
| Level 1 | ************* | Level 2 | 757fc10006f70 | Level 3 | 6e1ec21000e10 | Level 4 | 465fa31001eb0 | |||
| Level 5 | d4bfd41000eb0 | Level 6 | bcfef51010a41 | Level 7 | 6b10f61010ac1 | Level 8 | e590d710178c1 |
| Level 1 | ************* | Level 2 | cddff10006f70 | Level 3 | oadda21000e10 | Level 4 | bfdfe31001ebo | |||
| Level 5 | 09de443000ebo | Level 6 | 3b7fd53010e41 | Level 7 | 6b10fb1010a41 | Level 8 | e590d771018c1 |
| Level 1 | ************* | Level 2 | befe810006f70 | Level 3 | cc5ee21000e10 | Level 4 | 465fa31001eb0 | |||
| Level 5 | b57f943000eb0 | Level 6 | 1bbeb53010a41 | Level 7 | 8ddfb62010ac1 | Level 8 | e011f730178c1 |
As you enter the antechamber, which leads to the dungeon's first level, you'll see a skull and a lit candle on a round table. Approach the table and an image of your lost master Mordamir will eerily arise from the flame and speak to you of Dunric, another of his students. Now go through the door and you'll enter a long chamber, where you'll hear the sound of steel rings clashing together. You'll see a bloodied armored man on the floor. There's a giant goblin to your right. Kill the goblin and then search the armored man and you'll find a small bag containing a ring, with the name "Dunric" etched on the band, and a fireball spell scroll. Take them. You can use the 'Space' bar to scroll through your inventory. Select the fireball spell. Go around the corner and you'll see a large goblin attacking a large but faltering human warrior. The goblin will tell you not to interfere. Press 'Fire' to cast a fireball at and kill the goblin. Now approach the warrior, who says that you must find Mordamir. He'll then give you a key and leave.
Use the key to open the nearby chest. You'll find some gold, a bottle containing what appears to be water, a sack full of spores, a pouch full of bait, and a tattered map, in the chest. Take all of these items. Now go through the door and close it behind you. To your right in the corridor you'll see another goblin. Fire your second fireball at the goblin. Now search the lieutenant lying on the floor and you'll find some more gold, a key, and a handwritten note that you'll read and which says "Beware of shades. They are dangerous invisible creatures that like darkness. By firelight they cast a shadow by which you can detect and avoid them." Now drop the note go through the upper door and you'll enter a room, where stone skulls line the walls. Refer to "The Codex of the Serpent" in the manual which contains a diagram of the path you must take to avoid the arrow traps in this room, while moving towards the other door.
Go through the door and select the map that you found in the chest. The map refers to the area of the dungeon that you're currently in. Note the red dots that represent dangerous areas. Make your way along the left wall over to the other door. Enter the next room containing a wall of unlit torches. Use your last fireball spell to light the torches and you'll see the outlines of two shades (mentioned in the lieutenant's note). Cross the room, being careful to avoid the danger areas noted on the map, and pick up the amulet and the "will o' the wisps" spell. Go to the locked door, while avoiding the shades, and use the key that you found when searching the lieutenant's body, and unlock the door. Enter into a room containing a large deep hole in the floor. You'll notice a beam of light coming through a hole in a wall, which falls on a dial inscribed in the floor. Embedded in the floor at the end of the dial is a large gleaming jewel. Go across the room to the pile of straw and sleep. When you awake, use your staff (sword?) to reflect the beam of light onto the jewel and the entrance to level 2 will appear in the floor.
Avoid the slime, get the gem, and search the pile of bones to find the elven sword. Don`t search the bones again. Go out of the south door and the door opposite it in the passage. Kill the troll, and exit the door at the end of the passage. Get the rock to your left and read the "will o' the wisp" charm spell when the will o' wisps appear. Leave through the northern door. Read the "will o' the wisp" charm spell again to make the will o' wisps kill the goblin guards. Search the guards to find the bag of dust of complaisance.
Enter the room that was being guarding and you'll find two goblins and the goblin king, Gresh the Wise. Kill the guard nearest to you while slowly moving along the east wall. Move onto the mound of earth, while avoiding the other guard and plant the bag of spores that you found in the chest. Run out of the room. Wait five seconds, then re-enter the room and walk up to the dying king for a chat. Give him water when he asks for some and he'll help you.
Go up to the merchant, who's to the east of the "will o' the wisp" room and refuse his first offer of slime repellent. Accept his second offer. Return to the dwarf in the passage, using the passage where you killed the troll, and throw the dust in the air. He'll then give you a gem. Now rest on a pile of straw. Walk up to the door at eastern end of the passage. Use the slime repellent and exit through door. There are two patches of slime in this passage. Walk along to the center of the passage and wait until the slime gathers around your feet. Drop the rock and it'll turn into a gem. Get the gem and exit through door at the end of the passage. You'll enter the room of three circles. Place the gems in the right/left/center positions as the goblin king told you.
From the west . x x . . . circle to the . . x east circle . . .
The chasm crossing! Descent the southeastern ladder. Open the chest to the south of the room and get the fireballs spell. Use a fireball to kill the troll, that's fighting the goblin. Search the troll and you'll find a knife. Return to the room with the chasm and go down the other ladder, where you'll find two goblins fighting. Kill the goblin with it`s back to the west wall with a fireball and it'll turn into a troll. Search its body to get a protein ring. Ignore the bottle as it contains slime.
Go down the ladder. Wear the ring and you'll assume the form of a goblin. Walk to the north, while avoiding the guard, and open the chest. Take the troll bombs. Return to the ladder and remove the ring to return to your human form. Return to the room where you found the fireballs, and exit through the door on the east wall. Talk to the king and go up the ladder to the room of spikes.
Watch where the spikes appear and don`t walk there! Get the gem and exit by going down the western ladder. Two trolls are guarding the two doors. Throw the knife at the nearest troll (but don`t get too close) and a battle will ensue between the two trolls. Leave via the north door. Run to get the potion of strength in the center of the northern wall (fight trolls or avoid them by using troll bombs). Drink the strength potion and exit via the door in the west wall.
Kill the troll in this room and then rest on the straw. A magic circle with a colored flame will appear. Wait until the flame turns purple, then walk into the center of the circle and drop the gem. You'll be teleported to the other side of the chasm. Descend the ladder to level 4.
Avoid the troll's swings until a man throws a dagger into it. Talk to the man and he'll give you a magic carpet. Exit via the northern door and use the carpet. Fly along, while avoiding the flame spouts. Watch the dot underneath your carpet for judging distances. Don`t exit through the west door until you've recovered the ring from the southeast passage near the door. Use the carpet to stop flying and go through door to leave the room. Use the carpet again to fly north, while avoiding the flame spouts, etc. A door in the east wall of the northern passage leads to a room where you can rest. Exit by going down the ladder. Walk up to girl in the west wall. Give her the ring you found and she will replace it. Exit down the ladder into a room with a magic circle. Clue - 3 rings clockwise round the triangle - not all rings are those that are worn. Cryptic but quite amusing when you solve it!
A goblin will talk to you. Get the egg and exit via the east door. Continue through the room out of the east door, and buy a potion from the merchant. Go back to the goblins and talk to them. Walk up to hole in the northwest corner of the room and drink the potion to become small. Then exit through the hole, where you'll find two trolls. Walk up to chest. If the trolls walk near you, wait until they stop moving before continuing, or they'll stomp on you! When you grow back to full size, open the chest and get the stuff. Drink the water immediately as you slowly die from the imbibing of the shrinking potion. Exit the room without a fight if possible.
You'll come upon two flying lizards. Use fireballs to blast them until they're both dead. Search their bodies and you'll find a door key. Exit via the door in the south wall and you'll enter the worm room. Turn off the sound so you can hear the worm sensor. Use the worm sensor. Make your way to the door in the west wall using the sensor (Listen to the changing tones. If the pitch changes, step back in the opposite direction and try a different direction. Practice!). Avoid the slime in this room. The egg hatches into a flying lizard. Run over to the magic circle and stand in the exact center. If the exit appears, drop the bait and the lizard will land on the bait and keep the exit open. Go down the ladder and rest on the straw. Then exit to level 6.
There are two spider holes in the west wall. Wait at the lower hole. When the spider's legs appear in the upper hole, move into the lower hole. Avoid the egg sacks at all times. Walk towards the queen spider, and when she rears up, move quickly back. Her web was fired, so quickly run up to her to engage in combat. Two big hits should kill her. Exit down the ladder. Make your way to the bottle in the southwest corner. Don`t open the chest yet! Get the bottle and move to the front of the chest. Still don`t open it yet. Pour alcohol onto the chest and then open it to find a scroll of levitation. Exit down the ladder. Use the levitation spell immediately and slalom your way down the web corridor, avoiding egg sacks. This must be done fairly swiftly otherwise the spell wears off. Move slowly up to the ladder and use the spell again so that you can climb out. Rest on the straw and exit to level 7.
Kill the troll, that's torturing the man, then talk to the man. It`s Dunric! Give him his ring when he asks for it and you'll get three very important spells to use for surviving the dragon and defeating Mordamir! Exit down the ladder and kill the man who'll attack you (it`s the guy whom you helped on level 1 and who helped you on level 4). Rest on the straw, then exit down the ladder. You'll be presented with the problem of luring the Norlac away from the goblins! The beast is guarding the water pipes to the northeast. So make your way there, then slowly drift towards the center of the chamber to distract the Norlac. Paddle like mad as soon as it`s tentacles move. Make your way back to the ladder you climbed down, but don`t climb back up it, but rather continue down that passage and throw yourself into the whirlpool! The Norlac will follow you and be dragged in to its death, but at what a sacrifice, so will you be! But no! In the next level, the goblins will manage to open up the water ways so you can be resuscitated with the life giving water!
Now you're back on your feet after being nursed by a female goblin. Open the chest and get the spells. Go down the ladder and walk into the center of the room and fall down the pit! The dragon starts to emerge. As soon as you regain your feet, hold up the amulet to the light. Never read the runes!
Prepare to use blink spells. You must blink every time the dragon breathes fire at you, so timing is crucial. Blink just after the dragon's head moves back and you should avoid its flames. The dragon breathes six times and then takes two large breaths. Just before it releases the fire, use the fire protection spell and the flames won`t harm you. Hold up the amulet again. Mordamir himself will now appear. He'll take the amulet from you, after which, you'll prepare to use the body statue spell. Timing is crucial to avoid his attacks. Count to two after the lightning has disappeared from above his head to avoid his lightning, then statue yourself as follows:
| Mordamir's Attacks | Your Defense |
|---|---|
| Lightning | Body Statue |
| Lightning | Body Statue |
| Lightning | Body Statue |
| Sonic Attack | Sonic Shield (before he raises his arms) |
| Lightning | Body Statue |
| Lightning | Body Statue |
| Raised Bones | Body Statue |
He'll then explain that the dragon won`t attack him because he is holding the amulet. So you'll cast your magic hands and the amulet will float over to you. The dragon makes a kebab of Mordamir and leaves. Ana throws a rope down to rescue you and puts a new spring in your step.