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From: [email protected] (James Meloy)
Newsgroups: comp.sys.ibm.pc.games.rpg
Subject: Stonekeep - all the hints, spoilers, etc - stonehnt.txt [01/01]
Date: Thu, 29 Feb 96 16:32:42 GMT
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BEGIN -- Cut Here -- cut here


             Stonekeep - Playing Hints and Walkthrough



This document is for the Interplay RPG game Stonekeep.  It covers
game bugs and patches, how-to's, hints, strategies, special locations,
some item locations, level hints, spoilers, edibles, rings, and comments.


Table of Contents

1. Introduction, notes, other resources
2. Notes, updates, game problems, bugs
  2.1  Updates
  2.2  Problems encountered personally
  2.3  Other hardware problems I heard about
  2.4  Game bugs
3. Using the magic, runes list
4. General gameplay hints and strategies
5. Advanced strategies, levels list
6. Hints for each level / area
7. Spoilers, items, special locations for each level / area
8. List of Gods (orbs)
9. List of comestibles (edibles) & rings
10. Comments & gripes
11. Credits for help/hints from the newsgroup

v1.1 February 29, 1996
James Meloy        [email protected]


------------------------------------------------------------------------
Section 1. Introduction, notes, other resources


INTRODUCTION

 As stated above, this is all about the Interplay RPG Stonekeep.
 It is completely 'unofficial', is most likely incomplete, and
 undoubtedly contains errors (and typos!).  Send all comments
 and corrections about it to me, as the people at Interplay
 should be spending their time creating their next *great* game.

 If you find this document helpful, please drop me a line and let me
 know about it.  This is my second attempt at writing a comprehensive
 help file for a game.  I received only a few (4 or 5) responses from
 the first one, so if I get the same level of response from this one,
 I won't bother with any others.

 Kudos to those responding to queries in COMP.SYS.IBM.PC.GAMES.RPG
 Without their help, I would have been stuck in the faerie realm
 looking for that @#^$!@# daisy chain forever!  Someone was also kind
 enough to post the solution for getting into that secret room in the
 starting tower, and someone else posted the (very) helpful <F8>.
 Special thanks also to Chris Taylor (GRUPS Chris, formerly Stonekeep
 Chris) for his many and varied responses in the newsgroup, and to
 Lonewolf for filling in many of the missing details.

 This is v1.1 of the hints file.  It is the final(?) version, unless
 someone comes up with some major error(s) in it, or finds some
 solutions to the bugs encountered in the game.

 You may post this document UNALTERED to any BBS, FTP site, or
 WWW site you think appropriate.  Distribution for profit is
 definitely uncool.  The only exception to this is if the file
 is included as part of a general file resource.  I will be uploading
 to COMP.SYS.IBM.PC.GAMES.RPG.  If you want it posted elsewhere, be
 my guest (I'm limited to 1 hour access time per day, so my online
 usage is REALLY tight).  If anyone wishes to make this document
 available on their website (UNALTERED), no problem.


NOTES AND OTHER RESOURCES

 Interplay's CD release version is v1.05 (I think).  They have
 put out two updates - v1.1 and v1.2.  These are to correct some
 serious bugs.  Get the v1.2 update patch and install it *before*
 you play, if possible.

 I enjoyed the game (despite the bugs) and hope the sequel (there
 is going to be one, isn't there?) comes out in less than 5 years.
 Personally, my favorite (and most hated) level was the faerie realm.
 Karzak's comments, interspersed with performances by the faerie players,
 made for some good belly laughs.  It also helped that each faerie had
 a distinct personality.

 I have seen a number of other help documents for Stonekeep available
 on the WWW.  These all have various plusses and minuses, but all are
 serious attempts to provide help with a complex game.

 - Stonekeep demo and screen shots
   Available from http://www.interplay.com/
 - Dave's semi-official walkthrough, by David Melanson
   This is a complete walk-through for the game, from start to
   end.
   Available from http://www.interplay.com/
 - Barry Brook's Stonekeep combat FAQ v2.0
   He covers weapon and armor stats, skills, general fighting
   strategies, the monsters and how to kill them, and the NPC's
   and their fighting skills.
   Available from http://www.interplay.com/
 - Doug Swarin's Stonekeep Faq v0.35
   This is a work in progress.
   Available from http://www.spice.co.uk/~richard/stonekeep/index.html
 - Magic Costs & Endgame Spoilers by David Melanson
   Available from http://www.spice.co.uk/~richard/stonekeep/index.html
 - Jochen Walder's Lists
   He has created a set of lists for everything significant in the
   game.  There is a separate list for keys, orbs, runecasters,
   spell scrolls, NPC's, etc etc.  Each list gives the level and
   x,y coordinates of the object, and for a few objects he gives some
   info on how to get or use the object.
   (I had this E-Mailed to me, so I don't know where it would be
   available on the net)
 - Spoiler's Center
   This site contains a massive collection of spoilers, FAQ files,
   cheats and hints for lots of different games.
   At http://www.et.ee/spoiler/


 Interplay also has an FTP site, ftp.interplay.com, where several of the
 documents mentioned above may be found.

 If others exist (and they probably do) I have not yet seen them.
 These documents were available as of the creation date of this document.

 Since Barry has done up such a nice FAQ covering all the weapons,
 armor, and NPC's (Thanks Barry!) I'll leave them out of this one.
 Saves my time & energy for more gameplaying!


------------------------------------------------------------------------
Section 2. Updates, game problems, bugs

 There are a number of known bugs in the game, some of which are
   *very* serious, serious enough to keep you from being able to complete
   the game.  Others can be annoying, bothersome, or downright silly.

 Note: If you have a lot of trouble with crashing in the game, then
   you most likely have either memory problems or driver conflicts.  I
   have spoken with people who have run this game on everything from
   a 386-sx/25 to a P133, with all kinds of hardware, operating systems,
   and drivers.  Anyone I helped that had multiple crashes had 1 of 5
   problems (including me).
     1-Running on a version before v1.2
     2-Insufficient conventional memory
     3-Running in Win95 (various reasons)
     4-Incompatable drivers/memory managers
     5-Badly fragmented hard drive
   Most people can run the game from DOS with no modifications.  If you
   are using Win95, the 'best' solution is to try and run the game using
   the 'reboot into dos then run' option.  See below for further help.

 Note: I have heard of some "unique" problems people have run into
   after modifying their save-games with the Universal Game Editor (UGE).
   I will not be covering any of these problems here, since if you use this
   on your game, you should know what you are doing, and should know to
   expect some possible side effects.


2.1 *** UPDATES

 There is a v1.2 update that has been released by Interplay.  It
 is supposed to clean up most of the known bugs and problems with the
 game.  The update is available on Interplay's website and several other
 websites and FTP sites, and quite probably at most of the major
 BBS's and services.


2.2 *** PROBLEMS ENCOUNTERED PERSONALLY

 I played the game as much as possible from the HD, using a 486/66,
 dos 6.20, SB Pro II, running HIMEM, EMM386, Ontrack's Disk Manager,
 and the SB Pro's FM music drivers.  I did run into the (in)famous
 Wahooka bug and some crashes in the early levels.  I didn't find
 out about the update patch until I was 4 or 5 levels in.  The game
 crashed on me when I was in the lower keep level, usually after
 a good length of playing, when I tried to go through one of the
 illusionary walls.

 After installing the patch, I only had two problems late in the game.
   - One time, when saving the game, I got a 'sector not found' error and
 ended up crashing out of the game - turned out my HD was quite
 fragmented.  After defragging, I never had the problem again.
   - The second problem was in the evil dwarf's lair.  When the dwarf
 was speaking to me, the speech halted and I got an error 'unable to
 read file'.  I had to abort the game at that point.  Going in there
 with the speech turned off bypassed the problem.  I haven't contacted
 Interplay about the problem yet, so I don't know if it is a common
 problem or if I got a 'bum' CD (I suspect the CD).

 After leaving the game, sometimes stuff in memory would be scrambled.
 If I needed to run windows afterwards, I would have to reboot, or windows
 would crash/hang/give errors.

 NOTE: Afri is not mentioned in the book THERA'S AWAKENING (at least
 not in the one I have).  I'm not certain if this was a book-bug, or
 if this god was left out to confuse us poor mortals.


2.3 *** Other hardware problems I heard about

 Win95 memory problems.  Since I don't use Win95, I can't verify the
 following solution.  Stonekeep comes with a PIF file of its own,
 created by Interplay.  To use it with Win95, you need to modify it
 slightly.  On the command line, change the executable from 'SK.BAT'
 to 'SK.BAT WIN95'.  This is supposed to prevent the 'insufficient
 memory' problem.
 Addendum: This does solve the memory problem in *some* circumstances.
 You may still need to modify your config/autoexec to make more base
 memory/upper memory available.  (You thought those problems went away
 with Win95?  Tee Hee Hee).   Also, I heard that stonekeep simply
 will not work with *some* computers using Win95.  With these, you
 can only run Stonekeep with a boot disk or by using the 'reboot into
 dos and run' option.
 One further problem that you may have is a lack of disk space.
 Win95 (and Windows) use a large swapfile on the hard drive to move
 stuff out of and into memory as needed, and you need to take this
 into account when checking your available disk space (from Dos).

 Memory problems running in Dos.  Stonekeep is a complex set of programs
 that need lots of clean memory.  Try running with as few TSR's and
 drivers as you can get away with.  Load as much stuff into upper/
 extended memory as you can to give it lots of conventional memory.
 I ran the game with very few problems with 613k conv & 6504k extended
 memory (according to mem), with lots of drivers in upper and extended
 memory, including smartdrv with a 512k read-only buffer.

 Using a GUS sound card.  One note I read on the newsgroup said that
 the GUS soundcard was not supported for MIDI music (something to
 do with Interplay's driver for this card being buggy?).  Apparently
 the game can be run with full sound effects and speech, but without
 music.  I'm not sure if Interplay has a solution for this yet, so
 if you are using one of these, try contacting their tech support for
 assistance.


2.4 *** BUGS

 Most of the bugs listed here are ones that I have heard of, since I
 personally ran into only a few problems.

 2.4.a - Bypassing the Faerie Realm
 2.4.b - The Wahooka bugs
 2.4.c - Giving Dombur the last weapon piece
 2.4.d - Enigma and getting into the Faerie Realm
 2.4.e - The 3-door trap in the pits
 2.4.f - The disappearing Coldfire
 2.4.g - The one-way door to the Castle of Shadows
 2.4.h - 99 charge / quantity maximum (or the silver runestaff)
 2.4.i - Queen Iaenni's conversations are not captioned
 2.4.j - Runecasters not functioning properly
 2.4.k - Game crashing in Ice Realm trying to walk by the sharga

2.4.a - One complaint that I hear of on the newsgroup over and over again
 from people 'bashing' the game is that there is nothing in the game
 to tell you that you missed the faerie realm and a very important
 item in there.  This is FALSE!  The first hint (Hint? More like an
 order!) is in the Upper Feeding Grounds.
   "Tell Gorda Karn that those strange glowing things are back.  They
   stay in the area to the east of the Dragon, and flee whenever our
   guards approach.  I think they're faeries.  Something faerielike
   might open the Gate to their Realm, they would make good slaves..."
 The second 'hint' is in the Ice Caverns, in a note to the Ice Queen.
   "Khull Khuum wants you to invade the faerie realm.  The Terrible
   Troll has informed him that an orb has been collected and is
   waiting for him there."
 In standard RPG terms, these are like someone hitting you in the head
 with a baseball bat to get your attention.  It doesn't get any plainer.
 The valid complaing in this case is that Interplay had a problem
 testing the game properly, since the second hint is given AFTER you
 defeat the Ice Queen, and in v1.0 and v1.1 of the game, if you
 collected Enigma into the party (from the ice realm), you couldn't get
 into the Faerie Realm (see Enigma & the Faerie Realm bug below).

 2.4.b - Wahooka bugs.
 1. Where Wahooka first appears, and asks for something of value,
    you (sometimes) can't get him to re-appear.  I'm not sure if
    this was properly fixed in v1.2, but I have heard that if he
    talks to you but doesn't appear, pressing 'Y' will help.
 2. Going down to the lower level, then back up to where you are supposed
    to meet him for the second time, the game sometimes "hangs, crashes,
    aborts, or other weird things".  This is also supposed to be fixed
    in v1.2.
 3. Wahooka doesn't appear in the sewers.  If you never walk on the
    square necessary to make him appear (??? can it be done???) he will
    never show.  Sometimes if you have been 'bugged' in an upper level,
    he won't appear either.  This is a minor annoyance, since all he
    does is give you a key to a chest with some good stuff in it.  The
    chest contains nothing needed to finish the game.

 2.4.c - Giving the 3rd piece of the secret weapon to Dombur.  Dombur
 moves fairly quickly, is impatient, and is very absent-minded.
 When he finishes talking to you, take the 3rd piece and move it
 around his hand until you get the 'hand' icon, then click the mouse
 button.  You may not get this 'hand' icon until the second or 3rd
 conversation.  It worked straight-off for me (with v1.2 patch).

 2.4.d - Enigma and the Faerie Realm.  If you (like many others) bypassed
 the Faerie Realm and continued on through the ice caverns, getting
 Enigma to join the party, you could not return and enter the Faerie
 Realm later.   Either you could not get the wall to open, or an
 invisible wall would prevent you from getting to the end of the
 passage (and through the teleporter).  The v1.1 patch was *supposed*
 to fix this problem, but didn't.  The v1.2 patch definitely did.

 2.4.e - The three-door trap in The Pits.  I call this the Monty Hall problem.
 (Anybody else remember Lets Make A Deal?)  In the pits, there are
 three doors opening off of one intersection (N, E, S).  Behind one
 of the doors is a key.  If you pick up three objects (picking up
 one object three times is the same thing) behind the doors, all
 three doors lock.  Putting the objects down doesn't help.  Once
 the doors are locked, there is no way to open them again.  If you
 don't have the key from behind door #2, there is no way to ever get
 the key needed to finish this level.  You have to go back to a previous
 save game.  If there is a way of 'resetting' these doors, Interplay
 has made it very difficult to figure out.

 2.4.f - The disappearing Coldfire problem.  The Coldfire cannot exist on
 any level other than the ice level (it melts).  If you need to return
 to a prevous level (for recharging/healing), put the coldfire back
 in the fire pit before leaving the ice level.  It'll be there when
 you return.  If you drop it anywhere else, it disappears.
 PS-I heard the Ice Queen CAN be killed without the coldfire, but
 it is very difficult.  See spoilers for one method.

 2.4.g - The one-way door to the Castle of Shadows.
 Several people have complained of a non-existent problem here.  If
 you head into the Castle of Shadows without all the orbs from
 the prior levels, you're hooped because you can't get back.  The
 truth is, there are three (3) different ways of getting back to the
 prior levels.  The first two involve the magic mirrors in the castle,
 and the third way is to set a teleport circle somewhere before you
 enter the castle.

 2.4.h - The 99 charge silver runestaff.  This staff actually DOES contain
 the 120 charges as advertised.  The game inventory system seems to
 be limited to displaying a maximum of 99 of anything.  I picked up
 more than 99 rocks, skulls, arrows, and sharga swords, and all showed
 a total of 99.

 2.4.i - Queen Iaenni's conversations are not captioned.  This can be very
 annoying if you don't (or can't) have speech enabled, or can't hear
 her speech (for whatever reason).  None of her speech is *critical*
 to finishing the game, but it does help.

 2.4.j - Runecasters don't always function properly.  On some levels, when
 you use a runecaster, you can use it only once, and from then on
 it doesn't function properly.  If you leave that level and return,
 things reset and the runecasters function properly again.  I'm not
 sure what the cause/cure for this is, as I've seen very few posts
 about this problem.

 2.4.k - Ice realms - Game crashes when trying to get past the first sharga.
 I'm not sure what's the cause of this problem.  I never encountered
 it, but by that time I was running on v1.2.  It also seems to be
 a rare problem.  The two people I heard of having the problem
 killed that sharga, removing the cause of the bug, and didn't seem
 to run into any repercussions.  This may only be a problem with v1.0
 or v1.1, since I had no trouble with this running v1.2.


------------------------------------------------------------------------
Section 3. Using the magic, runes list

Casting spells from the runestaffs requires several steps.

 1. Placing a rune on the staff.
  - Put the staff in your right hand (remember, it's a mirror!).
  - Bring up the journal, and flip to the runes section, going to the
    page containing the rune you want.
  - Right-click on the rune.  This should bring the staff up on the
    right side of the book.
  - Right-click onto the slot on the staff where you want the rune to
    be.  This will overwrite any existing runes/meta-runes.
  - If you want to add a meta-rune to a regular rune, flip to the
    meta-runes page, right-click on the meta rune, then right-click on
    top of the rune you wish to 'meta'.  Meta runes can be combined
    onto regular runes (except for 2x and 3x runes).
  - Repeat as often as desired.
  - Left-click somewhere off the book and staff to return to regular
    playing mode.

 2. Getting ready to cast a spell.
  - Place the staff in your right or left hand.
  - Click the mouse button corresponding to the hand holding the staff.
    This should bring up the staff on the right (or left?) side of the
    screen.

 3. Casting a spell into the playing screen (on monsters, etc)
  - Get ready to cast a spell.
  - Click on the rune you wish to cast.
  - Place the cursor on the target of the spell (or the direction it is
    to go).
  - Press the mouse button corresponding to the hand holding the staff.

 4. Casting a spell on yourself or on an NPC in your party.
  - Make sure the character status bar is visible in the top-right
    corner of the screen.  If it's not, click on the mirror in the top-
    right corner to make it visible.
  - Get ready to cast a spell.
  - Click on the rune you wish to use.
  - Click on the compass heading in the center of the status bar to
    reveal characters.  Staff will move to the center of the screen.
  - Click on the character you wish to cast a spell on.
  - Repeat as desired.
  - Click somewhere off the character display and runestaff to return
    to regular play.

 NOTE: Recharging of staffs is done automatically when you step onto
 a manna circle (green circle on floor).  All staffs are recharged,
 whether in hand or in inventory.  Standing on the circle doesn't do it,
 you have to step onto it.


RUNES LIST

 This is a list of the runes I found, where they were, and what they
 do.  Many runes were found more than once.


 RUNE NAME    TYPE    LEVEL FOUND   DESCRIPTION
 ----------   ------  ------------  -------------------------------------
 Shrink       Reg.    Lower keep    Shrinks target
 Firebolt     Reg.    Lower keep    Shoots fireball at target
 Power-2      Meta    Lower keep    Doubles the power (& cost) of
                                    another rune
 Heal         Reg.    Lower keep    Minor healing spell
 Shrink       Reg.    Sewers        Shrinks target
 Read         Reg.    Mines1        Gives target ability to read *some*
                                    unreadable text
 Heal         Reg.    Mines1        Minor healing spell
 Silence      Reg.    Mines1        Silences target
 L. Aerial    Reg.    Mines1        Lesser Aerial Magic (aka feather fall)
                                    Take no damage from falling in pits
 Firebolt     Reg.    Mines1        Shoots fireball at target
 Potency      Meta    Mines2        Lowers magic resistance of target
 L. Aerial    Reg.    Temple1       Lesser Aerial Magic (aka feather fall)
 Strength     Reg.    Temple2       Strengthens character
 Spoilspell   Reg.    Temple2       Cancels magical effects or provides
                                    protection vs magic
 Flame        Reg.    Temple2       Casts a magical flame on the square
                                    in front of the caster
 Shield       Reg.    Temple2       Target protected against ranged attacks
 Energybolt   Reg.    Temple2       Shoots magical energy bolts that
                                    weaken or stun opponents
 Translocate  Reg.    Lower FG      Sets a teleport target circle
 Scare        Reg.    Lower FG      Scares target.  Target may flee
 Armor        Reg.    Upper FG      Creates an (imperfect) magical armor
                                    barrier around the target
 Winds        Reg.    Upper FG      Casts a magical whirlwind
 Shrink       Reg.    Upper FG      Shrinks target
 Strong Heal  Reg.    Upper FG      Improved heal - also cures poison, etc
 Ball         Meta    Upper FG      Gives a regular rune an area effect
 Duration     Meta    Upper FG      Makes the effect of some runes last
                                    longer
 Murphy       Reg.    Faerie realm  Very murphy rune - casts slow
 Invisibility Reg     Faerie realm  Casts invisibility on party
 Duck         Reg.    Faerie realm  Duck rune.  It goes Quack.
 Read         Reg.    Dwarf halls   Gives target ability to read some
                                    unreadable text
 Power-2      Meta    Dwarf halls   Doubles the power of a regular rune
 Power-3      Meta    Dwarf halls   Triples the power of a regular rune
 Ball         Meta    Dwarf halls   Gives a regular rune an area effect
 Duration     Meta    Dwarf halls   Makes the effects of some runes last
                                    longer
 Potency      Meta    Dwarf halls   Lowers magic resistance of target
 Teleport     Reg.    Dwarf halls   Teleports party to the target circle,
                                    set by the translocate rune
 Armor        Reg.    Ice caves     Creates magical armor
 Ball         Meta    Ice caves     Gives a regular rune an area effect
 Ice bolts    Reg.    Ice caves     Shoots ice bolts at target
 Warming      Reg.    Ice caves     Thaws target, protection vs cold
 Fire ward    Reg.    Ice caves     Places a fire trap on floor in front
                                    of the caster
 Scare        Reg.    The Gate      Scares target.  Target may flee
 Deep Freeze  Reg.    The Gate      Severely chills opponents (try it on
                                    fire elementals)
 Stoptrack    Reg.    The Gate      Stops opponent in its tracks
 Spheres      Reg.    The Pit       Shoots spheres at opponents, crushing
                                    lightly defended creatures
 Read         Reg.    The Pit       Gives target ability to read *some*
                                    unreadable text
 Quickness    Reg.    Castle        Increases targets rate of attack


------------------------------------------------------------------------
Section 4. General gameplay hints and strategies


 The game is a first-person 3D real-time dungeon exploration game.
 Fighting is real-time, using the mouse, but not too fast.  There
 are a number of different types of strategies that will work, and
 experienced gamers can somewhat mold the character to suit their
 playing preferences.

 To bypass the opening sequences, press the ESC key after each one
 starts.

 NPC's play a real and fairly important role, setting minor tasks,
 sharing information, giving items, and sometimes accompanying the
 player.  Up to 3 companions at one time can join the quest, but
 the player has little control over who joins or leaves the party.

 There are many dirt piles/snowbanks found on most levels.  Attacking
 them may reveal useful items, and improves combat skills.  There is
 nothing found in any of them that is *critical* to finishing the game,
 but one or two very important items can be found.

 When attacking things, the white 'cross-hair' cursor will shrink and
 dim after each blow.  When it brightens back to normal, the weapon
 has been 'reset' and you can strike again.  This gets faster as you
 improve that specific combat/weapon skill.

 To read a scroll, touch it to your character's image in the mirror.
 Bring up inventory (which automatically displays your character and
 the NPCs), then touch the chest of your character with the scroll.

 Shargas aren't really the 'bad' guys in this game.  You will need to
 kill many of them, but definitely not all.  A sharga that is cowering
 in fear (or drunk!) is a harmless one.

 There are three 'modes' used in gameplay.
   Regular mode - time passes, monsters move, you can move & fight.
   Journal mode - journal is open, time is suspended.
   Inventory mode - inventory is open, time is suspended, you can
     take/drop items and shuffle inventory.

 If you want to get through an NPC's conversation quickly, press the
 space bar to bypass that bit of the speech.  You may have to press it
 several times to complete a conversation.  Pressing the ENTER key
 pauses the conversation (lets you read what's on the screen).

 Press SHIFT-F8 to turn on/off the exact location display.  The display
 shows (compass heading, X-coordinate, Y-coordinate, level number).
 I use this a lot when creating the items list and the hints.
 (I don't remember who posted this to the newsgroup, but thanks!)

 The map page numbers in the journal are not fixed - they will change
 themselves to match the levels you have been on.  Use the level
 descriptions or the <F8> level number for absolute reference.

 Afri's orb can be used by placing it on the next map square, in front
 of you, and getting into regular mode (get out of inventory mode).

 Your inventory scroll can hold almost anything (except NPC's?) with
 no encumbrance or weight problems (slick solution).  You might as
 well grab and hang onto everything you find.  Sorting the items into
 categories (like weapons, potions, armor, etc) makes things much
 easier to find when the scroll gets crowded.  Keep the most-used items,
 like throwing axes and runestaffs, at the top.

 Paying for weapons in the shop.  I don't think it's possible to get
 the coins out of the bag, and it's not necessary.  You pay for the
 items (one at a time) by placing an item on the table beside the
 dwarf, then handing him the sack of gold.  He will give you back your
 change.

 Sometimes chairs/tables get in the way (blocking access to secret
 panels, buttons, or objects).  Smash them with your weapons to get
 through to what you want.

 Green slimes sometimes pick up items lying on the floor.  These can
 range from weapons & armor to gems & keys.  Kill them all, because
 one *may* be carrying something you really need.


------------------------------------------------------------------------
Section 5. Advanced strategies, levels list

 There are several objects in the game that can be attacked many times
 to improve weapon skills and stats.  One is the forge in the armory
 in the upper keep (when the flame is on).  Another is the giant stone
 thingy in the smithy in the dwarf hall.  There may be others.

 Afri's orb projects a floor map of the immediate area, in real time.
 All floor tiles are displayed, whether mapped or not, including hidden
 and secret areas.  Most monsters are also displayed as small dots,
 moving in real time.  Use this orb often to find hidden rooms, false
 walls, and illusionary walls.  The power for this orb doesn't seem to
 drain.

 Some of the orbs have their own unique powers and attributes.  All but
 Afri's and one other are activated by touching it to your character in
 the mirror.  All but Afri's and Saffrini's have a limited amount of
 energy that drains quickly.  This energy is replenished over time,
 making the orbs re-usable.

 For each of the wall patterns, all the secret panels and the push-buttons
 appear on the same point on the wall.  Once you find one, all the rest
 are located on the same place.  For searching purposes, place the
 mouse cursor to where the secret panel would be - the cursor will change
 to a hand when you are facing the panel.  Buttons are easier to see.

 Personal stats and weapons skills do not go up in a stepwise fashion,
 as the 'circles' would indicate, but go up on a gradient (1-100?).
 The circles indicate certain points along the slope.  This means that
 weapon speed, chance to hit, shield skill, spell skill etc go up
 gradually, rather than in big jumps.

 Use lots of magic as soon as you find your first runestaff and manna
 circle.  Magic skill goes up with every spell cast (even healing spells).
 The higher your magic skill, the fewer spell points casting spells cost,
 and the faster you can cast spells. It may even be worthwhile 'wasting'
 spells while at a manna circle to boost your skill.

 You CAN use two weapons in this game, seemingly without any penalties(??).
 My favorite is to use a hammer in one hand, and either the magic throwing
 axe or the dagger of piercing in the other.  Each hand is on a separate
 'reset' timer, allowing you to get in many more blows.

 The shadow weapon doesn't take the form of a regular (1-handed) sword.
 Make sure you are advanced in another weapon skill, or are willing
 to occupy both hands with one weapon.


LEVELS LIST

 Note: The map page numbers in the journal are not fixed - they will
 change themselves to match the levels you have been on.  Use the
 level descriptions or the <F8> level number for absolute reference.

 The page numbers given are those used in the journal when the game is
 almost complete.  I *think* I have visited all of the possible areas,
 but if not, let me know.  Any I have missed are not needed for finishing
 the game.

 The levels are listed in the order I first visited them, not in the
 journal page order or the <F8> level number order.  They do not need to
 be done in exactly this order to finish the game.


 JRNL  <F8>
 PAGE  LEVEL   DESCRIPTION                             SHORT DESCRIPTION
 ----  -----   -------------------------------------   -----------------
  1     15     Entrance to Stonekeep                   Entrance
  2      1     Ruins of Stonekeep, 1st level           Upper Keep
  3      2     Ruins of Stonekeep, 2nd level           Lower Keep
  4      3     Sewers beneath Stonekeep                Sewers
  5      4     Sharga mines, 1st level                 Mines1
  6      5     Sharga mines, 2nd level                 Mines2
  7      6     Entrance to the Temple                  Temple1
  8      7     Temple of Throggi                       Temple2
  9      8     Feeding grounds, 1st level              Lower FG
 11     10     Dwarven Fortress                        Dwarf hall
 10      9     Feeding grounds, 2nd level              Upper FG
 13     12     Ice Caverns                             Ice Caverns
 12     11     Faerie Realm                            Faerie Realm
 14     13     Gate of the Ancients                    The Gate
 15     14     The Pits                                The Pits
 16     16     Palace of Shadows                       Palace
 17     17     1st level Khull Khuum's Tower           Tower1
 22     21     Lair of the Dark Dwarves                Dark Lair
 19     18     2nd level Khull Khuum's Tower           Tower2
 20     19     3rd level Khull Khuum's Tower           Tower3
 21     20     4th level Khull Khuum's Tower           Tower4
 18     22     Thera's Temple                          Thera's Temple


------------------------------------------------------------------------
Section 6. Hints for each level / area


 6 <P1/P2> <L15/L1>  Entrance to Stonekeep / Ruins of Stonekeep 1st level

 - You start in one of the four corner towers of the keep.  Downstairs
   is the upper keep level.  Three of the towers can be reached from the
   upper keep (including the one you start in), but the fourth tower's
   door is stuck and can only be opened by coming down from the tower
   (the first time).
 - There are many locked doors, hidden rooms, and secret niches on these
   levels, but no secret buttons or illusionary walls(?).  There are three
   keys needed, a brass key (you might find 2 of these), a bronze key
   (might find 2 also), and a steel key, in that order.  You also need to
   find (and keep!) Afri's Orb.
 - There are two sets of stairs leading down to the lower keep.  Unlock
   them both, but go down the eastern one first.
 - The Fountain of Thera heals.  When you find it, use it often.
 - There is a full set of armor and several good weapons to be found -
   leather uppers & leggings, one wooden and one metal shield, a dented
   helm, a broadsword, a hammer, a staff, several throwing daggers, lots
   of rocks and arrows, grenades (oil flasks), and a dagger of piercing
   (a.k.a. a very sharp knife - almost impossible to find without help).
 - If you find the drunk sharga, just ignore him.  Talk about harmless,
   he can barely stand up straight!
 - There is one door on this level that can't be opened from either side.
 - Arrow trap.  You can put something on the floor plate to trigger the
   trap.  If you do this several times, the trap will run out of arrows.
   A button in the room past the trap disables it.


 6 <P3> <L2>  Ruins of Stonekeep, 2nd level

 - There are many locked doors, hidden rooms, and secret niches on this
   level, but no secret buttons.  There are two keys needed, an iron
   key and an ivory key.  There are also several illusionary walls.
 - There are two sets of stairs leading down to the sewers, and one
   set of stairs leading back from the sewers that can only be reached
   from the sewers.
 - The Fountain of Thera heals.  When you find it, use it often.
 - You will need two drain control cylinders (one for each switch) before
   you can drain the sewers.
 - The exits to the sewers and to the next level after that are both on
   this level, but the door to the level after the sewers can only
   be reached by going through the sewers.
 - Wahooka wants gems in exchange for clues.  He wants 1 gem for the
   first clue, two gems for the second clue, three gems for the third
   clue, and so on (Get the picture? He's a greedy sot!)  His clues may
   or may not be of any use to you (I found them useless).
 - The first runestaff and magic circle are on this level.
 - There is one door on this level with a lock beside it that is
   already unlocked.
 - Place objects on the pressure switches to trigger the traps.  Skulls
   work fine (there are lots of them around).  Pick up the arrows fired,
   you can use them later yourself.
 - You don't have to jump into the pit.  You can get to the button on the
   other side of the pit with a long detour (through some illusionary
   walls).  Jumping in is not a big deal, though.
 - You must find Farli.  He has the only key to get through a door later
   on.


 6 <P4> <L3>  Sewers beneath Stonekeep

 - There are two control cylinders under the water here somewhere.
   One is found in each of the two different areas of the sewers.
   Drake stubs his toe on the cylinder when you walk onto a square with
   a cylinder.
 - Much of the stuff here can only be seen once the sewers have been
   drained.
 - Wahooka will give you a key to a hidden chest in exchange for
   the heads of three men long dead.
 - Once the sewers are drained, then you must kill the tentacle beast.
 - When standing beside an illusionary wall you will hear the wind
   whistling.  For one of them, you will hear this only when NOT facing
   the wall.
 - The exit to the next level (back through the lower keep) is through
   a secret passage near the tentacle beast.


 6 <P5> <L4>  Sharga mines, 1st level

 - Don't attack the wasp near the start of the level.  He calls all
   his buddies, and you can't kill all of them no matter how hard
   you try.
 - There is some good stuff hiding down a hole.
 - You can't kill the ettin.  Try 'silence' to keep from waking him
   up.
 - Most rock falls can be cleared, but not all of them.
 - Aquila's orb is on this level.
 - There is a manna circle, runestaff, and several runes here.
 - There's another NPC dwarf here.


 6 <P6> <L5>  Sharga mines, 2nd level

 - Attack only sharga who attack you.  Some sharga on this level are
   friendly.
 - Keep trying to get through the locked door - eventually you will
   guess the password.
 - You need a key from the last level (mines1) to get through the
   door to the next level.


 6 <P7> <L6>  Entrance to the Temple

 - Wahooka wants a gem, but he's getting picky.
 - Take the direct route through the arrow trap zone.  The exit is
   directly across from the entrance.
 - There's a shortcut you can use from the stairs to temple2 to the
   manna circle (only after you've been through the arrow trap zone).
 - The south half of the level can only be reached from the next level


 6 <P8> <L7>  Temple of Throggi

 - You need an orb and Dombur to exit the level
 - You do not need to kill the priest to exit, but it helps
 - Talk to the Throg hermit - he will give a clue in exchange for gems
 - There are two god statues, one of which has the orb.  The other
   is a fake, but can be useful anyway.
 - Do not get greedy when taking from the gods' statue
 - If you fall (or jump) into a pit, be prepared to fight


 6 <P9> <L8>  Feeding grounds, 1st level

 - You can get to the dwarven halls and the upper feeding grounds
   from here.
 - There are several nasty traps here, especially the rolling boulder
 - The puzzles here stretch over the Lower FG, Upper FG, and the Dwarven
   Halls.
 - The throg shaman has an item to let you through the rune-guarded
   doors without harm.


 6 <P11> <L10>  Dwarven Fortress

 - There are no secret doors, buttons, or panels on this level.  There
   is one illusionary wall.
 - All the dwarves will leave the party in here.  One will join again.
 - Get Karzak to join you (SE) before you talk to Grak (N).
 - There is a fountain of Thera here (somewhere)
 - In a hidden room are lots of rune scrolls
 - Read all the scrolls in the library.  Make note of the ones listing
   the orbs.
 - Give Geldor a feather rather than money if you want something from
   his shop.
 - Dombur is looking for three pieces to build the secret weapon.
 - Sardin the blacksmith will repair the key if you retrieve a piece
   of magical flint for him.  He gives you a magical chisel to break
   off a piece.  The magical flint looks a lot like the big rock he's
   standing beside.
 - The only thing of interest behind the locked door near the elder
   is a scroll with a bad joke.


 6 <P10> <L9>  Feeding grounds, 2nd level

 - You can get to the faerie realm and the ice caverns from here
 - You need to free Vermatrix Goldenhide, using the two parts of
   the key (repaired)
 - A primrose will open the passage to the faerie realm.  Follow the
   faeries (blue bubbly things)
 - The magical flint is here, looks a lot like the rock in the dwarf
   smithy
 - There is a second stairway down to the lower FG


 6 <P13> <L12>  Ice Caverns

 - You need to kill the ice queen to open the passage to the next
   level.  You need the coldfire to kill her.  Do NOT take the
   coldfire off this level as it will melt and disappear.  If you
   need to exit the level (for manna recharge, etc) put the coldfire
   back in the firepit.  It'll be there when you return.
   PS: I heard that the Ice Queen CAN be killed without the coldfire,
   but it is quite difficult.
 - The Sharga leader will help you find the Ice Queen after you find
   the coldfire.
 - There are a number of weak, breakable walls.
 - The frozen dwarf can help find the coldfire once thawed.
 - The elf (the frozen guy with the bow) will join your party once thawed.
 - The Ice Queen carries one of the orbs.  It can be used to thaw out
   the dwarf and the elf.  (Also possible with the warming rune, or
   a single-strength fireball)
 - Several items are buried in snowdrifts.
 - You may or may not need to fight the skeleton.  If you do things
   just right, walk up to him.  He will see something he likes, and
   literaly fall apart on the spot.
 - The 'scroll' the sharga woman is looking for is a ripped fragment
   of parchment hiding in a snowdrift.  It looks blank to you.


 6 <P12> <L11>  Faerie Realm

 - Make sure you've braced yourself for this level.  The place is
   so sickeningly sweet, I almost lost my lunch!  Only the dwarves'
   comments and the songs by the faerie players kept me going.
 - There are no secret doors, buttons, or panels on this level.
 - Entry is through the Upper FG.  The blue bubbly things are faeries.
   A flower is the key to entry.
 - The Faerie players are looking for flowers (and other things) for
   payment.  Different items get you different performances.
 - Faerie players repertoire
   The Song of Wahooka  (my favorite)
   I'd Rather be a Dwarf
   How Come, Khull Khuum, How Come
   The Story of Lament
   War of the Ice Realm
   For Whom the Bells Troll
   (Others?)
 - After several performances, try paying them with a mushroom.
   You'll get a weird rune.
 - You need 2 keys to get through the spear gate into the courtyard.
   The lock is right beside the gate, at ankle level.
 - To see the queen, you need to place one primrose in the proper
   square (in front of the blocked passage), then walk twice around
   the loop to open the way (clockwise only?).
 - Talk to the queen a number of times.
 - You can't kill the trolls if you can't see them.  You need a four
   leaf clover in your inventory to make them visible.  One of the
   faeries will give you a four leaf clover in exchange for something
   she has lost.
 - Try wearing the faerie clothes when attacking the trolls.  The
   iron spike is also useful.
 - The altar in the faerie courtyard heals any damage taken.
 - If you give the queen a portrait of herself, she will give you
   something good in return.  You need a blank piece of paper and
   a piece of charcoal, then ...
 - There are two different daisy chains.  One is made of primroses,
   and one is made of daisies.  Guess which one you need.
 - The real daisy chain is near the faerie court (spear gate) hiding
   among some flowers.
 - One of the trolls is carrying an orb.


 6 <P14/P15> <L13/L14>  Gate of the Ancients / The Pits

 - These two levels are overlaid on top of each other.  The way in
   and the way out are both on the Gate level, but you need to go
   through The Pits to get from one to the other.
 - Use the orb you find here to help get from one level to the other.
 - There is one floor plate switch in The Pits that you have to jump
   on (from the floor above) to activate.
 - The X-Y coordinates for the two levels line up exactly, but the
   auto map is offset by one square.
 - The first key you need is in a strange puzzle area - there are
   three doors (N, E, S).  Look for the key BEFORE you take anything
   from behind the doors (shades of Monty Hall).  If the doors lock
   before you have the key, you will need to restart from your last
   savegame (see bugs for more details on this).
 - If you levitate up into a 1x1 room, look for an illusionary wall.
 - There are lots of buttons, secret doors, floor plates, and false
   walls.  Some buttons and floor plates don't appear to do anything.
 - There is a *great* runestaff here somewhere.
 - There is a button hidden in The Pits that heals the party.
 - Skuz leaves at the end of this level.


 6 <P16> <L16>  Palace of Shadows

 - You may have Sparkle leaves the party, and have Farli and Wahooka
   join the party.
 - This is a large, complicated level.  The east half is a mirror-
   image of the west half.
 - The east half is populated by ghostlike duplicates of the monsters
   on the west half.
 - Place both halves of the yin-yang onto one of the frames.
 - It is very difficult to destroy any of the monsters with normal
   weapons, standing toe to toe.  Try using the crossbow against the
   normal skulls and fireballs against the ghost skulls.  Also, try
   the throwing axe or flame spell against both types of skeletons.
   Oh, I almost forgot.  The black death arrows do some really nasty
   things to the skulls and skeletons.  The spoilspell rune also
   works against some of them.
 - Take the helm & skull from fallen skeletons to prevent them from
   regenerating.
 - Scourge is tough to kill, and he drains your magic (I think he's
   immune to magical attacks).  Use the shadow weapon on him.  If you
   have a very difficult time killing him, try luring him through the
   mirror to the west side.  If you then take the long route back to
   the east, he'll stay in the west.  It isn't required that you kill
   him to win the game.
 - There are quite a few buttons scattered around.
 - Most of the mirrors are teleporters.  Walk into them.
 - Two of the mirror teleporters take you through a shadowland.  Go
   through them at least twice each.  (Anybody out there know what
   this is about?  Especially that bit about his father?)
 - Two of the mirrors take you to other levels.
 - The non-mirror teleporters take you to different places, depending
   on the direction you enter them from.
 - Place the shadow weapon on its base to transform it into a variety
   of different weapon shapes.
 - You need 7 orbs to continue on to the next level.
 - Use a fireball to open up the passage where it's cold.
 - Use Marif's orb to give you the strength you need.


 6 <P17> <L17>  1st level Khull Khuum's Tower

 **  Clues for entire tower

 - This tower is riddled with illusionary walls and teleporters.
 - The flashing symbols on the walls indicate teleport gates.
   You need the appropriate silver item(s) in your inventory to be
   able to go through them.
 - You get different help from your NPC's, depending on who is in
   your party (Enigma/dwarves/Sparkle/Wahooka).

 **  Clues for 1st level Khull Khuum's Tower

 - You need 7 orbs before the Gatekeeper will let you through.
   Say 'no' to wanting to enter (press red sqare), then 'yes'
   to needing to enter (press green triangle).  It will then
   give you some good advice.
 - Do not take the direct route to the top of the tower.  You cannot
   defeat Khull Khuum without the items scattered in different places
   in the tower.  If you do go straight up, Wahooka leaves (this may
   not be all bad).
 - There is a puzzle behind a secret panel that unlocks the trapped
   door.  The solution to the puzzle is on a scroll in the evil
   dwarves lair.  Read the scroll from L to R, top to bottom,
   using 'O' for pressed, and 'X' for not, ignoring dots.  It
   can be solved using logic, as I solved it myself, without any
   hints (except from the evil dwarf leader).
 - There is one large invulnerable spinning spike cylinder.  Cast
   shield and protection on your party, then you can use the thing
   for target practice as it can't hurt you.  You may also be able
   to trap it.
 - The spear gate is opened by pressing the button right beside it
   (yes, there is a button right beside it, to the left).
 - There is a white tablet behind a secret panel that is rumored to
   do something to your health or the manna in the runestaffs.  I </pre><pre id="faqspan-2">
   couldn't get it to do anything for me (my HP were at 220).
 - The route to the evil dwarves lair is in the NE.  You can get in
   there whether you kill that dwarf or not.  If you kill him, you
   need the metal bar he is carrying, and a dwarf NPC to open the
   secret passage.  The lever has nothing to do with getting into
   the dwarves area.
 - Use the 'wind' spell to remove the dust from the plaques, or water
   from the well in the evil dwarves area (you still have that bucket,
   don't you?)


 6 <P22> <L21>  Lair of the Dark Dwarves

 - You don't need to kill the dwarves.  Destroying the altar will
   restore them to normal.  If you do kill them all, oh well.
 - You need a scroll from here, either from a secret passage or from
   a dwarf, giving you the solution to a puzzle upstairs, on the first
   level of the tower.
 - There is a manna circle here.


 6 <P19> <L18>  2nd level Khull Khuum's Tower

 - There are 5 different teleporters on this level.
 - Two areas can only be reached from other levels.
 - The fire elementals are particularly vulnerable to *very* sharp
   weapons and to freezing spells.


 6 <P20> <L19>  3rd level Khull Khuum's Tower

 - There are 2 different teleporters on this level.
 - One area can only be reached from other levels.


 6 <P21> <L20>  4th level Khull Khuum's Tower

 - There are three exits - one stairwell, one teleporter to tower
   level 3, and one teleporter to Thera's Temple.
 - You cannot kill Khull Khuum (he is, after all, a god).
 - You can finish the game regardless of whether you trap Khull Khuum
   or not.  You can use the 4 silver object to trap him.


 6 <P18> <L22>  Thera's Temple

  - You need to place the 9 planetary orbs (exclude Khull Khuum's orb)
    onto the pillars, in order, from Mercury to Pluto.  The pillars
    light up in the correct order.  When you first enter, the pillar
    for Mercury is lit.  When you put an orb on the pillar, the next
    one lights up.  (If you need help matching the pictures with the
    names of the orbs, see the list near the end of this document).
  - You can get the correct order for the spheres from the scrolls in
    the library in the dwarven fortress (not the evil dwarves area).
    If you don't want to go back there, read the book Thera's Awakening.
    The (almost) correct order is given there - it skips Afri.  Insert
    Afri's orb into the middle of the list, where you think it should go.
  - You do not need to do anything with Khull Khuum's orb (if you even
    have it).
  - You can take the orbs off the pillars in the reverse order you put
    them on.
  - When the orbs are all placed on the correct pillars, you will know
    it.


------------------------------------------------------------------------
Section 7. Spoilers for each level / area

 Press <shift>F8 to display current location.


 7 <P1> <L15>  Entrance to Stonekeep

 Start @(3,16)
 Note: there are 4 towers for this level, but only 2 are connected.

 - SW Tower (starting tower)
   Leather armor - in room @(6,21), behind broken table
   Secret room - Flip lever @(3,23) three times (down, up, down).
     Open panel @(5,22) & flip lever to open wall @(5,23)
   Very sharp knife - inside secret room (above) in secret panel @(7,23)
   Stairs down @(3,23)
 - SE Tower
   Giant sharga - @(20,23)
   Thera's Fountain - @(19,21)
   Stairs down @(25,23)
 - NE Tower
   Bronze key - in barrel @(26,9)
   Ant farm - Breaking the barrel @(26,9), the one with the brass key,
     releases an (almost) endless stream of ants to practice your fighting
     skills on.
   Stairs down @(25,2)
 - NW Tower
   Secret panel @(2,7) hides a switch to open a secret room @(2,9).
   Stairs down @(3,2)


 7 <P2> <L1>  Ruins of Stonekeep 1st level

 Start @(3,23)
 Stairs up @(25,2), (3,2), (3,23), (25,23)
 Stairs down @(25,7), (5,11) - Unlock both doors, but head down the
   eastern stairs first.

 - *NEEDED* the journal on the table @(11,5).  I don't know if
   the game can be finished without it.  You definitely can't do any
   magic without it.
 - *NEEDED* Afri's Orb - held by sharga @(14,13)
 - Brass key - one held by sharga in room @(3,18), one held by sharga
   in hallway @(26,16)
 - Bronze key - held by ant that appears when you break open the grain
   bags @(24,9).
 - Steel key - held by sharga @(14,13)

 - Secret panel @(11,23) - hides a switch to open
   Secret room @(9,23) which contains (among other things)
   Broadsword
 - Secret panel @(13,9)  - hides a switch to open
   Secret room @(11,8)
 - Secret panel @(15,14) - hides a switch to open
   Secret room @(14,14)
 - Secret panels - @(23,20),(24,24),(16,2),(26,15),(12,10),(23,17),
   (11,4),(14,13),(21,10),(16,19),(8,3)

 - Bag for throwing stones - @(21,22)
 - Wooden shield - in barrel @(4,16) in locked room
 - Leather leggings - in locked room @(18,21)
 - Warm throwing knives (2) - in firepit @(9,14)
   Try pouring a potion onto the fire
 - Throwing axe, staff, metal shield & dented helm are in the armory.
 - Hammer - @(17,8) - behind a barrel in the ale room


 7 <P3> <L2>  Ruins of Stonekeep, 2nd level

 Start @(17,2)
 Stairs up @(17,2), (2,6)
 Stairs down to sewers @(25,4), (17,10)
 Stairs up from sewers @(23,16)
 Stairs down to next level @(23,25)

 - Wahooka @(12,4), (3,1), (25,9)
   He gives hints in exchange for gems at the first 2 locations.
 - *NEEDED* Farli @(2,7).  He will join your party and give you a good
   dwarven sword.  He also has the key needed to get through the locked
   door @(23,19), the route onward.
 - Ivory Key @(22,5) - may be carried by green slime.
 - Iron Key @(22,14) - carried by sharga
 - Fountain of Thera @(25,19)
 - Manna circle @(11,14)
 - Pedestal @(23,24).  Put marble statue on here to open the way to
   the next level (behind you).  Can only be reached through the
   sewers.

 - Illusionary walls @(10,4)-(10,5), @(10,11)-(10,12), @(22,13)-(22,14)
 - Button on wall @(3,10) opens a secret door behind you
 - Button on wall @(1,22) opens a secret one-way door behind you
 - Button on wall @(6,20) closes the pit behind you
 - Secret panel @(18,20) hides switch opening
   secret door @(18,21)
 - Secret panels @(13,8), (16,12), (19,13), (10,3), (5,8)
 - Unlocked door @(23,5)
 - Lock @(6,19) opens a secret door to the right
 - Sewer drain switches @(19,22) and @(19,19)
   Use cylinders (found in sewers below) to repair switches before
   pressing them.  This will drain the water from the sewers and open
   the secret door between the two sections.

 - Runestaff @(10,20) - 25 charges, 2 rune capacity
 - Keyring in chest @(13,17).  Put keys on here for storage.  Use the
   keyring like a key.  If the correct key is on there, it will
   automatically be selected and used (saves lots of confusion).
 - Chain mail shirt in chest @(24,2)
 - Leather leggings @(7,9)
 - Throwing axe in barrel @(22,11)
 - Rune scroll - double power meta rune in secret panel @(14,25)
 - Rune scroll - fireball rune @(10,18)
 - Rune scroll - minor healing @(10,18)

 - Sewage pipe @(24,3) - snakes come out 2 at a time, almost forever.
   Good for building up skill points.
 - Snake room @(15,24) - Good Luck!  These snakes are very dangerous.
     There is nothing really important in this room, but if you must
     try, do lots of running.
 - The stairs @(23,25) can only be reached from the sewers.  This is
   the route to the next level.
 - My gem count  Red - 4     Green - 6     Blue - 3


 7 <P4> <L3>  Sewers beneath Stonekeep

 Start @(24,17), (30,9)
 Stairs up @(24,17), (30,9), (28,21)
 *  No stairs down.  Route is up through a separate area of the
    lower keep, then down another path.

 - Wahooka @(30,15).  Wants 3 skulls in exchange for a red triangle
   key.  Key unlocks a chest hidden behind an illusionary wall.
 - Tentacle beast around (21,18).  It'll show up.  Hint: it won't
   attack you @(21,17).  Move forward to lure it in, then move back
   when it shows up, and throw things at it.  Don't kill it until
   after the water has been drained, or you may not be able to find
   the marble statue it carries.
 - Manna Circle @(5,18)
 - Illusionary walls @(24,20)-(25,20), (27,29)-(27,30)
 - Jammed door @(16,18)-(16,19).  Opens when the sewers are drained.

 - Cylinders @(14,30), (3,16).  Used upstairs to drain water down
   here.
 - Marble Statue around (21,18) is carried by the tentacle beast.
   (Note: statue is of a serpentine dragon, otherwise known as
   a DRAKE!  Nice joke.)  Place on pedestal upstairs to open door
   to next level.
 - Chest @(27,26).  Need triangle key to open (from Wahooka).
 - Rune scroll - shrink rune (in chest above).
 - Basket for throwing darts @(18,3).  Use by putting darts in, then
   holding in hand and attacking with it.
 - Slightly battered helm @(8,14)
 - Hammer @(1,6)


 7 <P5> <L4>  Sharga mines, 1st level

 Start @(32,18)
 Stairs up @(32,18)
 Stairs down @(14,3)
 Ladder down @(3,20)

 - Ladder down @(3,20) leads to a small, sealed area in MINES2.
 - Karzak @(10,6).  Use skull key to open cage & he will join party.
   Heal him quick, he's in bad shape.
 - Ettin @(17,28).  If you wake him, you are dead.  Period.  Cast silence
   on party, then throw stuff at barrels to break them.  You can then
   raid the chest.
 - Wasp @(30,18).  If attacked, it will call in the swarm.
 - Aquila's Orb @(18,28) in chest.
 - Throggi's key @(18,28) in chest.
 - Skull key in chest @(5,19)
 - Manna circle @(27,24), behind secret door.
 - Button @(26,31) opens up secret wall @(26,32).  This reveals the
   sharga who was waiting in ambush.  After one blow, he cowers in
   fear.  Watch out what you pick up - he's so scared he s**ts his
   pants!
 - Button @(14,6) unlocks and opens the door.
 - Button @(25,24) opens a secret door behind you.
 - Pit trap @(17,30).  Watch out because ettin rolls boulder in
   after you!  Climb boulder to get back out.
 - Pit trap @(4,27).  Set switches @(4,29) & (2,27) 'up' to seal off
   trap.
 - Ladder down @(3,20) to a small area on mines2, containing some
   good stuff.

 - Runestaff @(4,27) 40 charges, 3 runes - at bottom of pit
 - Rune scroll - Read rune at bottom of pit @(4,27)
 - Rune scroll - Minor heal at bottom of pit @(4,27)
 - Rune scroll - Silence rune in hay pile @(32,16)
 - Rune scroll - Lesser aerial magic rune @(27,24)
 - Rune scroll - Firebolt rune @(2,29)
 - Money sack - in chest @(20,23)
 - Gold coins @(27,27), @(20,23)
 - Crossbows @(17,23) held by shargas
 - Bolt quiver @(17,23) held by sharga
 - Upper dwarf plate mail, dwarven plate leggings, dwarven helm &
   dwarven axe @(5,20)
 - Dwarf pick in chest @(5,19).  Works good on cave-ins.


 7 <P6> <L5>  Sharga mines, 2nd level

 - Start @(16,19)
 - Stairs up @(16,19)
 - Stairs down @(2,10)

 - Stairs down.  You need the sharga key from the prior level to unlock
   the door.
 - Skrag - SFL leader.
 - Whining sharga.  Talk to him, and he'll open some secret doors.
 - Tiny sharga / giant sharga.  You can't get into that room without
   killing the tiny sharga.  The only things in there worth anything
   is the gold coins the giant sharga is carrying.

 - Spear gate @(25,21).  Throw something at the switch behind the
   gate to open it.
 - Button @(9,12) opens a secret door behind you.
 - Button @(16,14) opens a secret door behind you, revealing their
   treasure room - 4 gold coins & some herbs.
 - Button @(21,15) opens a secret door behind you
 - Passworded door @(25,13).  Try several times - you will eventually
   luck onto the password.
 - Rune scroll - Potency meta-rune in chest @(20,15)


 7 <P7> <L6>  Entrance to the Temple

 - Start @(32,5)
 - Stairs up to mines2 @(32,5) (back)
 - Stairs up to temple2 @(2,8) (forward)
 - Ladder up to temple2 @(10,32) (south area)

 - Wahooka @(29,15)  Wants a gem in exchange for some (useless) info.
   He'll reject your first two offers, and take the third.
 - Manna circle @(7,12)
 - Button @(6,9) opens a secret door behind you

 - Rune scroll - floating rune (feather fall, again) @(22,30)
 - Magic black arrow quiver @(13,7) on skeleton
 - Throg-holding-a-boulder vial @(12,11)
 - Dwarf axe @(26,1)
 - Magic armor ring @(26,1)
 - Dombur's helm @(8,6) (dwarf helm)


 7 <P8> <L7>  Temple of Throggi

 - Start @(2,7)
 - Stairs down to temple1 @(2,7)
 - Ladder down to temple1 @(10,29)
 - Stairs down to lower fg @(5,30) - can only exit if Dombur rescued
 - Several pits drop to temple1

 - Gorda Karn (head shaman) @(29,5) has runestaff and pendant
 - Throg shaman @(12,30) has white key (? Anybody have any idea what
   this white key is used for?)
 - Throg hermit around (29,22) will give a clue in exchange for a
   couple of gems
 - Dombur in cell @(13,7).  Flip switch @(13,14) to open gate.
 - One area in the SW corner can only be reached from another level.

 - Spear gate @(3,23) opens only when you have azrael's orb
 - Statue 1 @(7,4).  Flip switch @(9,2) to unlock door.  This is
   the wrong statue.  It can be used to recharge runestaffs by
   touching a runestaff to the orb in the statue's mouth.
 - Statue 2 @(18,4).  Take the red eye (orb) and ONE weapon.  If you
   touch the green eye, you get hit with poison, and if you take more
   than one weapon, the statue attacks.
 - One-way wall @(9,29) only allows exit from ladder
 - Locked door @(18,17) only opens if you are wearing the throg pendant.
   You can bypass this door via secret doors.
 - Trapped room @(9,15) hits party with a weakness spell.  Put a
   wooden dowel in the hole outside the door to disable trap.
 - Switch @(20,28) temporarily unlocks door @(22,30)
 - Hole in wall @(31,28) - put in wooden dowel to open secret door
   to the left
 - Switch @(31,26) temporarily unlocks door @(27,30)
 - Button @(16,7) opens secret door behind you
 - Button @(12,5) opens secret door behind you
 - Button @(2,25) opens secret door behind you

 - Azrael's Orb - this is the red eye of the statue @(18,4)
 - Throg runecaster - 40 charges, 4 runes, @(29,5)
 - Throg pendant @(29,5)
 - White key @(12,30) held by shaman.  Used for ???
 - Rune scroll - Strength rune in chest @(27,26)
 - Rune scroll - Spoilspell rune in chest @(27,26)
 - Rune scroll - Flame rune @(9,15)
 - Rune scroll - Shield rune @(28,10)
 - Rune scroll - Energybolt rune @(30,5)

 - Gold coins @(27,26), (12,30), (16,25), and held by several throgs
 - Magic Armor Ring - inside forge @(29,14).  You can only get it if
   you put out the fire.  Use bucket @(27,21) to get water from
   well @(25,14) to put out fire.
 - Throwing axe in barrel @(21,20)
 - Longsword in barrel @(20,20)
 - Short bow in barrel @(20,20)
 - Wooden dowels @(9,13), (9,1) - one carried by a throg
 - Throg-holding-a-boulder vial @(31,28)


 7 <P9> <L8>  Feeding grounds, 1st level

 - Start @(27,13)
 - Stairs up to Temple2 @(27,13)
 - Stairs down to Dwarf Hall @(12,23)
 - Stairs up to Upper FG @(7,3)
 - Stairs up to Upper FG @(5,17) can only be reached from the upper FG

 - Throg shaman @(27,27) has 2 red feathers.  Putting one in inventory
   allows you to pass through guard runes without damage.
 - Boulder trap @(19,16), heading S down corridor, boulder follows
   you.  Either run fast to side passage, or turn sideways and
   watch the boulder roll past.
 - Button @(20,32) opens secret door behind you.
 - Button @(13,14) disables arrow trap behind you
 - Button @(14,16) disables arrow trap to the left
 - Button @(14,21) disables arrow trap to the left

 - Manna circle @(18,33), behind secret door
 - Rune scroll - Translocate rune in chest @(25,19)
 - Rune scroll - Scare rune @(27,27)
 - Throggish key (2) held by throgs @(13,19) & @(29,30)
 - Half of a very sturdy key @(27,27), carried by throg shaman
 - Piece of a strange device @(27,2)
 - Piece of a strange device @(13,8)
 - Piece of a strange device @(6,21)
 - Plate chest & plate leggings @(31,7)


 7 <P11> <L10>  Dwarven Fortress

 - Start @(8,5)
 - Up to Lower FG @(8,5)

 - Torin, clan Elder @(1,19).  Once you kill the undead thing, he'll
   let you take the stuff in the chest.
 - Sardin the Blacksmith @(2,7).  Get from him a magic chisel, go get
   a piece of magic flint (Upper FG, just past faerie, near manna circle),
   then give him the flint.  He will light the forge, then return.
   You then give him both pieces of the key & he fixes it.
 - Geldor the merchant @(5,7).  You can buy stuff from him.  To buy
   stuff, take an item and place it on the table beside him.  You can
   then hand him gold pieces, or your gold sack.  He gives change.
   HINT: Give him a feather instead, and then you can take anything
   you want.
 - Dombur, in room @(9,14).  He is difficult, as he runs around a lot,
   talks too much, and is forgetful.  Hand him all 3 pieces of the
   secret weapon, and he'll give you the stoneshooter.
 - Karzak @(11,17).  Talk to him, and he'll join the party again.
 - Grak @(16,3).  This is a throg in disguise.  Don't go near him
   unless you have Karzak in your party.  (I heard that if you kill him
   without a dwarf witness, you are attacked as a murderer).
 - Undead warrior @(31,3) in the sarcophagus.  Attack his coffin to
   bring him out.

 - Fountain of Thera @(25,5)
 - Illusionary wall @(16,3)-(16,4)
 - Library @(1,15)
 - Locked room @(6,16) - Geldor the merchant has the key to this
   door.  You need to kill him to get it.  If you have any dwarves
   in your party, they will turn against you.  Kill them and then
   every dwarf in the place will turn against you.  The only thing in
   the room of any interest is a scroll with a really bad joke about
   the 'Q/A dept'.

 - Rune scroll - Read languages rune.
 - Rune scroll - Power II meta rune @(31,3)
 - Rune scroll - Power II meta rune @(16,4)
 - Rune scroll - Power III meta rune @(16,4)
 - Rune scroll - Ball meta rune @(16,4)
 - Rune scroll - Duration meta-rune @(16,4)
 - Rune scroll - Potency meta-rune @(16,4)
 - Rune scroll - Teleport rune in chest @(1,19)
 - Ring of poison resistance @(31,3)
 - Magic shield in chest @(1,19)
 - Magical horn on table @(2,21)
 - Magical throwing axe on table @(2,21)


 7 <P10> <L9>  Feeding grounds, 2nd level

 - Start @(7,3)
 - Down to Lower FG @(7,3)
 - Down to Lower FG @(5,17)
 - Teleporter to faerie realm @(29,10)
 - Down to Ice Caverns @(5,27)
 - Pit down to Lower FG @(17,25)

 - Throg shaman @(10,6) attacks you.  If you attack him, he drops a red
   feather, then disappears.  You find him again @(6,32).
 - Lady Dragon Vermatrix Goldenhide, leader of the great dragons.
   Chained @(7,8), @(19,11), @(21,16), use 2-part key to open, after
   the dwarf smith repairs it.  She will leave some treasure when
   freed.  (If you attack her, will she kill you?)
   NOTE: The dragon's body blocks off access from one half of this level
   to the other (she's big).  You need to free her before you can finish
   the level.
 - Skuz, the Sharga @(3,26).  He joins the party.

 - Manna circle @(27,15)
 - Manna circle @(15,32)
 - Magical flint @(27,12)
 - Primroses @(26,20), put one on square @(28,10) to open secret
   door hiding the teleporter to the faerie realm.
 - Half of a very sturdy key, in chest @(25,24)
 - Rune scroll - Armor rune, in chest @(25,24)
 - Rune scroll - Rune of Winds in chest @(17,17)
 - Rune scroll - Shrink rune in chest @(17,17)
 - Rune scroll - Improved heal in chest @(17,17)
 - Rune scroll - Ball meta-rune on throg @(10,14)
 - Rune scroll - Duration meta-rune on throg shaman @(6,32)
 - Note to Gorda Karn @(12,29)


 7 <P13> <L12>  Ice Caverns

 Start @(17,12)
 Back to Upper FG @(17,12)
 Next level @(31,12)

 - Ice Queen @(31,3).  Hold the coldfire in your hand before you
   approach her, and touch her with it when she finishes talking.
   Then you need to hunt her down and kill her with fireballs (or
   something), as she runs away after you've hit her with the coldfire.
   There are methods for killing her without the coldfire (see below
   for one).
   Hint:  Try laying down some of the firetraps (fire wards?) along
   her escape route.  You can also herd her into the NE corner, and
   keep her trapped there while you throw fireballs.
 - Kandoc, sharga leader @(14,14).  When you have the coldfire, he
   shows you the route to the ice queen.
 - Gorza @(13,11).  When you find her the lost fragment of parchment,
   she gives you a number of rune scrolls as a reward.
 - Advisor @(11,11).  Gives some hints on what the special weapon is.
 - Healer @(10,14).  Heals the party up (once only?)
 - Enigma elf @(20,22).  If you thaw him out, he will join the party,
   replacing Karzak if Karzak is in the party.
 - Nigel dwarf @(16,30).  If you thaw him out, he will show you a weak
   wall leading to the coldfire.
 - Rek @(19,34).  Mad Rek is harmless, running back and forth.
 - Skeleton guarding the Coldfire.  I think, if you are wearing the
   pendant from Queen Iaenni (or maybe the throg pendant?) he will fall
   apart when you step up to him.  If not, you can either beat him up
   standing toe-to-toe, or throw things at him until he falls apart.

 - False walls @(15,10), (12,32), (21,27), (26,3)
 - Single-use healing puddle @(29,26)
 - Ice Queen's throne @(31,2).  Melt it to create a one-use healing
   puddle.

 - Coldfire @(11,25) in fire pit
 - Helion's Orb @(31,3), carried by Ice Queen.
 - Fragment of parchment @(23,20) in a snowdrift.
 - Rune scroll - Magical armor rune from Gorza @(13,11)
 - Rune scroll - Ball meta-rune from Gorza @(13,11)
 - Rune scroll - Icy Bolts rune from Gorza @(13,11)
 - Rune scroll - Warming rune from Gorza @(13,11) - Use to thaw out
   frozen bodies, or protect against freezing.
 - Rune scroll - Circle ward @(20,27)
 - Note to the Ice Queen @(31,2)
 - 2 magic armor rings @(11,25)
 - Magical chain chest armor @(11,25)
 - Magical chain leggings @(20,27)
 - Ice hammer @(20,27) in a snowdrift

 - To kill the Ice Queen, by Wyvern (Cheung Kwok Leung) (paraphrased)
   Bring up the runecaster before you meet her, casting all shield/
   protect spells.  Meet her.  Near end of conversation, press mouse
   button quickly to cast many 3x fireballs.  She dies before she can
   react.

 7 <P12> <L11>  Faerie Realm

 Start @(39,1)
 Teleporter back to Upper FG @(39,1)

 - Queen Iaenni @(8,4)  If you have a portrait of her, she will trade you
   for a magic ring.  She gives you some good info, and if you talk
   to her 4 times, she gives you a magic pendant.
 - Sweetie @(32,3) - trade her a daisy chain for a 4-leaf clover.  The
                     daisy chain has white flowers, the fake one has blue
                     flowers.
           @(14,12) - if you've freed the dragon, she gives you a pastry.
 - Lament / Sparkle @(17,24) She wants to join the party.  If you don't
   have any room left, she cries and runs away.  If this happens, come
   back later (after dropping off the dwarves) and she will ask to join
   again (Yes! Anything! Just stop the begging!)
 - Surly   @(13,18) Trade her a pastry for one of the keys you need.
 - Chuckle @(21,15) Trades Snort's brew for advice & faerie hat.
           @(8,12)  Uses blank page & charcoal to make queen's portrait.
                    Also gives you a faerie shirt.
 - Giggle  @(17,11) Give him poem book to get a key.
 - Snort   @(1,15)  Give him thyme, moss, & decanter to get some brew.
 - Winkle  @(4,13)  Give him his drum to get a faerie hat.
           @(2,18)  Give him tome book for ???
 - Binkle  @(4,5)   Give him his fiddle to get his pants.
 - Murph   @(9,1)   Gives you a scroll with a rune on in.
           @(25,12) Trains you in your currently equipped weapon(s).

 - Spinner @(16,7) turns you counter-clockwise 7 times.  You end
   up turning right from your original direction.
 - Spear gate to the court.  Use two keys in the keyhole (at ankle
   level to the right).
 - To see the queen.  Place a primrose in the center of the square
   @(8,6).  Walk around the walkway clockwise twice to open the way.
 - Altar @(9,8) Touching it will heal any damage the party has taken.
 - Spear gate to the troll area.  Binkle & Giggle 'guard' the gate.
 - White mist in troll area - doesn't seem to do anything.

 - Yoth Soggoth's Orb @(15,29), held by troll
 - Elf Staff @(15,26) - 60 charges, 5 runes
 - 4 leaf clover.  With this in inventory, you can see the trolls.
 - Magic pendant @(8,4), held by Queen Iaenni.
 - Horseshoe pendant @(27,24), I guess it gives good luck?
 - Magic luckstone ring @(8,4), held by Queen Iaenni.
 - Rune scroll - invisibility, @(18,32)
 - Rune scroll - murph rune, @(9,1), given by Murph
 - Rune scroll - Ducking rune.  Given by the faerie players, after
   several performances, when you give them a mushroom.
 - Daisy chain (real one) @(11,11), hiding behind some flowers.
 - Daisy chain (primroses) @(24,6)
 - Fiddle @(4,2)
 - Drum @(27,31)
 - Faerie cakes @(4,2), and other places
 - Faerie books @(36,8), @(25,22)
 - Sticky moss @(18,6), @(37,19) - looks like a green lump
 - Wild thyme @(18,4), and several other places
 - Empty decanters @(24,3), @(4,6), and several other places
 - Blank scroll @(30,12)
 - Stick of charcoal @(35,30)
 - Iron spike @(6,19) - The trolls will not enter a square with an
   iron spike in it.  IE: if you are standing on the spike, the trolls
   will not engage you in hand-to-hand combat (or so I've been told).
 - Faerie hat @(4,19)

 - Rowan berries   - Red berries in a bunch, like grapes
 - Wild thyme      - Red bushy-looking thing
 - Primrose        - Tall yellow flower (also called 'rose)
 - Gladiola        - Short white flower
 - Foxglove        - Tall red flower
 - St John's Wort  - Bushy yellow flowers
 - Sticky moss     - Small lumpy green thing

 - Faerie players repertoire
   Primrose       - The Song of Wahooka  (my favorite)
   Gladiola       - I'd Rather be a Dwarf
   Foxglove       - How Come, Khull Khuum, How Come
   St John's Wort - The Story of Lament
   Rock           - War of the Ice Realm
   Skull          - For Whom the Bells Troll
   ???            - (Others?)


 7 <P14/P15> <L13/L14>  Gate of the Ancients / The Pits

 Start @(13,31) - Gate level
 Up to Ice Caves @(13,31) - Gate level
 Teleport to Palace of Shadows @(13,16) - Gate level.  This is a
   one-way trip only.  You cannot return via the same route.

 The Gate & The Pits combine to make a 'single' level with a 3-d
 up/down maze.  All of the pits and ladders line up from one level
 to the other.  The automap, however, is offset by one square.

 - Skuz packs up and leaves at the end of this level.

 - Pits @(9,11) (6,19) (20,14) (22,12) (18,8) (13,25) (15,30) (15,34)
         (19,4) (7,32) (10,34) (6,24)
 - Ladders @(6,15) (17,11) (17,32) (8,34) (4,22) (8,26)

 **  The Gate

 - Teleporter.  Switch @(6,21) activates alternate teleporters,
   one teleports from (4,17) to (4,14), the other
   teleports from (10,20) to (10,21)
 - Single-square room at the top of pit @(13,25) - south wall is
   illusionary.
 - Spear gate @(14,9).  Plate @(13,10) starts/stops gate opening.
   A button or plate somewhere on these levels deactivates it,
   permanently locking the spear gate.
 - False walls @(12,9)-(11,9), (13,25)-(13,26), (13,16)-(14,16)
   (14,15)-(13,15)
 - Button @(9,22) opens door @(8,21)
 - Button @(8,23) opens door @(7,22)
 - Button @(13,34) disables spear traps @(13,37)
 - Button @(21,35) unlocks the two one-way doors
 - Button @(25,13) ???
 - Plate @(1,27), (13,18) ??? (these don't seem to actually do anything)

 - Manna circles @(10,8), @(13,14)
 - Silver runestaff @(13,14) - 120 charges, 6 runes
 - Eagle key in fire pit @(22,14)
 - Very sturdy key @(25,13)
 - Rune scroll - Scare @(4,34)
 - Rune scroll - Freeze from very cold parchment
 - Rune scroll - Stoptrack rune @(25,13)
 - Ring of poison resistance @(3,11)
 - Magical set of plate armor, chest leg & helm, @(14,18)
 - Chain chest, leggings, & dwarf helm @(25,21)
 - Black slayer arrows - 2 @(2,32), and 1 @(11,31)
 - Dagger of piercing @(15,9)
 - Hammer @(25,21)

 **  The Pits

 - Three door puzzle @(9,19).  You have three doors, N, S, and E.
   Find the key first before you take anything else, or you will need
   to restart from a previous savegame.
 - Plate @(18,8).  To activate, you have to jump into the pit from the
   floor above.  This opens a one-way secret door to the north, leading
   to Saffrini's Orb.
 - Duck Statue.  Cast 'duck' (from the faerie realm) or a heal spell
   on the duck statue, and it and the wall behind it vanish.
 - Trap reset plates @(2,31), (2,29), (2,27).  These reset the
   traps and puzzles on both floors.
 - Button @(7,19) opens door behind you
 - Buttons @(13,14) open doors @(13,13) & (13,15)
 - Button @(12,13) heals the party
 - Button @(14,15) doesn't appear to do anything

 - Saffrini's Orb @(19,4)
 - Manna circle @(17,6)
 - Rune scroll - Sphere attack @(13,33)
 - Rune scroll - Read languages @(13,33)
 - Wolf key @(13,19)
 - Magic horn @(13,33)
 - Ring of poison resistance @(9,16)
 - Ring of ducking (blue ring) @(13,33) This is a ring of protect x3
 - Chain shirt, chain leggings, slightly battered helm @(21,23)
 - Magical shield @(9,19)
 - Magical black arrow quiver @(13,33) for black slayer arrows
 - Warhammer @(21,23)


 7 <P16> <L16>  Palace of Shadows

 Start @(17,12)  One-way entrance only - cannot go back via this
   route.
 Exit @(20,29)  Cast fireball into this square to reveal the door
   to the next level.
 Mirror @(24,27)  Teleports you to the Temple of Throggi,
   @(2,25).  A mirror there teleports you back.
 Mirror @(11,27)  Teleports you to The Pits, @(19,5).  A mirror
   there (it used to be a plaque on the wall - honest!) teleports you
   back.

 - Farli @(19,20) joins party.  Sparkle leaves.  If you avoid Farli,
   sparkle stays with you.
 - Wahooka @(5,29) joins party.
 - Shadow King @(16,11)
 - Scourge @(23,29).  He CAN be beat up, but I think he's immune to
   magic.  If you can't beat him up, lure him through the mirror
   @(19,29), then take the long way back.  He'll stay over there.

 - Illusionary walls @(15,1) (19,1) (5,35) (21,36) (15,36) (5,25)
 - Mirror teleport pair @(20,11) & (14,11)
 - Mirror teleport pair @(15,36) & (19,36)
 - Mirror teleport pair @(19,29) & (15,29)
 - Weird teleport mirrors.  Go through each of these at least twice.
   Mirror @(4,15) goes to (11,25)
   Mirror @(30,15) goes to (23,25)
 - Teleporter @(10,11).  E-W to (3,3), N-S to (3,38).
   Teleporter @(24,11).  E-W to (31,3), N-S to (31,38).
   *  Go through illusionary walls in a circle around the teleport
   square to get to the spot in the center.
 - Yin-Yang pieces @(20,5) & (14,5).  Putting them both into one holder
   reveals a door into the central passage.
 - Secret 1-square room @(17,21).  Anybody know how to get in there?

 - Buttons open doors nearby @(16,12) (18,12) (16,18) (18,18) (18,24)
   (16,24) (18,32) (16,32) (9,29) (25,29)
 - Button @(11,31) opens door @(11,27)
 - Button @(23,31) opens door @(23,27)
 - Green glowing portholes @(3,38) & (31,38).  These seem to be
   a one-use heal(???)
 - Mirror @(20,21) attacks!  Attack it back, shattering it.
   You can take a mirror shard (Why? I have no idea why).

 - Marif's orb @(17,17).  Cast shrink on it.  Use it (at least once)
   on yourself to strengthen yourself enough to go down the corridor
   to the exit.
 - Shadow weapon @(13,37), shadow weapon base @(21,36).
   place weapon on base, and it transforms into a variety of weapons.
 - Rune scroll - Quickness rune @(7,19)
 - Scroll @(27,19) - Must be an in-house joke.


 7 <P17> <L17>  1st level Khull Khuum's Tower

 Start @(13,18) - If you don't have 7 orbs, the Gatekeeper will not
   let you through.  Say 'no' by pressing red square, 'yes' by
   pressing green triangle.  Say 'no' to wanting to enter, but 'yes'
   to needing to enter.  You get some good advice.
 Direct route up @(13,12) - wrong way
 Indirect route up @(9,15) - right way
 Down to evil dwarves @(17,5)
 Silver cross teleporter @(11,17) goes to/from tower2 @(10,10)

 - Evil dwarf @(20,6).  If you kill him, you need to take the metal
   bar he was carrying to open the route to the evil dwarf lair.
   You need a dwarf NPC to open the route.  If you do not kill him,
   he runs downstairs and warns the dwarves that you are coming, leaving
   the door open behind him.
   PS: If Enigma is with you, he will kill the dwarf before the dwarf
   can set the trap in the corridor.  You then *NEED* a dwarf NPC.

 - Wall plaques covered with a poisonous dust.  Cast a wind spell
   at them to blow the dust off, or wash the dust off with water
   from the evil dwarf level (you still have the bucket you found
   in the throggi temple, don't you?)
 - Invulnerable floating spike cylinder.  Cast shield & protection
   on party, then you can ignore it or use it for target practice.
   Someone else suggested that you can lure the thing through the
   spear gate, then lock the gate behind it.  I haven't tried this.
 - Locked & trapped door @(12,15) - It causes damage, casts a
   weakness spell on you, but increases your strength (temporarily).
   Weird.  Solve the puzzle (below) to unlock door and negate trap.
 - Button puzzle behind panel @(16,15).  The solution is on a scroll
   from the evil dwarves lair (downstairs).
   O O X X    'O' is pressed
   X X X O    'X' is not
   O X X X
   X X O O
 - Secret panel @(1,9) hides a white slab.  I heard that it may have
   something to do with raising your maximum HP (after causing damage).
   I also heard that it can LOWER your maximum HP (after doing damage).
   A third rumor says that it can recharge runecasters.
   I couldn't get it to do anything for/to me (v1.2), but my maximum HP
   were already at 220.
 - Illusionary walls @(12,9) (13,8) (19,9) (11,4) (5,7) (5,11) (11,18)
   (6,4) (16,3)
 - Silver ankh @(6,4) (cross with a circle on top)


 7 <P22> <L21>  Lair of the Dark Dwarves

 Start @(8,2)
 Stairs back to tower @(8,12)

 - Evil dwarf @(4,6) will give you a scroll, after the altar is
   destroyed, and if he is still alive.
 - The hole in the roof is sealed, and nobody has yet found any
   way through it or a reason for it to be there.

 - Button @(5,3) opens passage behind you
 - Button @(6,8) opens secret door @(4,6)
 - Manna circle @(2,2)
 - Scroll with puzzle solution @(2,8), and on dwarf @(4,6)
 - Well @(5,1)
 - Magic black slayer arrows @(2,3) (9,11)
 - Dagger of piercing @(4,6)


 7 <P19> <L18>  2nd level Khull Khuum's Tower

 Start @(2,13)
 Teleporter up @(8,5)

 - Teleporter pair (13,9) to/from (14,7)
 - Teleporter pair (4,4) to/from (7,2)
 - Ankh teleporter @(14,8) to/from (3,11)
 - Crescent teleporter @(8,5) to/from tower3 @(10,7)
 - Cross teleporter @(10,10) to/from tower1 @(11,17)
 - Door @(15,3) magically barred - cannot be opened?

 - Silver Crescent @(14,5)
 - Silver Cross @(4,12)
 - Scroll @(14,6) - Another 'in' joke?
 - Green porthole @(11,13) - Any ideas on what this does?


 7 <P20> <L19>  3rd level Khull Khuum's Tower

 Start @(10,7)

 - Crescent teleporter @(10,7) to/from tower2 @(8,5)
 - 4-item teleporter @(6,1) to/from tower4 @(6,6)
 - Button @(8,4) opens secret door @(9,5) - (useless???)
 - Silver Circle @(1,5,19)


 7 <P21> <L20>  4th level Khull Khuum's Tower

 Start @(6,6)

 - 4-item teleporter @(6,6) to/from tower3 @(6,1)
 - 4-item teleporter @(5,14) to Thera's Temple.  You can only use
   this after you have all 9 planetary orbs, and are also carrying
   all 4 of the silver objects.

 - Khull Khuum @(5,10).  You cannot kill him (Kill a god? Not likely!).
   You must visit him to win, as he is carrying the last two orbs.
   I have finished the game two different ways, one by running away,
   the other by trapping KK.
   Method 1.  Approach KK from the N.  After he finishes his first
     speech, take the orbs.  When he finishes his second speil, and
     is quite upset, run past him, to the S, and through the
     teleporter to Thera's temple.
   Method 2.  Place silver items on the small circles to the N, E,
     and W of the square KK will appear on.  Do this from the outside,
     not from the square he appears on.  Step onto his square from
     the S.  When he finishes his first speil, take both orbs.  When
     he finishes talking again, take 1 step back and place the last
     silver object on the small circle in front of you.  This traps
     KK and places him in his own orb (just like the other gods).
 - There are other ways of trapping and misleading Khull Khuum.


 7 <P18> <L22>  Thera's Temple

 Start @(8,9)
 This is it.  You can't go anywhere else from here (not even back)!
 Place the orbs onto the pedestals in order.  The lit pedestal is the
 active one, waiting for the next orb.  See below for a list of the
 orbs, and the order they should be used (ignore Khull Khuum's orb,
 if you have it).


------------------------------------------------------------------------
Section 8. List of Gods (orbs)


 NAME               MATCHING PLANET    SPECIAL POWER
 ----------------   -----------------  ----------------------------------
 Khull Khuum        The Sun (?)        ???
 Helion             Mercury            Same as a warming spell
 Aquila             Venus              Completely heals & cures party
 Thera              Earth              ???
 Azrael             Mars               Casts quickness
 Marif              Jupiter            Gives strength to character
 Afri               Saturn             Projects map of immediate area
 Safrinni           Uranus             Levetates party up a pit
 Yoth-soggoth       Neptune/Pluto(?)   Recharges all runestaffs
 Kor-soggoth (sp?)  Neptune/Pluto(?)   ???


 NAME               LOCATION (<F8> X,Y,LEVEL)           DESCRIPTION
 -----------------  ----------------------------------  ------------------
 Khull Khuum        Tower4 @(5,10)                      Swirling dark blue
 Helion             Ice Realm (31,3) on the Ice Queen   Reddish tan w str.
 Aquila             Mines1 (18,28)                      Splotchy tan
 Thera              Tower4 @(5,10)                      Dark blue & tan
 Azrael             Temple2 (18,14) red eye of statue   Reddish
 Marif              Castle (17,17)                      Splotchy red & tan
 Afri               Upper keep (14,13) on a sharga      Tan ringed
 Safrinni           The Pits (19,4)                     Green ringed
 Yoth-soggoth       Faerie (15,29) on a troll           Blue striped
 Kor-soggoth (sp?)  Tower4 @(5,10)                      Blue & smokey grey


 ------------------------------------------------------------------------
 Section 9. List of comestibles (edibles) & rings

**  POTIONS

 All effects from potions/herbs etc are temporary.  The only permanent
 change is that from the double-effect Throggi-holding-a-boulder
 vials (see below).  Oh yeah - some temporary things last longer
 than others.

 Healthy potion  (short blue)            1 x Healing
 Healthy potion  (tall blue)             2 x Healing
 Small vial      (fancy blue)            3 x healing
 Light green bottle                      Restores lost str & dex,
                                         Increases str & dex
 Dark green bottle                       Restores lost strength points,
                                         increases strength
 Smelly throggish brew                   Cures poison
 Throg-holding-a-boulder vial            Increases strength, 2nd one
                                         within a minute increases str
                                         to max, and also increases str
                                         permanently by one point
 Bubbling blue potion (tan jar)          Increases strength, 2nd one
                                         increases dex
 Decanter with a red brew                1 x healing, drunk

 Red mushroom                            Increases strength & agility
 Green mushroom                          Cures poison, weakness, and ???
 Spotted mushroom                        Removes magical effects?

 Good smelling root                      1 x healing
 Really good smelling root               2 x healing
 Musty smelling root                     ??? (no effect when eaten?)

 Bad-smelling throg food                 Lowers strength by 1?
 A home-cooked meal                      1 x healing
 Some faerie cake                        1 x healing
 Fine faerie cake                        2 x healing

 Rowanberries                            1 x healing, drunk
 Gladiola                                ??? (no effect when eaten?)
 Foxglove                                ??? (no effect when eaten?)
 Wild thyme                              ??? (no effect when eaten?)
 St John's Wort                          Full cure & heal

**  RINGS

 Plain ring     - Magic armor ring
 Green ring     - Ring of poison resistance
 Red ring       - Luckstone ring
 Blue ring      - Ring of ducking


------------------------------------------------------------------------
Section 10. Comments and Gripes

 - Afri is not mentioned in the book THERA'S AWAKENING in the list of
   gods (at least not in the one I have).  I'm not certain if this was a
   book-bug, or if this god was left out to confuse us poor mortals.

 - Khull Khuum, in the book, is named as the sun.  In the scrolls in
   the dwarven library, it seems to be regarded as the 'lost planet',
   in between mars and jupiter, where the asteroid belt is now.  Maybe
   they are suggesting that he was 'destroyed' by the other gods after
   they were freed?

 - Kor-soggoth (Ko-soggoth?) is spelled differently in different
   places (book & game).

 - The faeries spell Khull Khuum as Khull Khumm (?)

 - I wish the inventory would tell you what the items are.  It is hard
   to tell which orbs are which when comparing the (color) picture in
   inventory with the (B&W) picture in the journal.  I also have four
   different quivers, one of which is magical, and I can't tell which
   one.

 - I wish the game had some method for 'sliding' sideways.  It would
   make checking for secret panels/buttons/fake walls much faster and
   easier.

 - The endgame STINKS!  Ok, you're teleported back to the surface,
   everything turns green, etc, but WHAT HAPPENED?  Is Khull Khuum
   defeated or destroyed?  What happened to my companions, left in the
   tower?  What What What?!?  Unless these questions are answered in the
   sequel (ha ha ha), I think the finish of the story needed some
   definite help.  This is especially disappointing after the *great*
   opening scene video, and some of the sequences within the game.
   30 seconds (or less?) of video , mostly looking at plants grow,
   falls short of my expectations at this point.

 - (I'll add more gripes as I think of them)


------------------------------------------------------------------------
Section 11. Credits for help/hints from the newsgroup

 Most of the credits given here are for things that I picked up from
 the newsgroup after I finished the game.  The three exceptions to this
 are: 1-help finding the real daisy chain, 2-finding out about the
 v1.2 update/patch, and 3-using Afri's Orb.

 I give credit to the first person I have record of mentioning the
 hint/clue/problem.  A couple of them are from before I kept records,
 and several are so frequently mentioned that giving credit to one
 person would be difficult.


 - Miki (Michael Turk) - Practice on the piece of rock in the blacksmith's
   room in the Dwarf Fortress.  (This led me to try 'practicing' on other
   things as well)
 - (Unknown) - Place Afri's Orb on the square in front of you to bring
   up a map of the area.
 - (Unknown) - How to get into that secret room in the starting tower.
 - (Unknown) - Using the <shift>F8 to display your current location.
 - Brian Murph - Stonekeep music problems with the GUS sound card.
 - Rick Wells - Giving a feather token to the dwarven trader, rather
   than money.
 - D.D. Johnston / Adventur (Chicago) - Malfunctioning runecaster when
   in the Faerie Realm (and other places?).
 - Chris Taylor (GRUPS Chris) - Upgrade to v1.2 available from Interplay.
 - (Many) - Problems with handing Dombur the 3rd piece of the stoneshooter.
 - Julia - Casting a heal spell on the Duck Statue also works.
 - (Many) - Can't get Afri's Orb to work.
 - Allison Floyd - Another person (besides me) got the 'speech missing'
   error, but in a different place.
 - (Many) - Problems solving that 4x4 puzzle on the first level of
   Khull Khuum's tower.
 - Thomas Stockheim - The Ice Queen can be killed without the Coldfire.
 - Wyvern (Cheung Kwok Leung) - How to kill the Ice Queen without
   the Coldfire.
 - Greyjack - Shopkeeper dwarf has the key to the locked room in the
   Dwarf Fortress.
 - (Many) - Problems getting into the Faerie Realm, esp. after going into
   the Ice Caverns.
 - John Hoffman - Solution to out-of-memory problem when running under
   Win95.
 - Antos Dragon (Ike Miller) - Getting that unopenable door near the
   uncrossable pits open (Temple of Throggi, if I recall correctly).
 - Ken (Kenc) - Drinking 2 Throg-holding-a-boulder potions within a minute
   ups your strength permanently by 1 point.
 - Craig Davis / Wolf Schneider - Getting the Faerie Players to perform
   War of the Ice Realm / For Whom the Bells Troll.
 - Lonewolf (Wolf Schneider) - Uses for several runes in the Faerie
   realm, a use for the iron spike, a use for the other statue in the
   Throggi Temple, the uses for the green potions, and general
   critiques of this document.
 - Robert Becka - Game crashing when trying to get past the first guard
   sharga in the ice caverns.


I've most likely missed some people, and possibly mis-quoted some others.
My apologies in advance ...


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