the plate, you go to the
southeast. There's a heart key behind the reaper, which you have to combat
directly. The third time you get sent to the southwest where some fast trolls
will engage you. They shoot arrows too. But you can get food out of it. It's not
worth it to me. Step on the plate again and it goes to the default NW. Basically
the destination starts at the stairs and moves 90 degrees clockwise each time
you depress the plate.

  So: step once on the plate and teleport. Step again and teleport. Step twice
and teleport. Down to level 7.

XXXXXXXXXXXXXXXXXX Room 7
X   XX " " " " XXX
XvXXXX" " " "  X^X
XXX  " " " " " XXX
XvX " " " "    X^X
XXX  " " " " XXXXX
XvXt    " "  Xt ^X
XXXXXX       X   X
X   qXXXXXXXXX" CX
X   >X>X>X>X>X   X
XXXXXXXXXXXXXXXXXX

  In room 7, don't step on the X. Four reapers will surround you. Instead, turn
south at the first opportunity and slink along that wall, avoiding the arrows.
Lots of rats will appear, which will cause mondo slowdown. Get into the
teleportal. In the southeast room, step on the plate and get the cheese. Exit on
the north arrow. Back in the main area, use the cheese and hack your way to the
arrow on the left that you avoided. There's a mushroom in the enclosed area now.
Get it. Leave, go south, and go west. Go east into the arrow. You're not kicked
back in the main room from the NE now, so take the west arrow. Remember to stop
and take the hearts as you probably need them. Go clockwise until you get the
heart key in the southwest. Take the teleportal back from the southeast and
follow the wall to the north. Open the heart door and heal yourself before you
drop into the pit. Another big introductory fight awaits.

XXXXXXXXXXXXXXXXXX Room 8
X   X  >>   X`   X
Xw  X q X   X    X
X   XXXXX   X    X
X                X
X                X
X      XX   X    X
XXXXXXXXX O XXXXDX
X_X  <_ X   X    X
X    X  X   w    X
X XXXX  w   X    X
X    X +XXXXXXXXXX
XXX  XXv~~~~~~~^~X
X_    ~~~~   %~~~X
XX XX~~v~~ ~~~~^~X
X          ~ ~~~~X
X_X+X ~>~>~>~>~^~X
XXXXXXXXXXXXXXXXXX

  In room 8, go to the left immediately. Kill the spiders in the area, and when
the boulder comes over, use the pipes and shoot it. Get rid of the cobwebs and
push the boulder so it is west of the small room with the chest. It will turn
into an arrow when you flip the switch in the northeast, so be sure to have it
against the room's west wall where you can just jump in. Flip the switch, return
left(two squares above the invincible mages) and get the heart key. Then go back
right. Open the door to the south and fight the tiger. You'll get hit a bit
running left and breaking the cobweb once you win, but from there you don't have
many more challenges.

  Go to the arrow facing right. It will turn left as you approach. Take it. Go
west and south into the corner, then turn east after getting to the very SW. You
don't need to kill the reaper. But you do need to get by it and get the mushroom
in the east. Then hit the arrow chain. Go west. Hey, where'd the mages go? Never
mind, they're gone. Take the hole down.

XXXXXXXXXXXXXXXXXX Room 9a
X , XXX   + vX , X
X,z,XXX XXXXXX,q,X
X ,   XX>X+  XX X X XXX
X XvXX XXX   XXXXX
X+X        X >^  X
X XvXXX    XXXXX X
X X XXX    XXX^X X
X  v< X        X X
XXX X   XXX XX X X
XXX X XXXX  _X^> >X XXZYOvX
XXXyXXXXXX XXQXXXX
X    ^     X<   XvX+X***X LL X
X L XXXXX***XXX  X
X   X>X>X>+>XvX LX
XXXXXXXXXXDX^XX  X
X    L   X XXvXL X
X_ L L L X X^XX  X
XL  L  L X XXvX  X
X  L+LLL X XXXX  X
XLLL+L_L    X   LX
XLHLLL LLLL XXX  X
XLLL L       X+  X
XXXXXXXXXXXXXXXXXX

  In room 10a, you can carve up the cyclopses one at a time. You don't need to
talk to Beh Lem because I'll give you the hint he has: shoot while you teleport.
Beyond Beh Lem there are a few mages and one guards pressure plates. Ste on the
left one to turn the boulders to cobwebs. Follow the path W/S/E/N to an arrow
combo. Ready your bow and enter the teleportal. There are five cobwebs you can
shoot--you can only take out one at a time, alas. You will want to clear out the
three on the right and one on the left. Eventually you will be able to cross the
two plates that toggle the boulders/cobwebs. Then you can go south and push a
boulder west. That leaves the door to the south open. In a little maze beyond,
you can pick up some stuff to heal you before taking stairs up.

XXXXXXXXXXXXXXXXXX Room 9b
X~~~~~~~~ ~~~~  !X
X~~~~~~~~ ~~~~~  X
X *       ~~~~~ ~X
XSXXXXXXS~@  @~ ~X
X(((((((?=    = ~X
X        ~@  @~  X
X((   ~~~~~~~~~~ X
X((    ~~~~"  ~~ X
X   (( (===<><><><><>v>^>v>v>^>>v^vv<><><>v^vX
X< tv>>^>v^< <  > > >^v^ >v><^>>^>q >vvX
X ^<<<^<>< X
XXXX XXXXXXXXXXXXX
Xt X  X     +cXH X
X  XX X XXX XXXX X
X  ^X X"XhX  X>  X
X   X XXXQXX X"X X
X X"  XX   X   X X
X"X   X"   X   X"X
XXXXXXXXXXXXXXXXXX

  In room 11, go south and kill the mage. Now you have a pressure plate to the
south. Each time you step on it, all arrows turn 90 degrees counterclockwise.
Step on the first plate 'til the arrow by you turns down. Step on the arrow when
the rolling boulder in the area is going into the SE corner. Then you can hack
it with a sword.

  Make sure the next arrows point horizontally--top one to the right. Go north
to pick up some treasure. Get past the rolling boulder to the left or, better
yet, jump on it from the arrow. Press the plate in this area so the arrow above
faces left. Again try to jump on the boulder moving here. Now have the
introductory arrow in the top part facing right, i.e. the one you'd walk on
first. Step on it and then step on the teleportal. Take out the mage.

  Now you have to turn the arrows in some direction. Step on the corner plate so
that the arrow near it faces up. Enter the teleportal. Go south. Bam! You got
the key. Now how to get out? E-S. Wait for the flashing to end. E. You go in the
corner. N-W-N. The first two arrows don't count as they don't teleport you
anywhere. Now E-S gets you back in the main part. Turn the final arrow south.
Walk across it to the heart door.

XXXXXXXXXXXXXXXXXX Room 12
X   X X+_+_+X   wX
X X X XXXXXXX w  X
X X X        ww  X
X X"*            X
X################X
X                X
X  XXX  XXX  XXX X
X  X`   XOX   "X X
X  XXX  XXX  XXX X
X                X
X  XXX  X X  XXX X
X  X"X  X X  XCX X
X  X X  XXX  XYX X
X                X
X     XXXXXXX    X
X     X+_+_+X    X
XXXXXXXXXXXXXXXXXX

  In room 12, there are six C-shaped sections. Step on the plate in the
southwest. This produces a troll, which you will need. Go to the switch and flip
it when the troll is in the northwest. Then when the troll goes north behind
where the gate was, flip the switch again. Shoot the spider and enter the NE C.
This clears the cobwebs. The troll will trigger a plate that opens the SE C.
Beat the mimic there and get the boots. Load up on the refills and then take the
hole down.

XXXXXXXXXXXXXXXXXX Room 13a
XXXX XX* XXXXXXFXX
XXX  *    *XXXXFXX
XXx        XXXX pX
XxxXX      *XXX XX
X  xXXXXOFXXXX  XX
X    XXXXXXX     X
X      XXXX      X
XX     !!H     *XX
XXX  *        *XXX
XXX           XXXX
X        *     XXX
XXX           XXXX
XXX        *     X
XXX    *     XXX%X
XXXX        XXX  X
XXXXXX F XX x   *X
XXXXXXXXXXXXXXXXXX

  In room 13a, go east and south. Kill the first dragon. Note those volcanos are
following you, so avoid dead ends. Except for the mushroom in the southeast,
which makes a few boulders vanish. The food/potion in the northeast is a trap.
Go along the south, then north--kill the dragon if you want. Because killing
dragons is fun. The hole to 14 clockwise along the outer wall.

XXXXXXXXXXXXXXXXXX Room 14a
X    "     "     X
XwwwwwX   XwwwwwwX
XwwwwwX   Xw ww wX
X www X " XwwwwwwX
XXX XXXX X vX X X
X X  Q XSX   X X X
XXXXXXXXSX   XhX X
X  X X SSXXXXXXXXX
X    X XX        X
XX   X XX XXXXXX X
X  X   X`      X X
X      XXXXXXXXX X
X+X              X
XXXXXXXXXXXXXXXXXX

  In room 14a, go down and left through the secret doors. Heal yourself if
you're really low. Traps and combat are ahead. Wait for the mages to come to you
and whomp 'em before leaving the wall. Let the reaper misfire and then hack it
at close range. Then go on the spiral hallway to the right. Take out the dragon
and flip the lever. For some reason this also gives you an axe you don't need.
Go back through the secret doors. Go north--nothing can be done about the trap.
Then go west and quickly swerve down through the cobwebs to avoid the arrows.
That chest is a mimic. Beh Lem is behind. He gives you advice, but only I tell
you how to implement it.

  Hit the arrow, and touch the plate before the next arrow. Go right, ducking
the horizontal arrow traps. Cut out the cobwebs. Note the secret doors. Push the
boulder south and then E-S-push W-N-W-push 2S. Go back to pull the lever and
then return. Wow! An arrow to the up ladder!

XXXXXXXXXXXXXXXXXX Room 13b
X~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~X
X~~~~XXXXXXXXXXXXX
X~~&~X+,&,X,   &XX
X~~~~X    X & & XX
X~~~~X&&  X     XX
X~& &XXXXDXDXXDXXX
X&    D   _ &X  XX
X  &  X& _+_ X  XX
X&    D   _ &XH XX
X~& &XXXXDXDXXXxXX
X~~~~X&   X   X XX
X~~~~X h &X,&,X XX
X~~&~X& ,&X  +X XX
X~~~~XXXXXXXXXXXXX
X~~~~~~~~~~~~~~~~X
XXXXXXXXXXXXXXXXXX

  In room 13b, go east and south to talk to the eep eep. This opens up doors.
Fight the mage to the north and then leave via the left door in the south wall.
Get the goodies around the level and take the ladder down to the final level in
the southwest room. Yes, this was one of those deceptively easy penultimate
rooms. You're hoping for the big gauche deception--that it's just before the
last one--but, haha, no. You probably fooled yourself there a bit.

XXXXXXXXXXXXXXXXXX Room 14b
X^^>vvvv<>vv v  < vX
X>  F < v v ^ <  <+ < v  ^v  > v v <  ^X
Xv   <  v<   _<^ ^>  > ^><^ v   v+   <^>^v ^v  ^  v <  v<    ^X
X>  <> H<  <  v  + ^< v<^ < +<^X
X^^>^ ^^ <  ^< ^   ^ > ^ <>^^<