==================================================================

Areas:
Start at:
Experience: 0
Arm Class: 06
Weapon Dagger (Power 06)
Armor Shield (AC 06)
Hit Points: 2000
Level 01
Spells: 5
Lives 3

------------------------------------------------------------------------------
========== Map 1 - Entry Halls ===============================================
------------------------------------------------------------------------------
Room 1 (you start here)

Much of tree is shootable brick.  A few secret doors open up tree to Ring
(armor).  Can take 1 diamond alarm off of tree.  No results.  Red brick absorbs
darts, gray brick rebounds brick, white brick is breakable.  Shoot through
diamond alarms.

3 Secret Doors = 20 xp each
Shootable walls (white brick) = 0
1 Ring = 30 xp (Heals 40 HP)
Diamond Alarm = 0 xp & usually triggers a trap or monster.  Some may be shot.

Total Experience Gained = 90 xp

EXITS: North-Room 2, South-Room 0

------------------------------------------------------------------------------
Room 0 (Desert Entrance)

Oddly this room is to the south of your starting point.  From what I gather it
is going back towards the desert.  There are two open sections that probably
lead back to the bandits in the desert but you cannot go that way (invisible
gray walls reflect your shots back to you). An arrow made of brick points back
towards the way you came. Mostly red brick and some breakable white brick
surround a Morningstar sits in a section on the west side.  Best to destroy the
white bricks before picking it up.  Beneath the area holding the morning star
is a secret door heading west.  Morning star is trapped by a dart from the
south.

2 Secrets Doors = 20 xp each
1 Dart trap = 0 xp (so not worth shooting unless to save life dmg vs ac6 = 93
dmg OUCH!)
Morningstar = 30 xp   I figured this out by shooting my self and noticing I had
1999 hp.  I'll assume that's how power/defense works as far as shooting)

Total Experience Gained = 70 xp

EXITS: North-Room 1, West-Room -1

------------------------------------------------------------------------------
Room -1 (Secret Axe Room)

This room is almost axe shaped and indeed has two axes on display.  The top axe
is a regular axe and the bottom is CURSED.  Shooting self while cursed does no
damage but sucks.  4 snakes guard the room and slither towards you.  A snake in
hand to hand touch combat reduces you to 1640 hp from 2000 so best to fire
away.  Snakes die from 15 shots with a morningstar or 17 from a dagger (perhaps
dagger is Power of 5 then.

1 Cursed Axe = CURSED 0 xp (and sucks ass until you get a holy symbol.  If you
grabbed this just die or start all over)
Axe = 40 xp
4 Snakes (9 dagger shots) = 60 xp each

Total Experience Gained =  280 xp

EXITS: East-Room 0

------------------------------------------------------------------------------
Room 2 (now we are on track North of the diamond tree)

Nothing too remarkable.  It would look like there is a way to go east and west
but alas they are invisible reflecting shot walls.  The Two skeletons guarding
the falling apart rubble walls aren't too threatening even with a dagger (13
shots).  They almost look like cyclops and the stone circle makes me wonder if
it is like a statue to them.  The gray secret door is trapped summoning 2 bats
(9 dagger shots to kill) (big giant bats I guess.)

2 Skeletons (13 dagger shots) = 70 xp each
2 Bats (9 dagger shots) = 60 xp each
3 Secret Doors = 20 xp each

Total Experience Gained = 320 xp

EXITS: North-Room 4, South-Room 1

------------------------------------------------------------------------------
Room 3 (Scything Blade Passage)

As You might tell by this guide I'm numbering these maps I made from down to
across in most instances or from a hub in the later maps.  Maps are broken up
into 5 major sections due to the meta-mapping or whatever you call it.

Anyways, nothing spectacular here except 3 scything blades (represented by what
I always thing of roller pins on wheels).  Be they scything blades or scything
rolling pins they hurt so its best to avoid them.  You might make it across if
you time it just right but there are maps that this becomes increasingly
difficult.  I've also noticed on the c64 version that more of something like
blades slow down the game like we're in the Matrix where some monsters in
groups actually speed up the game like everything is uber excited.  Blood or
dough go through or don't.

Total Experience Gained =  A big fat 0 xp (or death which is worse but does
destroy the blades forever)

EXITS: North-Room 7, East-Room 4

------------------------------------------------------------------------------
Room 4 (A Scroll-way intersection)

Adorning the sides are solid reflecting gray walls adorning each way).  In the
center in a case of reflected walls is a Scroll (Fear spell).  3 snakes guard
it.  These snakes are remarkably easier than the axe room.  The scroll not only
will uncurse you but give you another spell and in this case is trapped
summoning an Orc (I guess... the poster shows a red dude but this guy is blue
so perhaps that is the apple version.  I might have to check).

Note: I noticed something else odd.  I refrained from picking up anything but
the cursed axe and then the scroll.  I now have dagger and shield like I should
(so I guess I tossed the axe or it turned to dust as i got the scroll.)  The
odd thing is I now have Arm. class of 07.  Bug or cheese to trick later on.
Make me wonder. Oh nvm... I noticed I'm level 2.  I'm guessing I was awarded
not only 100 more hp.  but a +1 Power and +1 AC.  I will make a note of this
and track it.

3 Snakes (9 dagger shots) = 60 xp xp
2 Secret Doors = 20 xp each
1 Scroll (Hah I wondered and it DOES UNCURSE YOU!... well well well) = 200 xp
(Heals 100 HP)
1 Summoned Orc (22 dagger shots) = 80 xp  [note I killed myself on blade traps
to get back to lvl 1 to test hits with dagger]

Total Experience Gained = 500 xp

EXITS: North-Room 8, South-Room 2, West-Room 3, East-Room 5

------------------------------------------------------------------------------
Room 5 (Snake Key)

The hallway here is trapped by 5 diamond traps that take about 6 hits each to
destroy.  You can do this and avoid the room if you're in a hurry but its an
easy room so better knock it out.

Behind the secret door to the south are three snakes that are probably no
problem to deal with now.  The Key is trapped so best to grab it from below to
avoid the two darts that fly from the west.

5 Diamond traps = 0 xp
4 Secret doors = 20 xp each
3 Snakes = 60 xp each
1 Key = 50 xp

Total Experience Gained = 310 xp

EXITS: North-Room 9, West-Room 4

------------------------------------------------------------------------------
Room 6 (Cursed Blade)

On dispay behind the lattice wall is nothing more than a Cursed Sword.  It may
be the first you see and if it is.. perhaps its the last you'll ever pick up.
Pass it by.

1 Cursed Sword = CURSED & 0 xp

Total Experience Gained =  0 xp

EXITS: North-Room 12, East-Room 7

------------------------------------------------------------------------------
Room 7 (Scorpion Den)

Three scorpions skitter around this pillared chamber.  A chest is in the middle
of their nest along the south east of the chamber.  A cleverly concealed secret
passage goes north.

4 Secret Doors = 20 xp each
1 Chest = 200 xp (Heals 100 HP)
3 Scorpions = 90 xp each

Total Experience Gained =  550 xp

EXITS: North-Room 13, South-Room 3, West-Room 6

------------------------------------------------------------------------------
Room 8 (Axe Center stage)

This room seems pretty bland and depending on how you approach it can be an xp
helper or a hit point breaker.  Simply grab the regular axe and it summons 4
Liwams (annoying gnats that bug but are actually gremlins of a sort.  Liwam is
not to be confused with Liwan which is part of an architectural design).

Swat the liwams and leave.

1 Axe = 40 xp
4 Liwams = 50 xp each

Total Experience Gained =  240 xp

EXITS: South-Room 4

------------------------------------------------------------------------------
Room 9 (Guarded Dagger)

This room looks simple except it has invisible walls that reflect your shots.
This makes it much easier to dispatch the orc and his Naksh buddy (whatever
that is [A frog being with a mace I guess, thus why it beats things to a pulp.
Probably angry at lack of water being a frog or the dragon likes frog legs so
they are just plain crazy-afraid).

Bank shot them to death and collect the dagger.  Then proceed through the
secret door to the next room.

1 Orc = 80 xp
1 Naksh = 100 xp
1 Dagger = 20 xp
4 Secret doors = 20 xp each

Total Experience Gained = 280 xp

EXITS: North-Room 15, South-Room 5, East-Room 10

------------------------------------------------------------------------------
Room 10 (Webbed Shield)

Now I say webbed as sometimes the shootable brick actually is used to potray
webbing.  Pity there wasn't a webbing graphic as one might actually get the
idea spiders are around.  This shield behind the "webbing" is dual trapped; not
only by two darts that come at a diagonal and across but also by summoning 3
spiders.

I'm pretty sure you can avoid the darts but I'll have to experiment.  A mistake
is to shoot every brick as this allows the big spiders to bite you which will
probably result in death.  Its better to shoot from behind/between the "webs"
to kill the clicking and clacking octo-freaks.

Ah ok, just like the screen shot its best from the top and stick close the the
east wall.  Move only so far south as you grab the shield but not too far.
There is just barely enough space to avoid both darts.  With practice it'll be
second nature.

1 Shield = 20 xp (Heals 20 HP)
3 Spiders = 100 xp each

Total Experience Gained = 320 xp

EXITS: North-Room 16, West-Room 9

------------------------------------------------------------------------------
Room 11 (Solid Snakes)

Two snakes guards each side of these shootable walls.  Unless you get hit by
your reflective shots on the gray walls this is a no brainer.

4 Snakes = 60 xp each

Total Experience Gained = 240 xp

EXITS: North-Room 21, East-Room 12

------------------------------------------------------------------------------
Room 12 (PB? ... Where's the J?)

I'm uncertain what the PB stands for at this moment.  I might find out later in
the guide and come back here.

Maybe it means:
Please Buy?
Pengquin Brand?
Power Ball?

Total Experience Gained = 0 xp (unless knowing what PB means knowledge)

EXIT: South-Room 6, West-Room 11, East-Room 13

------------------------------------------------------------------------------
Room 13 (It Iznik trapped)

The T-way intersection takes up the top section of this room.  The bottom
enclosed chamber yields a Sword is trapped by 4 darts from the east wall, and a
Treasure chest which summons two Izniks.

The ideal method is to summon the Izniks first and use them as a body shield as
you trigger the dart trap.  It is then a simple matter of finishing them off.

Sword = 50 xp
Chest = 100 xp (Heals 100 HP)
2 Izniks = 110 xp each

Total Experience Gained = 370 xp

EXITS: North-Room 22, South-Room 7, West-Room 12, East-Room 14

------------------------------------------------------------------------------
Room 14 (Sinister Symbols)

This odd shaped room is obviously trapped.  You can tell the two cut niches are
just aching to be activate scything blades.  The left Holy Symbol triggers a
single dart trap from the North East and summons a solitary stirge.

The right Holy Symob triggers a dart trap from the Nort West, summons a stirge,
and activates the two obvious scything blades (hopefully, you're quick enough
to avoid them).

2 Holy Symbols = 100 xp each (Heals 100 HP)
2 Stirges = 100 xp each

Total Experience Gained = 400 xp

EXITS: West-Room 13, East-Room 15

------------------------------------------------------------------------------
Room 15 (Defended Shield)

At the beginning you'll have to wonder if this shield is even worth it.  To
start off it is guarded by very touchy diamond alarms that turn into nasty
diamond traps.  If you're careful say, touch them at the top or bottom left of
each alarm you can trigger the alarm to turn it into a trap but not get touched
by the cutting diamond trap.  Then just shoot until it is destroyed.  Do this
to each trap or enough to get the +1 shield.  It is, of course trapped itself
that summons a Yarputz where you entered.  And a putz it is as sometimes it
runs right towards you and at this point you just don't have enough power to
dispatch it with ease.  Sometimes you get lucky.

6 Diamond alarms/traps = 0 xp each
1 Shield +1 = 100 xp (Heals 60 HP)
1 Yarputz = 150 xp

Total Experience Gained = 250 xp

EXITS: North-Room 24, West-Room 14, East-Room 16

------------------------------------------------------------------------------
Room 16 (Bugged Healer)

This map is in two parts.  One simple leads from room 17 to 10.  The other
section leads east to west and has a trapped healer in the center.  This healer
simply summons a single liwam to the east and to the west blocking your escape.
Line up your shots and dispatch both of them.

Note: Unless you're pretty inept or new you might decide to get this healer
early instead of later.  The 250 xp is quite helpful as the higher that Power
score is the quicker you'll dispatch monsters (even if cursed).

1 Healer = 150 xp (Heals 300 HP)
2 Liwam = 50 xp each

Total Experience Gained = 250 xp

EXITS: South-Room 10, West-Room 15, East-Room 17

------------------------------------------------------------------------------
Room 17 (Dagger of Pain)

This room is a Y intersection of sorts.  The main attraction are the two
scything blades trying to discourage you from going north.  There is a dagger+1
in the northern niche by the second blade.  Its a pain in the ass but if you're
quick you can get in and out without a scratch..... I think.

1 Dagger +1 = 100 xp

Total Experience Gained = 100 xp

EXITS: North-Room 25, West-Room 16

------------------------------------------------------------------------------
Room 18 (The Chopper)

Again, an obvious trap.  The Axe on display triggers a nasty dual set of
scything blades in each indicated section.  The best way through if you trigger
the trap is stand dead center in the hallway and try to time between them.
Obviously the western way is easier than the east as it is a larger alcove.

1 Axe = 40 xp

Total Experience Gained = 40 xp

EXITS: North-Room 29, East-Room 19

------------------------------------------------------------------------------
Room 19 (Cursed Scroll)

This T-way intersection holds but a single piece of paper that isn't worth the
ink written upon it.  It is CURSED.  Leave it!

1 Cursed Scroll = 0 XP (and curses you so you suck and don't get more xp until
uncursed).

Total Experience Gained =  Zilch 0 xp

EXITS: North-Room 31, West-Room 18, East-Room 20

------------------------------------------------------------------------------
Room 20 (Yar a putz!)

The southern section of this section is a hallway going east to west.  The
Upper section holds a dancing Yarputz eager to kill you.  there is also a
trapped Ring that triggers several darts from the east wall.  If you had lured
the Yarputz to the eastern section then you can easily run to the ring and use
him as a body shield from the darts.  Then he should be pretty easy to dispatch.

1 Ring = 30 xp (Heals 40 HP)
1 Yarputz = 150 xp

Total Experience Gained = 180 xp

EXITS: North-Room 32, West-Room 19, East-Room 21

------------------------------------------------------------------------------
Room 21 (Mukra knows the way)

This corner room looks much like an arrow pointing to the North East (one of
many arrows you'll notice if that wasn't apparent from room -1).  A single
Murkra guards a Dagger+1 which is trapped.  It isn't easy but if you align
yourself to the brick in the screenshot and are moving downward while the 3
darts fly at you from the north, then you should just avoid them.  Getting past
the scything blade is another matter.

1 Dagger+1 = 100 xp
1 Mukra = 170 xp

Total Experience Gained = 270 xp

EXITS: South-Room 11, West-Room 20

------------------------------------------------------------------------------
Room 22 (I'm a Doctor.... & a Skeleton)

The Northern enclosed section of this room has a Shield+2.  It can only be
accessed from deeper in the castle.  Do not destroy the crumbling wall.  Leave
it and grab the shield as it triggers a Scything Blade trap in the empty spot
where there isn't wall.  Now you can shoot away the lower parts of the wall and
escape without a scratch.

The main chamber holds a solitary Healer Box.  It is trapped that summons 3
rather difficult skeletons.  I'd say they were warriors of reknown compared to
the paltry guardians at the beginning of the game.

Shield+2 = 200 xp (Heals 100 HP)
Healer = 150 xp (Heals 300 xp)
3 Skeletons = 70 xp each
Total Experience Gained = 560 xp

EXITS: South-Room 13, East-Room 23

------------------------------------------------------------------------------
Room 23 (Iron Liche)

Getting to this chamber was a hassle from the Lower Castle Floor.  And what do
I see upon entering this chamber but a Liche guarding a Sword+3 in some special
looking display case.  Well, I was easily strong enough to kill the thing even
as it was rushing directly at me.  Normally you'd use a few Fear Spells and
hope it didn't summon.  I don't think this Liche even got a shot off.

The room is quite massive.  There are some obvious secret doors in here to
permit entry to the East and West exits.  The Sword+3 has a lot of traps on it.
First it triggers a scything blade in each of the exit passages.  Next you're
hit by a possibility of 7 Darts (From each of those end bits of the altar that
look like magnets comes a dart East/West.  You also have 1 from the North and 1
Diagonal one each from NW/NE.  2 Diamond Traps are placed near the top part of
the inner altar.  And a single Liwam is also summoned in hopes to finish you
off.

Since I have a +3 Sword already, I'll pass as I lost a few hundred hit points.
Oh, and the Exit to the North is also blocked by 5 Diamond Traps.  All the
Diamond Traps are breakable.

The Secret Doors are each trapped by 2 Darts from the North.

4 Secret doors = 20 xp each
1 Sword +3 = 400 xp
1 Liwam = 50 xp
1 Liche = 400 xp

Total Experience Gained = 930 xp

EXITS: North-Room 195(New Area?-Lower Castle Floor), West-Room 2

------------------------------------------------------------------------------
Room 24 (Liwam Secret Strike)

This room is divided into two parts.  The Shield+2 can't be accessed from the
south but through Exit 23.  Grabbing the Shield +2 (I'd try to be directly
center and rush East) will trigger a whole mine field of Diamond Traps and it
will summon a Yarputz and an Orc to rush through and attack you.

The Holy symbol can be saved for later to remove curses and gain HP or
retrieved now for the xp if you want.  There are small secret sdoors on the top
side of the barriers holding the Liwami and one just in the middle of the
barrier where the Holy Symbol is.  If your are very careful you can take the
legs out from under the liwam much the same as the axe room earlier.

6 Secret Doors = 20 xp each
1 Shield+2 = 200 xp (Heals 100 HP)
1 Holy Symbol = 100 xp (Heals 100 HP)
3 Liwam = 50 xp each
1 Yarputz = 150 xp
1 Orc = 80 xp

Total Experience Gained = 800 xp

EXITS: South-Room 15, West-Room 23

------------------------------------------------------------------------------
Room 25 (Impossible Treasury)

At this time I have no idea how to get to this treasure room.  The bottom half
of the map simple goes to the east but I do know one must go south to get into
the treasure chamber as it has a North Entrance.  How I can see through walls
is beyond me.

?? Dagger
?? Morningstar
?? Sword
?? Axe
?? Shield
?? Key
?? Chest
?? Chest

Total Experience Gained =  ????? xp

EXITS: North-Unknown Room, South-Room 17, East-Room 26

------------------------------------------------------------------------------
Room 26 (Batty Bricks)

This intersection appears to go multiple directions.  Two go to the north
though one passage looks very unstable and possible just collapsing masonry.
The passages east and west look stable enough.

There would appear to be a possible passage if one was small enough to get
through.  You can dislodge a few secret bricks but it disturbs some bats.
Perhaps they flew out extremely fast and upon sensing fresh blood they turned
back.  They are rather tricky but if you use the masonry you might kill them
before they snack on you.

1 Secret Door = 20 xp
2 Bats =  60 xp each

Total Experience Gained = 140 xp

EXITS: North-Room 33, West-Room 25, East-Room 27

------------------------------------------------------------------------------
Room 27 (Secret Guardings)

Perhaps the first main hub you will remember.  This key room has a secret
passage to the north that helps get you into the fortress proper rather than
all these smattering of caves and lesser rooms to trap would be explorers.  The
design is 3 small chambers divided by not only shootable brickwork but
invisible bricks that reflect your shots.  The best tactic that doesn't require
using a scroll is to gun straight east and shoot the brickwork and make a
little niche just enough northwards that doesn't let the 3 bats out but far
enough in that the annoying Yarputz can't squeeze in.  Do not the space between
the lattice walls as that is one of the invisible barriers that doesn't make
this room an easy egress.

Now, kill the bats without letting them in.  This might be shooting straith up
or diagonal.  This might take a while but the game has no time limit. (An
emulator would allow you to speed up the time and they pop faster).  With the
bats dead enter their chamber proper and shoot midway west to the Yarputz's
chamber.  Kill it and then do the same to the Kajar (Bat being from the looks
of it) to the east.  You can then collect the Axe+1 and the Morningstar if you
haven't already.

I'd head north through the secret door until you can kill spiders quickly as
wasting life in the game is unwanted and that arachnid will be right upon you
if you enter room 28.

1 Morningstar = 30 xp
1 Axe+1 = 120 xp
6 Secret Doors = 20 xp each
3 Bats = 60 xp each
1 Yarputz = 150 xp
1 Kajar = 200 xp

Total Experience Gained = 800 xp

EXITS: North-Room 38, West-Room 26, East-Room 28

------------------------------------------------------------------------------
Room 28 (Webbed Walkway)

Seems when this part of the fortress was being worked on they couldn't decide
which way to go so they excavated small passages which turned into dead ends.
Spiders eventaully made their homes here as lots of prey passed by.  Eventually
these spiders grew to massive size either by time or the Dragon's Magic.  5
Spiders inhabit this section of webbed hallway.  Deep in their webbing is a
Ring, a Morningstar+1, and a Holy Symbol.

The Holy Symbol summons a Diamond Spider just a bit to the North and East (if
You left most of the webbing it becomes trapped in it and can't approach you.
The other two objects are safe to remove from the webs.

1 Holy Symbol = 100 xp (Heals 100 HP)
1 Ring = 30 xp (Heals 40 HP)
1 Morningstar+1 = 110 xp
5 Spiders = 100 xp each
1 Diamond Spider = Unkillable

Total Experience Gained = 750 xp

EXITS: North-Room 34, West-Room 27

------------------------------------------------------------------------------
Room 29 (Wrathful Wraiths)

Well, this may be your first encounter with wraiths which look very much like a
stereo-typical genie.  You'd think this game would have indeed named them
genies since the Persian theme was decided upon in the end.  Well, the original
two Wraiths are near the west-south entrance.

I'd enter from the east and be close to the south wall.  Start blasting west
hoping they don't hippy-hop up and down avoiding shots.  When they get close
just leave the room and enter near the northern wall and shoot south.  Repeat
sticking close to the walls if you can.. as the wraiths can be fickle in
sitting still.

If you manage to defeat them.. there is the matter of the morningstar+1.  It
summons yet a third wraith near the east side.  If you're lucky you might shoot
it down or you can run like hell and hope to avoid it.

1 Morningstar +1 = 110 xp
3 Wraiths = 200 xp each

Total Experience Gained = 710 xp

EXITS: North-Room 35, South-Room 18, East-Room 30

------------------------------------------------------------------------------
Room 30 (Spooky Shield)

This looks like a simple room.  It is pretty simpe but laden with a couple of
traps.  First off the two shootable-looking walls are actually secret doors.
They trigger a summon of two relatively slow moving ghosts.  These are easy
enough to kill as they fly straight at you.  One might have to back track a
little bit but they're simple, unless you grabbed the Shield that triggers a
scything blade trap to slow or stop your east-bound egress.  It also summons a
pissed off yarputz that immediately rushes you.

2 Secrets doors = 20 xp each
1 Shield = 20 xp (Heals 20 HP)
2 Ghosts = 150 xp each
1 Yarputz = 150 xp

Total Experience Gained = 510 xp

EXITS: West-Room 29, East-Room 31

------------------------------------------------------------------------------
Room 31 (Iznik a Trap?)

This room is relatively simple.  The Gray reflective brick works nicely to
bank-shotting the 2 lizardy Izniks in the room.  If you're feeling lucky or
fast you can lure the Izniks to one side and rush towards the scroll.  It is
trapped so stick to the bottom as the 2 darts cross shoot from the east and
west walls hopefully nailings each Iznik before you finish them off.  If your
Power is higher than your Arm Class then be careful not to whittle your HP by
bad shots.

1 Scroll = 200 xp (Heals 100 HP)
2 Izniks = 110 xp each

Total Experience Gained = 420 xp

EXITS: South-Room 19, West-Room 30, East-Room 32

------------------------------------------------------------------------------
Room 32 (Naksh So Fast)

This room is divided by invisible reflectable walls near the east side.  It
blocks the dart-trapped Axe+1 from easy access.  One will have to travel to the
room to the north and go around.  The 3 Naksh might be a simple matter for you
depending on your Power.  With two western entrances it should be easy to lure
and kill without spell use.

The Axe is trapped by darts from the north.  The doorway to the south is simple
to get to.  The Northern part leads to a room tha very much shows the true size
of the chamber.  Now, avoiding the darts isn't easy.  You might be able to go
North East and barely avoid them or stand at the near most west and shoot
northwards while grabbing the axe hoping the dart is destroyed.  It is possible
though to get it unscathed.

1 Axe +1 = 120 xp
3 Naksh = 100 xp each

Total Experience Gained =  420 xp

EXITS: North-Room 36, South-Room 20, West-Room 31

------------------------------------------------------------------------------
Room 33 (Shield of Many Stings)

It would appear there is no way to reach the Shield+1 but there is an odd
colored brick in the works that reveals the way.  The shield+1  is doubly
trapped so grab it from below and stick close to the walls.  Two darts strike
out one from east and west.  The main chamber fills up with 4 scorpions that
can't fit through the way you came in.  There is a small way to slide out of
this room to the south but that dead ends even if you picked up the batty
bricks.

The Key is trapped by 2 Darts.  Simply dodge by jumping south west.

Key = 50 xp
Shield +1 = 100 xp (Heals 60 HP)
3 Secret Doors = 20 xp each
4 Scorpions = 90 xp each

Total Experience Gained =  570 xp

EXITS: South-Room 26

------------------------------------------------------------------------------
Room 34 (Tortured Treasure)

The main hallways runs North-South, but the side dual chambered room complete
with a slim cut just itching for scything blades.  The North Chamber has a lone
Orc while the South Chamber has a single Mukra and a Treasure Chest.  Between
each chamber in small alcoves are a Ring, A Key, and a Scroll.  Each of the
items triggers a scything blade trap.  Each scything blade has a particular
position and direction it starts in.  The Ring is near the top headed down.
The Key is about just after the top entrance headed down.  The Scroll is
similar but headed up.  The Chest is near the bottom headed up.

1 Treasure Chest = 100 xp (Heals 100 HP)
1 Scroll = 200 xp (Heals 100 HP)
1 Ring = 30 xp (Heals 40 HP)
1 Key = 50 xp
1 Orc = 80
1 Mukra = 170 xp

Total Experience Gained = 630 xp

EXITS: North-Room 53 (New Area?-Different Section of entry Halls), South-Room 28

------------------------------------------------------------------------------
Room 35 (Diamond Ring Danger)

This room appears to be a nice little guarded treasure trove.  A lone orc
wanders near a trapped CURSED holy symbol.  The scroll is blockaded by two
indescructable diamond traps. Each of the rings removes a single trap but
summons a scything blade.  You might not think of this as much of a problem if
it weren't for the invisible walls with only two entrances to get to the rings.
Obviously it'd be death to just try to grab the scroll.  So if you get the
rings you'll have two scything blades and running down a narrow hall to get to
the scroll quickly is nigh impossible without taking some serious damage.  Its
just an ordinary scroll and hardly worth it... unless you're cursed.  Note
after grabbing the top ring you'll want to time getting the second so both
scything blades are as close in-sync as possible.  Just about when its nears
the scroll travelling downwards do you want to grab the bottom ring.  But
still, getting that scroll is going to hurt.

NOTE: This could be a huge trap.  I've noticed if you're getting damaged by a
scything blade while walking towards the scroll that the diamond reappear.
These versions do break but wipe out a huge amount of HP.  So... SCROLL = DO
NOT GET!

1 Cursed Holy Symbol = Don't Bother 0 xp
2 Rings = 30 xp each
1 Scroll = 200 xp
1 Orc = 80 xp

Total Experience Gained = 340 xp

EXITS: North-Room 40, South-Room 29

------------------------------------------------------------------------------
Room 36 (Kajari Cross)

You wouldn't think the batmen Kajari were worshippers of Christ but maybe they
are.  Or maybe they're just sadistic and know that greedy people will try to
get the Holy Symbols (which I guess are Ankhs... odd.. Persian, Islam,
Christian, now Egyptian).

Both symbols are trapped from a single dart from the south.  The left symbol is
cursed while the right symbol is the one you'll want.  Think of it like God..
the right.. good.  The Devil.. the left... bad.

The invisible barrier wall continues here so you'll have to go across the top
of the cross t hen downwards to get to the target object in the room to the
south.  Naturally this means killing all three Kajars.  Again, relatively
simple since you can duck in and out and lure them about.

1 Cursed Holy Symbol = CURSED 0 xp
1 Holy Symbol = 100 xp (Heals 100 HP)
3 Kajars = 200 xp each

Total Experience Gained = 700 xp

EXITS: South-Room 32

------------------------------------------------------------------------------
Room 37 (Answer the Door You Liche!)

Yeah, this is probably your first encounter with a Liche if you want it.  I
wouldn't recommend it yet.  The scything blade might capture any mobs it
summons if you use your scrolls.  The Liche may vary its tactics.  I've had it
shoot darts like a machine gun and I had it just drop summons like it was
laying eggs while walking away from you.  It is quite annoying.

The symbol is trapped that triggers 3 darts to shoot south from the northward
entrance.  They Chest is trapped by summoning a single spider.

If you're pretty powerful and can avoid mobs and darts then you might be able
to farm xp by the lich killing its mobs, the blade killing mobs and of course
you blasting mobs.  I've seen it just drop 8 naksh and then more mobs so its
pretty random.  It it summons wraiths then you have then darting in a zig zag
fashion which is annoying.

Rather unsure it it was just a lich or a lich and a snake...... Yep Snake.

1 Holy symbol = 100 xp
1 Chest = 200 xp (Heals 100 HP)
1 Liche = 400 xp
1 Snake = 60 xp

Total Experience Gained = 760 xp

EXITS: North-Room 41, East-Room 38 (Only possible if you don't enter the room
fully--so yeah you could retreat luring the lich to the east part just before
the scything blade gets to you.)

------------------------------------------------------------------------------
Room 38 (Simply Snake 1)

This area is a series of intersections.  The way west is blocked by shootable
invisible walls (do note it leads to a lich)  The dual passages to the east
will be of value when you try to clear that room.  The small nested alcove is
the home of a snake and a shield that makes up its nest.  There is also a
passage to the north.

1 Shield = 20 xp (Heals 20 HP)
1 Snake = 60 xp

Total Experience Gained = 80 xp

EXITS: North-Room 42, South-Room 27, West-Room 37, East-Room 39

------------------------------------------------------------------------------
Room 39 (Mukra Guardian)

This hall chamber loops around a column.  Inside the rather large column is a
sword.  The Secret doors on the east side of the colum are trapped that summons
a Stirge.  The Sword itself triggers many darts in the alcove.  A lone Mukra
patrols the column diligently.

Now, if you were really good and quick you could summon the Stirge and lure it
out.  Then you could wind your way in and get the sword hoping the darts kill
both the stirge and the Mukra guard.

1 Sword = 50 xp
2 Secret doors = 20 xp each
1 Stirge = 100 xp
1 Mukra = 170 xp

Total Experience Gained = 360 xp

EXITS: West-Room 38

------------------------------------------------------------------------------
Room 40 (Diamonds of Appearance)

This hallway has a series of alcoves on the east side.  In the center of the
north and south alcoves are a single diamond alarm.  This triggers a diamond
trap to block that alcove (easily destroyed) and two rather tough skeletons on
the opposite alcoves.  Get the north diamond and they appear on the southern
outter alcoves.  Get the south diamond and they appear on the north.

2 Diamond Alarms = 0 xp
2 Diamond Traps = 0 xp
4 Skeletons = 70 xp each

Total Experience Gained = 280 xp

EXITS: North-Room 44, South-Room 35

------------------------------------------------------------------------------
Room 41 (Weapons Niche)

There are a few weapons scattered about here.  One Dagger is in a niche by
itself.

The Axe and Morningstar are in the main chamber.  The Axe is trapped by a
series of 8 darts from the small murderholes to the east.  The Morningstar +1
summons a single stirge.  A good tactic if you're quick is summon the stirge
and then the grab the Axe hoping it shields you from a few darts (which is
quite possible).  Pissed off it will charge towards you so hopefully you can
get some distance and kill it.

Dagger = 20 xp
Axe = 40 xp
Morning Star +1 = 110 xp
1 Stirge = 100 xp

Total Experience Gained = 270 xp

EXITS: North-Room 46, South-Room 37, East-Room 42

------------------------------------------------------------------------------
Room 42 (Simply Snake 2)

Another rather easy intersection.  The scything blade will easily dispatch the
two orcs that come out of their alcoves.  YES, you gain experience from them
killing themselves (Orcs are pretty stupid).  Dispatch the snake.  Leave the
Morningstar for now as it is trapped and two more scything blades appear where
the current blade is (for a total of 3 scything back and forth).  You'll want
to go to room 48 first or 43 (take the top east passage and dispatch the mobs
there.)

3 Scything Blades = Death
1 Morningstar = 30 xp
2 Orcs = 80 xp each
1 Snake = 60 xp

Total Experience Gained = 250 xp

EXITS: North-Room 47, South-Room 38, West-Room 41, East-Room 43

------------------------------------------------------------------------------
Room 43 (Double Deals)

This room is comprised of two parts.  The top part has lovely shot reflectable
brick, and two nasty yartputz guarding a treasure chest.

The center of the room displays a healer that is nigh impossible to get to via
a secret door to the south, between two scything blades in perfect sync.  Its
not worth the bother of lost hit points though you could possible recoup later
from other healers. If you are quick with your timings you can actually snag
teh secret door without getting hit by the blades.

Ring in the lower east corner is surrounded by shootable brick which you should
destroy.  Grab the ring from behind the wall lip to avoid the series of trapped
darts (~3 darts flying from the west)



1 Secret Door = 20 xp
1 Chest = 200 xp (Heals 100 HP)
1 Healer = 150 xp (Heals 300 HP)
1 Ring = 30 xp (Heals 40 HP)
2 Yarputz = 150 xp each

Total Experience Gained = 700 xp

EXITS: North-Room 48, West-Room 42

------------------------------------------------------------------------------
Room 44 (Diamond T-Way Intersection)

The passageway leading to the east has three small alcoves on the northern
wall.  The two outter alcoves (East/West) is blocked by shootable walls and
hold but a single diamond alarm.  The east alarms created a diamond trap on the
right side while the west diamond alarm creates a diamond trap on the left side.

The Center alcove holds a scroll that triggers a double scything blade trap.
Oddly, all of these can be shot and destroyed.

1 Scroll = 200 xp (Heals 100 HP)
2 Scything Blades = 50 xp each

Total Experience Gained = 300 xp

EXITS: North-Room 49, South-Room 40, East-Room 45

------------------------------------------------------------------------------
Room 45 (Diabolical Blades)

Wow!  Well, this room is clearly a room you have to take your time in.  The
room is divided by several shootable walls.  To the far east, blocked; are 4
bats waithing to get through.

One the west side that you enter is a small alcove that appears it is the
awaiting a trap to be triggerd to release another scything blade to prevent
westward egress.

To the south, behind the shootable walls; are 4 scything blades and a single
scroll.  To the north, is the same but also a passage leading out of the room
northwards.

In the center is a shield +1 that does indeed trigger that scything blade in
the alcove and two relatively tough skeletons; one to each side of you.  A way
to destroy them relatively easy is have the eastern most scything blade free,
and make sure you freed just one blade on the western side (south blade so you
can get the scroll.  Each blade (top/bottom) is offset by a single shootable
brick on its opposite side.  to get maximum stride make sure that brick is shot
before getting the scrolls.  Also, try to time the blades to ride next to each
other so you have an easier time to egress.

1 Shield +1 = 100 xp (Heals 60 HP)
2 Scrolls = 200 xp each (Heals 100 HP)
2 Skeletons = 70 xp each

Total Experience Gained = 640 xp

EXITS: North-Room 50, West-Room 44

------------------------------------------------------------------------------
Room 46 (Gazik outta there!)

This room is divided into fourths.  The Upper most part is simply a turn to
another section of the dungeon.  the two Scorpions in the North West room
appear to be surrounded with no way to get inside.  To this day I have no idea
how to get to them.  I'll forever have to listen to their clicking on the
stones.

The Center path leads to the arrow chamber in another part of the dungeon.

The bottom section is really the only section that will see any action.  Behind
a latticwork of breakable walls is a single Gazik guarding a Shield+1 that is
trapped by a series of 7 diamonds.  Two of the breakable walls are actually
secret doors that activate a trap in the center hallway (is pretty obvious it
was waiting for a scything blade from something.)  Its worth killing the Gazik
without any threat of it reaching you but the shield isn't worth it at all.
Trying to walk through 7 Unbreakable Diamond Traps that block your egress will
either kill you or make you wish you never saw that shield.

1 Shield +1 = 100 xp (Heals 60 HP)
2 Scorpions (that you can't get to) = 90 xp each
1 Gazik = 200 xp

Total Experience Gained = 480 xp

EXITS: North-Room 58 (New Area?-Entry Halls), South-Room 41, West-Room 169 (New
Area?-Lower Castle Floor), East-Room 47

------------------------------------------------------------------------------
Room 47 (Darts of Death)

This series of intersections lead to a variety of rooms.  The main attraction
is the lattice blocking what might be an important hallway.  Hidden in the
breakable bricks is a secret trapped brick that unleashed a dual series of
darts that will more than likely kill you. (~30-32 darts) [considering they do
about 93 damage usually that's easily enough to kill]

1 Secret door = 20 xp

Total Experience Gained = 20 xp

EXITS: North-Room 59 (New Area?-Entry Halls), South-Room 42, West-Room 46,
East-Room 48

------------------------------------------------------------------------------
Room 48 (Slice N' Dice)

This room looks like easy pickings with a Dagger and a Morningstar on the far
east.  The breakabe brick to the north doesn't seem to lead anywhere so maybe
its just for tactical retreat.  It always reminded me of roots breaking through
the brickwork.

NOTE: Upon close inspection the destroyed scything Blade is worth 50 xp.  I'll
add a traps section for xp but most aren't worth anything.  Makes me wonder
about boulders now as I know at least one can be destroyed.

The single diamond alarm in the small niched is trapped and releases a series
of 6 scything blades in the wide sloping passageway.  A summoned extra scything
blade is shattered upon impact with the furthest east blade.

Now you should enter from the other side of the room via another route.  The
Dagger summons a Liwam.  The Morningstar+1 summons a menagerie of 2 Stirges, 2
Bats, 1 Yarputz, 1 Spider,  and 1 Liwam that are cut to ribbons instantly (but
best to run south just to be sure or fire westwards and try to dispatch any
stirges that make it through.

1 Scything Blade = 50 xp
1 Dagger+1 = 100 xp
1 Morningstar +1 = 110 xp
2 Liwam = 50 xp each
2 Bats = 60 xp each
2 Stirges = 100 xp each
1 Yarputz = 150 xp
1 Spider = 100 xp

Total Experience Gained = 930 xp

EXITS: South-Room 43, West-Room 47

------------------------------------------------------------------------------
Room 49 (GO EAST!)

Or so the massive set of desroyable walls indicate.  I'd not say its wrong if
you take in the account the direction toward the PIT (later map).  Still, this
room is relatively unremarkable.  Two rings dominate each side of the massive
"arrow sign."

Near the arrow head are two secret doors in the shootable walls. They basically
do nothing but indicate where the scything blade trap is going to be from
getting the bottom Ring.  The top Ring activates a series of dart traps from
the west wall.  Now if you left most of the arrow head intact or just line
yourself up to the east of the secret door, all the darts will miss you. Theres
7 on the top side and 7 on the bottom; plenty of time to avoid.

2 Secret doors = 20 xp each
2 Rings = 30 xp each (Heals 40 HP)

Total Experience Gained = 100 xp

EXITS: North-Room 54 (New Area?-Entry Halls), South-Room 44

------------------------------------------------------------------------------
Room 50 (Boulder Dash)

This can be a pretty craptastic room.  Each of the Healers is trapped by a
rolling boulder (they always appear from above you).  They generally do more
damage than you can take and are almost always indestructable.  These are
indestructable.  Upon stopping they block you so don't get stuck.  In fact pass
them up if you're going east and get them on the way back.

The left Holy symbol is cursed, and the right Holy symbol is normal.  Both
trigger scything blade traps up and down the same section of hall.  Best to get
the symbol last.

1 CURSED Holy Symbol = 0 xp
1 Holy Symbol = 100 xp (Heals 100 HP)
2 Healers = 150 xp each (Heals 300 HP)

Total Experience Gained = 400 xp

EXITS: South- Room 45, East-Room 51

------------------------------------------------------------------------------
Room 51 (Diamond Daggers)

The T-way hallway has two alcoves along the south wall.  Each dagger in the
alcove is blocked by a diamond alarm.  These diamond alarms summon a scorpion
in the perspective chamber.  The daggers are unremarkable.

2 Diamond Alarms = 0 xp
2 Daggers = 20 xp each
2 Scorpions = 90 xp each

Total Experience Gained = 220 xp

EXITS: North-Room 56(New Area?-Entry Halls), West-Room 50, East-Room 52

------------------------------------------------------------------------------
Room 52 (Orc Blade)

This room is split up into a series of 6 chambers.  Most are entered via the
shootable walls.  I'd recommend not shoot them entirely down as the two two
secrets doors to the south part of the room summon 3 stirges.  The next few
secret door trigger a diamond trap directly in front of you.  This gives you
the option to either kill a stirge right close to you, shoot the traps, or
barge through the traps then kill the stirge.  You'll probably lose some life.

The sword triggers a summoning trap of two orcs that are pretty simply killed
since they're too fat to get through the walls.. unless you destroyed them.

4 Secret Doors = 20 xp each
1 Sword = 50 xp
3 Stirges = 100 xp each
2 Orcs = 80 xp each

Total Experience Gained = 590 xp

EXITS: West-Room 51

------------------------------------------------------------------------------
Room 53 (Solo Scorpion)

I get the impression that this massive room is full of sand and a few scattered
items like a Ring, a Key, and a shield.  Running over the top of the sand is a
single Scorpion.

The Shield is trapped by darts but I think if approached from the North East
you can barely touch it and move back in that direction you should avoid the
darts.  I can't find a way to successfully avoid all the darts from the key but
moving North West helps.  The Ring summons 4 Liwam that either can be hit by
the Dart Traps or killed quite easily.

1 Ring = 30 xp (Heals 40 HP)
1 Shield = 20 xp (Heals 20 HP)
1 Key = 50 xp
1 Scorpion = 90 xp

Total Experience Gained = 190 xp

EXITS: North-Room 60, South-Room 35 (New Area?=Entry Halls)

------------------------------------------------------------------------------
Room 54 (Treasury Alcoves Main Chamber .... Diamond Defenders)

This chamber is a mixed blessing if you're into xp.  The +1 Axe is severly dart
trapped and I didn't find a way to avoid the damage completely.  The Diamond
alarms create a diamond trap shield from the north.  If you approach from the
east or west to the axe and push in that direction you might miss some of the
mega damage.  I still lost a hundred HP so maybe it isn't worth it.  The Keys
are not trapped.

2 Diamond Alarms = 0 xp
1 Axe +1 = 120 xp
2 Keys = 50 xp each

Total Experience Gained = 220 xp

EXITS: North-Room 61, South-Room 49(New Area?-Entry Halls), East-Room 55

------------------------------------------------------------------------------
Room 55 (S is for slicing)

This curvy corridor is lined with a few reflective walls, A healer, a sword,
and a few Yarputz guardians.  The Yarputz are easy enough to dispatch of
especially since there are a few secret doors just above the healer you can
shoot through to kill the yarputz.

The Healer and sword both trigger blade traps.  The sword triggers one on the
far west side of the S make that route annoying to traverse.  The Healer
triggers a scything blade right at the secret door.  Best to leave the Healer
for your return as the route east will eventually dead end.

5 Secret doors = 20 xp each
1 Sword = 50 xp
1 Healer = 150 xp (Heals 300 HP)
2 Yarputz = 150 xp each

Total Experience Gained = 600 xp

EXITS: West-Room 54, East-Room 56

------------------------------------------------------------------------------
Room 56 (Reflective Hallway)

No matter which way you enter there is nothing of value here.  The walls are
lined with gray reflective brick so don't shoot and just get out.


Total Experience Gained = 0 xp

EXITS: South-Room 51(New Area?-Entry Halls), West-Room 55, East-Room 57

------------------------------------------------------------------------------
Room 57 (Split Ends)

Both chambers are blocked by what looks like shootable walls but are in fact
secret doors.  The southern two secret doors trigger two dart traps that are
basically impossible to dodge.  The Key is the only object of value there.

The Northern chamber is trapped by its secret doors that summon 3 spiders.  The
Dagger +1 is then free to grab.

4 Secret doors = 20 xp each
1 Dagger+1 = 100 xp
1 Key = 50 xp
3 Spiders = 100 xp each

Total Experience Gained = 530 xp

EXITS: West-Room 56

------------------------------------------------------------------------------
Room 58 (Divided Dangers)

This double chamber is divided by a thick wall with 3 murderholes.  The West
side is inhabited by 1 Kajar, 1 Naksh, and 1 Mukra.  There is a CURSED, Scroll,
an Axe, and a Ring+1 on the floor (all untrapped)

In the East Chamber lives 2 Kajari and an Iznik.  Littered on the floor are two
Diamond Traps, a Scroll, and a Shield.  The Scroll is not trapped and the
Diamond Traps can be destroyed easily.  The Shield triggers a trap that
surrounds you and a single Yarputz in diamond traps.  These traps can be easily
destroyed as can the Yarputz.

10 Diamond Traps = 0 xp
1 CURSED Scroll = CURSED 0 xp
1 Scroll = 200 xp (Heals 100 HP)
1 Shield = 20 xp (Heals 20 HP)
1 Ring+1 = 110 xp (Heals 80 HP)
1 Axe = 30 xp
3 Kajar = 200 xp each
1 Naksh = 100 xp
1 Mukra = 170 xp
1 Iznik = 110 xp
1 Yarputz = 150 xp

Total Experience Gained = 1,490 xp

EXITS: North-Room 65, South-Room 46 (New Area?-Entry Halls)

------------------------------------------------------------------------------
Room 59 (Bony Crypt)

There are several empty alcoves in this area.  In the largest room with 4 of
the alcoves is a CURSED Sword.  When grabbed it awaken a skeleton in each of
the empty alcoves (7 Total).  In the side hallway, down a dead end, is a Scroll
to remove the curse.  There is also a Ring+1 and, further, a Healer behind 3
Secret Doors.  The Wall to the left of the healer is quite real made to make
the explorer believe it is a secret.  The Healer triggers a Boulder Trap right
above you so you'll get squished.

1 CURSED Sword = CURSED 0 xp
3 Secret Doors = 20 xp each
1 Ring+1 = 110 xp (Heals 80 HP)
1 Healer = 150 xp (Heals 300 HP)
1 Scroll = 200 xp (Heals 100 HP)
7 Skeletons = 70 xp each

Total Experience Gained = 1,010 xp

EXITS: North-Room 66, South-Room 47 (New Area?-Entry Halls), East-Room 68

------------------------------------------------------------------------------
Room 60 (Secured Goods)

I named this room as such for good reason as the items are very much trapped.
In this long labyrinthine niche are the following items.  A CURSED Scroll, a
CURSED Axe, a Sword, a Ring, and a Key.

The CURSED Axe summons a single Liwam.
The CURSED Scroll triggers 3 Darts from your direct south.  Maybe you can shoot
one of them.
The Sword triggers a scything blade trap to stop your exit from this nasty
niche.  It also summons 2 Liwam.
The Ring triggers 3 Darts from the South.  Stay to the Western part of the
niche where the ring is and you'll avoid them.
The Key Summons a single Spider and triggers a Scything Blade Trap.  The spider
isn't aware of the trap and usually dies instantly.

1 CURSED Axe = CURSED 0 xp
1 CURSED Scroll = CURSED 0 xp
1 Ring = 30 xp (Heals 40 HP)
1 Sword = 50 xp
1 Key = 50 xp
1 Spider = 100 xp
3 Liwam = 50 xp each

Total Experience Gained = 380 xp

EXITS: North-Room 68, South-Room 53, West-Room 59

------------------------------------------------------------------------------
Room 61 (Treasury Alcoves Entrance)

This is the center of the treasure alcove series.  You'll notice nothing in the
top two alcoves (recepticals for the traps you'll undoubtable trigger by trying
to obtain the sword in the left alcove and the diamond alarm in the right
alcove.  You don't have to grab anything but have fun tackling the dragon at
level 1 if you're not greedy.  Take chances and make mistakes.

The sword in the west alcove triggers a single dart trap from the alcove
opposite.  Just dodge by walking south a bit.  It also summons a single Iznik
in each of the empty alcoves.

The Diamond alarm triggers a similar dart trap from the other side and turns
into a diamond trap to eat your HP.  Yeah, diamonds suck in this game.  Kim
Kardashian or Elizabeth Taylor would cry.  An option is to wait until an Iznik
is in front of the alcove (don't worry they're too big to enter) and let the
dart strike it.

1 Diamon Alarm = 0 xp
1 Sword = 50 xp
2 Izniks = 110 xp each

Total Experience Gained = 270 xp

EXITS: North-Room 69, South-Room 54, East-Room 62

------------------------------------------------------------------------------
Room 62 (TRIPWIRE!!! or Jaws of Darts)

This room is an obvious set up with the lone ring in the center of the room.
The mini-murder holes on the north and south of the chamber aren't just for
show.  The ring triggers darts that crossfire up/down to catch you if you're in
a hurry.  Simply center yourself where the darts don't come out of any of the
murder holes.  Then leave with your treasure unharmed.

1 Ring = 30 xp (Heals 40 HP)

Total Experience Gained = 30 xp

EXITS: West-Room 61, East-Room 63

------------------------------------------------------------------------------
Room 63 (Mukra Mash)

I can't say my initial choice of entering from the West was such a great idea.
If I came from the East the big mukras couldn't touch me and I could just kill
them at leisure.  Now, with the reflective walls and openess; I have to blast
away and hope they go down.

The Shields are both trapped with scything blades.  Grab both and don't expect
to enter that corridor to exit East.  The top is a regular shield and the
bottom is a nasty CURSED Shield.

One last tidbit.  That passage to the east is blocked by an invisible shootable
wall so be sure to blast that open before grabbing the top shield otherwise you
might get sliced up at the sudden inablity to walk east.

1 Cursed Shield = CURSED 0 xp
1 Shield = 20 xp (Heals 20 HP)
2 Mukra = 170 xp each

Total Experience Gained = 360 xp

EXITS: West-Room 62, East-Room 64

------------------------------------------------------------------------------
Room 64 (Bricked Up Alcoves)

This little gem of a hub room has a few secrets.  The secret door on the East
wall leads deeper into the labyrinth to what I call the Lower Castle Floor
(towards the Pit).  The north passage sneaks up on a tricky room of Gaziks.

There are three alcoves bricked up.  One holds nothing (at first), one holds a
Morningstar, and one holds a key.

The Key is trapped and will trigger a boulder trap down the north passage.  the
boulder stops roughly at the secret door.  I'd grab this only if you're going
to clear the dungeon and don't plan on using the hallway anymore.

The Morningstar summons three liwam from the west.  The smart thing would to
NOT have opened the alcove and just barely move below the horizen line of the
morningstar alcove.  The stupid liwam stick their legs out just enough to be
shot.  They actually have a habit of doing this in many places.

4 Secret doors = 20 xp each
1 Morningstar = 30 xp
1 Key = 50 xp
3 Liwam = 50 xp each

Total Experience Gained = 310 xp

EXITS: North-Room 72, West-Room 63, East-Room 155(New Area?-Castle Lower Floor)
------------------------------------------------------------------------------
Room 65 (Bloody Healer)

This Healer looks like it is to be a pincushion due to all the murderholes.  In
actuality, it summons 6 Bats and 4 Stirges.  Now this is comical since I'm
level 30 and have 41 Arm class and wield a Sword+3.  If I just sit still they
come at me and die whereas if I attack I lose a few hit points (I guess it
pisses them off... not sure).

1 Healer = 150 xp (Heals 300 HP)
6 Bats = 60 xp each
4 Stirges = 100 xp each

Total Experience Gained = 910 xp

EXITS: South-Room 58, West-Room 160(New Area?-Castle Lower Floor), East-Room 66

------------------------------------------------------------------------------
Room 66 (Diamond Healer)

Secure in a small niche, hidden from view via shootable walls is a Healer.
Carefully placed on top of it are 2 Diamond Traps.  If you are really careful
and approach from the edge (NW) you can get the healer without getting hurt.

2 Diamond Traps = 0 xp
1 Healer = 150 xp (Heals 300 HP)

Total Experience Gained = 150 xp

EXITS: North-Room 77, South-Room 59, West-Room 65, East-Room 67

------------------------------------------------------------------------------
Room 67 (Kajari Temple)

The Bat people worship a Bat God of some sort but I wouldn't be able to guess
who by the looks of this temple.  One either side of the East or West Entrance
there is a single Kajar guarding the main section (that looks like a Kajar).
Inside the Temple is a Healer and two Holy Symbols.

The Healer triggers a very nasty series of darts from all directions (but
particularly from the wings (3 each side in that case but in total 12).  I'd
grab it from the SW or SE and maybe shoot in hopes to hit a dart.  Even better
is to be just below the lip next to the Holy Symbol.  Move left or right really
fast and move back.  You shouldn't get hit by more than a single dart and the
lip keeps you from grabbing the Holy Symbol.

Both Holy Symbols are trapped by 2 Scything blades.  If you are going to grab
the symbols position yourself so you don't get stuck and then wait to get
between the scything blades when escaping.  This will be very tricky if you
decide to get both and escape the temple.  The Bat God will NOT be pleased.

1 Healer = 150 xp (Heals 300 HP)
2 Holy Symbols = 100 xp (Heals 100 HP)
2 Kajar = 200 xp each)

Total Experience Gained = 750 xp

EXITS: West-Room 66, East-Room 68

------------------------------------------------------------------------------
Room 68 (Hidden Alcove)

The main section of this area is a North-South Hallway.  But, there is also a
hidden room (well in Sword of Kadash you can see it but if walls blocked vision
you wouldn't know it was a room) there is a secret chamber guarded by a Mukra
and a Yarputz.  In here is a Shield+1 that triggers dart trap in the entrance
to this small hidden chamber.  If you move upwards all the darts will miss you.

Since this inner area loop it isn't surprising a lone scorpion has managed to
find a place to scuttle back and forth.

1 Shield +1 = 100 xp (Heals 60 HP)
1 Scorpion = 90 xp
1 Yarputz = 150 xp
1 Mukra = 170 xp

Total Experience Gained = 510 xp

EXITS: North-Room 78, South-Room 60, West-Room 67

------------------------------------------------------------------------------
Room 69 (Chests of Trouble)

This hallway snakes it way from East to South.  There are two treasure niches
each containing a Treasure Chest.  The right Chest has a few secret panels to
another exit.  The panels are not trapped.  The Left Chest is safe to grab
while the Right chest triggers a blockade of 3 Diamond Traps blockin egress to
the Southern passage.

2 Secret Doors = 20 xp each.
2 Treasure Chests = 100 xp (Heals 100 HP)

Total Experience Gained = 240 xp

EXITS: South-Room 61, East-Room 70

------------------------------------------------------------------------------
Room 70 (Secret Serpents)

Divided into three seems to be a them in this game due to meta-mapping
(assuming that term is correct).  Anyways, the main portion of this room has 5
Snakes in it.  There is also a Scroll snuggled next to a wall in the chamber.
The chamber is a bit misleading as it is several invisible walls to make it not
a simple trek.  At my level I can just stomp on the snakes with my feet and not
get hurt.  I don't dare shoot as the walls relfect my shots.  Now its just a
matter of mapping it.

1 Scroll = 200 xp (Heals 100 HP)
5 Snakes = 60 xp each

Total Experience Gained = 500 xp

EXITS: North-room 79, West-Room 69, East-Room 71

------------------------------------------------------------------------------
Room 71 (Wraith Guardians)

This chamber is accessible from two separate entrances from the West.  I'd say
both are individually guarded by a single wraith, but they can go through walls
so 2 wraiths are immediately your problem to start with.

The top room has a Morningstar+1 that, when grabbed triggers a Dual Diamond
Trap in the hallway entrance to this chamber.  These diamonds are easily
destroyed.  There is also a series of 4 panels of secret doors that provide an
exit to the East.

The bottom room has a Healer.  It also is the exit from the Diamond Door
chamber (being also a one-way deal) from there. The Healer is not trapped.

6 Secret Doors = 20 xp each
1 Morningstar+1 = 110 xp
1 Healer = 150 xp (Heals 300 HP)
2 Wraiths = 200 xp each

Total Experience Gained = 780 xp

EXITS: West-Room 70, East-Room 72

------------------------------------------------------------------------------
Room 72 (Diamond Doorway)

This area is practically broken into thirds.  The 3 Gaziks are the first of
your worries but you can cat and mouse them to death either from the North or
from both the South and North exits.  The Diamond doorways are composed of both
Diamond Traps and Diamond Alarms.

On the West side of this area is an exit from a previous room to the West.  It
was technically one way if you ventured fully into the room.  The 2 Secret
doors are trapped by 2 Darts but if you don't move upon entering you won't get
hit.  I entered, Killed the 3 Gaziks and then found out there are 4 more secret
doors going west in the bottom portion of the West chamber heading West.  They
are not trapped.  So I can bypass the smaller diamond door leaving the much
bigger series of diamonds at the North-End of the chamber.

The smaller door has a Diamond Trap and a Diamond Alarm.  The Diamond Trap is
easily destroyed.  The Diamond Alarm resets the Diamond Trap you just destroyed
(so I took 40 damage) and summons 3 more Gaziks.

The Northern Door has 2 Diamond Alarms and a Diamond Trap between them.  The
Trap is indestructable.  The Left Diamond Alarm summons 3 Scorpions directly to
your south.  The Right Diamond Alarm also summons 3 Scorpions directly to your
south.

6 Secret doors = 20 xp each
6 Scorpions = 90 xp each
6 Gaziks = 200 xp each

Total Experience Gained = 1,860 xp

EXITS: North-Room 81, South-Room 64, West-Room 71

------------------------------------------------------------------------------
Room 73 (Rise of the Morning Star)

A simple corner hallway from South to East with an addition of a secret niche
in the West wall will surely draw your attention.  Inside the secret Niche are
2 Morning Stars.  The Top Morningstar is safe to take; while the bottom
Morningstar triggers a scything blade trap preventing easy egress from the
niche.

2 Secret Doors = 20 xp each
2 Morningstars = 30 xp each

Total Experience Gained = 100 xp

EXITS: North-Room 82, East-Room 74

------------------------------------------------------------------------------
Room 74 (Split Hub)

The Top portion of this area is a T-Way intersection.  The Bottom section is
also a T-Way intersection but the way to the south looks like it could be a
broken hole in the wall as 2 Snakes are slithering around here.

2 Snakes = 60 xp each

Total Experience Gained = 120 xp

EXITS: North-Room 83, South-Room 158(New Area?-Lower Castle Floor), West-Room
73, East-Room 75

------------------------------------------------------------------------------
Room 75 (Morning Stash)

Again, a divided hallway but this time the center portion was built using the
reflective walls.  There is a niche in the center accessed from the top T-way
hallway.  The niche has 3 openings to access a single Morningstar+1.  It is
wickedly trapped by a series of 7 Darts from 3 directions (21 Total if you just
stand still).  Not worth grabbing at all.

Along the southern hallway is a Healer.  The Healer summons 2 Gaziks inside the
niche that has the Morningstar+1

Healer = 150 xp (Heals 300 HP)
Morningstar+1 = 110 xp
2 Gaziks = 200 xp each

Total Experience Gained = 660 xp

EXITS: North-Room 84, West-Room 74, East-Room 76

------------------------------------------------------------------------------
Room 76 (The Blender)

At the very first look at this horrible room and you may think it is impossible
to get the treasures in the small niche.  Well, you'd be correct if you entered
the top Western hallway and ran straight in.  what isn't seen is the invisible
wall that blocks entrance into the niche with the Scroll, Healer, and Axe+1.
Nope, like a true blender it is sealed right there and the blades will cut you
into bloody bits.  The sheer number of them slow the screen down.

The proper way into that niche is from the bottom Western hallway that also has
an additional 2 Healers.

There is no way around the 2 Healers in front of the hidden secret entrance to
the niche.  They are safe to grab with no consequences. There are 4 Secret
panels on the Southern portion of the niche you have to open up to enter.  The
last 2 Secret panels trigger 4 Darts from the Northern end of the niche, so if
you are quick you can exit and bank right to avoid the darts.

The Axe+1 is safe to grab.  The Healer and Scroll both summon a single Yarputz
in the hallway outside the niche.  They can't enter so you're safe to shoot
them down.

4 Secret Doors = 20 xp each
3 Healers = 150 xp each (Heals 300 HP)
1 Scroll = 200 xp (Heals 100 HP
1 Axe+1 = 120 xp
2 Yarputz = 150 xp each

Total Experience Gained = 1,150 xp

EXITS: West-Room 75

------------------------------------------------------------------------------
Room 77 (Skeleton Lock)

This room is basically a hub room that is next to the Genie's Lamp hub room.  A
lone skeleton patrolls the area.  Off in the lock area is a Morningstar and
near the top of the lock is a shield.  The Morningstar summons 1 Spider, 2
Scorpions, and 1 Snake.  The Shield is trapped by darts and if you grab it from
below and hide behind the wall, then the monsters will take most of the damage.

1 Shield = 20 xp (Heals 20 HP)
1 Morningstar = 30 xp
1 Spider = 100 xp
2 Scorpions = 90 xp each
1 Snake = 60 xp

Total Experience Gained = 390 xp

EXITS: North-Room 86, South Room 66, West-Room 87(New Area?-Upper Castle Floor)

------------------------------------------------------------------------------
Room 78 (Parasitic Liwam)

A nifty little corner chamber that gradually exits either South or West
depending on the direction you enter.  In the center is a shield surrounded by
8 bricks but still accessible.  There is also a Dagger+1 in the South Western
part of the room and a lone Kajar milling about either sweeping the floor or
just flapping its wings in boredom.

The Shield is infested by 24 Liwam that immediately appear all around you.  I'd
suggest a fear spell unless you like picking teach out of your body from these
gnashing little nasty gremlins.

1 Shield = 20 xp (Heals 20 HP)
1 Dagger +1 = 100 xp
1 Kajar = 200 xp
24 Liwam = 50 xp each

Total Experience Gained = 1,520 xp

EXITS: South-Room 68, West-Room 86

------------------------------------------------------------------------------
Room 79 (Deadly Display of Daggers)

The lesser part of this chamber is simply a small passage exiting East-South.
The much larger section which also exits East-South (but a different part) has
a niche display case of 6 Daggers.  The Bottom Central Dagger summons a single
Gazik in the West section of the hallway.

6 Daggers = 20 xp each
1 Gazik = 200 xp

Total Experience Gained = 320 xp

EXITS: South-Room 70, East-Room 80

------------------------------------------------------------------------------
Room 80 (Boney Boxes)

The East-West hallway bypasses a room full of 6 Skeletons and 2 Healers.  There
is a smaller exit passage in the room's west wall.  Each Healer summons a
single Skeleton.

2 Healers = 150 xp each (Heals 300 HP)
8 Skeletons = 70 xp each

Total Experience Gained = 860 xp

EXITS: West-Room 79, East-Room 81

------------------------------------------------------------------------------
Room 81 (Ghostly Hallows)

Upon entering this section the sounds of Ghosts will notifiy you of their slow
approach (rather easy to dispatch if high level) **Note-at 50 Arm-Class and
whatever my Power is I can just stand still and the Ghosts die).  In an
unaccessable section (probably accessible from the South) is a Sword and a
Scroll.

The Scroll is safe to grab.  The Sword+1 triggers a pyramid of 5 Darts from the
empty hallway to the south.  I was able to approach the sword from the right
side and shoot downard to avoid a single dart from striking me.  It'll take
perfect timing.  The Sword+1 also summons 3 more Ghosts.

1 Scroll = 200 xp (Heals 100 HP)
1 Sword+1 = 130 xp
6 Ghosts = 150 xp each

Total Experience Gained = 1,230 xp

EXITS: South-Room 72, West-Room 80, East-Room 82

------------------------------------------------------------------------------
Room 82 (Holy Niche)

While most of thie area is a few hallways; one being a right turn to the South
and the other being a T-Way to the south, there is a small niche behind some
crumbling brickwork.  Inside is a Holy Symbol which, when grabbed, summons a
single Gazik in the South East part of the right turn hallway.

1 Holy Symbol = 100 xp (Heals 100 HP)
1 Gazik = 200 xp

Total Experience Gained = 300 xp

EXITS: South-Room 73, West-Room 81

------------------------------------------------------------------------------
Room 83 (Symbol of Pain)

This corner turning from South-East has a large gray column in its center.
There is also a Symbol just above it.  The Symbol summons 5 Naksh that are
nearly surrounding you.  They usually move a little to the south so you can
escape and reenter to align your shots and kill them.

1 Holy Symbol = 100 xp
5 Naksh = 100 xp each

Total Experience Gained = 600 xp

EXITS: South-Room 74, East-Room 84

------------------------------------------------------------------------------
Room 84 (Bat Axerson)

Again we have an East-West hallway with a decent little chamber off to the
side.  It would appear a column is in the center of this room and on the other
side is an Axe.  Guarding the Axe are 2 annoying bats.  The Axe is trapped
which summons 2 Stirges.

The other part of this area is a simple hallway angling a right turn from South
to East.

1 Axe = 40 xp
2 Bats = 60 xp each
2 Stirges = 100 xp each

Total Experience Gained = 360 xp

EXITS: South-Room 75, West-Room 83, East-Room 85

------------------------------------------------------------------------------
Room 85 (Letter Opener)

The Center of this series of hallsways is a special alcove.  You can shoot the
lattice crumbling walls from north or south and free the two scything blades.
It is probably best to do so from both directions in hopes to get to the
scrolls.  The Northern West-East passage is not remarkable, but the Southern
one just dead ends.

The Good News is both scrolls are NOT cursed but trigger a Double Dart Trap
from the opposite side (Hopefully if timed right, they will be absorbed by the
scything blades or if you keep close to either north or south wall and shoot at
one you may hit it).

The Real trick to this section is opening the shootable walls at the right time
to make sure the blades scyth past each other.  If done correctly you can
easily switch sides while trying to get both inside and out of the niche and
across to get each scroll.  It will take some excellent timing but may very
well be worth the Hit Points you could gain and the Fear Spells.

2 Scrolls = 200 xp each (Healls 100 HP)

Total Experience Gained = 400 xp

EXITS: West-Room 84, East-Room 86

------------------------------------------------------------------------------
Room 86 (Skeleton Key)

Well, 3 Skeletons and several shootable crumbling walls that resemble an old
skeleton key is exactly what this side chamber is in the East-West passage.
There is a Key in the "web" part of the brick key.  For those who don't know
what the parts of a Key are I'll give a brief description.

In the old skeleton keys (and perhaps even keys of today) the part your fingers
use to turn the key is called the Bow (or loop).  The long portion is the stem
followed by the collar.  Now the the continued part past the collar was
sometimes hollow and sometimes solid but it was called the Pin.  The Teeth at
the end of the key is called the Bit or Web.

So, in the Pin/Web section of the key is a Key.  In the middle of the stem in a
little nook is a scroll.

The Scroll summons a lone Iznink in the Bow of the Key.  The Key triggers a
trap of 6 darts that launch from the Bow (East of you).  Clear out some of the
web of the key and grab the key from the South and stay there to avoid the
darts.

I should note that where the Scroll is there is also a secret passage to the
south of it.  Just clear up the crumbling wall unless you came from that
direction.

4 Secret Doors = 20 xp each
1 Key = 50 xp
1 Scroll = 200 xp (Heals 100 HP)
3 Skeletons = 70 xp each
1 Iznik = 110 xp

Total Experience Gained = 650 xp

EXITS: South-Room 77, West-Room 85, East-Room 78

------------------------------------------------------------------------------
========== Map 2 - Upper Castle Floor ========================================
------------------------------------------------------------------------------
Kadash Section 2 - Beyond the Genie's Lamp

------------------------------------------------------------------------------
Room 87 (The Genie's Lamp)

I entered this room via the back door of the Upper Castle Area.  The entire
room does look like a giant bottle with a red stopper.  That is where 3 more
secret doors are.  The other 4 are located above the left shootable latticework
going north.

The lid to the bottle summons 4 Wraiths that rush to kill you.  The meager
treasure in the bottle is a Ring+1 that is trapped by 2 scything blades.

7 Secret Doors = 20 xp each
1 Ring+1 = 110 xp (Heals 80 HP)
4 Wraiths = 200 xp each

Total Experience Gained = 1,050 xp

EXITS: North-Room 88, West-Room 103, East-Room 77(New Area?-Entry Halls)

------------------------------------------------------------------------------
Room 88 (Snake Chamber)

I Used to enter this chamber via the passage to the south from the Magic Lamp
Hub but sometimes I enter from the West.  The Majority of this room is filled
with snakes; about 10 of them.  Most a baby snakes easy to kill but 1 is the
mother snake that's a little harder to dispatch.  There are 2 Keys in this room.

Both Keys summon a Diamond Snake!  At Level 66 and 50 Arm. Class with a +4
Shield they can't hurt me if I don't shoot.  If I shoot while touching them I
start getting hurt badly.  I hate diamond monsters.

2 Keys = 50 xp each.
10 Snakes = 60 xp each
2 Diamond Snakes = UNKILLABLE!!

Total Experience Gained = 700 xp

EXITS: South-Room 87, West-Room 102(New Area?-Upper Castle Floor), East-Room 89

------------------------------------------------------------------------------
Room 89 (Buggy Tomb)

The top portion is a hallway going East-West.  The scroll at the end of the
series of 4 small chambers has not only 3 Diamond alarms but also 3 Scorpions
and a Spider.  I imagine the scroll doesn't contain secrets of the Pyramids.

Each Diamond alarm is trapped by 2 Darts from the gray blocks that you can't
avoid.  I lost 100 HP each alarm.  They summon like this:

Alarm 1 - Spider, 2 Darts
Alarm 2 - Scorpion, 2 Darts
Alarm 3 - Spider, 2 Darts
Scroll - Spider, Scorpion

3 Diamond Alarms = 0 xp
1 Scroll = 200 xp (Heals 100 HP)
5 Scorpions = 90 xp
4 Spiders = 100 xp

Total Experience Gained = 1,050 xp

*Note: I capped my Experience and Level.  I'm Level 66 With 65,535 XP.  I'm
uncertain as to my max HP since I'm Injured.  Currently sitting at 8,035 HP

EXITS: West-Room 88, East-Room 91

------------------------------------------------------------------------------
Room 90 (4 Way Inter-ring)

The relector gray walls in this room spell troube as does the single Ring+1 in
the center.  The top two East-West exits continue the hallway while the bottom
2 exits enter side tomb chambers.  The Ring+1 triggers a scything blade
blocking east and west.  What isn't seen until the blades start swing are the
invisible walls.  This doesn't make the Ring worth the scant 80 healing and 110
xp.

1 Ring+1 = 110 xp (Heals 80 HP)

Total Experience Gained = 110 xp

EXITS: West-Room 89, East-Room 91

------------------------------------------------------------------------------
Room 91 (Batty Tomb)

The top portion of this area is again a hallway going East-West.  Well, the
double chambered tomb is filled with 4 Kajar (Bat people).  After killing them
you can loot the Sword and the Holy Symbol.

The Sword+1 is trapped by 4 Darts (2 East/West) and 2 Scything blades.  If you
didn't shoot out the invisible crumbling walls you'll have a hard time escaping
without harm.  the Holy Symbol is safe to take.  There are a few (3 secret
doors above the sword that you can open after shooting them.  The Darts might
miss and if you shot the invisible walls you may come out not hurt.

1 Sword+1 = 100 xp
1 Holy Symbol = 200 xp (Heals 100 HP)
4 Kajar = 200 xp each

Total Experience Gained = 1,100 xp

EXITS: West-Room 90, East-Room 92

------------------------------------------------------------------------------
Room 92 (Diamond Axe)

This Axe+2 doesn't even apear to be worth it considering the large number of
Diamond Alarms (5) and Diamond Traps (6)

Ok, From Left to Right I'll number the Alarms 1-5.

#1 - Triggers 3 Invulnerable Diamond Traps that block you'r way out of the
chamber.  It doesn't help that the 6 Diamond Traps on both sides of the Axe +2
are also inlvunerable.

#2 - Removes 2 of the Diamond Traps on the right side of the axe.

#3 - Triggers 2 Scything blades right on top of you.

#4 - Triggers 6 Darts from your due south.

#5 - Removes 2 Diamond Traps from the West side of the Axe+2 and triggers a
Scything Blade due West of you blocking that route of escape.

So it appears you want to grab Diamond Alarm 2 & 5 then the Axe+2.  The Axe+2
Triggers a trap of 3 Diamond Traps on the East side of the Axe (this actually
destroys one of the old traps.

Diamond Traps & Diamond Alarms = 0 xp
1 Axe+2 = 200 xp

Total Experience Gained = 200 xp

EXITS: South-Room 93, West-Room 91

------------------------------------------------------------------------------
Room 93 (Snakes in the Corner Pocket)

The main Hallway turns East again but the majority of this corner is full of
objects and a 5 Snakes.

The CURSED shield in its own little breakable chamber triggers 4 Darts from the
North.  The Rest of the Loot is all safe to grab; it includes: Holy Symbol,
Treasure Chest, Scroll, Key, Axe+1, Ring+1

1 CURSED Shield = CURSED 0 xp
1 Treasure Chest = 100 xp (Heals 100 HP)
1 Scroll = 200 xp (Heals 100 HP)
1 Holy Symbol = 100 xp (Heals 100 HP)
1 Key = 50 xp
1 Ring+1 = 110 xp (Heals 80 HP)
1 Axe+1 = 120 xp
5 Snakes = 60 xp each

Total Experience Gained = 980 xp

EXITS: North-Room 92, East-Room 94

------------------------------------------------------------------------------
Room 94 (Mukra Barracks Post)

Not only is this chamber a lair for 5 Mukras but it blocks the way the rest of
the Eastern side of the Upper Castle Floor.  Once dispatched you can grab the
Sword and head south.  There are a few Secret Doors that form a niche just to
the west of the sword. Get that prepared then grab the sword as a series of
darts will fly towards you from the south.  If you look they, themselves form a
giant arrow pointing South.

2 Secret Doors = 20 xp each
1 Sword = 50 xp
5 Mukras = 170 xp each

Total Experience Gained = 940 xp

EXITS: South-Room 95, West-Room 93

------------------------------------------------------------------------------
Room 95 (Yarputz Barracks)

A set of rooms off to the west of the main hallway form the Yarputz Barracks.
The bottom room has 2 Yarputz and the top has 6 Yarputz.  Seems they have a
very usable Axe+2.  This axe is trapped and summons 5 More Yarputz in the very
same chamber.

1 Axe+2 = 200 xp
13 Yarputz = 150 xp each

Total Experience Gained = 2,150 xp

EXITS: North-Room 94, South-Room 96

------------------------------------------------------------------------------
Room 96 (Deadly Symbol)

This odd T-way intersection has a lovely niche between each of the Westward
exits.  The Holy Symbol is trapped by 6 Scything blades that would appear to
block the exit.  Directly to the south of the symbol are 4 shootable secret
doors to make it easy to escape without harm.

4 Secret Doors = 20 xp each
1 Holy Symbol = 100 xp (Heals 100 HP)

Total Experience Gained = 180 xp

EXITS: North-Room 95, South-Room 97, West-Room 99

------------------------------------------------------------------------------
Room 97 (Key & Shield Room)

The main hallway continues North-South but the side annex are two separate
chambers.  The North contains a Key and the South contains a Shield.  There is
some gray shootable wall at the entrance of the chambers that looks suspect.

At the entrance of the Southern Chamber just on the outside and south are 3
Shootable secret doors.  Shoot these and open up the doors (this will allow the
scything blade that comes later to move more freely.

The Key Places 4 Diamond Traps (Shootable but don't destroy them) at the
entrace of the Southern chamber.  There is also 4 Secret doors directly to the
south of the key that let you grab the Shield+3.  The Shield+3 can do one of
two things.  If you didn't grab the Key, then the Shield+3 Places invulnerable
Diamond Traps at the Secret door to the North and the main exit out of the
chamber.  The Shield+3 also triggers the scything blade mentioned earlier.

I lost about 300 more HP doing the room flawlessly (unless there's something
I'm missing)

7 Secret Doors = 20 xp each
1 Shield+3 = 400 xp (Heals 120 HP)

Total Experience Gained = 540 xp

EXITS: North-Room 96, South-Room 98

------------------------------------------------------------------------------
Room 98 (Bone Breaker)

I Just as well name this Morningstar+1 that since as soon as you grab it you
are surrounded by 8 Skeletons.  They sort of walk away from you at first so I'd
tackle the South Eastern Skeleton and then make a run for the hallway.  Then
clear the rest of them.

Morningstar+1 = 110 xp
8 Skeletons = 70 xp each

Total Experience Gained = 670 xp

EXITS: North-Room 97, West-Room 101

------------------------------------------------------------------------------
Room 99 (Wicked Liche of the North)

This Chambers is divided into three sections.  The first section, if you
approached from the East is nothing more than a narrow little hallway of
reflective gray walls.  Running up and down this hall is a single scything
blade.  You can get into the next chamber by the 2 Secret doors but you'll be
stopped there by the row of 5 Invulnerable Diamond Traps.  The Liche is in the
next section but it walks over the traps with ease.  The CURSED Shield removed
a diamond alarm in the South West Corner exit going south.

If I were to do this war of the liches I'd probably kill the South Lich then
run up here and kill this one.  Then I'd backtrack to the skinny hallway and go
into room 100.

2 Secret Doors = 20 xp each
1 CURSED Shield = CURSED 0 xp
1 Liche = 400 xp

Total Experience Gained = 440 xp

EXITS: South-Room 100(New Area?-Upper Castle Floor), East-Room 96

------------------------------------------------------------------------------
Room 100 (Shield Center)

Placed between the two opposing lich chambers is a few rooms and a few hallways
going North-South.  The Center hallway has 5 Liwam while the West hallway has
nothing.

The chamber from room 99 that looks like an arrow pointing South has 5 Stirges
and a Ring.  The Ring triggers 5 Diamond Traps beneath the Shield+4.  Since the
Shield itself places traps, then maybe there is a way to get the shield safely.
Can't Say I like all the Diamond Traps everywhere so maybe its a puzzle of
sorts.

From the South room 101 is a way to get the Shield+4 that is in its own private
chamber with some breakable wall.  The symbology of the walls makes me think of
the He-Man cartoon and the symbol on his chest.  I believe its Sumerian or
something that means "Perfect Man"  Looks like the Iron Cross or Surfer's Cross
(also the symbol for poorest marksmanship in the military).  The Shield+4 is
trapped and the area around the shield becomes surrounded by 14 invulnerable
Diamond Traps that slowly cut you.  (The Shield in the Keep towers is far
easier to get than this IMHO).

1 Ring = 30 xp (Heals 40 HP)
1 Shield+4 = 600 xp (Heals 120 HP)
5 Liwam = 50 xp each
5 Stirges = 100 xp each

Total Experience Gained = 1,380 xp

EXITS: North-Room 99(New Area?-Upper Castle Floor), South-Room 101(New
Area?-Upper Castle Floor)

------------------------------------------------------------------------------
Room 101 (Wicked Liche of the South)

Liches generally guard something of great value so there must be a reason for
this guardian.  The Main Chamber is divided by 3 Diamond Traps.  There are just
about equal size chambers to the West/East of the Liche but I'm suspecting they
are invulnerable.  At level 66 I should have no trouble dispatching this thing.

The CURSED Holy Symbol in the Western Chamber triggers 6 Darts (3 from East & 3
From West).  The Holy Symbol in the Liche chamber is safe to take.

1 CURSED Holy Symbol = CURSED 0 xp
1 Holy Symbol = 100 xp (Heals 100 HP)
1 Liche = 400 xp

Total Experience Gained = 500 xp

EXITS: North-Room 100(New Area?-Upper Castle Floor), East-Room 98

------------------------------------------------------------------------------
Room 102 (Snake Eyed Axe)

I guess this room looks like a rather fat snake with Axes for eyes.

The top Axe+2 summons a Diamond Yarputz.  It is invulnerable even at level 64
with a +3 Sword.  So the only option is to use a scroll and make it run then
get the hell out of there.

The bottom Axe+1 summons 7 Yarputz.

1 Axe+1 = 120 xp
1 Axe+2 = 200 xp
1 Diamond Yarputz = ??? Unkillable RUN!!!
7 Yarputz = 150 xp each

Total Experience Gained = 1,370 xp

EXITS: South-Room 103(New Area?-Upper Castle Floor), West-Room 107, East-Room
88(New Area?-Upper Castle Floor)

------------------------------------------------------------------------------
Room 103 (Waiter's Room)

If room 104 is the Pantry Elevator then this room is going to be a small
waiting room for the 3 Yarputz's.  There is a small dead end with a Diamond
Alarm.  When Triggered 6 Darts from the North impale you. The Shield in the
Yarputz's room is not trapped.  You can shoot the Yarput's through a secret
murderhole into the room but beware that the gray brick will reflect it back to
you.

1 Diamond Alarm = 0 xp
1 Shield = 20 xp (Heals 20 HP)
3 Yarputz = 150 xp each

Total Experience Gained = 470 xp

EXITS: North-Room 102(New Area?-Upper Castle Floor), South-Room 104, West-Room
108(New Area?-Upper Castle Floor), East-Room 87

------------------------------------------------------------------------------
Room 104 (Pantry Elevator)

That is exactly what this area reminds me of.  Its also the back or front way
into The Gauntlet.  Dodging the Scything blades can be annoying but the scroll
is easy enough to get.  It is only trapped by 2 Darts from the West so stay in
the dead center and they should fly right by.

1 Scroll = 200 xp (Heals 100 HP)

Total Experience Gained = 200 xp

EXITS: North-Room 103, South-Room 105

------------------------------------------------------------------------------
Room 105 (The Gauntlet Part 3 NE)

You know, this could be either Part 3 or Part 1 depending on which route you
went.  Anyways, this room has several windy back/forth sections just like the
rest of the gauntlet.  The inner section doesn't have much, while the center
section has 2 Liwam and a Diamond alarm.

The Next section has 3 Spiders while the outtermost ends with a Chest and a
passage out to the North.

I should note the patience I have at times as I wait until I get all the
Spiders and Liwami away from the South.  When I do enter their section proper I
make sure I'm shooting Northwards and I usually end up killing the Spiders and
Liwam without getting hurt (Then again I'm level 60sh).

The Diamond Alarm is pretty nasty.  It triggers 4 Darts from the South, Blocks
up the West Exit with Diamond Traps (2 of them) and Summons 3 Wraiths that come
through the walls... probably should use a Fear Spell and position yourself
just right to kill them.  The Diamond Traps are easy enough destroyed.

While it looks like the 3 Healers are a great resources they aren't too great
in the end.  The First one triggers a single dart trap.  The Second triggers
another dart trap.  The Third one triggers a double column of 5 (total 10)
darts.  You can shoot some of the double column but the others you can't shoot.
I didn't heal all that much so after doing the gauntlet I'm still about 1,000
HP down.  (At level 60 I had 7,900 HP now I'm Level 63 and have 7,242 HP by
sheer luck).

1 Diamond Alarm = 0 xp
2 Diamond Traps = 0 xp
1 Chest = 100 xp (Heals 100 HP)
2 Liwam = 50 xp each
3 Spiders = 100 xp each
3 Wraithss = 200 xp each

Total Experience Gained = 1,100 xp

EXITS: North-Room 104, South-Room 106, West-Room 109(New Area?-Upper Castle
Floor)

------------------------------------------------------------------------------
Room 106 (The Gauntlet Part 4 (SE)

The Final section of the gauntlet doesn't look too nasty but when you consider
there is a Dagger and a Ring you just know there has to be a trap or series
here.  2 Liwam also are here to bug you.

There are a lot of invisible shootable walls here so be careful of shooting too
fast and hitting the reflective gray walls.  The ring is trapped.  A single
dart comes at you from the West and it also summons a Skeleton near you to your
east and a Wraith off to the Far East that glides through the walls due to its
ethereal ability.

The Dagger is a pain in the ass.  Not only does it summon 2 Wraiths, but it
triggers 2 scything blades in a very narrow curve of the Gauntlet.  Expect to
lose hundreds of more HP.

1 Dagger = 20 xp
1 Ring = 30 xp (Heals 40 HP)
2 Liwam = 50 xp
1 Skeleton = 70 xp
3 Wraiths = 200 xp each

Total Experience Gained = 820 xp

EXITS: North-Room 105

------------------------------------------------------------------------------
Room 107  (Attack or Defend)

This is a rather interesting hallway and chambers.  Again, the main section is
a East-West hallway but the chamber is a mixture of reflector gray brick and
some crumbling shootable lattice.  The West side has a Morningstar+1, near the
center a Diamond Alarm, and the East Side has a Shield+1.

The Diamond alarm (near the crumbling passage to the south) triggers 8 Darts
coming from NW, NE, E, W (2 Each way).  So don't bother with that.

The Morningstar+1 triggers 2 Darts from the East so go down to avoid; and it
summons 2 Yarputz up in the main hallway.

The Shield+1 Triggers 4 Scything blades.  If you left the brickwork getting out
will cut you to ribbons.  If you destroyed the bricks then you might get out
unscathed.

While you can get out without being harmed I'd pass until you go South first
and maybe get the shield on the way back.

1 Diamond Alarm = 0 xp
1 Morningstar+1 = 110 xp
1 Shield+1 = 100 xp (Heals 60 HP)
2 Yarputz = 150 xp each

Total Experience Gained = 510 xp xp

EXITS: South-Room 108, West-Room 111, East-Room 102

------------------------------------------------------------------------------
Room 108 (Strange Sigils)

Well, this is the Eastern side of the Upper Castle Floor and its similar to the
West side.  This is a dual section of L-way turns.  What's interesting is the
odd design work on one of the walls.  It looks like "+ | V Shield and uh...
maybe a primitive squiggly arrow pointing south."

Well, its deceptive as the way to the Keep Towers is the Western side not this
side.  This leads to a horrible gauntlet of damage and death that loops around.

HAH!  It is Roman Numerals.  "+4 Shield - South West"  All these years and I
finally figure that out.  And here I also thought it was an Orc Warrior drawing
or something.

Total Experience Gained = 0 xp

EXITS: North-Room 107, South-Room 109, West-Room 112, East-Room 103 (New Area?)

------------------------------------------------------------------------------
Room 109 (The Gauntlet Part 1 NW)

Yeah, Not a fun area.  The loud nose you hear are the 5 Stirges on the inside.
Going south Loads a new area.  There is also a Symbol and a Scroll.

If you approached from the South you won't have to worry about the Stirges as
there is an invisible shootable wall there.  The Symbol is safe to take but the
Scroll is CURSED and summons 4 more Stirges.  At this point I am Level 60 and
Stirges can't even hurt me if I walk into them or stand still.  The best bet is
to get the CURSED scroll first then snag the symbol to cure yourself.

At least the entrance has 3 Healers to start you off with (or end with if you
manage to come back this way).  I have mixed views on even bothering with The
Gauntlet.  Sure you get about 3 Levels if you do it right but is it really
worth the loss of HP.

1 CURSED Scroll = CURSED 0 xp
1 Holy Symbol = 100 xp (Heals 100 HP)
3 Healers = 150 xp each (Heals 300 HP)
9 Stirges = 100 xp each


Total Experience Gained = 1,450 xp

EXITS: North-Room 108, South-Room 110(New Area?-Upper Castle Floor), East-Room
105(New Area?-Upper Castle Floor)

------------------------------------------------------------------------------
Room 110 (The Gauntlet Part 2 SW)

4 Scything blades are your only friend here.  While 2 go through a secret
passage, I doubt you can fit or want to proceed that way.  Oh the fun!

Yeah... about that secret door.  Oh, it triggers a MEGA-DEATH TRAP!  Not only
do you have a boulder rolling through the middle of the map to block the
gauntlet passage, but it doubles or tripples the number of Scything Blades on
the map, especially on the East side.  (Let's Say a total of 15 Scything
Blades).

4 Secret Doors = 20 xp each (But why bother unless you like dying)

Total Experience Gained = 80 xp

EXITS: North-Room 109(New Area?-Upper Castle Floor)

------------------------------------------------------------------------------
Room 111 (Yin & Yang)

Maybe I'm wrong but that's what this room design looks like.  The top portion
is nothing more than an East-West hallway.  But the main chambers does resemble
the Orb of Celestial Harmony IMHO.  The West side has a ring and the East Side
has a Scroll.  Its a matter of choice here unless you want to risk HP on so few
xp.

First clear the lattice from the scroll area.  Approach from the bottom and
grab it then move downwards.  The Scroll triggers 4 Darts from the West and
places 3 Scything blades near the Ring.  The Ring has a similar trap that
triggers 4 Darts from the East and places 3 Scything blades near the scroll.

1 Ring = 30 xp (Heals 40 HP)
1 Scroll = 200 xp (Heals 100 HP)

Total Experience Gained = 230 xp

EXITS: South-Room 112, West-Room 114, East-Room 107

------------------------------------------------------------------------------
Room 112 (SKULL)

Another T-Way intersection with the exception that the intersection is composed
almost entirely of shootable lattice wall.  Two Rings for Eyes finish out the
awesome skull depiction.

Each Ring of Skulls summons 4 Skeletons (1 always near or on you).  If you left
up most of the lattice you should only get hurt by one skeleton.  The rest you
can kill with east.

2 Rings = 30 xp each (Heals 40 HP)
8 Skeletons = 70 xp each

Total Experience Gained = 620 xp

EXITS: North-Room 111, West-Room 115, East-Room 108

------------------------------------------------------------------------------
Room 113  (Mask of Death)

I'd rather like to think this room looks sort of like a major close-up of a
skeleton or is a mask of a skull.  Either way it is a rather simple room
composed of shootable lattice brick that forms the mask.  In each eye socket is
a single scroll.  Both entrance/exits are from the west.

Well, the best approach to this room is simple.  Clear a small path on the very
bottom of the mask to the Eastern eye socket.  Make just enough room to get
into the socket via East side.  Run west and grab the CURSED scroll.  If you
left the bricks then you'll avoid not only the 4 Darts from the North and 4
Darts from the South, but the 4 Yarputz will not be able to get to you either.

Now, carefully cut across the bridge of the nose of the mask to the regular
Scroll to cure your affliction and summon 6 Scything Blades (3 on the North/3
on the South).  This should kill the Yarputz.  Again, if the Mask was intact
then you should be safe from harm.  Now just shoot North or South on the
Western side of the mask and exit the chamber.

1 CURSED Scroll = CURSED 0 xp
1 Scroll = 200 xp (Heals 100 HP)
4 Yarputz = 150 xp each

Total Experience Gained = 800 xp

EXITS: West-Room 116

------------------------------------------------------------------------------
Room 114 (Bug-Eyes)

The top portion of this area is a East-West hallway.  The main section looks
either like a bug-eyed E.T. or the top of a Liwam in the game.  I often thought
liwam but they're so small its hard to tell.

Anyways, that chamber has a shield where each "eye" appears.  The West Shield
summons 1 Liwam in the same side and 5 in th East side.  Best approach is get
the shield from the NE side and shoot SW.  This will kill the Liwam immediately
near you.  The other 5 at the other side will rush but get stuck behind the top
shootable wall.  Now, just move down enough so that their legs are exposed.
Shoot and kill them.

The East Shield does something similar but only summons 4 Liwam in the West
side.  Just get it from the North and they get stuck behind the shootable wall.
Again, move down enough to expose their legs and kill them.  I learned this
early from the Axe room near the beginning of the game.  I suppose I could just
coin it "Liwam Legging"

2 Shields = 20 xp each (Heals 20 HP)
10 Liwam = 50 xp each

Total Experience Gained = 540 xp

EXITS: South-Room 115, West-Room 119, East-Room 111

------------------------------------------------------------------------------
Room 115  (T-Way Holy Symbol)

The CURSED Holy Symbol is in the center of this T-way intersection.  Avoid it.

CURSED Holy Symbol = CURSED 0 xp

Total Experience Gained = 0 xp

EXITS: North-Room 114, West-Room 117, East-Room 112

------------------------------------------------------------------------------
Room 116 (Murkra Surprise)

This hub hallway linking the lower floors to the upper floors has several
exits.  The one to the south leads back to the lower floors.  There are two to
the east and one passage that almost resembles stairs to the west.  In the
center of the wide hallway is a lone Shield+1.  It is trapped by a single dart
directly from the south (so grab from the side).  It also summons two Mukras to
your north and one to the south blocking most of your ways to escape.  I'd
probably grab the shield on its east side and book it to the lower east
passage.  It appears the Mukra are too large to enter and the dart just might
strike one.

1 Shield+1 = 100 xp (Heals 60 HP)
3 Mukra = 170 xp each

Total Experience Gained = 610 xp

EXITS: South-Room 162(New Area?-Lower Castle Floor), West-Room 118, East-Room
113

------------------------------------------------------------------------------
Room 117 (Safe Key?)

This room is almost a 4-way intersection but carful examination reveals the top
niches as possible murderholes.  The old wall in the niche opposite looks
breakable but there is a small secret panel that activates a multi-dart trap
from all directions.  The Key is untrapped.  I'd be hard pressed again to say
if a solitary 20 xp is really worth the damage sustained... Actually, just
avoid it and snag the key.

1 Secret Door = 20 xp
1 Key = 50 xp

Total Experience Gained = 70 xp

EXITS: South-Room 118, West-Room 120, East-Room 115

------------------------------------------------------------------------------
Room 118 (Healer Chambers)

The lower section of this area is a simple hallway going east & west.  The
upper portion is entered via two different sections to the North.  The Left
Chamber has 2 orcs guarding a Healer that is trapped by summoning a single
ghost.

The Right Chamber has two Izniks guarding a Healer.  This Healer is trapped by
two dart traps from the left so just move up to avoid.

2 Healers = 150 xp each (Heals 300 HP)
2 Orcs = 80 xp each
2 Izniks = 110 xp each
1 Ghost = 150 xp each

Total Experience Gained = 830 xp

EXITS: North-Room 117, West-Room 121, East-Room 116

------------------------------------------------------------------------------
Room 119 (Mukra Guard Post)

This T-Way intersection has a lone Holy symbol in a hollow niche surrounded by
3 Mukra Guardians.  The Holy Symbol is not trapped.

1 Holy Symbol = 100 xp (Heals 100 HP)
3 Mukra = 170 xp each

Total Experience Gained = 610 xp

EXITS: South-Room 120, West-Room 122, East-Room 114

------------------------------------------------------------------------------
Room 120 (Naksh Niches)

This 4-Way intersection also has two small guard niches that each contain a
single Naksh.

2 Naksh = 100 xp each

Total Experience Gained = 200 xp

EXITS: North-Room 119, South-Room 121, West-Room 123, East-Room 117

------------------------------------------------------------------------------
Room 121  (Snakes or Slicer)

A lovely T-way intersection with two ajoining small chambers.  The left chamber
is blocked by crumbling wall and a scything blade.  The contents is a single
Ring+1.  Oddly, this Scything blade can be destroyed by enough shots.

The Right chamber has a similar crumbling wall blocking 5 snakes that guard a
single Ring.  The Ring activates a double scything blade trap on the other
chamber.  These 2 scything blades are indestructable so do the other chamber
first.

In the center of the T-Way is a single Cursed Holy Symbol.  Avoid it!

1 Scything Blade = 50 xp
1 Ring = 30 xp (Heals 40 HP)
1 Ring+1 = 110 xp (Heals 80 HP)
5 Snakes = 60 xp each

Total Experience Gained = 490 xp

EXITS: North-Room 120, West-Room 124, East-Room 118

------------------------------------------------------------------------------
Room 122 (Kajari Key Part Duex)

The top section of this area is a simple hallway going east to west.  The small
narrow chamber is lined with grey deflector wall so be careful with your darts.
The 3 main occupants are 3 Kajari that will immediately flap toward you.
They're slow enough that you should be able to dispatch them.  The Key is not
trapped.

There is another exit besides the Eastern passage you entered.  4 Secret panels
can be removed to enter the Gazik chamber just south of this area.

4 Secret Doors = 20 xp each
1 Key = 50 xp
3 Kajar = 200 xp each

Total Experience Gained = 730 xp

EXITS: South-Room 123, West-Room 125, East-Room 119

------------------------------------------------------------------------------
Room 123 (Gazooks... Gaziks!)

The bottom portion of this area is a dual T-Way intersection (East-West & two
south exits).  The top portion is a very narrow chamber filled with 5 Gaziks
guarding a Shield+2.  There is a secret door to the North leading to the Kajari
Key chamber.  There is also a Western entrance to the Gazik chamber.  Don't
enter this chamber via the secret door; instead lure them to the right near the
shield if they will.  Then, find the West entrance and shoot them down.  Rinse
and repeat until all are dead before collecting the shield.  The Shield+2 is
trapped by a single dart trap easily avoidable by moving downwards.

2 Secret Doors = 20 xp each
1 Shield+2 = 200 xp (Heals 100 HP)
5 Gaziks = 200 xp each

Total Experience Gained = 1,240 xp

EXITS: North-Room 122, South-Room 124, West-Room 126-127, East-Room 120

------------------------------------------------------------------------------
Room 124 (Shields Divided)

The bottom portion is a simple hallway going east to west.  The Dual chambers
on the northern section each have their own individual entrance from the North.
They are divided by a bit of crumbling wall and a solitary scything blade.

The Left chamber has a Shield that is trapped summoning 7 Spiders all around
you (mostly to your North and west blocking egress).  It also activates another
scything blade trapto the left of the current one.

The Right chamber has a shield+1 admist 3 bats.  A solid tactic is to enter the
left chamber and shoot through the crumbling walls letting the bats either get
killed by the scything blade or shot to death by your darts.  When you grab the
shield +1 it summons 3 more bats.  I had such an Arm Class & Level already
(Level 35 Arm. Class 46) that the bats just died trying to hurt me.  I may just
deal with such mobs like this from now on.  The Shield+1 also triggers a
scything blade on the right side of the center blade.  Why this is so I have no
idea as I'm not going to go through that triple blade trap.

1 Shield = 20 xp (Heals 20 HP)
1 Shield+1 = 100 xp (Heals 60 HP)
6 Bats = 60 xp each
7 Spiders = 100 xp each

Total Experience Gained = 1,180 xp

EXITS: North-Room 123, West-Room 128, East- Room 121

------------------------------------------------------------------------------
Room 125 (Simple Corner)

This corner has two exits; one to the East and one to the south.  The only real
interest is the Mural on the wall.  It is either an Arrow pointing down and a
crude image of a Shield (which would make sense if you consider the way to the
Castle Towers and the prize their) or its a Picture of a Horned monster with a
sword.  I'll believe the former rather than the latter.

Total Experience Gained = 0 xp

EXITS: South-Room 126-127 (yeah I goofed Numbering), East-room 122

------------------------------------------------------------------------------
Room 126 (T-Way Intersection)

My Numbering became partially confused so this area is dual numbers 126-127.
Its no big deal as this is the top portion of this area.  Its a simple T-Way
intersection.

Total Experience Gained = 0 xp

EXITS: North-Room 125, West-Room 131, East-Room 123

------------------------------------------------------------------------------
Room 127 (Dagger!)

This is the southern section of my mistaked number system.  The Passage curves
to go East or you can go south.  In the center is a Dagger+1.  It has several
darts coming from the north and one from each SW, SE, NE, NW directions.
Oddly, I managed to maneuver SW and avoided all the darts.  Probably lucky.

1 Dagger +1 = 100 xp

Total Experience Gained = 100 xp

EXITS: South-Room 128, East-Room 123

------------------------------------------------------------------------------
Room 128 (Elbows & Angles)

There are two separate corner hallways here.  The top corner goes to rooms 127
& 132; while the bottom goes to rooms 124 & 129.

Total Experience Gained =  0 xp

EXITS: North-Room 127, South-Room 129, West-Room 132, East-Room 124

------------------------------------------------------------------------------
Room 129 (Armoury of A Thousand Cuts)

If the 8 scything blades in a huge column doesn't dissuade you from trying to
steal those weapons I doubt anything will.  It isn't worth the XP for the over
1,000 damage you will probably sustain.

The Top Axe summons a scything blade near you.  The Middle Morningstar+1
summons another scything blade near you.  By now you'll be cut by the first;
and the bottom Sword+1 Summons yet another scything blade and you'll be seeing
more blood.  Not worth it at all.

1 Axe = 40 xp
1 Morning Star+1 = 110 xp
1 Sword+1 = 130 xp

Total Experience Gained = 280 xp

EXITS: North-Room 128, South-Room 130

------------------------------------------------------------------------------
Room 130 (Secret Entrance to Fortress Towers)

This is the Eastern half of the trapezoidal room.  There is a smaller
trapezoid-like room on the far East side and a passage from the North.  In the
South-East corner on the southern wall are several Secret bricks (7 in total)
that lad to the bottom massive stairwell to the Fortress Towers.

A single Treasure chest is between each chamber while a Shield is near the
secret entrance.  The chest triggers several Scything blade traps on your east
and west.  There are 5 to your west and 2 to your East.  The Shield summons 7
scorpions.  Obviously if you triggered the blade trap from the chest most of
your work will be cut out as the scorpions will be cut to ribbons.  I'd
approach the shield from the lower east side and shoot west to kill the nearest
scorpoions then target the northern ones.

7 Secret Doors = 20 xp each
1 Treasure Chest = 100 xp (Heals 100 HP)
1 Shield = 20 xp (Heals 20 HP)
7 Scorpions = 90 xp each

Total Experience Gained = 890 xp

EXITS: North-Room 129, South-Room 135, West-Room 134

------------------------------------------------------------------------------
Room 131 (Skeletal Sentries)

This passage looks similar to stairs and has two entrances; one from the East
and one from the South.  A small sentry station secured via a secret entrance
and a few arrow slits to snipe invaders.  The problem here is the skeletons
don't have spears or bows so they're trapped and easily dispatched.  They do
have a sword+1 that is trapped by 2 scything blades that fit through the large
arrow slits.

6 Secret Doors = 20 xp each
1 Sword+1 = 130 xp
2 Skeletons = 70 xp each

Total Experience Gained = 390 xp

EXITS: South-Room 132, East-Room 126

------------------------------------------------------------------------------
Room 132 (C-Ring)

While the Western section of this area is a simple North-South hallway lined by
reflective shot walls the Eastern section is a chamber that looks like a Giant
"C" in the center made of red brick.  Around the entire C are 4 rings in each
of the cardinal directions.  The Rings are safe to grab.

4 Rings = 30 xp each (Heals 40 HP)

Total Experience Gained = 120 xp

EXITS: North-Room 131, South-Room 133, East-Room 128

------------------------------------------------------------------------------
Room 133 (Iznik Lair)

This passage runs north to south but midway is a small entrance to an Iznik
Lair containing 8 Izniks that guard 2 Keys and a Shield+2.  A small noticeable
brick on the southern lip of the room appears miscolored and is a secret panel.
The Shield+2 is trapped and summons 4 more Izniks that surround you.  Again
luck was with me as a zig-zagged SW to NW and West outwards of the room then
shot and killed the Izniks.

2 Secret Doors = 20 xp each
2 Keys = 50 xp each
1 Shield+2 = 200 xp (Heals 100 HP)
12 Izniks = 110 xp each

Total Experience Gained = 1,660 xp

EXITS: North-Room 132, South-Room 134

------------------------------------------------------------------------------
Room 134 (Orc Station)

From the North this long hallway makes a sharp turn to the East into a
partially trapezoidal shaped room.  5 Orcs guard a single Healer.  Stand
directly above the Healer then grab it as it is trapped by 10 Darts that shoot
out from the north walls on each side (so 5 on your west and 5 on your east
straight down).

1 Healer = 150 xp (Heals 300 HP)
5 Orcs = 80 xp each

Total Experience Gained = 550 xp

EXITS: North-Room 133, East-Room 130

------------------------------------------------------------------------------
Room 135 (Spiral Stairs Up #1 - Follow the Arrow)

This chamber is pretty obvious which direction you are too follow.  There are 4
small nooks in the narrow passage heading south to a stop.  The two on the east
holds a single Key.  The west nook has the series of 6 secret panels.  The
first 2 panels summon a 2 skeltons; one where each key was.  The second 2
panels do nothing, and the last 2 panels summons a scything blade directly to
the west that would slice you if you were careless.  Run past the blade
probably in a south-west run to take as little damage as possible and let it
dispatch the rather tough skeleton warriors (even at level 40 they took quite a
few hits)

The Chest on the inside of the crumbling brick arrow is safe to grab.

6 Secret doors = 20 xp each
2 Keys = 50 xp each
1 Chest = 100 xp (Heals 100 HP)
2 Skeletons = 70 xp each

Total Experience Gained = 460 xp

EXITS: North-Room 130, West-Room 136

------------------------------------------------------------------------------
Room 136 (Spiral Stairs Up #2 - Lone Wolf)

This room appears pretty unremarkable at first.  It is quite massive for a
stairwell and contains a lone skeleton and a dagger.

1 Dagger = 20 xp
1 Skeleton = 70 xp

Total Experience Gained = 90 xp

EXITS: South-Room 137, East-Room 135

------------------------------------------------------------------------------
Room 137 (Spiral Stairs Up #3 - Barricade)

Well, its not surprising that such security is in place.  There can be made out
several crumbling shootable walls here.  A careful eye will notice some secret
murder holes and bricks.  There is also a diamond alarm in the top part of this
elaborabe door and a diamond trap on the bottom.

Avoid touching the diamond alarm.  If you are really after the few XP here then
get the 4 secret door panels on the map.  A few you cannot get as they are snug
between gray brickwork (Yeah there are a total of 6 secet doors but why bother
counting what you can't get).  The diamond trap is easily destroyed but worth
nothing.

1 Diamond Alarm = TRAP 0 xp
1 Diamond Trap = 0 xp
4 Secret Doors = 20 xp each

Total Experience Gained = 80 xp

EXITS: North-Room 136, East-Room 138


------------------------------------------------------------------------------
Room 138 (Spiral Stairs Up #4 - Orc Guardian)

Security is rather lax at this point probably believing that no one would find
this secret stairwell or that the diamond traps in the previous room would kill
the intruders.

This part of the stairs is almost entirely gray deflector brick so be careful
with your shots if you have POWER greater than your Arm. Class (which is almost
always the case).  There is a single scroll behind a shootable display case and
an Orc barring further entry to the upper fortress battlement towers.  The
Scroll is CURSED and summons a Naksh defender to aid the lone Orc.

1 Cursed Scroll = CURSED 0 xp
1 Orc = 80 xp
1 Naksh = 100 xp

Total Experience Gained = 180 xp

EXITS: North-Room 139(New Area?-Fortress Towers), West-Room 137

------------------------------------------------------------------------------
========== Map 3 - Fortress Towers ===========================================
------------------------------------------------------------------------------
Room 139 (Bottom North East Tower)

**Note: I used Big Letters K-P to indicate meta-mapping from areas.  The
Fortress & Towers are about 4 Stories tall.

Locked in a couple of rooms in this entry gatehouse are a few spiders.  The
West spider guards a single chest while the east spider guards a ring.  Each
are easily dispatched.  The top & Bottom brick of each crumbling wall (or would
this be a door?) has a secret panel you can shoot through to kill the spiders.

The panels are not trapped but the chest and the ring are each trapped.  A
partial row of diamond traps will block southward egress from the Towers.  The
2 diamond traps from the chest are indestructable while the 3 diamond traps
triggerd by the ring are easily smashed.

3 Diamond Traps = 0 xp
4 Secret Doors = 20 xp each
1 Chest = 100 xp (Heals 100 HP)
1 Ring = 30 xp (Heals 40 HP)
2 Spiders = 100 xp each

Total Experience Gained = 410 xp

EXITS: South-Room 138, West-Room 140

------------------------------------------------------------------------------
Room 140 (Bottom North West Tower)

A lone bat flies outside the battlement walls.  In the Northwest lower tower
chamber is a lone Holy Symbol.  The room itself is blocked by invisible
crumbling walls on its east side.  The Holy Symbol is trapped by 4 diagonal
Darts from each direction.  I noticed if I didn't move (not sure how.. I didn't
get hit)

1 Holy Symbol = 100 xp (Heals 100 HP)
1 Bat (That you can't get) = 60 xp normally

Total Experience Gained = 100 xp (160 if you figure out how to get the bat)

EXITS: South-room 141, East-Room 139

------------------------------------------------------------------------------
Room 141 (Bottom South West Tower)

It would appear this is almost another gatehouse or series of blocked up
stairs.  The lower south west tower is blocked up by secret doors.  The main
chamber to the east is accessible via shootable walls.

The South West tower has 3 secret doors on its north side that each summons a
scorpion.  If you only destroyed a few of the crumbling walls (just enough to
walk through, then you can backtrack and shoot through the opening and dispatch
them with no threat.  That same chamber has 3 secret panales going east into
the main area.  It summons but a single scorpion.  The entire reason you have
to go through the secret scorpion panels is because what looks obviously easy
is blocked by an invisible wall that deflects your shots.  The Healer is safe
to grab.

6 Secret Doors = 20 xp each
1 Healer = 150 xp (Heals 300 HP)
4 Scorpions = 90 xp each

Total Experience Gained = 630 xp

EXITS: North-Room 140, East-Room 142

------------------------------------------------------------------------------
Room 142 (Bottom South East Tower)

The outer design of this tower is solid red brickwork blocking 2 Bats from
reaching you.  The inner part of the tower is done in defltion gray brick.  A
small section of crumbling wall block part of your way just past the South East
tower (that IMHO, resembles a spiral staircase).  Careful look will notice the
gray Arrow pointing North (so you're on the right path).

The first diamond alarm summons a Naksh directly behind you and it chargest
fast.  The second diamond alarm triggrs a set of darts to shoot into your back
unless you lured the Naksh to follow you.  It takes the darts and you finish it
off.  And what's better is the wall you're shooting at doesn't deflect your
shots back at you.

2 Diamond Alarms = 0 xp
1 Naksh = 100 xp
2 Bats = 0 xp (since you can't get to them 60 xp each otherwise)

Total Experience Gained = 100 xp (220 if there is a way to kill the bats)

EXITS: North-Room 143, West-Room 141

------------------------------------------------------------------------------
Room 143 (Lower North East Tower)

There's quite a bit to do in this section of the Fortress.  First there is a
bat flying outside the walls.  You can bust open the old arrow slits and kill
it with ease.  There are actually quite a few of these crumbling sections from
now on in these fortress towers.  The top portion is divided into two rooms.
On the left side is a treasure chest and a ring. The Chest is trapped by two
darts from the East room.  The ring is also trapped by darts; one directly from
the north and one from the east.  Keep close to the West wall and just walk
south to pick up the ring and move straight North; both will miss you.

On the right side is a morningstar flanked by a shield to its north and a
shield to its south.  The top Shield is a regular shield as is the Morningstar.
The Bottom shield is CURSED!

The bottom section is divided into two rooms by crumbling walls you can shoot.
In the furtherst part are two scrolls.  The first scroll is safe to take but
the second is a CURSED Scroll that triggers a double dart trap that you can't
avoid.

1 Cursed Scroll = CURSED 0 xp
1 Cursed Shield = CURSED 0 xp
1 Shield = 20 xp (Heals 20 HP)
1 Scroll = 200 xp (Heals 100 HP)
1 Ring =30 xp (Heals 40 HP)
1 Morningstar = 30 xp
1 Bat = 60 xp

Total Experience Gained = 340 xp

EXITS: South-Room 142, West-Room 144

------------------------------------------------------------------------------
Room 144 (Lower North West Tower)

Small hallways winds around the rooms of this part of the North West Tower.  In
the largest section is a shield+2.

In a secret compartment room in the East side of the shield chamber is a
Diamond Alarm.  It is accessible by shooting a few crumbling walls and
bypassing the 3 secret doors.  This alarm sets off a wide row of 8 darts from
the North Wall.  Preferrably you grabbed this after you grabbed the shield+2
because the +2 Shield summons 3 rows of monsters.  The first row is 3 Bats, the
second row is 3 Scorpions, and the third row is 3 spiders.  The darts should
soften them up a little.

1 Diamond Alarm = 0 xp
3 Secret Doors = 20 xp each
1 Shield+2 = 200 xp (Heals 100 HP)
3 Bats = 60 xp each
3 Scorpions = 90 xp each
3 Spiders = 100 xp each

Total Experience Gained = 1,010 xp

EXITS: South-room 145, East-Room 143

------------------------------------------------------------------------------
Room 145 (Lower South West Tower)

The activity starts to heat up down here with all the bat flapping.  In fact
there are 4 bats flapping outside the castle walls.  You can breach any of the
crumbling arrow slits and kill them.  Obviously shooting the western ones lets
the bats in.  There are several shields lined around the outer portions of the
chambers.  There are 7 shields in total.

Starting with:
#1 (Top shield) - Triggers 2 darts from an eastern murderhole.
#2 (Next down) - Triggers 3 darts from the enclosed murderhole directly east.
#3 (Top of room) - Does Nothing
#4 (Bottom of room) - Does Nothing
#5 (Left hall shield) - Does Nothing
#6 (Middle hall shield) - Triggers 2 scytihing blades (one in front and behind
you)
#7 (Right hall shield) - Triggers 2 darts from the murder hole to your north.

You should probably have destroyed some of the crumbling bricks to evade the
scything blades.  I'd backtrack as that blade has the most room to move (if you
really want that shield).

7 Shields = 20 xp each (Heals 20 HP)
4 Bats = 60 xp each
Total Experience Gained = 380 xp

EXITS: North-Room 144, East-Room 146

------------------------------------------------------------------------------
Room 146 (Lower South East Tower - Central Chamber Pinnacle Room)

Well, this room is sort of similar to the previous room.  Its set up with a
hallway to bypass the 8 axes near the arrow slits on the outter wall.  2 Bats
flutter outside the fortress and a single ghost slowly floats towards you.  All
three are easy to dispatch before contemplating your next move.

The Axes: East-West-North
#1 - Does Nothing
#2 - Summons Ghost (see map)
#3 - Summons Ghost (see map)
#4 - Summons Ghost (see map)
#5 - Summons Ghost (see map)
#6 - Summons Ghost (see map)
#7 - Summons Ghost (see map)
#8 - Summons Ghost (see map)

In the very inner chamber at the Pinnacle is THE Shield +4 that summons a
Diamond Wraith.  This Wraith is Indestructible so RUN!!

8 Axes = 40 xp each
1 Shield+4 = 600 xp (Heals 240 HP)
8 Ghosts = 150 xp each
2 Bats = 60 xp each
1 Diamond Wraith = CANNOT BE KILLED EXCEPT BY YOUR DEATH!

Total Experience Gained = 2,240 xp

EXITS: M North-Room 147, P North-Room 147, West-Room 145

------------------------------------------------------------------------------
Room 147 (Middle North East Tower - Central NE Upper Tower)

Now we're starting upwards into the middle section of the Fortress Towers.  The
area is divided into 3 sections.  Outside the walls beyond the arrow slits are
3 bats.  The Inner section is part of the staircase towards the final prize.
The middle section is more or less a small hallway with several side rooms.
Closest to the left is a room with 4 keys; all safe to grab.

The opposite room has a 3 secret panels that summons a single Yarptuz in the
South East Room.

The corner room has a single Scroll that not only places 2 Diamond Traps to bar
exit to further explore the upper levels of the Fortress but summons 5 Yarputz
to attack.

The Top left room has a treasure chest that activates an indestructible Diamond
Trap in the other entrance to this room.

2 Diamond Traps = 0 xp
3 Secret Doors = 20 xp each
4 Keys = 50 xp each
1 Scroll = 200 xp (Heals 100 HP)
1 Treasure chest = 100 xp (Heals 100 HP)
3 Bats = 60 xp each
6 Yarputz = 150 xp each

Total Experience Gained = 1,640 xp

EXITS: M South-Room 146, P South-Room 146, West Room 148

------------------------------------------------------------------------------
Room 148 (Middle North West Tower - Central NW Upper Tower)

The Bats get thicker as you climb up higher and in this case there are 4 Bats
outside the castle walls, but there is a small perfect arrow slit that they can
each fly through.

The Inner tower looks much like the previous room.  This leaves a small hallway
that opens up wide to the south.  There is a narrow hallway that leads into a
small rectangular room.  A solitary diamond alarm is impossible to bypass.
This alarm sets off a scything blade to what can be presumed the secret doors
to the 4 Healers just east of it.  The third heals is trapped that releases yet
another scything blade.

1 Diamond Alarm = 0 xp
2 Secret Doors = 20 xp each
4 Healers = 150 xp each (Heals 300 HP)
4 Bats = 60 xp each

Total Experience Gained = 880 xp

EXITS: South-Room 149, East-Room 147

------------------------------------------------------------------------------
Room 149 (Middle South West Tower - (Central SW Upper Tower)

And it gets battier as 6 bloodthirsty Bats try to get inside the walls.  Close
by just to your south is a Sword.  The Sword is CURSED and summons 3 more Bats.

Much of the SW tower wall is unstable and you have to break your way through
around the twisty section.  There is one small side chamber you can break into
that has a Symbol that is safe to take.

1 Cursed Sword = CURSED 0 xp
1 Holy Symbol = 100 xp (Heals 100 xp)
9 Bats = 60 xp each

Total Experience Gained = 640 xp

EXITS: North-Room 148, East-Room 150

------------------------------------------------------------------------------
Room 150 (Middle South East Tower - (Central SE Upper Tower )

The inner tower portion is much the same as the last but this time 2 Wraiths
rush to relieve you of your life.  The outside of the castle walls has
attracted various bloodsuckers in the form of 2 Stirges and 4 Bats.

The narrow network of halls on souther portion lead around the SE tower
chamber.  The northern opening widens up.  The cache of treasure to the SE is a
treasure room.  There is a Key in the outer portion with 6 treasure chests
bricked up.  The Key summons a single skeleton in the bricked up section next
to the chests.  The Chests are safe to take.

A tricky room.  You can run as far as you can then use a fear spell to repel
the wraiths.  Wait near the top and destroy one of them.  Then run or use
another fear spell.  I managed to get away with using one spell and killing a
single wraith.  I then did the cat and mouse in the wide area slowly whittling
the wraith to death.  The Stirges and Bats can't harm me so no worries there.


1 Key = 50 xp
6 Chests = 100 xp (Heals 100 HP)
4 Bats = 60 xp each
2 Stirges = 100 xp each
2 Wraiths = 200 xp each
1 Skeleton = 70 xp

Total Experience Gained = 1,560 xp

EXITS: North-Room 151, West-Room 149

------------------------------------------------------------------------------
Room 151 (Upper North East Tower - (Lower NE Upper Tower)

Again, the central tower is pretty easy to navigate.  Outside the castle are 5
Stirges and 2 Bats.  Inside the NE tower is a CURSED Holy Symbol and a CURSED
Sword.

Cursed Holy Symbol = CURSED 0 xp
Cursed Sword = CURSED 0 xp
2 Bats = 60 xp each
5 Stirges = 100 xp each

Total Experience Gained = 620 xp

EXITS: South-Room 150, West-Room 152

------------------------------------------------------------------------------
Room 152 (Upper North West Tower - (Lower NW Upper Tower)

And again, the central tower is simple and empty.  Outside the castle walls are
3 Stirges and a single Bat.  The NW tower chamber has 2 CURSED Shields and a
Healer.  The Cursed Shield each summon a single skeleton.  The Healer summons 3
Orcs and 1 Iznik to block your path south.

2 Cursed Shield = CURSED 0 xp
1 Healer = 150 xp (Heals 300 HP)
1 Bat = 60 xp
3 Stirges = 100 xp each
2 Skeletons = 70 xp each
1 Iznik = 110 xp
3 Orcs = 80 xp each

Total Experience Gained = 1,000 xp

EXITS: South-Room 153, East-Room 151

------------------------------------------------------------------------------
Room 153 (Upper South West Tower - (Lower SW Upper Tower)

Again, similar inner tower.  The outside wall is only being assaulted by 2
Stirges.  Blocking your immediate path are 2 Izniks and a very nasty Liche.
This is probably your first encounter with a liche at least in very open
combat.  I'd not be surprised if you used a fear scroll now.  Still, it should
go down relatively fast.  Sadly, I can't milk the xp by it summoning monsters
and me killing them.  That's for another chamber.

The scroll to the South West corner is encased in a shootable invisible wall;
it is safe to grab.

I believe egress to the East is also blocked by a like invisible wall.

1 Scroll = 200 xp (Heals 100 HP)
2 Stirges = 100 xp each
2 Izniks = 110 xp each
1 Liche = 400 xp

Total Experience Gained = 1,020 xp

EXITS: North-Room 152, East-Room 154

------------------------------------------------------------------------------
Room 154 (Upper South East Tower - (Lower SE Upper Tower)

Finally the entrance to the center tower.  The hallway leading to the inner
tower is wide and makes a simple curvey loop.  2 Stirges and a Bat have
breached the walls and rush to drink your blood.  A lone Healer is at the inner
tower entrance.  The Healer is trapped by several darts (many of which go
through the marked secret doors.  They come in all directions but if you
grabbed it from below and stand still you should avoid the darts (or move
slightly upward).  A single bat was also summoned by grabbing that Healer.

1 Healer = 150 xp (Heals 300 HP)
2 Bats = 60 xp each
2 Stirges = 100 xp each

Total Experience Gained = 470 xp

EXITS: West-Room 153

Note: You now move on the inner tower which shares the same maps as noted
above.  You will proceed to the inner rooms as follows:

Start: Room 154 --> Room 153 --> Room 152 --> Room 151 --> Room 150
--> Room 149 --> Room 148 --> Room 147 --> The Prize Room 146!

------------------------------------------------------------------------------
========== Map 4 - Lower Castle Floors =======================================
------------------------------------------------------------------------------
Room 155 (Key Hub)

As I said before there are locations I consider key hubs between the 5 main
areas of the castle.  This room has a nice shortcut back to the beginning of
the castles main entry halls.

This room has a simple set up unless you're just wanting to be careless.  The
scything blade is locked between shootable walls.  There are secret doors the
easily enable you to shoot out the bottom walls and the rest you can just
diagonal shoot (well 1 you can't get to).  This gives the blade ample space to
traverse so you can egress to the east if you so want to.

The key is in a nice reflective wall alcove.  It triggers a double dart trap
from the west so just stay to the north part of the alcove and you'll be safe.

9 Secret doors = 20 xp each
1 Key = 50 xp

Total Experience Gained = 240 xp

EXITS: South-Room 161, West-Room 64(New Area?-Entry Halls), East-Room 156

------------------------------------------------------------------------------
Room 156 (Clash of the Flyers)

I wouldn't really consider these two types of flyers opposites; both being
bloodsuckers, but I would consider them annoying.  Fortunately, there is an
invisible shootable wall in the center of the room dividing them from you.  I
came from the west so I had to deal with teh 3 stirges before tackling the 6
bats.  The reflective walls on the west side made this a bit annoying as I had
a higher Power than Arm.Class at the time.

3 Stirges = 100 xp each
6 Bats = 60 xp each

Total Experience Gained =  660 xp

EXITS: West-Room 155, East-Room 157

------------------------------------------------------------------------------
Room 157 (Scroll-Eyes or Not #2)

This room starts off with the noise of two scything blades preventing easy
access to the treasure alcove.  The Scroll is CURSED and the Morningstar+1 are
both not trapped besides the annoying blades.  Shootable walls allow access
south.

1 Cursed Scroll = CURSED 0 xp
1 Morningstar+1 = 110 xp

Total Experience Gained = 110 xp

EXITS: South-Room 164, West-Room 156, East-Room 158

------------------------------------------------------------------------------
Room 158 (Scroll-Eyes or Not #1)

This hallway has been damaged from age or collapse and the passage to the north
(assuming it was built that way) is unpassable (though if you come from its
otherside you'll be even more annoyed to find you can't progress.  For some
reason they make me think of the snakes and the shape of their heads. (or that
some spooky ghost is going to attack).

The two scrolls on display are blocked by an invisible shootable wall.

2 Scrolls = 200 xp each (heals 100 HP)

Total Experience Gained = 400 xp

EXITS: North-Room 74 (New Area?-Entry Halls), West-Room 157, East-Room 159

------------------------------------------------------------------------------
Room 159 (The Spider's Web)

This might be the most iconic room or rememerable in this game.  The shootable
wall lattice is in the form of a web.  A solitary spider and sword+2 are in the
very center of the web (probably the bones of a dead adventurer too).  Kill the
spider and damage as little of the web as possible.  Work your way into the
center because when you grab the sword+2 it instanstly summons several spiders
into the web; about 13 to be exact.  Ironically, they are entangled mostly and
can be killed easily.

1 Sword+2 = 210 xp
14 Spiders = 100 xp each

Total Experience Gained = 1,610 xp

EXITS: West-Room 158, East-Room 160

------------------------------------------------------------------------------
Room 160 (Naksh Guard Post)

A single Naksh is barricaded itself in this T-section of hallway.  Probably a
stupid idea since you can just shoot it down from safety.  The Diamond alarm is
even nastier ... for the Naksh as it was a security trap to trigger a series of
7 darts that are directly behind the Naksh.  Yeah... stupid is right for this
creature.

1 Diamond Alarm = 0 xp
1 Naksh = 100 xp

Total Experience Gained = 100 xp

EXITS: South-Room 169, West-Room 159, East-Room 65(New Area?-Entry Halls)

------------------------------------------------------------------------------
Room 161 (Cut you down)

I believe the secret doors at the south entrance to this room trigger the dart
traps on the step looking sections of wall on the east.  There's about 12 darts
(one for each step).  I suppose you might be able to dodge one or two if coming
from the north.  You might even be able to shoot one.  Ideally, come from the
south.  Barring that I ran full speed south and did manage to dodge them.

2 Secret Doors = 20 xp each

Total Experience Gained =  40 xp

EXITS: North-Room 155, South-Room 165

------------------------------------------------------------------------------
Room 162 (The Devil Has Eyes for YOU!)

This North-South Hallway is shapped very much like the Devil or a Gazik.  In
fact, each Ring summons a single Gazik to molest your progress as well as a
single dart from each horn (left ring - left horn dart, right ring- right horn
dart.

2 Rings = 30 xp each (Heals 40 HP)
2 Gaziks = 200 xp each

Total Experience Gained = 480 xp

EXITS: North-Room 116(New Area?-Upper Castle Floor) , South-Room 166

------------------------------------------------------------------------------
Room 163 (Sword of Naksh.... Again?)

Well, this chamber is broken into threed parts.  The middle is a simple passage
with a diamond alarm.  The bottom is the treasure chamber from the Lich below
in #167.  The top is a sword guarded by 5 Naksh. The annoying part is the
several invisible wall barriers that reflect your shots back at you, thus the
Nakshi erratic movement.

The Diamond Alarm triggers 2 Scything Blades in the Naksh area.  The Axe+2
triggers 2 darts from your immediate SW.  Just stay where you are or move
slightly west when grabbing the axe (Hug the North Wall).  THe Scroll triggers
a Scything blade blocking the Axe+2 and the Treasure Chest.  The Treasure Chest
triggers a Scything Blade blocking the Scroll.

1 Diamond alarm = 0 xp
1 Sword+1 = 130 xp
1 Axe+2 = 200 xp
1 Scroll = 200 xp (Heals 100 HP)
1 Treasure Chest = 100 xp (Heals 100 HP)
5 Naksh = 100 xp each

Total Experience Gained = 1,130 xp

EXITS: South-Room 167, East-Room 164

------------------------------------------------------------------------------
Room 164 (Scroll-Eyes or Not #3)

This final set of scrolls is obviously trapped to the careful eye.  You'll
notice when you first enter a slight flicker of black through parts of the wall
below the eyes.  As indicated on the map these are shootable secret doors that
are hidden (they don't even indicate much after being shot but they open up the
loose brick so the trap isn't so bad.

The left scroll triggers a scything blade into the left nook.  The right CURSED
scroll triggers a scything blade in the right nook.  I'm not entirely sure what
the arrow through the heart means other than 'MOM' or reference to Ghost and
goblins or perhaps one should head South East (which actually does make sense
when you look at the entire map).

1 Curse Scroll = CURSED 0 xp
1 Scroll = 200 xp (Heals 100 HP)

Total Experience Gained = 200 xp

EXITS: North-Room 157, West-Room 163

------------------------------------------------------------------------------
Room 165 (Kajari Prison)

The sad news is the symbol in the center is impossible to get to as far as I
can tell.  Which is bad because the top sword is cursed and summons 4 spiders.
The bottom sword summons 4 scorpions.  The good news is that the Kajar
sometimes gets just enough of his wing outside the reflective invisible wall
for you to shoot so it is possible to kill it (or did I get to close and it
touched me?)  I'll mess around more but it doesn't appear there's a way to get
that symbol.

1 Holy Symbol ??? (unknown)
1 Cursed Sword = CURSED 0 xp
1 Sword = 50 xp
4 Spiders = 100 xp each
4 Scorpions = 90 xp each
1 Kajar = 200 xp

Total Experience Gained = 1,010 xp + ?? Holy Symbol

EXITS: North-Room 161, South-Room 171, East-Room 166

------------------------------------------------------------------------------
Room 166 (Kajari Guards)

In the center of this 4-way intersection is a Healer guarded by 3 Kajari (bat
people).  Depending on your strength and entrance (preferrably West) you should
be able to take them out relatively easy.  The healer summons yet another two
kajari.

1 Healer = 150 xp (Heals 300 HP)
5 Kajar = 200 xp each

Total Experience Gained = 1,150 xp

EXITS: North-Room 162, South-Room 172, West-Room 165, East-Room 167

------------------------------------------------------------------------------
Room 167 (Channel Your Inner Liche)

This Liche must love secure surroudnings as you have to maneuver around the
inner chamber via 2 rooms.  When You finally get to the Liche and dispatch it
you can grab the Healer.  Before all of that in a dinky alcove upon entering
the hallway part of the chamber is a CURSED Axe that triggers 2 darts from your
north.  Once slain, the Healer is free to grab.

CURSED Axe = CURSED 0 xp
Healer = 150 xp (Heals 300 HP)
Liche = 400 xp

Total Experience Gained = 550 xp

EXITS: North-Room 163, West-Room 166

------------------------------------------------------------------------------
Room 168 (Orc Pit Outpost)

Cleverly on the West wall is a series of 4 Secret Panels that give entrance
into the Dragon's Pit.  The main chamber has a small hallway leading into it.
There are 6 Orc guardians defending their position and a lone Sword+2 on the
ground.  The Sword +2 summons 3 Mukra guardians.

4 Secret Doors = 20 xp each
1 Sword+2 = 210 xp
6 Orcs = 80 xp each
3 Mukras = 170 xp each

Total Experience Gained = 1,280 xp

EXITS: South-Room 174, West-Room 200(New Area?-The Dragon's Pit)

------------------------------------------------------------------------------
Room 169 (Head West?)

This entire maps looks much like an arrow pointing towards the west.  If one
does indeed manage to map this entire dungeon it is correct as that points the
way towards the Dragon's Pit. (But you wouldn't normally know this).  Ironic
since you can't go west just yet.

The arrow head chamber has a Shield+ at the tip.  It is heavily dart trapped
but if you stand just east of it and run southwest to what looks like the third
ledge all 6 darts should all miss you.

The passage to the north and south yields nothing of interest.

Shield +1 = 100 xp (Heals 60 HP)

Total Experience Gained = 100 xp

EXITS: North-Room 160, South-Room 175, East-Room 46(New Area?-Entry Halls)

------------------------------------------------------------------------------
Room 170 (Axe of Naksh!)

This room has a lot of Naksh in it to start with; 10 would be a fair estimate.
There is also a lone axe in the center, a treasure chest and a healer.  First
the Axe is cursed and instantly summons 8 Naksh to surround and kill you.

The chest is simply trapped by a single dart coming from the east.  The Healer
is trapped by a single dart from the west (both easily avoidable).

Cursed Axe = CURSED 0 xp
1 Healer = 150 xp (Heals 300 HP)
1 Chest = 100 xp (Heals 100 HP)
18 Naksh = 100 xp each

Total Experience Gained = 2,050 xp

EXITS: South-Room 176, East-Room 171

------------------------------------------------------------------------------
Room 171 (Dagger Alcove)

This suspicious looking relfectable alcove contains a lone dagger that summons
3 ghosts.  Unless you can dispatch ghosts quickly this may not be worth the
effort.  When You can the extra XP is good.

1 Dagger = 20 xp
3 Ghosts = 150 xp each

Total Experience Gained = 470 xp

EXITS: North-Room 165, South-Room 177, West Room 170

------------------------------------------------------------------------------
Room 172 (Shields of Choice)

This room is basically a 90 degree right angle with a large alcove directly to
the south.  At the center of the T-Way (right angle) is a Holy Symbol.  In the
alcove is a Shield on the Right and a Shield on the left.

Well, the Holy Symbol is infested and summons 19 Liwam in the buggy-eyed Shield
chambers to the South. The Shields are then free to grab.

1 Holy Symbol = 100 xp (Heals 100 HP)
2 Shields = 20 xp each (Heals 20 HP)
19 Liwam = 50 xp each

Total Experience Gained = 1,090 xp

EXITS: North-Room 166, East-Room 173

------------------------------------------------------------------------------
Room 173 (Shield Maidens)

Whether the 2 Izniks are female or not isn't the question.  The Real question
is can you get between the Izniks while grabbing the Axe.  I ask this as the
Axe+1 triggers a single dart in each of those long murder holes.  I found it
easier to just dispatch the Izniks first then approach the Axe+1 from the left
or right side (staying in line hugging the souther wall (you'll still have a
murder hole between the bottom wall but don't worry).  As you grab the axe
shoot into the murder hole closests to you then shoot across where the axe was
(left then right or right then left depending on which side you grabbed it).
This should destroy each of the darts if you're quick enough.

1 Axe+1 = 120 xp
2 Izniks = 110 xp each

Total Experience Gained = 340 xp

EXITS: South-Room 179, West-Room 172

------------------------------------------------------------------------------
Room 174 (CAVE IN!)

Well, if you thought the every entrance to the Pit would be easy, you were
wrong.  This room is made up of a lattice of invisible reflective walls.  There
is a row of 9 boulders rolling from the top of the screen downward causing a
Cave in to block you from ever accessing this room again.  You could very
easily get trapped here.  Fortunately, one boulder can be destroyed and passed.
It is the 4th boulder from the left (marked as Pink on the map).  That is the
only invisible passage to get closer to the pit.  There are a few treasures you
can loot once you get past the boulder.

4 Secret doors would allow you a one-way exit out of here but you'll never get
back in to finish the game.  The Scroll is CURSED.  The Dagger+1, the Shield,
and the Holy Symbol are all safe to take.

1 Boulder = ?? XP (I was maxed out at the time)
1 CURSED Scroll = CURSED 0 xp
4 Secret Doors = 20 xp each
1 Holy Symbol = 100 xp (Heals 100 HP)
1 Shield = 20 xp (Heals 20 HP)
1 Dagger+1 = 100 xp

Total Experience Gained = 300 xp (or more)

EXITS: North-Room 168, South-Room 182, East-Room 175

------------------------------------------------------------------------------
Room 175 (#6 -- IN DARTS)

Well, if you didn't rush right into the middle of the room you'll notice that
cleverly written in darts headed West is the "#6"  There are three exits out of
the room and one bricked up entrance (exit from the boulder room Yeah this is
one way).

Total Experience Gained = 0 xp

EXITS: North-Room 169, South-Room 183, West Room 174 (Don't go in this way or
you'll never finish the game).

------------------------------------------------------------------------------
Room 176 (Sword of Mukra)

Well, this is a pretty big chamber.  On the NE end is a sword and on the SW
section is a lone scroll.  The way in is actually a string of secret doors; one
of which sets of dual dart traps from the East so jump up really quick and it
also fills the room with 8 Mukra.  Hopefully you can get past the darts and out
of the room to dispatch the large Mukras that can't follow.

The Scroll is CURSED and also summons 3 Mukra to kill you.  The Sword +3
summons 5 more Mukra and blocks the exit with a mesh of shootable diamond traps
(8 traps about 1 dart to destroy each)

8 Diamond Traps = 0 xp
1 Cursed Scroll = CURSED 0 xp
1 Sword+3 = 400 xp
16 Mukra = 170 xp each

Total Experience Gained = 3,120 xp

EXITS: North-Room 170, East-Room 177
------------------------------------------------------------------------------
Room 177 (Axe Alcove)

Another chamber that displays two axes; this time in reflective walls.  The
chamber looks clean but is guaranteed to be trapped.  The bottom axe is indeed
cursed and trapped with a v-formation of 5 darts.  So NIX getting that one.
Take the top one instead (reminds me of room -1 TBH).

1 Axe = 40 xp
1 CURSED Axe = CURSED 0 xp

Total Experience Gained = 40 xp

EXITS: North-Room 171, South-Room 184, West-Room 176

------------------------------------------------------------------------------
Room 178 (Twists & Turns)

This area is divided into two passages that snake their way around to a few
other chambers.

Total Experience Gained = 0 xp

EXITS: South-Room 185, East-Room 179

------------------------------------------------------------------------------
Room 179 (Batty Blade)

This area is divided into 2 sections.  The first is a simple hallway that makes
a sharp turn to the West.  You'll notice a sword on the ground in the hallway.
Grab it and it awakens the 14 Bats that were sleeping in that empty chamber in
the other part of the area.

1 Sword = 50 xp
14 Bats = 60 xp each

Total Experience Gained = 890 xp

EXITS: North-Room 173, East-Room 180

------------------------------------------------------------------------------
Room 180 (Scary Secrets)

Well, this chamber is divided into two like so many.  It would almost appear to
be a dead end but there is a series of secret doors that allow entry into the
top portion.

The Top part has a single stirge and a Kajar guarding a Scroll.

The Bottom part has 5 Ghosts and 2 Stirges guarding a Treasure Chest, a Key,
and what appears to be a Healer trapped inside solid gray reflective brickwork.

At this point the monsters shouldn't be a problem (I'm immune to ghosts and
stirges so I can just stand there as they die from touching me.  The Kajar is a
simple kill through the secret door.

The Chest summons 2 Wraiths to the West.  The Key is safe to grab.  The CURSED
Scroll summons 4 Kajar to your east.

1 CURSED Scroll = CURSED 0 xp
1 Healer = 150 xp (Heals 300 HP)
1 Treasure Chest = 100 xp (Heals 100 HP)
1 Key = 50 xp
5 Ghosts = 150 xp each
3 Stirges = 100 xp each
5 Kajar = 200 xp each
2 Wraiths = 200 xp each

Total Experience Gained = 2,750 xp

EXITS: West-Room 179, East-Room 181

------------------------------------------------------------------------------
Room 181 (Bleeder)

The Ring here in this 3-way intersection is trapped by 4 darts from each
hallway.  A careful grab from say the South East corner and maybe a few shots
might let you grab it unscathed.

1 Ring = 30 xp (Heals 40 HP)

Total Experience Gained = 40 xp

EXITS: West-Room 180, East-Room 182

------------------------------------------------------------------------------
Room 182 (Wraithful Chambers)

This area is divided into three parts.  The first and simplest is a small
hallway from the south that heads east.

The next section is a small room that holds various treasures: CURSED Axe,
CURSED Shield, CURSED Holy symbol, and a CURSED Sword (All Safe to grab as no
one wants the rubbish).

The Third part is important as it leads you closer to THE PIT.  It has 2 secret
doors that trigger a trap summoning 3 Wraiths.  The Dagger summon is safe to
take.

2 Secret Doors = 20 xp each.
1 Dagger = 20 xp
3 Wraiths = 200 xp each

Total Experience Gained = 660 xp

EXITS: North-Room 174, South-Room 189, West-Room 181, East-Room 183

------------------------------------------------------------------------------
Room 183 (Yarputz Circle Axe Dance)

7 yarputz dance around a single axe in this room.  There is a small alove on
the eastern side.  It is distinguishable by the odd shapped gray walls.  The
red brick inside are actually 8 secret doors.  The first 6 are fine to get but
the last few triggers a scything blade trap that doesn't make escaping easy.

8 Secret Doors = 20 xp each
1 Axe =   40 xp
7 Yarputz = 150 xp each

Total Experience Gained = 1,250 xp

EXITS: North-Room 175, South-Room 190, West-Room 182

------------------------------------------------------------------------------
Room 184 (Hidden Treasure Alcove)

On the outward apearance this room looks like you'd get to it from another
chamber (if you take my map into account you'd think a particular lich room).
NO! that is indeed an invisible wall on the other side of the chamber.  There
are 4 secret doors that open up the treasure cache.  The last two trigger a
scything blade; time it and you can get inside.

There is a single sword+3, Shield+2, and three treasure chests are then safe to
take.

4 Secret Doors = 20 xp each
3 chests = 100 xp each (Heals 100 HP)
1 Shield+2 = 200 xp (Heals 100 HP)
1 Sword+3 = 400 xp

Total Experience Gained = 980 xp

EXITS: North-Room 177, South-Room 192

------------------------------------------------------------------------------
Room 185 (Liche Central Station)

If I didn't know the entire layout of this game by now then I would probably
not choose such a name for this room.  The chamber is divided by a row of 6
indestructable Diamond Traps buttoned down the middle.  The Liche in the
chamber is guarding a Holy Symbol on the left and 2 Shields on the right.
There is a large opening to the South so you might want to thake that route
after killing the Liche instead of running through the traps.

The Holy Symbol is safe to take.  The Right Shield is CURSED while the Left is
a Shield+2 (both safe to take.. well, don't grab the CURSED shield.

1 CURSED Shield = CURSED 0 xp
1 Shield+2 = 200 xp (Heals 100 HP
1 Holy Symbol = 100 xp (Heals 100 HP)
1 Liche = 400 xp

Total Experience Gained = 700 xp

EXITS: North-Room 178, South-Room 193

------------------------------------------------------------------------------
Room 186 (Deceitful Shield - Top)

The top half of the deceitful blade room is a bit similar.  4 dart traps are
immediately activated upon entering this room (2 from the west and 2 from the
east).  This can be bypassed by first visiting the spiral dead end hallway
portion of this area leading to a single scroll.  The scroll itselt summons 6
spiders that fill the narrow spiral passage.  If I were to imagine this then
I'd guess this spiral hallway was actually webbed leading to the center where
it trigged the single web filament that alerted the spiders.

The main room with the trap contains a CURSED Shield guarded by 3 bats and a
single stirge.  If you decide to take the CURSED Shield it triggers a nice
little death trap.  First, 8 Diamond Traps surround you (4 to your East/4 to
your West).  6 Darts (1 East/1 West and 4 from the South); spear into you.  And
to top all that off; 4 Wraiths move in for the kill.

1 CURSED shield = CURSED 0 xp
1 Scroll = 200 xp (Heals 100 HP)
6 Spiders = 100 xp each
2 Stirges = 100 xp each
3 Bats = 60 xp each
4 Wraiths = 200 xp each

Total Experience Gained = 1,980 xp

EXITS: South-Room 194, East-Room 187

------------------------------------------------------------------------------
Room 187 (Scorpion Symbol)

This Hallway/Room has three exits.  In the center is a holy symbol admist a
nest of 7 giant scorpions.  Once killed the symbol is simple to take.

1 Holy Symbol = 100 xp (Heals 100 HP)
7 scorpions = 90 xp each

Total Experience Gained = 730 xp

EXITS: South-Room 195, West-Room 186, East-Room 188

------------------------------------------------------------------------------
Room 188 (Choices... Choices...)

This T-way hall way also includes two alcoves.  The Top left alcove retains a
single gazik and a single kajar (hopefully they kill each other).  There is
also a ring here.  Due to their wingspan they can't escape. The right alcove
holds 3 skeletons and a selection of 4 morningstars.  What's nifty about each
is the invisible shootable walls that make them all there for display and quite
avoidable.  Diagonal shot or just put a small opening in each to be rid of the
monsters then collect the measly reward.

1 Ring = 30 xp (heals 40 HP)
4 Morningstars = 30 xp each
3 Skeletons = 70 xp
1 Gazik = 200 xp
1 Kajar = 200 xp

Total Experience Gained = 760 xp

EXITS: South-Room 196, West-Room 187, East-Room 189

------------------------------------------------------------------------------
Room 189 (Holy Corner)

This hallway has a relatively large chamber on its east/south side.  In this
chamber is a solitary holy symbol that sets off a dart traps 180 degrees
towards you (about 12 darts).  These darts do quite a bit of damage per dart.

1 Holy Symbol = 100 xp (Heals 100 HP)

Total Experience Gained = 100 xp

EXITS: North-Room 182, West-Room 188

------------------------------------------------------------------------------
Room 190 (Outward Ring)

Stick close to the west wall as when you enter a dart flies from the ring in
each direction (North, South, East).  Oddly, when you grab the ring similar
darts fly towards it (North, South, East).

1 Ring = 30 xp (Heals 40 HP)

Total Experience Gained = 30 xp

EXITS: North-Room 183, South-Room 198, East-Room 191

------------------------------------------------------------------------------
Room 191 (Diamond Columns)

This room is definitely trapped.  Between the dual rows of 6 columns are 5
diamond alarms. There is an invisible barrier that blocks the darts from teh
east alcoves in trap #6.  I've marked each diamond alarm with which darts they
trigger.  I'd say its impossible to dodge all the darts though some might be
dodged.  It doesn't hurt that the first diamond alarm also summons a wraith.

The two scrolls and Axe+1 are not trapped but the bottom scroll is cursed.

5 Diamond alarms = 0 xp
1 Cursed Scroll = CURSED 0 xp
1 Scroll = 200 xp (Heals 100 HP)
1 Axe+1 = 120 xp
1 Wraith = 200 xp

Total Experience Gained = 520 xp

EXITS: West-Room 190

------------------------------------------------------------------------------
Room 192 (Snake Den, Corner Pocket)

A small group of 4 snakes has made a den in the broken brickwork of the South
west part of the corner hallway.  Inside looks to be a dagger that is probably
the results of a meal that didn't digest entirely.

1 Dagger = 20 xp
4 Snakes = 60 xp each

Total Experience Gained = 250 xp

EXITS: North-Room 184, East-Room 193

------------------------------------------------------------------------------
Room 193 (Secret Display)

The bottom portion of this area is simply a T-Way intersection.  The northern
section continues from the previous room 185 with the diamond trap barrier
dividers.  There are 2 scrolls, 2 Rings+1, and a single Shield+3 on display
here.  The Rings+1 and Scrolls are safe to take but the Shield+3 Summons 4
Wraiths in a N/S/W/E direction around you.  You'll probably have to use a few
Fear Spells to get away from them.  There is also a Secret passage in this
chamber going to the East.

4 Secret Doors = 20 xp each
2 Scrolls = 200 xp each (Heals 100 HP)
2 Rings+1 = 110 xp (Heals 60 HP)
1 Shield+3 = 400 xp (Heals 120 HP)
4 Wraiths = 200 xp each

Total Experience Gained = 1,900 xp

EXITS: North-Room 185, South-Room 199, West-Room 192, East-Room 194

------------------------------------------------------------------------------
Room 194 (Deceitful Blade - Bottom)

Both Deceitful Blade parts of this chamber are connected and make a very large
room.  One a massive plinth is a Sword and 2 Rings.  Flapping about the room
are 4 Bats and 2 Stirges.  Once dispatched you can grab the loot.  4 Secret
doors to the West exit this chamber properly.

The Rings+1 are safe to grab as is the Sword+3.

4 Secret Doors = 20 xp each
Ring+1 = 110 xp each (Heals 60 HP)
Sword+3 = 400 xp
4 Bats = 60 xp each
2 Stirges = 100 xp each

Total Experience Gained = 1,140 xp

EXITS: North-Room 186, West-Room 193, East-Room 195

------------------------------------------------------------------------------
Room 195 (Ghostly Blade)

The moaning you hear is immediate as 3 ghosts and 2 scorpions jump to the
attack.  The Center of the room is dominated by a sword secured by secret
doors.  There are two Rings+1 that seem impossible to grab.  First you have to
shoot at them to break the display case (I assume).  You grab the ring+1 that
triggers a secret door button underneath it that automatically is touched that
summons a single ghost (seems elaborate for just a ring+1).  Each ring+1 is
trapped that way.

The +1 Sword triggers a scything blade trap in the same chamber.  What's not
seen is the invisible reflective wall that makes exiting the chamber hurtful.
It is destroyable so just shoot diagonal up left/right and break the blade.

The 3 secret doors to the south leads to a new area. They are not only trapped
by 3 darts from the north, but also summon 5 Wraiths.  Dandy!

5 Secret doors = 20 xp each
1 scything Blade = 50 xp
1 Sword+1 = 130 xp
2 Rings+1 = 110 xp each (Heals 80 HP)
5 Ghosts = 150 xp each
5 Wraiths = 200 xp each

Total Experience Gained = 2,250 xp

EXITS: North-Room 187, South-Room 23 (New Area?-Entry Halls), West-Room 194,
East-Room 196

------------------------------------------------------------------------------
Room 196 (Ghostly Corridor)

The simple passage here opens up towards the west end where 2 ghosts guard the
egress.  There is a small rough cut passage that leads north in hopes of
bypassing the ghost (too bad they can etherealize through walls).

2 Ghosts = 150 xp each

Total Experience Gained = 300 xp

EXITS: North-Room 188, West-Room 195, East-Room 197

------------------------------------------------------------------------------
Room 197 (Healer Storeroom)

Off to the side of the passage is a store room that contains two healers.
Guarding the healers are 4 Izniks and 3 Yarputz.  The two healers are on
shootable walls that must be destroyed to pick them up.  Each healer summons a
single gazik to bar you from escape.

2 Healers = 150 xp each (Heals 300 HP)
4 Izniks = 110 xp each
3 Yarputz = 150 xp each
2 Gazik = 200 xp each

Total Experience Gained = 1,560 xp

EXITS: West-Room 196, East-Room 198

------------------------------------------------------------------------------
Room 198 (Dead Treasure)

This almost forms a pure T-way intersection.  Like Room 198 there is a ring in
the center of the T-way.  There's a treasure chest in the reflectable gray wall
alcove.  The ring triggers dual scything blades to stop exit towards the west
or to get the chest in the eastern niche.  The chest triggers a summon trap of
15 liwams coming from the west corridor (easy to destroy if you have a decent
Power level).

1 Ring = 30 xp (Heals 40 HP)
1 Chest = 100 xp (Heals 100 HP)
15 Liwam = 50 xp each

Total Experience Gained = 880 xp

EXITS: North-Room 190, West-Room 197

------------------------------------------------------------------------------
Room 199 (Menagerie!)

That's the best way to describe this room.  It's divied into two and looks like
a pair of lungs.  In the left lung is a Sword guarded by a Naksh, a Stirge, an
Orc, a spider, and a Bat.  The Center bronchial chamber has a Scroll that is
guarded by a Skeleton, a Liwam, and an Iznik.  The Right lung has a Shield that
is guarded by a Yarputz, a Snake, a Scorpion, a Mukra, and an annoying Wraith.

The First order of business is to kill all the monsters.  I'm really only
worrided about the Wraith since they move like they're on drugs
zigging-and-zagging around.

The Scroll summons a single Ghost in the right lung and placed an unbreakable
Diamond Trap right in the Center of the top part of the bronchial tube. (Still
avoidable though).  The Sword summons a Gazik right up and close to you but
just a bit south.  The Shield summons a Kajar just to your south.

1 Scroll = 200 xp (Heals 100 HP)
1 Shield = 20 xp (Heals 20 HP)
1 Sword = 50 xp
1 Naksh = 100 xp
1 Stirge = 100 xp
1 Orc = 80 xp
1 Spider = 100 xp
1 Bat = 60 xp
1 Skeleton = 70 xp
1 Liwam = 50 xp
1 Iznik = 110 xp
1 Yarputz = 150 xp
1 Snake = 60 xp
1 Scorpion = 90 xp
1 Mukra = 170 xp
1 Wraith = 200 xp
1 Ghost = 150 xp
1 Gazik = 200 xp
1 Kajar = 200 xp

Total Experience Gained = 2,160 xp

EXITS: North-Room 193

------------------------------------------------------------------------------
========== Map 5 - The Dragon's Pit ==========================================
------------------------------------------------------------------------------
Room 200 (Welcome to "THE PIT!)

Upon entering this room you better find the small secret niche just to your
South West and break through the 4 Secret Panels there and duck as 2 Rows of 17
Darts are streaming towards you from the West.  This is the beginning of THE
PIT.

4 Secret Doors = 20 xp each

Total Experience Gained = 80 xp

EXITS: West-Room 201, East-Room 168(New Area?-Lower Castle Floor)

------------------------------------------------------------------------------
Room 201 (The Pen is Mightier than the Blade)

The thin hall turns to the south with a rather wide hall guarded by a lone
Iznik.  Off to the West are two rooms.  There a cut going through the short
halls into the rooms indicating a trap is from one of the items.

The North room has an CURSED Axe that summons 2 Spiders.

The South room has a Scroll that summons a Scything Blade.  All the blank space
between the rooms is actually crumbling invisible wall that should have been
cleared to allow the blade to move further.

1 CURSED Axe = CURSED 0 xp
1 Scroll = 200 xp (Heals 100 HP)
1 Iznik = 110 xp
2 Spiders = 100 xp each

Total Experience Gained = 510 xp

EXITS: South-Room 202, East-Room 200

------------------------------------------------------------------------------
Room 202 (Liwam Rush)

This massive room is full of 21 Liwam gremlins to your South West.  Just rush
to the East passage and exit.  Then reenter and shoot directly West.  They line
up nicely and should die quickly.

21 Liwam = 50 xp each

Total Experience Gained = 1,050 xp

EXITS: North-Room 201, East-Room 203

------------------------------------------------------------------------------
Room 203 (Hall of CURSES!)

The first Holy Symbol totally misleads you as the rest of the items are all
Cursed (all 5 Scrolls, the other Symbol, and the Shield, and Axe)  CURSED!

5 CURSED Scrolls = CURSED 0 xp
1 CURSED Holy Symbol = CURSED 0 xp
1 Cursed Shield = CURSED 0 xp
1 CURSED Axe = CURSED 0 xp
1 Holy Symbol = 100 xp (Heals 100 HP)

Total Experience Gained = 100 xp

EXITS: North-Room 204, West-Room 202

------------------------------------------------------------------------------
Room 204 (Gazik Greatsword)

On a stone plinth is a sword.  Surrounding the swords are 8 Gaziks.  It seems
of great importance to them (or is a false sword)

1 Sword ? = ?? (Can't Get to it)
8 Gaziks = 200 xp each

Total Experience Gained = 1,600+ xp

EXITS: South-Room 203, West-Room 205

------------------------------------------------------------------------------
Room 205 (Dead End?)

I recall quite a few times that I honestly thought this was the end of the Pit.
Seems I didn't realize there was a secret door here in the Southern alcove.  3
Mukra rush to defend their positions.  In the Western alcove is an Axe+2.  It
is trapped by 4 Darts from the East.

The Northern alcove has a Ring+1 that is trapped by 7 Darts from the South.

The Southern alcove not only has the secret way to further enter the Pit but
has a Shield+3.  It is also trapped by 7 Darts that fly from the North.  Oddly,
if I shot the blocked up secret door to the South (Its a combination of
crumbling wall and secret door, thus when I was only walking into walls to
search for secret doors I missed it entirely.  The off-colored brick should
have given me a clue but I didn't think about shooting the walls way back when
first playing the game)... I digress. If I shoot the walls and approach the
shield from the east, then sometimes the darts will miss me.

6 Secret Doors = 20 xp each
1 Ring+1 = 110 xp
1 Shield+3 = 400 xp
1 Axe+2 = 200 xp
3 Mukra = 170 xp each

Total Experience Gained = 1,340 xp

EXITS: South-Room 206, East-Room 204

------------------------------------------------------------------------------
Room 206 (Bribe!)

Well, this small series of caves holds a small portion of the Dragon's
Treasure.  There is a Sword+3 in one round room.  And there are 3 Treasure
Chests in a smaller alcove to the South West.  The Chests are safe to grab but
the Sword+3 triggers 6 Scything Blades throughout the narrow cave tunnels.

3 Treasure Chests = 100 xp each (Heals 100 HP)
1 Sword+3 = 400 xp

Total Experience Gained = 700 xp

EXITS: North-Room205, East-Room 207

------------------------------------------------------------------------------
Room 207 (Dragon's Guards)

Not only is the entire Western section of this huge cavern covered in a Diamond
Trap minefield but there are also 3 Ghosts, 3 Wraiths, and 3 Gaziks that
immediately rush to thwart your approach to the Dragon.

3 Ghosts = 150 xp each
3 Wraiths = 200 xp each
3 Gaziks = 200 xp each

Total Experience Gained = 1,650 xp

EXITS: North-Room 208, West-Room 206

------------------------------------------------------------------------------
Room 208 (ALADAG the Dreaded!)

This is the Dragon's Lair!  But where is the Sword of Kadash?  Aladag is
immortal to any weapon but that Holy blade.  There are 3 Healers here off to
the side but that won't help without the Sword.  Hidden is some crumbling
brickwork (or spackled) secret doors leading North.  You'll have to try to
dodge the dragon's breath or just take some damage.  I'm probably pretty good
as I have not only 9,999+9,449 HP (so an Easy 19,000 HP assuming they deduct
correctly and don't just kill me)

* Note: If you want a shortcut to get straight to the Sword of Kadash rush the
Dragon and walk by his head.  Sure you'll take damage but you'll end up in the
Sword Room.  You'll still have to backtrack to this room though.

The 3 Healers are not trapped.

6 Secret Doors = 20 xp each
3 Healers = 150 xp each (Heals 300 HP)
1 Aladag (Dragon) = ???? xp I was Maxed out again.

Total Experience Gained = 570 xp + Killing the Dragon

EXITS: North-Room 209(Enter New Area?-Dragon's Pit), South-Room 207, East-Room
211(New Area?-Dragon's Pit-The Sword)

------------------------------------------------------------------------------
Room 209 (Trapped Dragon Treasure)

This room sucks to enter as you're immediately hit by 6 Darts (2 from the
North, West, and East).  I suppose you might be able to shoot a few if you're
lucky.  At the same time you're attacked by 3 Wraiths and 3 Spiders.  Once
you've dealt with them you can loot the room.

In the North West corner are 3 Healers.  In the South West Corner are 3
Treasure chests.  In three alcoves to the east are some other items.  The Top
alcove holds a Shield+3.  The Middle alcove holds a Key.  The Bottom alcove has
a Sword+2.  This room may be the only case of actual invisible Walls that don't
reflect your shots back.  Both the North and South alcove have these as decoys
so you will enter those alcoves because the items are trapped.

Both the Shield+3 and the Sword+2 trigger Scything Blade traps that block your
way out of the alcoves. The Key is also trapped by a Scything Blade that can be
destroyed.

1 Scything Blade = 50 xp
1 Shield+3 = 400 xp (Heals 120 HP)
1 Sword +2 = 210 xp
3 Treasure Chests = 100 xp each (Heals 100 HP)
3 Healers = 150 xp each (Heals 300 HP)
3 Spiders = 100 xp each
3 Wraiths = 200 xp each

Total Experience Gained = 2,310 xp

EXITS: South-Room 208(Enter New Area?-Dragon's Pit), East-Room 210

------------------------------------------------------------------------------
Room 210 (Invisible Maze of Terror)

I must say that I hate invisible mazes.  And this is probably the largest of
them.  It isn't overly complex once mapped but it still is annoying to see
stupid Liwam nibbling on my HP because I don't want to overshoot and hit the
reflecting invisible walls.  The maze has about 14 Liwam

14 Liwam = 50 xp each.

Total Experience Gained = 700 xp

EXITS: South-Room 211, West-Room 209

------------------------------------------------------------------------------
Room 211 (THE SWORD OF KADASH - Finally!)

Well, it would figure the Dragon would at least entrust a Liche to guard the
Sword of Kadash.  Of course this Liche is protected by an invisible barrier
that you have to walk all the way around.  The Sword is also in an invisible
chamber inside the bigger invisible chamber.  Hopefully the Lich doesn't summon
a bunch of Wraiths and ghosts.

Upon grabbing the Sword either the Liche immediately reanimates or another
takes its place.  Its an easy kill by now.  Of course it isn't alone and there
are also 3 Wraiths to aid it.

There is also a passage leading to the South from this chamber.

1 Sword of Kadash = 800 xp (Heals 200 HP)
2 Liches = 400 xp each.
3 Wraiths = 200 xp each

Total Experience Gained = 2,200 xp

EXITS: North-Room 210, South-Room 212

------------------------------------------------------------------------------
Room 212 (Drafty & Batty)

Well, this could be a secret egress from the Dragon's Lair.  Maybe you can
escape this way with the Sword and forget the dragon.  The 4 Bats flittering in
this tunnel can't even bother you at this point.  The Tunnel continues off to
the East.

5 Bats = 60 xp each

Total Experience Gained = 240 xp

EXITS: North-Room 211, East-Room 213

------------------------------------------------------------------------------
Room 213 (CURSED TRASH!)

Either the Dragon believes you to be stupid at this point or greedy or just
plain careless.  All of the loot on the cavern floor is CURSED.  It appears
there is just about everything here: CURSED Scroll, 2 Holy Symbol, 2 Shields, 2
Swords, 2 Axes.

*Note: Do NOT Ener the Top Eastern passage that leads to a chest in the next
chamber.  It is a One-way TRAP that will effetively end your game no matter how
powerful you are.

CURSED Scroll = CURSED 0 xp
2 CURSED Holy Symbols = CURSED 0 xp
2 CURSED Shields = CURSED 0 xp
2 CURSED Swords = CURSED 0 xp
2 CURSED Axes = CURSED 0 xp

Total Experience Gained = 0 xp

EXITS: West-Room 212, East-Room 214

------------------------------------------------------------------------------
Room 214 (Dead End Treasure Cache)

Well, as mentioned in the last room; the top chamber is a trap.  Sure you can
loot the Treasure Chest but you'll never exit the one-way death trap.  Maybe
there are are few other skeletons in here that starved to death.

The bottom portion of the treasure cache contains 3 Swords+3, and 3 Shields+3.
All of these are safe to take but there is no other exit out of here.  You'll
have to kill the Dragon.

2 Secret Doors = 20 xp each
1 Treasure Chest = 100 xp (Heals 100 HP)
3 Shields+3 = 400 xp each (Heals 120 HP)
3 Swords+3 = 400 xp each

Total Experience Gained = 2,540 xp

EXITS: West-Room 213

------------------------------------------------------------------------------
Room 215

Total Experience Gained =  xp

EXITS:

------------------------------------------------------------------------------
Room 216

Total Experience Gained =  xp

EXITS:

------------------------------------------------------------------------------
Room 217

Total Experience Gained =  xp

EXITS:

------------------------------------------------------------------------------
Room 218

Total Experience Gained =  xp

EXITS:

------------------------------------------------------------------------------
Room 219

Total Experience Gained =  xp

EXITS:

------------------------------------------------------------------------------
Room 220

Total Experience Gained =  xp

EXITS: