DARKSPYRE WALKTHROUGH
By
[email protected]


Table of Contents

INTRODUCTION
KEY WORDS
GENERAL TIPS
LEVEL 1: WELCOME TO DARKSPYRE
LEVELS  2-4: ON THE WAY TO THE RUNE OF STRENGTH
- Avoid the Bouncing Balls
- Darkspyre is the Name of the Game
- Quest with care, or you will share Borel's Fate.
- Speak Softly and carry a Big Spellbook
- The Ball will Move
- Wish Upon a Star
LEVEL 5: PREPARE TO DO BATTLE FOR THE RUNE OF STRENGTH
LEVELS  6-10: ON THE WAY TO THE RUNE OF AGILITY
- Dragon’s Fire
- Fireballs Fly Free
- In is Your Way Out
- Skull and Bones For Those Who Fail
- Some Mazes may be Deceiving
- This May Be Your Final Resting Place
LEVEL 11: YOU MUST FIND THE RUNE OF AGILITY
LEVELS  12-17: ON THE WAY TO THE RUNE OF ENDURANCE
- Find the Way to the Next Level before the Ball Returns!
- Good Observations Could be Critical
- Place Copy Here
- The Poet’s End
- Three, not Four. Upper Left and No More
- You’ll have to Scramble to find the Exit
LEVEL 18: YOU MUST FIGHT FOR THE RUNE OF ENDURENCE
LEVELS 19-25: ON THE WAY TO THE RUNE OF ACCURACY
- Chaos Rules Here
- Once Bitten, Twice Die, Baby
- Painful Lessons
- Swords and Arrows
- The Land of Jane
- Wanna be for Real
- You are in the Land of LAW
LEVEL 26: SEEK THE EIHWAZ RUNESTONE
LEVELS 27-34: ON THE WAY TO THE RUNE OF TALENT
- Poems you'll Read and then you'll be Free
- Something Wicked this way Runs
- The Path You walk with Determine your Fate
- This Level is Quit a Challenge
- Victory Lies in Between
- Vultures fly both Left and Right
- You will need Good Ball Control
LEVEL 35: YOU MUST FIND THE RUNE OF TALENT
LEVEL 36: WELL DONE CHAMPION
LEVEL 37: WAR
LEVEL 38: INTELLECT
LEVEL 39: MAGIC
ENDING



****************
INTRODUCTION
****************
Once again, I’ve decided to write a guide for Darkspyre. In part, because I
was able to get the Magic Map Spell on the 3rd level; thus allowing better
descriptions of the various floors. The purpose of this walkthrough is to get
you through all the possible floors of Darkspyre. This task is difficult
because some parts of floors are randomized and floors don’t follow a strict
order. I’ve labeled each floor based on the starting quote of the floor.
Levelswithout these quotes are randomized (they have no puzzles nor traps -
just monsters) so there is no way to make a guide for them. The guide is in
order oflevels, with possible floor groupings listed in alphabetical order.
Levels are surrounded by asterisks while floors are surrounded by underscore.

************
KEY WORDS
************
Ball:  A giant orb you can sometimes push or are “bouncy,” rolling back and
forth between 2 points. Balls will sometimes bounce on their own while others
require activations via a lever or plate.

Block: A giant 1x1 section of wall (more noticeable on some palette swaps than
others) that can be pushed to gain access to areas, find items underneath them,
or hold down plates.

Gate:  A doorway that can be opened via casting Knock spell, toggling a lever,
or activating a plate. They deal damage to you or monsters and destroy blocks
and balls if caught in a closing gate.

Lever: A yellow bar fixed to the ground (always starts pointing South-West.
Open Gates and Portals and activate balls

Plate: A gray square on the floor that activates when stepped and/or when
stepped off. Each has a minimum requirement of weight. They open gates,
portals or make it possible to use other levers/plates and activate balls.

Portal: A pulsing hole that can teleport you, items, and sometimes spells to
different location. CAUTION and inactive portal (invisible) will still
teleportitems that you drop on them.

Skulls: Skulls provide information, encouragement, or ridicule as you walk
over them.

Traps:  Normally triggered by plates or levers, traps can shout out gas,
poison, fireballs, and bolts (they are visible on some palette swaps as 3
holes in a section of wall). Other traps involve you entering portals that
teleport you to rooms you cannot leave.


************
GENERAL TIPS
************
Character Creation: Restart the game if the point pool for your attributes
isn’t over 80 (I’ve seen as high as 91). A solid character will have
attributes similar to the following: Strength 10, Agility 19, Endurance 19,
Accuracy 0, Talent 19, Power 19.

Fighting: Kill all monsters. Monsters get progressively harder, so you'll need
to train throughout to battle them. Also, they may drop useful or even
necessary items. Monsters tend to flank you and will work in groups, killing
you quickly. Attack from afar using fireballs and magic gas attack while
trying to hit and run to avoid damage. Cycle through you weapons to be
proficient in  most of the weapons (Projectiles are worthless - thus the
accuracy set to 0 - and Large weapons drain endurance quickly and are heavy so
they should be avoided). Hurling weapons are by far the most common.

Items: Weapons and anti-posion over everything else. Weapons break frequently
and you'll need spares.  It's advisable to replace armor (which also wears
down) or have a backup set (the heavier the armor, the better the protection).
Helms never break down and all offer the same protection. Amulets break easily
so don’t try to hold onto them. Keep your item slots full, even with junk, as
you may need to use them on a plate or throw them to disable a trap.

Work-arounds (kludges): Zap-away, Magic Wall, Chime of Opening and Thurisaz
Rune make quick work of puzzles/levels. Zap-away teleports blocks and balls
away to another part of a level, so it can solve block puzzles quickly but
possibly interfere with areas later in the floor. Magic Wall is a temporary
block, so you can use it in place of a ball or block to hold down a plate, but
some plates require permanent solutions. Chime of Opening will open almost any
gate (even those requiring items). Thurisaz ends the level and takes you to
the next floor. It should be noted that Chime of Opening and Thurisaz Rune do
not work on levels 37, 38, and 39. (This guide does not use Kludges for
solutions to puzzles).


**************************
LEVEL 1: WELCOME DARKSPYRE
**************************

Head South then East (ignore the path North for now) and you'll enter the
armory. Pick up items in the main area. You'll be able to get one additional
weapon (when you start the game, you will already have some proficiency in a
weapon, so I would recommend choosing a different type of weapon). Head back
West and then North (the path previously ignored) and you'll see a portal to
the East. Enter the portal to teleport to a room. Pick up the mage book and
theitems south of it. Attach the scroll to the book (click and drag it onto
the book). Enter the other portal to return.

Head North and step on the plate to open the gate. Kill the  Wraith to get a
key which you will use to open a gate to the East.  Continue East until you
come across a lever. Toggle the lever to open the gate and kill another wraith.
Take the key and the shield and head South.

You will come to a gate to the East. Use your key to open the gate and get
passed the slime (it will poison you, so it's recommended you go around it).
Heading East you will find some potions and another key. Leave this area and
continue South. Ignore the gate to the East for now and continue South to a
T-intersection. Head West, enter a portal to get a gold key, then exit through
the portal and head East. Open the gate with the gold key and head South East
(ignoring a path to the West). Step on the plate to open the gate and kill 2
wraiths (they will drop an iron token and dull key). Toggle the lever in the
room and head East. Pick up a Knock and Sight scrolls, and add them to you
book. Prepare a knock spell and use it on the gate (make sure your character
is looking at the gate when casting the spell).

Now head West and you'll come to a gate with an odd key hole. This key hole
means an object is needed to open the gate and normally a skull will give you
a clue as to what item you'll need. Use the iron token to open the gate and
pick up the leather helm, equip it.

Head back North to the key gate. Open that key gate and the one East of it.
You are now in the final room with the exit. Invoking a Raido rune (which
destroys it) is how you save your game.

***********************************************
LEVELS  2-4: ON THE WAY TO THE RUNE OF STRENGTH
***********************************************
________________________
Avoid the Bouncing Balls
________________________
You will need the following items to open gates/portals: Red Sphere

Avoid the balls as you make your way East. Pick up the token in this room
before heading North. Toggle the lever and the next one so you can walk North.
Head North then East to a small maze and pick up the Round Key. Head back to
the levers and go West.

Use the token on the gate and put an item on the plate (it closes a portal in
the hallway to the South). Walk West and use the Round Key to open the gate to
the North. Head West and Knock the gate and deal with the monsters as you pick
up the Cross Key. Head back to the levers.

Toggle the North lever to open the gate to the West and walk West and you will
come to the Cross Key Gate. Open the gate and at the intersection turn South
and Knock the gate. Head South and put an item on the plate (it opens the gate
to the North). Continue South were you will find a lever and Ball. Toggle the
lever so the ball no longer bounces and is out of your road. Head South then
East and there is a block you need to push onto a plate (and pick up the red
sphere). Enter the now opened. Enter the room and kill the monster to get the
Gold Key. Head back to the intersection.

Walk North and you will come to a skull. Use the Red Sphere on the lock to
open a portal and enter it. After a few teleports, you arrive in the last
area. There is a plate to the South-East that you will need to push a block
onto. Once completed, head North and toggle the lever to open the gate. Use
the Gold Key to open the next gate and Knock the gate after that to reach the
exit.

_________________________________
Darkspyre is the Name of the Game
_________________________________
This floor is huge, with fireballs bouncing around, and mostly optional. There
are 2 levers (one in the North-East and the other to the West) that can turn
off the traps. It’s worth exploring to find lots of items.

From the Start, head East to the outer wall, then South to the South-East
corner of the floor. Walk West along the South outer wall and you will see
2 plates to the North. Walk over the plates to find the exit.

________________________________________________
Quest with care, or you will share Borel's fate.
________________________________________________

Pick up the iron key and use it to open the gate. Head North and you'll reach
an intersection (intersection 1).

(Optional) Put items on the plate to open the gate. Continue East and put more
weight on a plate to open a gate. Head South and toggle the lever to open a
gate. Head North and push the block to gain access to another room. Head back
to Intersection 1.

Toggle the lever and head West. Push the block West until you put it onto a
plate which opens the gate just to the North. Head North, past Intersection 2
(with path to West and plate/gate to the East), and you'll come to a room with
3 blocks. Move the North block to get a gold key. Use the gold key on a gate to
the South and enter that room. Toggle the lever to open a portal. Go through
the portal and toggle the level to open a portal and go through it.

Head to intersection 2, and go East. Put an item on the plate to open the gate
(the next plate will temporarily close the gate (so to leave, you'll need to
Knock to leave). Head East the push the ball North and you will enter a room
with a bouncy ball. Pick up the token and head to intersection 1.

From intersection 1, open the gate to the North using the token. Keep heading
North (past the token gate to the East) and put weight on the plate (it'll take
10 kg) to open the gate to the North. You'll enter a room with a plate and 2
tokens. Step on the plate, but move East off it to avoid the fireball trap.
Grab the 2 tokens and got South to the token gate. Open the first gate, and
continue to head East then North. Open this gate with the token and you are
in the exit room.

_______________________________________
Speak softly and carry a big spellbook
_______________________________________
You will need the following items to open gates/portals:  Water

The level is a giant book (you start in a bookmarker). Head South and push the
blocks out of the way. Head East then North to pick up a Raido. Head dead
South are there are some Balls. Just to the West is a lever that if you toggle,
will stop the most South Ball from moving so you can get the items (potions,
gems, and a weapon) Head West until you hit a wall, then go North.

Optional  (but I would avoid it all together) There is a portal with skull
“take it for a ride” You need 5 kg of items before entering it or you are stuck.
Entering it teleports you to a small room with a plate and portal. You need
5 kg of items on the plate to hold open the portal. Enter the portal and you
are back at “take it for a ride” but now it says “try again?” Entering the
portal again, takes you back to the start.

Along the wall There is a gate and skull “it‘s polite to knock (Knock)” and
head West into a room with monsters. Work your way South-East (within this room)
and you’ll find a gate with a level, toggle the gate to access a portal and
skull “stand back and throw.” Throw an item into the portal to close it. Head
South to an intersection then West then North to get a token. Go back to the
intersection and head East to a Gate and Skull “I want a drink of water, then
I will open the door (water).“ Open the gate and head North. You’ll knock
another gate and you are at the Exit.

__________________
The ball will move
__________________
You start in a small room with a ball. Push the ball North than West onto the
plate to open a portal. Enter the portal. Head South and you'll come too a
plate at a 4 way intersection (intersection 1). The plate operates the gates
to the West and East.

Head West from intersection 1, you'll find a plate which activates gates to the
rooms  North and South of it (they may have items). There is a ball which you
will push West. You are in a room with a block, 1 levels, 2 balls (one you
pushed) with 3 plates to the South. Toggle the level to stop the moving ball.
Push the block (items can be found under blocks) onto the South most plate.
Then push 1 ball West then South and than push the other ball West then South
(this should cover all 3 plates and open the gate to the South). Go South and
pick up the gold and iron keys. Head back to intersection 1.

Head East and use the gold key on the gate to the South. Pick up the Round Key.
Leave this room and head East. Use the iron key to open the Gate (this room
may not be needed). Head back to intersection 1.Head South and you'll come
to a gate; open it with the round key. You'll enter a room with a portal and
ball. Push the ball into a portal to open a new portal to the East. Enter that
portal. Head South-West to find the exit.

________________
Wish Upon a Star
________________
You start the floor between 4 blocks (you are also standing on a teleport exit
so monsters will appear). There is also poison gas coming from the South.
There are 3 portals to the North, a Key gate to the South-West and a Token Gate
to the South East.

Push the North Block North into the Portal. Enter the portals (they will either
send you to one of the other portals or too one of 2 large rooms. Search both
large rooms and kill monsters until you get a Key and a Token. Both large rooms
have portals that teleport you back to the start.

When you get the Key, open the Key Gate and head South-West. Avoid the plate
and toggle the lever in the South-West Corner.

When you get the Token, open the Token Gate, Head South-East, avoid the plate
and toggle the lever.

Once both levels have been toggled, head back to the 3 portals, and the center
one is gone. Cast knock on the gate and head North to the Exit.

******************************************************
LEVEL 5: PREPARE TO DO BATTLE FOR THE RUNE OF STRENGTH
******************************************************
Head South and enter a room with several portals. Go to the South-East-South
portal (the Skull will say “Uraz”) and enter it.

Pick up the gold key in the North-West corner/ There is a gate  behind a portal
to the East; cast knock spell, throw an item (closes the gate and portal), and
cast knock again to get pass it. Walk North then East (a portal currently
blocks North). Ignore the gate to the North and eventually you will come to a
gate. Use the gold key to open it and enter the “room of Rhyme.”

Note: You will find a lot of keys and tokens on this level, which will take up
a lot of space. I suggest dropping them in the room of Rhyme until they are
needed.

From the room of Rhyme, go North to the “Teleport around to find what needs
found.” Cast Knock to open the gate and head North  (leaving an item on the
plate prevents the gate closing behind you). You are in a room with 7 portals
and a block. Push the block North and enter the West portal. Pick up the Token
and enter the North-East portal then enter the North-West portal. Pick up the
token and round key and enter the portal and you back in the room of Rhyme.

Go South-West to “creatures abound A key must be found.” and toggle the lever
to open the gate. Kill the monsters to get a round key and token. In the North-
West corner of this room is a level. Toggle it to start a ball rolling in the
room to the West (this impacts that portal that blocked the path North).

Back to the room of Rhyme, go South-East to “you must be fast to get on past.”
There is a lever with a gate to the East. You need to toggle the lever and make
it through the gate before it closes. I suggest being just east of the lever
and run down the center of the hallway then cutting an angle to get pass the
gate (use mouse to control movements) You’ll probably get caught in the gate,
but keep moving South and you’ll get through it. After you get through, toggle
the lever to the West of the gate to keep it open. Pick up the token to the
West of the lever.

You’ll see 3 portals (forming a triangle) and a fireball trap. Position
yourself looking South-East at the North portal (so you are North West of this
portal). Throw and item which should land on a plate and shut off the portals.
There is an iron key which is used to open the gate just to the East, which
gives you access to a room with 2 monsters and a round key.

Head back to the Portal that blocked you path North and you’ll find that there
is now a series of portals turning on and off. Run through the corridor while
avoiding the portals. Head South to a skull “nothing is free” and pick up the
token on the plate. Leave something on the plate or 2 fireballs will activate.
Head North and you will find some drift wood (It seems that this item is
needed for the final level, so I recommend holding onto it until then). Head
South, then West to a skull “smart as a pin you found your way in” and enter
the portal. You are now in the room behind the gate “closed by order of war.
Pick up the key and token and enter the portal and you’re back in the room of
Rhyme.

Go East to the “turnpike is quite a hike” and take your 6 tokens with you.
Open 3 gates and keep heading North (ignoring the drinker street exit). After
3 more gates you’ll pick up the last Round Key, head back to the drinker street
exit, head North-West and you’ll find a portal. Enter it to be back in the
room of rhyme.

Pick up all your 5 round keys and head West to the key gate. Unlock the 5 gates
(before you enter this portal, I recommend picking up an items you’ve dropped
to make space for keys). Enter the portal.

You are now in a room that’s a giant URAZ rune. Kill the monsters and find an
URAZ rune. Use the URAZ rune to open a gate to the East to find the exit with
another URAZ rune. You will need this rune for later in the game (as will all
the Rune named levels).


***********************************************
LEVELS  6-10: ON THE WAY TO THE RUNE OF AGILITY
***********************************************

_____________
Dragon’s Fire
_____________
A huge but short level. It has a giant dragon  cut out of the center of the
map. Head North-East and push a block. Head South from there to find the Raido
Rune. Precede to the North-East corner of the floor (you are now just North-
East of the dragon’s head). Head South -West along the dragon cut out until
you reach it’s mouth which is several plates (fire ball traps) and 2 blocks.
Push the blocks North (limits your exposure to the traps) to find a key. Head
South from the traps (along the dragon) and you should see some plates. Go West
(avoid the plates which are bolt traps) and there is a key gate. Use the key
on the gate to find the exit.

__________________
Fireballs Fly Free
__________________
Be warned, there are fireballs flying around this board. The first task is to
find 4 iron keys. Enter the portal immediately to the East to be teleported to
the West-South-West corner of the map, Pick up the iron key and head North
along the West wall. You’ll come across a portal with a wall South of it and
an iron key North of it. Pick up the Key and enter the portal to be teleported
to the East side of the map (you’ll be near a series of gates. Head East
towards the outer wall and there should be the 3rd key. Keep heading South-East
and you will find a gate and a small room with some monsters and the last key.
Get the fourth key and head back to the gates.

Open the 4 gates and enter the portal. There is a block puzzle to the West.
Stand North of the first block and push it South-East (away from the other
blocks). Move South of the 2nd block, and push it North-West. Stand North of
the 3rd block and push it South-East.  You can ignore block 4 and just push
block 5 West to the wall. There is a block blocking a hallway to the South.
Push it South then walk West and toggle a lever. Go through the now open gate
and kill monsters and pick up the Raido rune. Head back to the lever and go
North. There is a room with portals and a fire ball. Don’t enter any of the
portals, just walk North to find the exit.

__________________
In Is Your Way Out
__________________
This level is a series of circles within circles. Head East along the outer
circle which curves North. Enter the portal. Head North-West and pick up the
Round Key. Continue North-West and enter the portal to return to the starting
point of the level.

Head West, and North (pass the Round Key gate for the time being) and you’ll
find some items including a token. Head back to the Round Key gate and open it.
When the ball moves South, head North then East to find the token gate. Avoid
the portal to the East (it takes you to the dead-end South of the ball). And
head North then East which will turn South. You’ll come to an intersection
(West-South).

The path West doesn’t seem necessary (unless you want to kill some monsters so
you can skip to the next section).  If so, head West and you’ll find 2 plates
and a gate. Drop a 5kg item on the West plate (to hold it down) then step on
the East plate to open the gate to gain access to the area. When done, go back
to the intersection.

Head South from this intersection, and you’ll find a gap in the wall to move
into an inner circle. You can go North and South, but you need to go North to
open up a gate later in the South path (you’ll pass a ball activating a plate
which I think fires poison gas at the center of the floor - regular items can’t
hold it down to prevent the future annoyance).  Heading North, you’ll find a
portal enter it to teleport to room. Head North-East and toggle the lever and
exit through the portal (if the portal isn’t on, trigger the North plate in
the room to turn it on). Enter the portal. You are now next to a lever (that
was originally jammed if you went along the South path of the intersection) it
opens the North of 2 gates that are next to each other. If the South gate is
still closed, you have to go back to the room with the 2 plates and levers,
step on the South plate once and then exit through the portal.

Once both gates are open, go though them and head North and you’ll quickly
reach a 3 way intersection (North-West, North-East, South-East). Head South-
East to pick up a Cross Key. The North-East path is a dead-end. Head North-West
the South. There is a block to the West  (after you get the Jade Key you’ll
come back to here) that you will now need to push South-West. Eventually you
will reach the cross-key gate. Got through the gate (the path South leads to a
portal back to the start) and head South-East. Push the block to find the Jade
Key.

Go back to where pushed the block from (as mentioned above, and head West.
There will be a block to the East. Push it North-East enough so you can go
South. Eventually you will find a path North leading you to the Jade Key gate,
which is being bombarded by poison.  Open the gate and you come to some more
blocks.

This is tricky (and may be worth while to save the game here). Push the first
block a little bit West the North. Once this is completed, the rest is
relatively easy. Push the South most block West into the wall. Place yourself
between the 2 blocks, push the West block West and the East block East (don’t
worry about blocking the way you came in. Now you’ll need to move the 2 block
directly South of the exit. Push the South block down (under it will be
ambrosia and Raido Rune). Push the last block away from the exit to complete
the floor.

__________________________________
Skull and Bones For Those Who Fail
__________________________________
This map is a giant Skull with 2 bones (one to the West and the other to the
East). There are 2 rooms near the top of the skull (to the West and East of
the eyes) that have some items (knock will open the gates if they are closed).
Anyways, work you way South to the upper teeth and there is a portal. Enter the
portal to teleport to the lower jaw. There are 1 levers, one to the West, the
other the East that have to be toggled to open a portal in the chin. Enter the
portal.

You are teleported to the West bone. You can enter the teleport to the South-
West to go back to the skull and enter the chin portal again which will take
you to the East bone which is the exit room. If you want, you can explore the
North part of the West bone for items before finding your way to the East bone.
The plate with a bolt on it (in the East bone) is a bolt trap. The Raido Rune
is in the South-East corner of the East bone. The exit and ambrosia at the
North end of the East-bone.

___________________________
Some Mazes may be Deceiving
___________________________
There are 4 large rooms (North, South, East, West) which have 3 gates (only 1
of which unlocks from the outside). Note, the start of the floor (the center of
the map) is the end point of several portals. If you stand at this location,
for about 5 minutes, most of the floors monsters will teleport on top of you
and instantly die.

Also, this level doesn’t have Ambrosia nor a Raido rune at the exit. It’s
possible I missed them in a room or from a monster drop.

(Map Guide) Round Key (to your West as you start the floor) is for North room’s
East gate (get Cross Key). Cross Key for South room’s west gate (get Sun Key).
Sun Key is for East room’s South gate (there is a lever which may open a gate
to a room in the North-West corner of the map, but that gate can also be
Knocked and isn’t necessary to complete the floor) (get Jade Key). Jade key is
for West room’s South gate.

(No Map Guide) Pick up the Round Key just to your West. Keep going West until
you hit a wall then go North. At the 4 way intersection head West until you
hit a wall. You’ll go North than East to reach an intersection. Head South,
East, North, East (until you hit a wall) then South. At the intersection go
West and you are at the Round Key gate. Pick up the cross key and go South (out
the now open gate) then East until you hit a wall. Head South then West at the
intersection you and you are back at the starting point.

Head West from the starting point until you hit a wall, then go South. Head
West until you come to an intersection and go South, West, North, West, South
and you be at an intersection. Head East (West takes you to the Jade Key gate)
then North at the intersection and the Cross Key gate is to the East. Pick up
the Sun Key and return to the starting point (either reverse route or leave the
room through the East gate, head South, then East all the way to the South-
East corner of the map. Head North and enter the portal).

Head East from the starting point until you hit a wall. Head North then East
and take South at the intersection. Head East until you hit a wall then South
until you hit a wall (you’ll pass a lever, which I think opens a gate in the
North-West corner of the floor - the gate can be knocked - which is not needed
to complete the floor). Head West then North and you are at the Sun Key gate.
Pick up the Jade Key and return to the starting point (heading West, South,
East takes you to a portal that teleports you to the starting point).

From the starting point, head West until you hit a wall, then go South. Head
West until you come to an intersection and go South, West, North, West, South
and you be at an intersection. Head West then North (avoid the portal) and
you’ll head East to find the Jade Key gate. Open the gate and head North out
of the room to the exit.


____________________________________
This May Be Your Final Resting Place
____________________________________
The level is a giant tombstone that says BURIED  J. G. so most of it is open
space.  (DO NOT enter the portal by the letter “D” until you have opened the
portal inside the “D” or you’ll be trapped. Find your way between the J.G. and
knock a gate open. There is a series of plates. Starting from the skull, move
West 1, South 2, East 1, South 4, West 2, and South 1. There are several items
to pick up including ambrosia and Raido rune (reverse the process to leave).

Head to the South West corner of the map to find 2 balls and a block. Push the
block South into the portal (you’ll take damage from the ball). The block will
teleport to a plate opening the exit to the level (inside the letter “D.” You
can head to the “D” portal to gain access to the portal inside the “D” which
leads to the exit

(Optional and probably not worth the effort.)
Head just East of the balls to find a gate. Knock the gate and throw an item
on the plate to deactivate a trap. Pick up the Round and Cross keys. Head East
(pass the dull key gate and the round key gate) and you’ll find the gate for
the cross key. Open the  gate and toggle the lever and now the gate just to
the West will work with the Round Key. Open the round key gate and  move East
quickly to avoid the fireball. Pick up the various items including the Dull
Key. The Dull Key will open the room to the West and you’ll get a token, which
is used on the letter “E” in  buried (you can only open 1 of the gates).


*******************************************
LEVEL 11: YOU MUST FIND THE RUNE OF AGILITY
*******************************************
You will need the following items to open gates/portals: horseshoe, clover,
sun shield, gold sphere, green sphere, red sphere, blue sphere.

Kill some monsters until you get a horseshoe. Head to the North-East corner of
this room. Use the horseshoe on the lock (next to the skull) to open a portal.
CAUTION: the portal leads to a room where you have to dodge fireballs. Enter
the portal (ignore the lever for now) and zig-zag to avoid the fireballs as you
work you way South. All the way South is a lever, toggle the lever to free the
lever ignored earlier (the fireballs will stop). Walk back North, toggle the
lever to open a portal all the way South (and re-activate the fireballs). Zig-
zag your way back South and enter the portal.

You are in a room with 2 gates and a plate. Make sure the West gate is closed
(East is open) and walk all the way West. Turn around and throw 2kg of item at
the plate (the West gate will open and the East gate will close).

There are 4 areas to the North-West and North-East. There is also a series of
gates to the South-West next to a skull “Gold, Blue, Green, Red, Get them all
or you’ll be dead.” In the 4 above areas, you will get 4 spheres  (1 gold,
1 blue, 1 green, and 1 red) and you need to have them all before completing
this series of gates (each gate you open closes one behind you).

Kill monsters in this massive room until you have the Jade and Sun Keys (there
is a plate for a poison trap). The Sun Key opens the west gate of the two
North-East gates. This room has a ball, 3 plates and a gate to the North (the
green sphere  is behind it). Push the ball East, South, (this opens the gate
to the North - get the green orb) then West. There is now a portal South-West
of the ball. Enter the portal to teleport to a room with a gold key. Pick up
the gold key and enter a portal to get back to the massive  room.

Head to the North-West corner and open the North gate with the gold key. This
room has a small room with gate and plate in the center. There is also a plate
outside of it (don’t step on it - it opens the gate). Hopefully there is a
monster trapped in that small room as the plate keeps a portal open (read below
if not). If the portal is open, simply enter the portal to be teleported to the
Round Key. Pick up the round key and enter a portal to leave the room and head
back to the massive room.

(Skip if monster was in small room) You will need a massive weight to hold down
the plate. One option is to cast Magic Wall and push the wall onto the plate
(you cannot cast the spell directly into the room). The portal will open and
you can get the Round Key. If you do not have the spell, you will need to get
a block from the Jade Key Room and push it all the way to the plate (Plan out
the path you’ll need to do this).

Go back to the North-East corner and open the other gate with the Jade Key.
There are some blocks in this room, so be careful not to block your way out.
There are some monsters you can kill. In the South-West corner is a block
between two walls. Push this block South to get the gold sphere. Had back to
the massive room.

Now head back to the North-West corner and open the Round Key gate. Work your
way to a gate to the South killing monsters (they should drop a clover and sun
shield). The clover will open the gate and continue along the route to another
gate which you need the sun shield to open. Pick up the red and blue sphere and
head back to the massive room.

Go to the series of gates in the South-West corner. Use a gold orb to open the
first gate, blue to open the 2nd, green for the 3rd and read for the 4th.
Prepare for some fighting

You will work you way North. There are 3 blocks in your was. Push the South-
West block South to find the EHWAZ Rune. Move one of the other blocks North
and fight some monsters. Use the EHWAZ Rune to open the gate to the North.
This area is small, be sure to grab the EHWAZ Rune, Ambrosia, and Raido Rune
before exiting.

**************************************************
LEVELS  12-17: ON THE WAY TO THE RUNE OF ENDURANCE
**************************************************
_______________________________________________________
Find the Way to the Next Level before the Ball Returns!
_______________________________________________________

This level actually has 2 “exits” one is the traditional exit; the other is a
Thurisaz Rune (when Invoked you are taken to the next level).  The path to both
is similar. There is a ball going around the floor. Once it makes it all the
way around, it will trigger a plate that opens all the gates.

Head East and at the first intersection head North. You will go East, then
North and go West at the intersection. Head North (ignore the path west) and
then head East. You’ll go North, East, South, East, South (ignore East) and
then go West. At the intersection, go South, East, South, East, and the North
and there is a gate to the West and this is were the paths split.

Regular Path: Enter the gate, and work your way North-West towards the exit for
Ambrosia and a Raido Rune. You can still go to the Thurisaz path thus netting
you an extra Raido and Ambrosia (which I recommend)

Thurisaz Path: Continuing North you will turn West and trigger a plate closing
4 gates behind you. There is a Thurisaz and Raido Rune and also Ambrosia. You
will not be able to leave this area. Invoke the Thurisaz to move on to the next
level.

___________________________________
Good Observations Could be Critical
___________________________________
Lots of puzzles for this floor.  To start, you have to make your way through
4 rooms that have 2 portals each. The patterns chance via loading, so you will
have to figure out some of this on your own. I suggest noting the differences
on the walls (or dropping items to tell the rooms apart). The portals will take
you to different rooms based on the direction you enter them. You will also
pick up a Gold Key as you try to make your way to a fifth room with 1 portal
and a Key Hole. Use the Gold Key on the Key Hole to open a Portal. Enter the
Portal to make it to the main floor.

Head East and there is a plate with 3 gates (the plate opens all the gates -
so be prepared for battle). Kill monsters and pick up the Jet Plate and there
are also some object in the North-East corner of the room (you’ll need some
stuff to through around this level).

Head South where you find a skull “It’s as easy as 1, 2, 3.” There are 9
portals in the room. Enter the North-West Portal, the Middle Portal, then the
South-East portal to make it across the room. Proceed East and you come to a
room with 5 portals with 3 weight plates to the south of them. (you can get
passed this area by walking diagonally into the North-East portal and teleport
South of the token gate). Standing North of the South portal, throw an object
South (it should land on the center plate) to turn of the East portal. Now walk
on the East plate to turn off the North- East Portal and the path to the lever
is clear.

Toggle the lever and kill monsters and get an Iron Token. Use the token to open
the gate to the South. The lever in this room opens that gate (if you
teleported into this room).  Head south into a room with 3 levers and a skull
“Do not touch ANY of these levers.” Don’t touch them.

Continue West then South to a skull “Entering the Crypt” and a lever. Toggle
the lever to open the gate to a room with a skull “Tomb of General 1010
Cherinha with 4 levers to the North. The 1010 clues you unto which levers to
toggle. Counting off, left to right, 1, 2, 3, 4, toggle levers 1 and 3 to open
the gate to the next room. There is a skull “Tomb of chess master Eric Von
Greg. ‘ My grave is unprotected’.” The next skull says “leave and offering for
me in my rest.” Go to the South-West corner of this room and move 1 square East
and you are now standing on an invisible portal (anything you drop on this spot
will vanish forever). Drop somebody armor (it doesn’t have to be the Jet
Plate but it does have to be a set of body armor) on this spot to open the gate
(I found this by dropping stuff in the room randomly, I’m not sure how the
clues tell you about this location. The only connection I can make is that
wherethe armor is dropped would be a square attacked by the “Knight“).

Head West to a skull “Tomb of Sir Hansen, Marathon man.” There are 2 plates
with 2 portals to the North. Stand on the East plate and throw and object onto
the other one. Both plates will be locked down and the portals are turned off.
Head North to a lever and gate.

Toggle the lever to open the gate, Kill the monsters in this room to get a
gold key for the gate. Open the gate and fight some more monsters as you work
you way, in a spiral, to the exit.

_______________
Place Copy Here
_______________
You will need the following items to open gates/portals:  Egg (monster drop -
optional), Eye of Horus, Onion (monster drop).

This is a large floor. I’ll break it down into West area (which is where you
start),  East area and the 8 hallways that connect the 2 areas.

(West area) To your left are 4 small rooms, most have items and all have a
poison trap and plates. Head North and you will come to a large room with a
gate on its North wall. Knock the gate and toggle the lever inside. There are
three other rooms to the North-West with monsters.

There are 8 hallways. From North to South, counting 1-8 (so 8 is the most
south hallway.
1. is divided. Entering from  West are there is nothing, entering from East
Area is a gate (egg ) and items
2. 2 plates that activate a poison trap to the West of it.
3. A Gate to knock, and a plate which activates a fireball to the West of it.
4. A Ball to hinder you moving (easy to avoid)
5. A Ball and plate (activates fireballs in the East Area which are easy to
avoid).
6. Nothing.
7. In the middle, North of a plate is the Eye of Horus. The plate activates
fireballs (the small area you are in is safe). Get the eye and stand on the
plate then wait for the fireballs to stop.
8. Raido rune in the middle

Make you way to the East Area and head South to find a room with a lever
(toggle it). Head North East and you will see a hallway running along the
outer edge of the floor. Put 5kg items on the plate and walk South to another
plate and put 10 kg of items to hold it down. Continue walking South and you
will find a portal (You will need the onion and eye of horus for this next
part. If you don‘t have the onion, check for monsters and near traps to find
it). Enter the Portal

In this new room, there is a 2 item gate (one for each hole - onion, eye of
horus).  Open it and kill the monster to get Ambrosia.

_______________
The Poet’s End
_______________
You will need the following items to open gates/portals:  3 eggs

You’ll walk south over skulls. “a room of beasts, spare them their feasts.
Three dollops found, golden keys round. Make haste this day, far-steps the way.
Past Shifting Wall, Through Narrow Hall. Path Reveal’d by Dint of Zeal. Far-
step again, Sunward then. Ward well your back, against savage attack. From
whence they came, progress you’ll gain. Impede the ball, make safe the Hall.”

Step on the plate to open the gate and kill the monsters (beasts) until you
have 3 eggs (golden keys).  You can drink the Ambrosia now. Use the egg on the
key hole to open a portal. Enter the portal. (this process is repeated 2 more
times) and you will be in a hallway. Head South and you will find a block (the
floor’s décor normally makes blocks difficult to notice). Push the block South
and it will trigger a plate opening a portal beneath you, teleporting you to
the main area.

This is the center hub. There is a long hallway to the West and a bit of a maze
North and South of this location. You can kill monsters in the maze, after
which you will want to head West down a long hallway. There will be a gate to
the North with a plate to the West. Trigger the plate to open the gate to a
room of monsters (Ward well your back) and a lever (progress you‘ll gain).
Deal with the monsters and toggle the lever to open a portal West of the plate.
Prepare a Knock spell as you are going to be teleported to a Room with 2 balls
and fireballs flying around. Once you’ve entered the portal, head South and
knock open the gate to leave the room and you can now head West to the exit.


_______________________________________
Three, not Four. Upper Left and No More
_______________________________________
You will need the following items to open gates/portals:  Red sphere, Jera
Potion

You need to find you way to the North-West corner of the main area. You will
have to deal with Poison Gas in a few areas, so try to avoid it and save an
Algit Potion for the end of the level.

There’s 2 ways to get to where you need to go, the fastest way is to head West
then South. Knock the gate and dodge the ball to continue to head South. You
will come to a block and ball. Push the block North and continue moving South
until you hit an intersection. Head West to a room with Poison (it goes North
to South). Keep heading West then North and you will have another Poison (South
to North) Room to the West and a Block. DO NOT push the block North. Push the
block out of the way (or Zapaway at your risk) and head North to see a ball,
gate, and plate. Step on the plate to open the gate and allows the ball to
bounce. Head North to a gate which is activated by the just previously
mentioned gate.

You are now at an intersection, head East then North. Work your way West then
North were you will eventually Knock a gate and kill some monsters to get the
Red Sphere. Go back to the intersection and this time head West.

You will  be going North-West when you come to a gate and skull “A Harden
blood drop shall let ye pass (red sphere).” Open the gate and you are an area
with 5 plates, several traps, 4 levers and 2 balls. Use the 4 levers to
activate the center plate (the solution appears to be random, so you will
have to try out the combinations). You know you are successful when the balls
activate the center plate, 4 portals open, and fireballs fly about. Enter the
West portal.

Kill monsters looking for a Jera Potion (if you need one). Working you way
South, you‘ll come to a skull “One way is right - One Way is correct!” Go East
(West is a room with a lever that locks you in and spams you with projectiles)
then South. Step on the plate and run North to avoid the ball. Get South of the
ball, head South and push the block out of the way. There is a gate and skull
“Quench my thirst with Healing Water  (Jera Potion).” Open the gate and enter
the portal.

You are now just North of the skull “one way is right…” Make you way to the
Jera Potion gate, and the skull has changed to “Twice is better than once.”
Enter the portal again.

You are now back on the main level, just South-East of the red sphere gate.
Head back to that room. You are about to reach the exit, which is a small room
that you can’t move much, nor throw items. Have 2 inventory slots open so you
can pick up Ambrosia and the Raido. Enter the portal room, but use the South
portal to reach the exit.

________________________________________
You’ll have to Scramble to find the Exit
________________________________________
You will need the following items to open gates/portals:  Bolt, Teiwaz Potion,
Amulet of Agility, Fireball Scroll, Buckler, Chain Coif, Leather Helm, Emerald,
Empty Chalice, Purple Sphere (optional) Split Mail (optional)


Start room (South-East corner of floor): Push the block to gain access to the
South part of the room (should get Fireball Scroll and Emerald as drops.)
Just South of the gate “TOLB (bolt), there is a a bolt. Head West, then South
and (ignore the plate to the East) then West down a long hallway. There is a
plate with a ball to the West of it and a gate to the North. Step on the plate
then run East as the ball will roll that direction. Get out of the way of the
ball so it lands on the plate. Head back West, to the gate which is now open.
Avoid the ball and get into the North part of the room to get an Amulet of
Agility

(Optional) There is a room with 4 monsters to the West. Knock the fight them
(you won’t need their drops, but they normally drop armor and I have seen them
drop a Teiwaz Potion, though you will get items for it later).

Head back to the start room but this time go North (Amulet of Agility and
Fireball Scroll - if possible - with you). Go past the “ ZETIAW TONIPO (Teiwaz
Potion)” Gate and ignore the path West to the “UMAELT FO YGALTI (Amulet of
Agility)” Gate. As you head North, you will see 2 bouncing balls (one West-
East the other North-South). Get North of the North-South Ball to pick up a
Buckler and head back to Amulet of Agility Gate.

Open the Amulet of Agility gate and enter a hub. WARNING: there is an invisible
portal in the center of the room so do not drop any items there. This room has
a Gate “NACIH FICO (chain coif) to the North, a “LERFLABI LOCRLS (Fireball
scroll)” to the West, and “CLUBREK (buckler) to the South.

Open up the Buckler Gate and explore it for items. The room to the West has an
Amethyst gem which can be liquefied to make a Teiwaz Potion. The South Room
has a Fireball Scroll. The East room has some items as well. The plate
activates the portal in the Hub, but it must be held down by a block, wall, or
ball (either way, it’s to early to open the portal any ways).  You should have
the Teiwaz Potion, so go to that gate.

Once the Teiwaz Gate is opened you will make your way to a room with a plate
and 2 gates. The gate to the North has a skull “TINLPS ALIM (Splint Mail).”
There are 2 monsters in here who don’t have relevant drops and not worth
dragging the 19 kg Splint Mail to open. The other gate (East) has 2 ways to
open it. I recommend Knocking it (this room has the Leather Helm). You can
also stand on the plate to open a portal, cast Knock into the portal then
throw 2 kg of items (which you can’t get back) to open the gate. Now that you
have the Leather Helm, go back to the Hub.

From the Hub, head West and you will find a gate to the North. Knock it and
you will see a plate to the East and bouncy balls to the North. There are some
items among the balls, and North of them is a Chain Coif. Head back to the Hub </pre><pre id="faqspan-2">
and open the Chain Coif gate. Head West to see a gate to the South and a Portal
to the West. Enter the portal. You are now trapped between 3 gates. Knock the
gate North of you and put items on the plate to open the other gates. There
will be some monsters as well as an Empty Chalice (which you’ll need) and Great
Shield. Head back to the hub.

You should now have an Emerald, Leather Helm, and Emtpy Chalice there are 2
ways to proceed. 1st, if you have a high level Magic Wall, you can go South
(through the Buckler Gate) and put a wall on the plate. Run North and enter
the Portal. The 2nd option (which you can only do once, so double check you
have the 3 items) is to open the Chain Coif gate to the North, keep heading
North, ignore the “LPRUEP RHEERPS (purple sphere).” gate and knock the door to
the North. This room has the Purple Sphere and a ball.

Optional. You can use the Purple Sphere on the gate to gain access to a set of
rooms. There is a Gate that you can either knock open, or operate Levers to
the West to open. Killing the monsters inside will get you Split Mail (19 kg
body armor) which is used to open a gate in the Teiwas Potion room. Again,
waste of time and energy.

Push the Ball West the South while following behind it - but STOP in the
center of the hub (where the Portal will open). The ball will roll over the
plate turning on the portal and teleporting you.

You are now in a large room with 2 dozen portals. Most of them just move you
to another portal (and they are random, so you many need a little trial and
error). Eventually you will be teleported to a small room, with a gate and
skull “Healtre Melh (Leather helm).” This leads to another gate “LAERDEM
(emerald).” And this leads you to the last gate “DO NOT ENTER (Empty Chalice -
I know Do Not Enter is not a scrambled up version of  Empty Chalice but it was
one of the items that was always available so I took a shot).” And you’ve
reached the exit.

**************************************************
LEVEL 18: YOU MUST FIGHT FOR THE RUNE OF ENDURENCE
**************************************************
Push the ball South and then run South. The ball will enter a portal and open
(then close) 4 gates in succession (the ball repeats the pattern so you can
try again if you miss). Head south and Toggle the lever to open the gate and
prepare to fight some monsters to get the Gold Key. Also, push blocks around
to reveal the Cross Key and a skull “when the choice is yours - choose the
right.”

Head west and you’ll come to a key gate (gold key). Going North you will come
to a long hallways with weight plates (they trigger 2 fireballs moving North-
to-South). Make it all the way North to get another Cross Key then head back
to the Gold Key gate and continue West.

Head North to an intersection (ignore West for now).

Optional - East has 2 plates, the West plate is a poison trap (fires east-to-
west) and the East Plate temporarily closes a gate to the South.

Continuing North you come to a room with 3 levers and 2 gates. Toggle only
the most East lever (when the choice is yours - choose the right)
which opens the gate to the North-West (the other open gates to the South-West
which is a room of monsters). Get the 3rd Cross-Key and toggle the lever again
to leave this room.

Head South to the intersection and go West. Ignore the path North-West (just
a Skull “when the choice is yours - choose the right “). You will enter a room
with 2 portals (only 1 is on at a time) and a gate with a monster and plate
behind it. You want to enter the West Portal as the East portal teleports you
behind the gate. The plate switches the portals on an off so you can wait till
the West portal is activated, or enter the East portal, kill the monster,
activate the West portal and Knock the gate to get out. Enter the West Portal
(will be some monsters).

You are in the 2nd part of the map, a series of rooms that spell out TEIWAZ.
Starting in T, work your way North to a key gate and lever (the lever opens a
portal leading back to the 1st area). Use a Cross-Key to open the gate and
enter E. DON’T Push the block (it covers a plate which is a trap) and make
your way south to 6 plates and 3 gates (the idea being you need all three
gates opened (it‘s randomized).

Once you get passed, Enter I which are just some portals, hop around until
you gain access to W. W is a series of bouncing balls. In the South-West is a
lever to toggle (this turns of the fireballs in A) and the South-East is the
TEIWAZ Rune. Use a Cross Key to leave W and make your way through A. Use the
last Cross-Key to enter Z and head North. Use the TEIWAZ rune to open a portal
and get read for a fight.

Enter the portal and fight your way North and Knock the gate In this room,
there are 3 portals. Heeding the advice from the skull at the beginning “when
the choice is yours - choose the right.”  Enter the East portal. Head North
and toggle the lever to open an portal and enter it. You are now back at the
3 portals. Enter the West portal to get the Raido and Ambrosia. Toggle the
lever (if you choose West first, this lever would be stuck and you would have
to restart) to open a portal and enter it. Once again, you are back at the
3 portals, except now it is 2 portals (the North one is gone). Head North,
Pick up the TEIWAZ Rune and exit.

************************************************
LEVELS 19-25: ON THE WAY TO THE RUNE OF ACCURACY
************************************************

________________
Chaos Rules Here
________________
You will need the following items to open gates/portals: Shell Shield,
Feather (optional), Eye of Horus (optional), Amulet of Strength (optional).

There is no exit, you need to find the Thurisaz Rune. You start in the center
of a map inside some blocks with monsters and poison attacks coming from the
South and North. Push the East block East to gain some space and get away
from the poison. Kill the monsters just to get them out of the road.

Head North (there will be poison) 1 block away from the West wall. You will
find a block (near the North of the map), push it to reveal a Shell Shield.
So back to the center (where you started) then go to the gate to the South-
East “The ocean’s gift of protection shed (shell shield).” Kill the monsters,
knock the gate, kill monster knock gate and kill monster to get Thurisaz Rune
and you can leave.

Optional - Everything else.

Starting West. Push a block ahead of you to take all the fireball damage. You
will eventually find some more blocks and a Feather and come back to center
and open the South-West gate “To Pen your name, you need more than a well of
ink (feather)”

Head East with a block, and there is a gate to the South (optional) Keep
pushing East and you’ll see another gate holding some monsters (it’s being
struck by fireballs). Knock the gate and kill the monsters for the Eye of Horus
and head back to center and open the North-East Gate “it is difficult for the
blind man to walk a new found path (eye of horus).” One of the monsters drops
Raido Rune

Head South and you’ll come to a block, push it to reveal an amulet of strength.
Go back to the center, then the North-West gate “only a sacrifice of
strength will allow you to pass (amulet of strength).” Knock the gate and kill
the monsters in the room for Ambrosia.

____________________________
Once Bitten, Twice Die, Baby
____________________________
Start in a room with 4 skulls and 2 portals. “simple question,” “Do you wish
to Live or Die.” (After you enter the Portal you will need to run East quickly)
Enter the “life” portal to the North (other one traps you forever). Run East
and enter the portal. Ready a Knock spell. There is a plate, a ball, and Gate.
Stepping on the plate activates the ball (it’ll head West) open the gate and
activate a fireball trap. Option 1 is to get hit by the ball (sending it east)
and shutting the gate on it. Then open the gate, avoid the fireballs, knock a
gate to the East and enter the portal. Option 2 is to step on the plate and
run West then into a nook so the ball passes by, then run East, avoid the
fireballs, cast knock and enter the portal.

You are in a new room with 5 skulls “all paths must be taken, but none
twice” “three places to choose mortal” To the South are 3 portals that will
all teleport you to the same area, just in different spots. But before that,
a heads up about what’s going to happen. The room you are about to enter has
some monsters, and 10 plates which all trigger poison (so you have to so
semi-precision running while confused). You must walk around the area,
stepping on all 10 plates, in succession - no repeating (all paths must be
taken but none twice). Once all the plates have been touched, portals will
open. If you touched any plates twice, you will be teleported to a room of
monsters and most likely die. When done correctly, you will be sent to the
exit. You will be constantly hit by poison, so don’t bother using Algit until
this part is completed; however, you are not timed so you can stop and make
some Jera potions to heal up.

Enter the West “to the end I shall take thee.“ portal and you’ll be
teleported to the West side of the area. The 1st plate will be to the South.
Walk over it and head South-East. At the intersection go North (2nd plate).
At this intersection go South-East (3rd), South-West (4th ), East (5th),
North-West (6th), North-East (7th), South (8th), North-East (9th),
North West then West (10th)  Keep going West and a portal will open at the
intersection (it may take a couple of seconds). Enter the Portal. Head East
(out of the poison clouds) and to the exit.
_______________
Painful Lessons
_______________
You will need the following items to open gates/portals: clover, Ambrosia

The starting point is a four way intersection with 4 skulls “one,” “two,”
“three,” and “four.” Start with one. Step on the plate to open the gate and
kill all the monsters (pick up the clover). Toggle the lever and you are done
with one.

Heading South to “Two” you will cross over skulls “these halls VERe CLOse to
the land of the Faerykind” and come to an item gate Continue East, North, and
East again (the plates are bolt traps). Enter the portal to be in a small room
with a lever and portal. Toggle the lever and enter the portal to be back at
the start of the level.

Go East for “three.” Push the block North onto a plate (turns of a trap). You
can push the 2nd block onto another weight to stop a ball (East) from moving
(avoiding it is easier). You will pick up a gold key an enter the portal.
Toggle the lever and enter the portal to be back at the start.

Head North to “four.” Push the block North onto a plate and reveal a lever.
Toggle the lever to open the gate. Pick up the Ambrosia, push the block North
onto a plate, and heeding the skull, “an Ambrosia Save is an Amborsia earned”
use the Ambrosia to open the gate. Step on the plate to open 2 portals which
take away the balls. Push the Block North onto a plate to open the gate. Head
West (avoiding the 2 balls) then North and enter the portal (if you have
toggled all 4 levers from rooms 1, 2, and 3 there is no portal).

Push the East block onto the plate. Toggle the lever. Push the East block off
the plate and now the Gold Key will open the Gate to the Exit.

_________________
Swords and Arrows
_________________
You will need the following items to open gates/portals: red sphere, green
sphere, purple sphere

You start in a room with a 2 Skulls, a Portal, and a gate. The main objective
is to collect the 3 spheres to open the 3 gates to the east; “Blood on the
point of the arrow (red sphere),” “Poison on the blade of the dagger (green
sphere),” and  “Jewel on the hilt of the sword (purple sphere).” Heeding the
skull “don’t take a step” throw an item into the portal to close it and open
another one to the East.  Enter the portal, then the north one, then the South
one and you should be in the red sphere room

Red Sphere room (shape of an arrow) : Your next to a ball (DON’T push it).
Throw and item onto the plate to trigger a fireball (takes a while, plenty of
time to move) and open a portal all the way to the East, walk East and pick up
the red sphere (if you pushed the ball cast zap-away on it so you can pick the
red sphere up). Enter the portal and you are back at the start.

Open the red sphere gate and enter the portal again (I’ve found 3 different
patterns and the portals change locations (one was south south and the other
south, south, north, and another time south, south sent me back to start).

Green Sphere room (shape of a dagger): You are in a room with 2 portals and
you need to find a way to a large room with a portal and 6 plates (the portals
will take you to small rooms (some only being 1 square or it’ll send you back
to the beginning. And the portals seems to reset so it’s trial and error). In
the room with the 6 plates, stand on the West plate and drop an item on it.
Then Stand on the East plate (should close the portal and a gate) and drop a
5kg on it it. Now walk back over the West plate (if you touch another plate,
the portal will open again). Knock the door and head South. You’ll come to a
plate that is a poison trap. To avoid the poison. Get to the east of the plate
and hug the wall as you go South (the gas attacks should miss you). Get the
sphere and head back to the room with the 6 plates. Pick up your items and
then enter the portal to be back at the start.

Open the gate and find your way to the purple sphere

Purple Sphere room (shape of a sword): Kill monsters as you work you way
South-East. There are 2 blocks and 2 plates; put the blocks on the plates
to open a portal (there are some items on off shoots North-East and South-
West). Enter the portal and you’ll find 2 portals, purple sphere, ambrosia
and Raido. Enter a portal and get sent back to the start of this room. Make
it back to the portal and enter it again to be sent back to the start.

Open the remaining gates and you are at the exit.

________________
The Land of Jane
________________
Pick up the Magic Wall Scroll and enter the portal (it’ll be a fight).
I recommend killing all the monsters before dealing with the puzzle. Work you
way North and there are 3 plates and with a skull “use your strength to open
your way” There is also a gate and skull ”prove your worth before you enter”
for a room with an amulet, you have to hold down the 3 plates before entering
or you‘ll be trapped once you step on the plate inside). You need all 3 plates
down to unstuck a lever to the North. The South plate takes 15kg, the center
plate 25, and the North plate 50 kg. The monsters have dropped several heavy
items (Field Plate is 47kg, horseshoes are 5kg and a couple of shields - you
can even use your own items). Once the 3 plates are down, toggle the lever to
open a portal (get the amulet, if you want, before taking your items back).
Take back all the items you need and then exit through the portal.

You are back at the start, but now the gate is open. Head West and there is
another room with a gate and portal. Enter the portal. Run past all the
bouncing balls and there is wall running North-South. On the East side is a
skull “Put your valuables in the niche (whatever that means)” and on the West
is a series of portals. The portals have a couple patterns, you just need to
find the right one to run through (if you fail, you just get sent back to
before the portals start so no harm in failing. Once you get passed the
Portals, toggle the lever to open a portal and enter it.


Make you way West to another room and enter the Portal. Step on the plate and
walk a bit North. Kill some monsters and toggle a lever. Go back to the plate
and head North. Avoid the plate and ball and you will come to a series of
blocks blocking you from a lever. I use zap-away to remove the blocks (since
they can’t be pushed). Disguise is another possibility if you turn into
something that can slide under the blocks. Either way, toggle the lever to
unstick the lever to the North. Toggle the North lever to open the portal
(enter it).

Moving West again, same setup, but some caution. This room’s portal leads to
a bunch of fireballs that you are going to have to dodge as you head North to
the lever. Running along the walls will get you pummeled, so stay near the
middle and avoid the zig-zag fireballs. After you get passed the fireballs,
toggle the lever and leave.

Once again, moving West  you find a portal (and maybe a block if you used
Zapaway).  There are 2 gates and a portal. Knock the South gate and avoid the
portal. The North gate opens and closes on it’s own. After that there are a
couple of monsters so make your way North, toggle the lever, end enter the
portal.

West again and another portal. There are 3 blocks, the South block is on an
amulet of endurance, the North block is on a poison trap so leave it alone.
There are 2 options: 1 - Push a block all the way North, through some zigzag
paths, and eventually there is a plate for you to put it on. 2 - walk all the
way up and just cast magic wall, push it onto the plate. Once the plate is
down, toggle the lever to open the portal.

Head West and this is the exit.

_________________
Wanna be for Real
_________________
You will need the following items to open gates/portals: clover

This one is a little tough, lots of projectiles that are tough to dodge,
portals that have multiple locations and “hidden blocks.” It’s really
beneficial to play on a palette swap that shows clear distinctions between
walls and blocks. On the other hand, tons of weapon drops.

You start off in a hallway with an Item Cache to the West (as far as I know,
you can’t get in there). Head South to a Weight plate (poison trap and when
depressed the levers don’t toggle). Toggle the West lever, than the East lever
and the West again, and head North. There is a bouncing ball and 2 portals.
Either portal will send you to the correct location.

You will head West, then North were there is a mess of smoke gas, fireballs
and a bouncing ball going over a plate (tough to see). There is a block South
of the ball, so push it South to increase the ball’s path (or move it West,
wait for the ball to pass, and then block it off from the plate. The plate
activates 2 fireball/smoke attacks so try to avoid them and make your way East.
There is a gate to the North, knock it and kill the monsters. Go North and
push the block into a portal and then enter the Portal.

There is a riddle “A coin has landed tails 3 times in a row, what are the
chances the fourth flip will be heads (one half).” The portal to the North
(one half) enter it (the other portals lead to death).

You teleport to a small corridor with a block, plate and gate (currently open).
Pushing the block onto the plate will close the gate (hitting you and
destroying the block). Activating the plate further results in poison. Walk
East and enter the portal. You are in another room with a plate. Step on the
North-West part of the plate to trigger a fireball. Wait for it to dissipate
then head North and enter the portal.

You are now in a room with bouncing fireballs (and items, probably from killed
monsters). Avoid the fireball while making you way South and there is a bouncy
ball and gate “you have not completed your task mortal.” There are some block
just south of the gate, push them out of the way and enter the portal and you
are back at the start.

Head North again, and try the other portal, and hopefully it will teleport you
to a new place (small room with a gate to the North and an odd double gate to
the West. There are 3 blocks north of the double gate you will need to move
them. A plate activates a gas trap but also opens the double gates. When the
double gates are opened, go South and toggle the lever.

Head back to the North gate and knock it (will be 4 or so monsters). Kill the
monsters to get the Clover. There are 2 gates on either side of a portal with
2 levers (one on the West side of the room, the other on the East). Both levers
are a fireball trap, but both must be toggled to open both gates and have the
portal open. Enter the portal.

You should be back at the fire ball room. Once again, head South to the gate
skull “only luck will set you free (clover).” Open the gate and you are at
the exit.

__________________________
You are in the Land of LAW
__________________________
You will need the following items to open gates/portals: 7 bones

Pretty straight forward. Walk and enter portals, dodge fireballs, kill all
6 monsters (each drops 1 bone) and move a block for a bone.

Walk West, enter portal. Kill monster (1st bone)  Knock gate and enter North
portal.

Walk East, enter portal. Dodge fireballs (the progress west-to-east), enter
portal.

Walk West, enter portal. Dodge fireballs (the progress west-to-east), enter
portal.

Walk East, enter portal. Dodge fireballs, (Run along North wall) enter portal.

Walk West, enter portal. Dodge fireballs (Be on south wall, just out of range
then run when the first straight fireball hit’s the wall), enter portal. Kill
2 monsters ( 2, 3rd bone) knock gate, enter portal.

Push the block North-to the wall and then East to block all the fireballs,
grab the bone (4th) and enter portal

Walk west, enter portal Dodge fireballs (lots of angles and the bounce enter
portal to the South West.

Kill 3 monsters (5, 6, 7th bone). Walk North-West to skull “prove that you
have completed the task at hand” use all 7 bones to open a portal. (the other
portal takes you back to the start in case you dropped some items for space).
Enter the bones portal. Walk around “space” (you can’t fall into it) and
you’ll find the exit (the gate just leads to another portal back to the start).

***********************************
LEVEL 26: SEEK THE EIHWAZ RUNESTONE
***********************************
You will need the following items to open gates/portals: Eye of Horus

You start out in a familiar setup of similar rooms with 2 portals (I went
South then North). All the areas are designed to look like the EIHWAZ symbol
(a tilted, reverse Z). Once you make it to the first main floor, head South-
East and push a block to revel a level (toggle it). Head North and you see a
skull “The eye will see you on your way to the Eihwaz Runestone (Eye of Horus)”
then go South-East and push the block into the portal and enter the portal.

Make your way North, through the bouncy balls, and there Eye of Horus is on
the ground. Pick it up and return to the Eye of Horus gate (had South then
North-West and enter the portal). Give the Eye of Horus to the skull then go
South-East and enter the portal.

Again make your way through the bouncy balls, all the way North is a plate
(put an item on it). Go South-East and there is another plate (which a ball
will activate) which turns on a portal. Stand were the portal will be and
wait for a ball to activate the portal.

Toggle the lever and head North (there will be some monsters). There are a
series of 6 plates, a lever (won’t budge). To the South-East are 3 possible
portals. Step on the West  plate then step West. A gas attack will travel
just South of you (but you’ve opened the portal you need. All the other plates
turn on/off 2 portals blocking the one you want access to (they teleport you
to the poison plate). If the 2 portals are open, just walk across the South-
West, South, South-East plates and they will be off. If the 2 portals are
closed, just walk on the South-West plate then west and then the pattern
above works. Enter the portal


There is a bouncy ball to the South-East, Walk North (leave the plates alone
for now. And there are 2 levers (one all the way North, the other South-East -
toggle them both). Head South then North-West and enter the portal. Back at
the 6 plates, go North-West and toggle the lever and enter the portal. Go
South the pick up the EIHWAZ rune and enter the portal to the North. You are
back at the six plates, enter the South-East portal.

Push the block East (clearing a path for the ball to go North. Head North and
push the block onto the North plate. So South-East to the lever and toggle it
(the ball will bounce again). Toggle the lever one the ball is on the center
plate. No just walk onto the South plate and a portal to the East will open
(enter it).

Walk North and open a portal using the EIHWAZ Rune (there will be monsters)
and enter the portal. Kill monsters (and you can toggle the lever to open a
portal to back from where you just came). Working your way South-East you will
see a block (it’s on a trap, don’t move it) and a lever (don’t touch it).
There are some blocks around a skull “be prepared for battle” and there are
items.

Head North and push the West block and kill the monsters. North again, push
the East block and kill monsters. Be careful with the next block (push it
West or East. There is a skull “don’t get stuck between a door and a hard
plate!” Don’t step on the plate, stand South of it looking North (you should
see another plate just to the North-West. Cast Knock then through 2kg item
North (it should land on the plate to the North-West and be holding it down).
Now the plate to the North is safe to cross over. There is a diamond and
EIHWAZ near the exit and to the South-East is a block covering a Raido and
another block preventing you access to items (you can push it North or
Zap-away).

**********************************************
LEVELS 27-34: ON THE WAY TO THE RUNE OF TALENT
**********************************************

_________________________________________
Poems you'll Read and then you'll be Free
_________________________________________

You will need the following items to open gates/portals:  Spheres (purple,
gold, blue, black, white, red, green).

Lots of items to get on this floor. To the East of the ball is a block, move
it to find a Round Key. Walk North to get a Purple Sphere and toggle a lever.
Come back to push the ball, step on the plate beneath it and count to 10. Walk
North and use the Round Key to open the gate.

You are now in the gate room.
To the South-west is “Calm and quiet and cool, Ocean, Lake, or Pool
(blue sphere).” To the West is “center when flowered, Caution and Coward
(gold sphere).” North-West “ebon and the night. The lack of all sight
(black sphere).” North “many hues, come claim the lack of the same (white
sphere).” North-East “the color of ire the coals in of a fire (red sphere)”
East “the color of spring A gargoyle’s wing (green sphere).” South-East “of
mountains we sing the color of kings (purple sphere).”

Open the Purple Sphere gate and head South-East. You will come to a series of
plates (smoke gas). Proceed slowly to manage the amount of smoke and move the
block to uncover the Blue Sphere. Head South to find the Red Sphere. Head back
to the gate room.

Open the Blue Sphere gate and head South-West. You will come to a ball, block
with 4 levers to the West, and plate to the South. There is a block blocking
the black sphere. Several solutions, easiest are zap-away the block, cast
Magic Wall on the plate to open a portal which you can enter to get behind
the block. Or you can push the block in the room onto the plate, or the ball
using the controls (both again opening the portal). Anyways get the black
sphere and head back to the gate room.

Open the Black Gate and walk West. You will find 3 blocks, a ball, a path
North to the White Sphere. The block are over items, and you should move one
to block the ball from rolling East. Head North then South to get the White
Sphere (the plate activates the ball). And back to the gate room.

Had back to the gate room and head North to open the White Sphere Gate and
the Exit

The rest of this floor is optional.

Open up the Red Sphere gate and head East. You come to 2 blocks, a path North
to a Ball and an area to the East with 2 plates, a portal, gate, and lever.
The goal is to get the ball to bounce over the 2 plates. Set up a black to
backstop the ball as it comes South. Toggle the lever so the ball will free
itself the toggle the lever off. Push the ball West, then South and it will
hit a block. Move one block North of the North Plate and the other block South
of the South plate. Push the ball between the blocks (use the lever to help
maneuver the ball). One the 2 blocks and ball are in place, toggle the lever.
The gate will open while closing another gate. Make your way north to get the
Gold Sphere and then head back to the gate room.

Open up the Gold Sphere gate. There are 3 rooms, and 2 plates the operate the
gates. Kill everything and make sure monsters don’t trap you by closing gates
behind you. A monster will drop a Green Sphere. Head back to the gate room.

Open up the Green Sphere gate and kill monsters until you get a Gold Key,
which goes to a gate in the South-West corner of the room. Follow the path
and you’ll find a Rancor. And that’s everything for this floor.

______________________________
Something Wicked this way Runs
______________________________
You will need the following items to open gates/portals:  Egg

Lots of fireballs in this level (corners normally provide a safe haven) and
the teleports are a touch random. From the start head East then South were
you pick up an Egg and you are in a safe spot from 3 balls. After you make it
passed the balls you have to make your way through an area with a lot of
fireballs (dispel is really handy here). You’ll make your way South then West
and there are 2 portals. Enter the North-west which will either teleport you
a little to the North or all the way to a gate in the South-West corner of
the floor. Assuming you didn’t get teleported to a gate, make your way East
then South to a block. Move the block to get a Raido and continue South, West,
and North to a gate.

Knock the gate and kill the monsters as you head North. There is a block to
the North, push it North then a bit East to block 2 fireball traps and making
it much safer to move around.  Walk East and you will see an opening to the
South. Go through the opening and head West and enter the portal (which
teleports you passed the ally with fireballs. Kill some monsters and make you
was West then head North-West to a gate and skull “You will have to scramble
to make it to the end (egg).” 2 gates open as a ball is bouncy (I recommend
healing up and the ball will kill monsters to the South.

When ready, follow the ball South to find a gate to the East (the lever to
open it is to the South. Pass through the gate and prepare to dodge more
fireballs. As you make your way to a portal. The next two rooms will have a
lot of monsters so stock up on fireball spells or use magic gas attack on the
portals (if the monster aren‘t immune). Enter the teleport.

You are in a Room with 4 blocks. Kill the monsters (one drops ambrosia) and
put a block on the plate to hold open the gate. When you are prepared for
battle, enter the portal. Kill the monsters and you are at the exit.

_______________________________________
The Path You walk with choose your Fate
_______________________________________

You start in a middle hallway (sandwiched between 2 other hallways) attached
to a large room. Kill all the monsters to get and Iron and Dull Key (some
monster may have gone through the gates to the East.  Use the Iron Key to
open the South hallway and kill more monsters (Cross Key drop) and put a 1kg
item on the plate (it stops the ball East of the gates from moving back and
forth).

Open the North Hallway with the Dull Key there is a plate in this room (it
requires a heavy object and unsticks a lever to the East).

Heading East is a plate that opens/closes 2 gates, walk through the gates and
there is another plate (opens/closes both gates) and keep walking East to find
a third plate that does the same thing. Going North you will see the ball (the
one turned off earlier). To the East of the ball are 2 small rooms. Use the
Cross Key to open the South Room, Enter the portal, Knock the gate in the
North Room, get the Jade key and enter the portal to get out.

Now comes the tricky part - unsticking the lever. Option 1 - is to use Sage
Level Magic Wall on the Dull Key plate which allows enough time for you to
run to the lever and toggle it. Option 2 - (read before trying) Push the ball
East, then South and it will land on the East plate (lining it up with the
2 gates). Head West, through the gates and have a prepared Magic Wall and
Zap-Away spells. Remove the item from the Iron Key plate (and the ball will
start rolling again). Run back to the West gate and you want that gate closed
as the Ball is coming West toward you (so you can set up this next part). Wait
again as the ball comes West and cast Magic Wall (landing it on the plate)
then cast Zapaway on the Wall (the plate will remain down temporarily, thus
the ball won’t trigger it). Get out of the way of the ball to allow it to
pass through. Now stand in front of the plate until it comes back to normal
(you’ll get hit a few times). When the ball bounces off you, trigger the
plate so the gate is open and run South-West to the Iron Key plate and put an
item on it (or throw an item to save time). The ball can now be pushed North
then West onto the Dull Key plate and the lever is unstuck.

Walk East and toggle the lever to open the gate. There is a room full of
plates with a Skull “N3, S1, E2, S1, E1” N = North, etc. Make it through the
gate and head North. The plate triggers Ball to the North, so head West at
the intersection.

The first gate to the North (the gate is opened/closed by the ball) is
optional (some monsters and items). Keep heading West and there is another
gate to the North. Wait for the gate to open, and walk North, push the block
North-West out of the road. Go to the North-East corner and pick up the Sun
Key. Leave the room and head West.

Use the Jade Key to open the Gate to the North, the lever to open the other
gate is in this room. Toggle the lever and come back. You are in a room with
a ton of plates and a skull “Start to Wall to Save one Word for ever for
Supreme three.” Each odd word is a direction (Start=South) and every even
word is a number (to=2). So the safe path is S2, W2, S1, W4, E4, S3 and you
will make you way to safety.

Head West and open the gate with the Sun Key. There is a plate, ball, and
block. Push the block onto the plate to open a portal. Stand South of the
portal, and cast knock into it. Now, you need to push the ball into the portal
(again, you need the ball to roll South-to-North) so use Magic Wall as a
backstop. Now walk East to the Exit (there is a monster).

______________________________
This Level is Quite a Challenge
______________________________

You just know it’s going to be bad when a floor gives you 3 Raido at the
start.

The goal is to push the balls into the portal to hold down plates found in
various rooms. All the balls should be used. This takes a while because
whenever an object (or yourself) enters a portal it changes that portals
destination. Also, you will be using lots of Magic Walls. Also, the directions
are to help limit the chances of you teleporting on top of a ball.

You start the level near a portal, surrounded by 7 balls. Push the ball just
East into the block. Pick up the Raidos.

Push a ball North into the portal. Push a ball East into the portal. Now you
will need the block to maneuver the other balls. Push balls into the portal
East, East, North, East, North. (good saving point) And now enter the portal.

There should be 3 balls in the room with a plate in the South-West corner and
a portal in the Northwest corner (Room 1). There should be 4 balls in the room
(3 east, 1 south) with a plate on the east wall and portal to the North-East
(Room 2).

In Room 1, push the North ball West, then North into the portal. Enter the
portal and make your way back to room 1. Push the North Ball West, then North
into the portal. Walk to the South-West corner, look East and cast Magic Wall.
Push the Ball West (onto the plate).

Find Room 3 (plate on the East wall with Portal in the South-East corner) and
there should be 2 balls there. Push the East ball South (onto the plate) and
push the West ball West.

Find  Room 2. You need to push balls North into the portal. So walk North of
one of the East balls (until you hit the wall) turn around (facing South) and
cast Magic Wall. Push the Wall North 1 step. Now walk to the Ball, push it
North into the Magic Wall, East and then North into the portal. Enter the
portal and make your way back to room 2 to repeat the process with the other
East ball.

This is were we run into trouble. Unlike Room 1, in which the portal always
goes to room 3, the portal from Room 2 can go to Room 4 or Room 5. (Save the
game).

(If balls go to Room 4) Find Room 4 (which has 2 plates - North and South-
west, with a portal to the South). And there are 2 ball to the North (if not,
skip down to the “++” to find instructions for balls going to room 5). Push
the South Ball West, then South onto the plate. This opens a portal in the
South-West corner of room 3 (do not enter this portal until all the plates
have balls on them).

Return to room 2 and get the South Ball to room 4(you will first need to cast
Magic Wall to the East of the ball and push the ball into the wall, then
repeat the previous steps to get the ball to enter the portal rolling North).

Return to Room 4, and you need the ball to enter the portal going West (use
Magic Wall). Push the ball into the portal.

Find Room 5 (with a plate  in the North-East corner) and portal in the South-
West portal). Push the ball East onto the plate
(skip to “==” to complete level)

++(if balls go to Room 5) Find Room 5 (with a plate  in the North-East
corner) and portal in the South-West portal). Cast Magic Wall to the East of
the South ball. Push the ball into the Wall, then push it South, then, push it
West into the portal.

Return to room 2 get the South Ball to Room 5(you will first need to cast
Magic Wall to the East of the ball and push the ball into the wall, then
repeat the previous steps to get the ball to enter the portal rolling North).

Return to Room 5. Push the North ball West onto the plate. Push the other ball
South then West into the portal.

Find Room 4 (which has 2 plates - North and South-west, with a portal to the
South). Push the South ball West, onto a plate. And then push the other ball
North.

==Find your way to room 3. Push West ball South into the portal and enter
the portal yourself.  The ball has rolled East onto a plate, and now the 6
gates to the South are opened. Head South then head East at the intersection
and then North (you will see a ball South of a plate. You will make you way
to an area with a lever and 2 plates. Toggle the lever (to unstick the plates).
Step on the North plate to start the ball bouncing then on the South plate to
make it stop (make sure there is room for you to now push the ball. Push the
ball North onto the plate and head West. There will be monsters as you work
your way North to a gate (knock it). Head West then South to find the Exit.

_______________________
Victory Lies in Between
_______________________
You will need the following items to open gates/portals: Fern (you get it at
the end).

Head East (the Gold key goes to nothing) though 2 gates (they open and close
on their own) then head South. Knock the gate and go South until you see a
gate to the West. Knock the gate and move the block East to find a Jade Key.
Leave the room and head South (knock the gate). Then head West going through
2 gates and then North. Knock the gate and continue North until you come to a
gate to the East. Knock it and use the Jade Key to gain access to a portal
(enter it).

You are in an area with 2 skulls “a teleported shall not always direct you
upon a single path“ and “a magic map to guide, a second chance I give” 3
portals,  2 Gebo (magic map) and 2 Raido Runes. As the Skull said, the portals
bounce you around to small rooms with portals or even to the outer area.
Eventually you will teleport inward.

Kill monsters in this area until you get an iron token and then walk to the
center of the South corridor to find a gate and skull “They key to they
passage is a token of friendship (iron token).” Beyond the gate is a skull
“round and round you fly, don’t let the holes pass you by!” Enter the portal,
enter the South Portal, stay, stay, stay, Enter the East portal and you
should be in new area.

Tons of fireballs, heeding the skull in the North-East Corner “the sands of
time flow backwards slowly.” Go around counter-clock wise to toggle 4 levers
(so North, West, South, East) and a Portal opens up (enter it).

Head to the North corridor and pick up the Fern, you can use it to open only
1 of the 2 gates (you may want to save here so you can check out both rooms
to see which you prefer). Which ever room you choose, move the block to find
a Thurisaz Rune.

________________________________
Vultures fly both Left and Right
________________________________

You will need the following items to open gates/portals: Feather (you get it
at the end).

Prepare for a lot of fighting.

There are 6 main rooms: North-West (room 1), North (room 2), North-East
(room 3), South-West (room 4), South (room 5), South-East (room 6). You begin
the floor in Room 3. Kill the monsters and head West. Push a block to gain
access to Room 2. Again, kill monsters and you can head West and move a block
(it covers a plate) and kill everything in Room 1. Head back to Room 2 and
head South to push a block and gain access to Room 5. (Room 4 is optional -
just push the West block in Room 5 to access it - more monsters) . Head East
and push a block to enter Room 6. Toggle the lever in Room 6.

With all the monsters out of the way, there is a plate in the South-West
corner of  Room 1. Push a block onto it. There is also a plate between rooms
1 and 2 as well as a plate in the South-West corner of Room 3 that all need
blocks on them. Once you’ve competed that task, head to room 6 and a portal
is now open on the East wall (enter it).

Now is a series of rooms with 2 portals. Here is the solution: N, N, N, S, N,
S, S, and you are at a single portal with skull “you have activated this
portal.” Enter the portal and there are 2 portals and a feather. Get the
feather and enter the South portal to be back at the single portal. Go South
to a gate and skull “ehareft (feather)” open and you’re done.


_______________________________
You will need Good Ball Control
_______________________________

You will need the following items to open gates/portals:  Green Sphere, Red
Sphere

You start next to a ball (you will be using it a lot). Head South and there
are 2 levers and a skull “use levers to control the ball. The West lever
makes the ball go North-South and the East lever makes the ball go West-East.
The main idea is to use the Ball to open 4 areas. It’s a little tricky since
you won’t be able to see the ball most of the time but you can also push the
ball to get it into place. To the West of the controls are a series of 3 key
gates (Jade, Sun, and Round). Feel free to open the gates when you get the
keys to free up inventory space.

Toggle the East lever on then off. Walk North to the Ball and push it North
onto a plate (which opens a gate just to the East of you. Go through the gate
(prepare for monsters). In the room is 3 levers; toggle North, West, then
East levers to open a gate to the North. Head North to an intersection.

(Optional) go North at the intersection to enter a room with a plate
(3 fireballs) There are some items in both corners of the room.

Head East from the intersection and you see another intersection, go North
and find a room that contains the Green Sphere. Go South and there is a
monster outside a room filled with monsters. Killing the “loose” monster
should get you the Jade Key.

(Optional) To get in the monster room, you must first put an item on a plate
(just to the North-East) and that will un-budge a lever just North of the
gate (toggle it and kills some monsters and get good items).

Head all the way back to the ball control levers. There is a plate to the
East of you. Direct the ball onto the plate. Use the West lever to get the
ball in sight (trying to line up with the plate). Then toggle the East lever
to get the ball moving East. Toggle it off and head East. If the ball is on
the plate, a portal will be open just to the South-west. If not, either use
the levers to get the ball in place or use Magic Wall to act as a back stop
and push the ball onto the plate. Enter the portal.

There is a bouncy ball rolling over a plate that opens a gate and a portal
(the portal takes you back to the ball controls). Make it through the gate
and head North. At the intersection go East then North (don’t touch the plate
- fireball trap) to pick up the Sun Key.

(Optional) Head South and go West at the intersection, then North. Knock the
gate to the East and toggle the lever to open the gate to the North (monsters
and items)

Head South, through the gate and enter the portal to be back at the ball
controls.

Push the ball South and toggle the East lever. Walk West and then North to a
gate. Eventually the ball will roll over the gate allowing you to pass
through. Head North-West. There will be 3 plates that are poison traps (to
avoid the poison - for the first 2 plates - step on the North-East corner of
the plates then go North. On the last plate hug the wall to the south).
Continue heading West and you will enter a room with a plate and 2 gate
(ignore the North Gate for now). Go West, step on the plate, go North and
toggle the lever. Go North again to get the Red Sphere. Go back to North gate
we ignored. Put items on the plate and go through the North gate.

Head North and enter a room with 2 gates and a portal. Toggle the lever so
the portal isn’t in front of the East gate (knock it). Head North and there
are 4 plates (from West-East: 1,2,3,4) Plates 1 and 4 are poison traps, 3 does
nothing and 2 toggles the gates. Step on 2 and go East. Open the gate with
Green Sphere, then open the gate to the North with Red Sphere and get the
Round Key

(Optional ) Step on 2 again to gain access to the North Gate and some items).
And head back out (pass the 3 poison plates and through the gate.

(Optional)  The room with the 2 gates, portal and lever, you can toggle the
lever to move the portal and Knock the West gate to get some more items.

Head back out to the ball control (for the 3 poison plates, the top one,
walk across the North part of the plate and hug the East wall as you go South
to avoid the other 2).

Unlock all three gates to the West. assed them is a large room with a plate
in the North-West corner (it opens the gate to the exit). You can use ball or
Magic Wall for this part. If you opt for the ball, just push it West and wait
a couple seconds. Toggle the West lever then turn it off and push the ball
onto the plate to open the gate to the East (the exit).


*********************************
LEVEL 35: FIND THE RUNE OF TALENT
*********************************
You will need the following items to open gates/portals: Fur, Bone, Egg,
Nails, Onion, Clover, Water, Feather (all at the end).

Knock the gate and prepare to fight. Monsters in this room will drop water,
bone, Jade Key and, in the South-West corner (after pushing a block) Gold Key.
Use the Gold Key on the gate to the North-West.

Walk East and enter the portal. Walk East and up the North gate with the Jade
Key. To the South-West is a block covering a lever (toggle it) Work you way
North and push blocks away while killing monsters. Monsters will drop Fur,
Fern, and Egg, while a block in the North-East is covering a Feather. The ball
(now moving) will reveal a Sun Key. Head to the West, and go through the gate
(if you hug the South wall and go straight, you will avoid activating the
traps). There are items West of the plate (poison trap) including an Onion.
Wait for the gate to close and put items on the plate (it’s stuck while the
gate is closed). Leave this area.

Open the gate with the Sun Key. Head West (this gate is open because of the
plate you weighted down) and kill the monsters, pick up the Clover, and put
an item on the plate. There are 2 small rooms to the East. The North has a
plate and the South is gated. Using the lever (it’s in the North-West corner)
get a ball to line up so you can push it into the North room with the plate
(use Magic Wall if you have problems). Go to the South room with the gate,
and there is now another gate (they alternate opened and closed). Make it
through both the gates and push the block to get the INGUZ Rune. Leave this
room, head West and enter the portal (you may have monsters on the loose).

Go West and the portal blocking the Gate North of the Gold Key gate is gone.
Knock the gate. Head North and push a block (it’s along the West outer Wall).
You will see a gate to the East and 5 portals (going West-to-East, 1,2,3,4,5)
to the North. Stand South-West of the third portal and throw 4kgs of items
into it. Now Stand North-West of the first portal and throw a 2kg item into
it. The gate to the East is now open, get the Nails.

Head East to the gate that opens and closes and go through it. There is a
skull “the cover oF URsa is warm (FUR).” Make sure you have all the items you
need to open the portals before proceeding.

“eBON Ever black as night (BONE),” “do not bEG - Gods will give no charity
(EGG),” “ofFER Nothing that you desire (FERN),” “what, champioN, AILS the
world (NAILS),” “perfectiON, I, ONe day will obtain (ONION),” “stoiC LOVER
reunites the world (CLOVER), “knoW A TERrible fate for this would if you fail
(WATER),” (This is the last time you can turn back to get items).“a great </pre><pre id="faqspan-3">
FEAT HE Realized (FEATHER).”

Use the INGUZ rune to open the last portal and you are at the Exit.

****************************
LEVEL 36: WELL DONE CHAMPION
****************************
No fighting. No puzzles. You get gold armor (plate, helm, shield), which are
the best items in the game (weigh practically nothing and give boosts to your
attributes)

Walk East and enter a portal. Use the URAZ rune to open the gate and get Gold
Shield. Walk East and open the gate with TEIWAZ rune to get Gold Helm. Walk
East, then South and use EHWAZ to get gold plate. Walk south and you enter
an armory with all the weapons that have built in abilities, though your
EIHWAZ Rune will only get you one of them. Head South and you get to use your
INGUZ to get an amulet. Continue along to the Exit and get yourself prepared.

*************
LEVEL 37: WAR
*************
Kill the musketeers (15 of them) until you get a Jade Key. Go North, then
West to find the Jade Key Gate and use the Portal. This area has Beholders.
Head South to the outer wall and there is a block move it to find another
Jade Key. Head West to find the Jade Key Gate and enter the portal. More
musketeers (13 of them), kill them for the last key. Open the gate to the
North-West for the exit (2 more musketeers).


*******************

LEVEL 38: INTELLECT
*******************
You will need the following items to open gates/portals: Ambrosia

This level is brutal. 26 gates, 13 levers, and 10 plates with Jesters and
Manta Rays as monsters. There’s several issues with making a guide for this
level. 1) I can’t save progress once I get to this floor (I’m using DosBox).
My saved states are just black screens. 2) Monsters and balls are constantly
activating plates (be mindful not to stand in a gateway when fighting or you
will become trapped). 3) tracking the effects of a plate or lever is nigh
impossible. Some actions happen off screen and it’s impossible to tell if a
lever becomes stuck or unstuck. So all I can really do is make some
suggestions that have helped me to solve the floor. Sometimes it takes 20
minutes to complete and other times I get no where in 2 hours.

Walk West and enter the portal. You get kicked around a few portals before
reaching some skulls “It separates  US from you - and hopefully you from
slime (intellect).” Enter the West portal

You’ll get a question about 3 books on a shelf, the correct answer is 3.5
(volumes are place in reverse order so the worm goes through 1 full book
(3 1/4 inches) and 2 covers (2 x 1/8 = 1/4). So got West and then enter the
Center Portal. Walk North and Enter the Portal

And now you are in the start room of the main floor. The room you start in has
3 levers (they all have multiple effects). Toggle each lever twice. Go North,
East, the South. There is a gate blocking you from the diamond. Eventually a
jester will trigger the gate open so grab the diamond (you can use it to make
Ambrosia which you will need later).

And now the hard part - opening the 3 gates (gate 1,2,3) to the East. Gate 1
canbe opened by toggling the 3 levers in the start room to off (the levers
will point south-west). Gate 2 is opened by the plate just to the East of
the start room. Gate 3 is opened by toggling a lever in a room to the North-
east. That room is gated, which can be opened by toggling a lever in a room to
the South-East. So after getting the diamond, get to the South-East room, to
open the gate to the North-East Room and toggle that lever to open gate 3.
Then go back to the start room and toggle all the levers off to open gate 1
and step on the plate to open gate 2. This is tricky because in a room to the
South there are a lot of jesters and a plate that has at least 5 effects on the
floor. I recommend leaving the jesters alone (unless one attacks you) and
focusing on getting to the South-East room. While the Jesters cause chaos, they
are actually helping you by opening, and closing the gates to the areas you
want to access. You can complete this level using only the 3 levers in the
start room, the lever in the South-East room, and lever in the North-East room.
Just get to the South-East room, if a gate is blocking your way, got to the
startroom and open the what gates you can while the jesters will do the rest.

Once the 3 gates are opened, you will use Ambrosia to open a portal
which teleports you to the end.


***************
LEVEL 39: MAGIC
***************
You will need the following items to open gates/portals: Isa Potion,
Driftwood, Rusty Nails, Spellbook

Walk East and enter the portal. Walk East and get the Emerald and Vial to
make an Isa Potion (use it on the gate to open it). Go South, then East and
there is a hallway with a trap (4 fireballs 2 from the North and 2 from the
South). Prepare dispels (if you have them) or magic walls to limit the damage.
Head West, head west at the intersection then go North. Knock the gate and
kill the slime to get a Gold Key (pick up the bolts to fill up inventory space
- later you‘ll need to throw away 8 items).

Go back to the intersection and go South (the plate will close the gate behind
you). The skulls say “At the end think to your beginning, your most prized
possessions must be left, do not lose it unprepared.” Use the gold key to
open the gate. Walk East and you see 2 portals, a block, and a gate. Cast
Knock into the portal and the gate will open. Push the block North into a
portal. Then enter the portal; this teleports you to the plate next to the
portal (it turns off the portal).

Now walk North then West for a skull “do not let one hit you” and to the North
are 5 portals and a fireball, which does well over 200 damage. Each portal
teleports you 1 portal to the East. The timing is tricky, but hugging the
North wall avoids the fireball, but the portals have a delay (so don’t run
from one teleport to the next portal and think you will instantly be
teleported. Make it to the end and step on the plate to turn the fireball and
portals off. Go North and pick up the rusty nails.

Head back to the intersection (you can knock the gate open) and head West
then South. Knock the gate and kill the Spartan (they can take a beating).
There are 4 blocks, cast Disguise and turn into a slime to slide under the
blocks. Use Driftwood to open the gate go West then North and use Rusty Nails
to open another gate.

There are 9 portals in front of you, a gate to the North, and a skull,
“Knock on NEWS Throw around and Wait.” Cast Knock in the North Portal,
then the East, then West, then South. Throw in item at every angle into the
portals (N, NE, E, SE, S, SW, W, NW). After this is completed, the gate will
open.

Head North (there is an Odin Rune with Skull "magic is unpredictable,
but this may help you get back in shape." I invoked it on the spot, and
nothing seemed to happen (no idea if it some how leads to an alternate
ending, but there is a large part of Magic which is filled with creatures
but I never explored it. Keep going North and there is an item gate. Prepare
a knock spell and then use your spell book to open the gate. Walk North and
there is another gate (knock it). Walk North and that’s the end.

******
ENDING
******

The 3 Gods congratulate you.
“Well fought champion. You have earned the right to survive. Not only for
yourself, for the your world as well. Lead it true and and pass on what you
have learned for we will take our leave of you now. But who knows when we
shall return. ... Next time??”