Trial By Magic Walkthrough version 1.0 -------------------------------------- Based on "Trial By Magic", by Silver Lightning Software. Walkthrough written by Rodney Hobbs (rodneyhobbs@one.net.au) Walkthrough copyright (c) Rodney Hobbs 1998 This document may be freely distributed by any means, however no modifications may be made to it without prior approval. ACKNOWLEDGEMENT: This walkthrough would not be possible without the patience and generous assistance of Paul Turbett, the creator of the game. Comments, Errors and Addendum: If you have any comments to make, errors to report or find any additional secrets, please send them to Rodney Hobbs (rodneyhobbs@one.net.au). TABLE OF CONTENTS ----------------- Part One: Bugs and Errata Part Two: Character Creation Part Three: General Notes and Hints Part Four: Level Hints Part Five: Combat Tactics Part Six: Spell Tactics Part Seven: Detailed Walkthrough Part One: Bugs and Errata ------------------------- I have detected no serious bugs with the program, and have never encountered any program crashes or timing errors. If this happens to you, you may have insufficient memory or a CPU which is too fast for the game. Four errors I have picked up: 1) In the Rune Selection area, constructing an unrecognized spell and clicking on it will result in numbers showing on the screen. Ignore it, it apparantly has no other effects. 2) When you reach the lower levels of the dungeon, parts of previously explored levels will dissappear from your automap. Returning to these levels will enable you to see everything you have explored. 3) On level 21, casting "See Reality" may not work, and the results of previous castings may disappear. This may happen if you save and restore the game. See the level notes for a workaround. 4) If you run Win9x and do not start the game from DOS, you may have trouble on Level 18 if you fall over the edge. Use the Ring of Levitation to avoid the problem (your character can walk on air). The manual contains only one error that I have detected. The spell "Summon Servant" should be DHN, not DNH as printed. Part Two: Character Creation ---------------------------- While you can complete the game with either specialty, I recommend you choose Combat. Don't worry, you can still cast spells, and in fact I found that my character advanced as a spellcaster almost as quickly as he advanced as a warrior. When you arrive at the attribute screen, be picky. Each attribute is independantly rolled and seems to range between 4 and 10. I recommend that the character you accept have a minimum of 5 in all scores, with at least 8 in Strength. The best character I created had the following stats: Str 10; Tgh 8; Dex 6; Int 7. Part Three: General Notes and Hints --------------------------------- Save often, and especially before going into combat, stepping onto a teleporter or going down stairs/ladders. Rotate between two or three save slots. Check your character's condition and equipment after a battle, especially after dealing with Spiders, Gremlins and Red Slugs - you may want to resore your game. Weapons: The most damaging weapons (in order of damage) are hands, crossbow, mace, sword and axe. Note that the crossbow is a distance weapon. I found no magical crossbows, although you may find magical versions of all the other weapons. There are no cursed weapons. The most powerful sword is the Sword of Severing, and the most powerful weapon is the Axe of Hacking. Look at the strength bonus to compare weapons. You will need a magical weapon to hit certain opponents. Armor: Major pieces of armor (Leather, Padded Leather etc) increase your character's toughness - check the adjustment to see which piece is best. Magical versions exist, but appear to have varying effects, some appear to be no better than their non-magical versions, but none are cursed. Periphal pieces of armor (boots, gauntlets, wristbands and braces) appear to have no effect on your character's toughness. Magical versions exist, but some are cursed. Identify the item or save the game before trying these items on. Search ('S') all levels carefully - there are many secret doors on most levels. Many of these secret areas contain important items/passageways. Look at the floors - small squares could indicate traps, and circles are probably pressure plates. Use your ears, the "environmental" sounds often provide clues as to what creatures and things are nearby. Use ('U') ladders, levers, buttons and stairs to activate them. Buttons are sometimes hard to see, but practically every square-based pillar (as seen on level 1) has one. The operation of Buttons and Levers can be tricky. Sometimes you need to work them in a particular pattern in order to move forward, so try all possible combinations. Nearly all items in the game serve some purpose. Excluding cursed items, they are all beneficial, and some are required for you to proceed. Even rocks and bones can be used on pressure plates. If you can't work out exactly what an item does, save the game and Use ('U') the item. You should try this even if you think you know what the item is for - you may be surprised. Make sure you take all odd/unusual items you come across, they may come in useful later on. Remember, you can use the Jump ('J') feature to jump over traps. You can also use traps aggressively to kill your opponents, just remember that most of your enemies come straight at you, and may get in the way of a trap effect that would otherwise hit you. Only the Revitalize spell will cure poison, and no spell will cure disease. If your character is afflicted with these problems, other means of cure exist - usually on the same level as you got the problem. Neither problem will kill your character outright, and you may be able to use curing spells to keep your character alive until you can get a permanent cure. The small green bottles you may find contain a cure poison effect. The levels have been well thought out to match what your character can handle. If your character starts taking massive damage, try to think of a spell which would help out. If there is one, and you can't cast it, try looking for runestones or improving your casting level (stand around casting spells). If there isn't one, try looking for an item. Collect all the gold pieces you can. There are only two places where you can spend it, but you can aquire some worthwhile information and equipment for your money. Part Four: Level Hints ---------------------- LEVEL 1: Pay attention to the central pillar. Search for secret doors. LEVEL 2: Seach the Priest's remains. Use the bookcase. LEVEL 4: Use the sphere. LEVEL 5: Pay attention to the South East. LEVEL 6: Look through the remains of all you kill. More than one is hiding something. LEVEL 7: Make a map. Webs are sticky. LEVEL 8: There are many secrets here. Don't forget - you can Jump. LEVEL 9: Look for secrets. Save your game. Use your map. LEVEL 10: Look for three very important secret doors and some pressure plates. LEVELs 11 - 13: Many paths up and down in these levels. Explore thoroughly, critical items and clues can be found here. Work lever combinations - some levers do more than one job. Spend some cash. You will need to return to these levels later on. LEVEL 14: Jump and Search. You could use some money..... LEVEL 15: Play with levers, dodge some traps. You may see a very familiar name. Pick up all strange items. LEVEL 16: Find the secret doors, jump the teleporters. LEVEL 17: The maze holds many secrets. Only by risking deadly peril can you leave this level. LEVEL 18: Avoid the centre. Look to the south. Mazes can be tricky. Move quickly and pay your respects to the crypts. LEVEL 19: You can't fight fire with fire - bet your boots on it! If you have difficulties, try elsewhere. LEVEL 20: The levers have more than one use, try different configurations. LEVEL 21: Look northwest. Teleporters are the only way to go. LEVEL 22: Use the parchment from level 17. You should have an item by now which can provide entertainment. Use it. LEVEL 23: Look for a key in the south. Plenty of invisable creatures here. LEVEL 24: Use the levers. "Demonlore" will tell you how to destroy the statues. LEVEL 25: Prepare for a tough fight. There is a secret door which leads to the way out, but you will need a key. Part Five: Combat Tactics ------------------------- Most creatures require no special tactics to defeat - just go in there and hack away. Some creatures to watch: Gremlins: Not tough to beat, but they can steal things from you and then try to run awsy. Use Shock to quickly knock these guys down. Skeletons: On level four, these have snakes inside. Defeat the skeleton and keep attacking to deal with the snake. You may get poisoned, but wait until the end of the level to take the antidote. Giant Spider: These creatures may poison you. If possible, don't take the antidote until the end of the level, casting occasional cure spells will keep your HP up. Redworm: You can destroy these with crossbow bolts or Shock spells. Don't engage close up. Black Ooze: Destroy these with Shock spells. You may need to cast 2 or 3 times. Dark Elf: These creatures aren't too hard to defeat, but they can shoot crossbow bolts at you. Read "The Crossbow Trick" below. Bone Devil: Cast "Magic Wall" before attacking these creatures (if possible). Otherwise, attack from a distance with a spell (Fireball works well). Fire Devil: Same tactics as for Bone Devil, but use "Lightning Bolt" instead. Kill them quickly, as each fireball sent your way releases a Rolling Fire creature. Wight: Treat these as you would Redworms. Wights drain experience levels. Trialmaster: Nasty. Can cast spells and fights well. Cast many defensive spells (Esp "Magic Wall"), and prepare many healing spells. The Crossbow Trick: Here's how to get an (almost) infinite supply of crossbow bolts. Find a Dark Elf, and go out of sword range. The Elf will switch to his crossbow, and line up to fire. Since it takes a while to fire a crossbow bolt, just move out of the way, wait for the bolt to pass you, and move back. Keep doing this, and soon there will be plenty of crossbow bolts lying on the ground (with a few broken ones). I collected over 100, but you can probably get by with 10. Part Six: Spell Tactics ----------------------- Spell points regenerate fairly quickly, so while you should be careful about how you use them, you shouldn't try too hard to conserve them. Remember that every spell you cast gives you spell experience points, so it can be worthwhile just to stand around casting spells to gain levels. Some of the better spells: Shock: One of the first spells you can collect the runes for, it's also the fastest cast combat spell, and it affects every creature in sight. Great against any except the most powerful creatures. Light Heal: One of the best value healing spells, and you should be able to cast it very early in the game. Restores more HP (per point of spell energy) than Great Heal, and is more flexible than Revitalize. Identify Magic: The best way to find out what magic items you have, and what they are. Also lasts for quite a while. Candle Flame: Provides light while spellcasting or jumping, and also saves on torches. The light is a bit dim, so use Torch Light and Daylight when they become available. Fireball: Good area affect spell, but it takes a while to cast so make sure your enemies are a long way away before you start casting. Luck: Lasts a while, and improves your combat chances. Worth casting against tough monsters. Lightning Bolt: Excellent spell if you can get your enemies to line up, because it goes straight through them, doing lots of damage. Takes a while to cast. See Reality: You will need this to see invisible monsters and items. Available so late in the game that it is of limited use, it will reveal those secret doors if you don't want to search. Shifting Image: Good defensive spell which lasts a while. You may want to cast it before some tough battles. Torch Light: See "Candle Flame". Unlock: Great against some locked doors, but don't expect this spell to be too useful on most. Worth a try. Hold Time: Good when being attacked by many powerful monsters. Revitalize: One of the best spells in the game. Restores you to full hit points, cures poison and fills your stomach (you don't need to carry food). When your character is low on hit points and spell points, use your sleeping bag and sleep for 6 - 8 hours to restore full spell points, and then cast this spell. Daylight: See "Candle Flame". You may wish to reserve this spell for special occasions because it requires so many spell points. Magic Wall: This is the best way to avoid the effects of traps and missiles. It's also very useful when dealing with Bone and Fire Devils. Part Seven: Detailed Walkthrough -------------------------------- LEVEL 1: Equip your character with the Mace, then attack the Boogers. You will find a Red Key beyond the first door to the north, Use ('U') this key on the first door to the south. Use the pillar, this opens a door. Go through the door and Use the lever, this opens the eastern passageway with the only exit from this level. Going West to East, the 3rd door to the south leads to a room with a secret door on the western wall. This room contains many runestones. Keys: Red. Runestones: ABEHNT LEVEL 2: Kill the priest who talks to you on your arrival to this level, and search his remains. You should find a key, and take the priest's sword. It's not magical, but it's a better weapon than your mace. To the north-east, there is a section with 3 doors. Take the eastern door and search for secret doors. In the area which opens up, look carefully, you will find a runestone. In the area to the south of the entry ladder, you will find a bookcase. Use the bookcase and you will find 3 books. One describes many of the magical items you might find in the game. Save the game in this position, so that you can refer back to it later. Keys: Bronze, Gold. Runestones: DPQZ LEVEL 3: This is a fairly straightforward level. The Gauntlets found on this level are cursed. Jump the floor trap near the entrance to this level, go south and take the first passageway east. Use the gold key to open the door that won't otherwise open, and head north. In this section you should find some padded armor and an axe that will really help you out. Keys: None. Runestones: OU LEVEL 4: The first door encountered on this level leads to a magical sphere which reveals the entire level map. Enjoy it, you won't get another opportunity. The wristbands found here are cursed, but you will find a Sword + 1 lying on the ground later in the level. The sphere mentioned above indicates where you should look for secret doors. Keys: Green. Runestones: CFMR LEVEL 5: Look for a number of secret doors to the south east, they conceal a Gold Key and the exit to the level. Cast Shock to defeat the numerous Gremlins to be found on this level. Keys: Gold. Runestones: VW LEVEL 6: Search the remains of the zombies you meet on entering this level for a key. If you head West and then North, or East and then North, you will eventually be stopped by a wall. Search for secret doors. The central section contains a number of traps, don't go in the central corridors heading North, South, East and West, they just lead to traps. The room which is opened by the purple key leads to a group of ratmen, one of whom has a Ring of Protection. Keys: Purple, Blue. Runestones: None. LEVEL 7: This is a tricky level, with many teleports. By carefully searching the level, you will find some Gauntlets of Dexterity and a Mace + 1. Do not pick up any webs. See the map below. Keys: None. Runestones: None. A B C D ------ ------ ------ ------ |I | | C | | B | ----| H | | | | A| | | | # | | F| | | | G| ----| D| ------ ------ ------ ------ E F G H ------ ------ ---------------- ------ |K | | | | | |M | |Z | | I | | CK | | | | | | | | G | | D| ------ ------ ---------------- ------ I J K L M ------ ------ ------ ------ ------ | C | | E| | | | | |R | | N| |K | |O G| | Q D| | D | | | | | | | | | | | ------ ------ ------ ------ ------ N O P Q R ------ ------ ------ ------ ------ | T| | S | | | | | | | | | | K| |X K| | LG | | W D| |C | | | | | | D| | | ------ ------ ------ ------ ------ S T U V W ------ ------ ------ ------ ------ | | | | | | | | | | |K | |U | |X | | | | | D| | Y | | C| | C| |Q| -- |1 | ------ ------ ------ --| | ------ | | | | X Y Z | | 1 ------ ------ ------ --- -- ------ | | K| |K | |D | |V | | |J | | | | | | | #| | | | P| | | | D| ------ ------ ------ ------ ------ # Level Entry/Exit * Mace +1 & Food and Mail LEVEL 8: On this level, you can pick up many crossbow bolts. See "The Crossbow Trick" in part five. You also have to search very carefully, there are many secret doors and traps here. On entering the level, head north, then east. When the corridor widens, start searching the southern wall. Open the secret door when you find it, but don't enter yet. Continue walking east until the southern passageway disappears, then switch to Jump mode, and start Jumping (if you are teleported west, just try again). This area contains many spiders, so save often. Go south, and keep to the eastern wall. Search carefully, and you will find some Gloves of Magic Casting behind a secret door. You will also find a Grey key in this section. Once you've done that, you may want to explore the section further, killing all the spiders. Don't worry too much if you get poisoned, there are at least two "Cure Poison" potions on this level. If you already have a "Cure Poison" potion, you can use it once you have killed all the spiders in this area - there are no other spiders on the level. Return to the corridor heading south (which was hidden by the secret door), and go down it. At the end of the corridor is a secret door. When you get to the door opened by the Grey Key, go through it. It leads to an empty room, but search the southern wall for a secret door. The area revealed contains a White Key. Return to the corridor and go south. Near the end is another secret door. Follow this passage south and head west at the "T" junction. Watch for trap triggers on the floor, you may want to save the game, and remember you can Jump over them. Continue west at the crossroads (the north and south passages don't appear to contain anything), then go north. Keys: Grey, White. Runestones: KL LEVEL 9: The area to the east contains three secret doors, one of which leads to Magical Mesh Armor. The others lead to a pillar, Use the button on the pillar. The northern passageway leads to two teleporters. Do not take the northern teleporter (it is, literally, a dead end), but you should take the southern teleport. The areas this will take you to are meant to resemble runes, but I found the second to be a little obscure. The western branch of the southern passageway ends at a secret door. Open this and continue east. The ladder takes you to a dead end, but search for secret doors. This will take you to an area with heaps of gold, food and Boots of Speed. The room with three apples has a floor trap. Returning, continue east. The teleporter will take you to another dead end, search and you will find four secret doors. When you get to the area with nine pressure plates with runes on them, look at your map. The four runes you need to place objects on are along the right hand side. Numbering the plates North to South, Left to Right, you need to place something on plates 1, 3, 6 & 8. Do not place anything on any of the other plates, or the door won't open. Keys: None. Runestones: None. LEVEL 10: This is a (relatively) easy level. There is a secret door just east of the ladder. When you come to a door with a teleporter right beside it, just drop something on the teleporter. All the levers on this level (there are four of them) have to be activated, this will open up a passageway near the entry ladder. You should find an Axe + 1 in a chest on this level. Make sure you step on all the pressure plates along the northern passageway. When you get to the northeastern room, search the western wall. In the room with two teleporters, take the southern one. Search for a secret door just before the first door. Place something on each of the pressure plates in this area (there are six) - this will open a passageway with a Blue Key. Return and take the northern teleporter to the door that needs the key to open it. After you have activated the four levers, and gone down the new passage, search for secret doors near the pile of gold. This reveals another ladder you can use to get to the Mouth of Much Wisdom (on level 11, but accessed >from level 12) and the Demon Crusher hammer. Don't bother going down this ladder until you can cast "See Reality". Keys: Gold. Runestones: SY SPECIAL NOTE: The following information applies only when you descend the second ladder: Descend the ladder to level 11. Use the first lever. This will open a passageway to a ladder. Go down this ladder. On level 12, go south as far as possible, then start searching the eastern wall, heading north. This leads to a room with a ladder. The north, south and east walls have secret doors leading to piles of gold. The eastern secret door also has two other secret doors, leading to more gold. If you take the ladder, it will lead you to the Mouth of Much Wisdom. Save the game, and use the Mouth. Pay the gold until it starts repeating clues. Make a note of each important clue. Restore your game - you have gotten all that information for free! Return to level 11 and take the other descending ladder. This will take you to a room with no visable exits. Search the northwestern wall. Go through the passageway and use the lever. Return to the main room and search the southwestern wall. Go through the passage and use the lever. Go back and search the south-eastern wall, go through the passage and use this lever. Return to the lever in the north-west and use it again. The levers at this point should be: Northwest - up, Southwest - down, Southeast - down. Go to the southwest passage, a new path should have opened leading to a ladder. Go down this ladder. The area you are in contains the Demon Crusher hammer (through the door), but you will need to cast "See Reality" to get it. Since Demon Crusher isn't a weapon, and you won't need it until you reach level 24, you can take your time to retrieve this item. Once you have it, collect all the Gold Statues from levels 15 - 19 (one per level, 5 in total). LEVEL 11: Go north, then west, then south until you reach the door. If you were to continue south, you would reach a ladder leading to the shops. You need a VIP pass to buy anything here (which can only be obtained on level 15), so ignore it for the moment. Open the door and go through it. Work your way south and west, until you get to a teleporter. Take the teleporter and go east as far as possible without turning (you should be in an "L" shaped elbow, one end going north), then search for secret doors. Temporarily ignore the passageway you find, and head north until you find a Green Key. Return and take this new passageway, heading mainly north and east. I found no secret doors in this area, nor any items of worth, so just exit via the door into the main corridor. There is a door opposite to the one you open, go through it. This leads to the Trialmasters study - Use the bookcase for more information, and the chest contains a runestone. The main corridor terminates in two ladders (watch for floor traps). Keys: Green. Runestones: X SPECIAL NOTES: In the notes below (for levels 12 and 13) the designation "a" indicates the area is accessed by the northeastern ladder, while "b" is an area accessed by the southwestern ladder of this corridor. LEVEL 12a: The wall just to the west of the ladder contains a secret door, with a teleporter to the ladder down. Before doing this, you should explore the area to the south. The first door opens to a room with a series of levers, but I have been unable to discover their purpose. The second contains a tentacullis, among whose remains you will find a bronze key (used on the door found in 12b). The corridor ends not much further to the south, but searching along the west wall will reveal a secret door. Go through it, and explore the area thoroughly. In the area with six teleporters and three pressure plates, put something on each of the pressure plates. This reveals a teleporter which leads to a Ring of Resurrection. One of the teleporters leads to a new section with a ladder down, the others just return to the same area. Keys: Bronze. Runestones: None. LEVEL 12b: This small area contains a room with lots of gold (many floortraps), another with three chests (mostly food, northernmost chest is trapped) and a ladder down. Keys: None. Runestones: None. LEVEL 13a: Use the four levers to open the door. When you reach the six pressure plates, from north to south, you need to place something on the second, fourth and fifth plates. There does not appear to be any secret doors in this area, but the chest found here is trapped. The teleport takes you near the ladder up, and the way down can be found to the northeast. Keys: Gold. Runestones: None. LEVEL 13b: In this area you will find a Sword +1 and a Ring of Regeneration. There are no secret doors. A dying adventurer gives you some clues and furthers the storyline. Keys: Red. Runestones: None. LEVEL 14: Jump the teleporters to activate the pressure plate. Watch for traps (they can be used against the monsters on this level). Use all buttons and teleporters (aside from those on the outer ring). There is only one secret door on the level, just north of the stairs down. Use the statue, and select a weapon to exchange for gold. The weapon will be permanently lost, so don't sacrifice any magical ones. One tactic is to leave most of your belongings here and collect all the weapons from previous levels. You will find 16 non-magical maces in the two chests nearby, but the western chest is trapped. You will also find plenty of non-magical axes on levels 16 and 17. Keys: None. Runestones: None. LEVEL 15: Go south and search the wall three paces north of the equipment. Open the secret door and use the lever. Search the opposite door and use the lever revealed. Take the sword (it is a Sword of Severing) lying on the ground. Go through the door and head west. Kill the Wood Golem and take the Gold Key from it's remains. Use this to open the door. Go through the door and search the northern wall. Open the secret door and explore the area to obtain a Ring of Resurrection. There is also a secret door near the end of the main corridor, and two levers (I haven't been able to determine their purpose). Return to the room and save the game. Walk west until you trigger the trap. Restore the game and jump over the trap trigger. Use the first and third levers, ignoring the central lever. Head east (remembering to jump the trap), going north and south as necessary. When you reach the door, open it. Before descending to level 16, memorize as many Shock adn Cure Light Wounds spells as possible, and make sure you have plenty of spell points. Rest if necessary. Keys: Gold. Runestones: None. SPECIAL NOTE: The door to the north of this level's entry requires a key I haven't found. Wait until you can cast "Unlock" before returning here. When you can do so, read the section below. Go through the northern door, and continue to the end of the corridor. Search. Continue north and go west. Jump over the teleports and take the VIP pass (this is only used at the store on level 12, so leave it there). Go east, as far as possible, and go through the southern door. Then go west, then north. Open the most northwestern door, kill the armored knight and take the Ring of Levitation (hard to see, but it's in the room). Ignore the teleporter to the south for now (it leads out of the area) and explore the rest of the area. When you come to a door which won't open, place items on the two nearby pressure plates to open it. The room beyond contains a runestone. There is also a room with several bodies on crosses (the "Draining Room"). Read the signs, at least one name should be familiar to you. Near this room is a teleporter (ignore it, it only leads to a section with three traps and a teleporter back). Search the corridor to the west of this teleporter, and you should find a secret door with another teleporter. This takes you to a large, skull shaped room with a Silver Key. Teleport out of the area (via the teleporter south of the knights section) and use the Silver Key to open the door just east of where you arrive. After slaying the three wood golems, you should take the Gold Statue found here. There is nothing more to be found in this area. LEVEL 16: Don't waste any spells on the Black Oozes, you can defeat them normally. Go into the water and walk to the island in the centre. Use your Shock spells to defeat the Bone Devil. When you have done that, explore the rest of the area. You should find some Magic Mesh Armor, food and crossbow bolts. There is also a lever in the northeast (which you shouldn't use until you defeat the Bone Devil) and a Gold Statue on the central island. The Nightshade you find on this level can be used to regain spell points. Open the door, and kill the adventurer. Take his sword (Sword of Severing) and head west, and south. If you are teleported backwards, jump over the teleport. In the southwestern room, there is a secret door on the western wall. Going through the new passageway, you will find a Ring of Degeneration and a pressure plate. Put something on the plate (the Ring is handy) and start searching about halfway down the passage. Open the secret door and go down the ladder. This will take you to a room with no exits and a White Key. Keys: White (from level 17). Runestones: None. LEVEL 17: Go through the door, and search the eastern wall near the three doors. The first and third doors contain minotaurs (kill them for experience) but none contain exits. Thoroughly explore this level, you should find a parchment. To the (south) west, you should find a corridor heading south, with east-west deviations. Search the corridor where it ends. This will reveal a new passageway with many traps, containing a Gold Statue. Cast Magic Wall before going down this passage. To the northwest is a trap trigger which releases three lightning bolts. By standing on the trigger and searching, you will find a secret door leading to the level's exit. The best way to approach this task is to come from the north passageway and immediately search the wall. Go through the secret passage and you will only be hit by one lightning bolt, not three. If possible, cast Magic Wall before attempting it, otherwise a Ring of Resurrection may be useful here. LEVEL 18: Avoid the room just south of the entry ladder. There are four entrances to this room, use your map to avoid them. Go through the eastern door and take the door to the south. After defeating the skeletons, search the southeastern corner and take the White Key. Take the southern door and you will be in a room with five chests. Open each chest and take the runestones and the Purple Key. You should now have a complete set of runestones, and should be a high enough casting level to cast "Unlock". If not, you should seriously consider casting more spells to increase your casting level. If so, you should immediately go back to level 15 and go through the northern door, and continue up to level 10 and collect the Demon Crusher (see special notes). On your way back, you should go to the store (use the bell on the western wall for service) and buy the flute. Also try to buy the magical platemail and the Axe of Hacking. Other useful items can be found here as well, but drop the VIP pass on the floor when you leave. When you get back to the 15th level, collect the Gold Statue. Be sure to collect the statues on levels 16 to 19 (one per level). As soon as you can cast 5th level spells (hopefully, by the time you have done all of the above, you will be able to do so), leave behind your food and "Cure Poison" potions - cast Revitalize instead. When you return to this level, continue to explore the area (avoiding the room mentioned above). Watch out for Wights. In the maze-like area to the south, there are many traps. Save the game before exploring it. Look for a pressure plate to the south-southeast and place something on it. Go therough the passageway cleared by this action. Keep moving south and east until you come to two doors. Open the northern door and use the lever (this must be done from an angle, if you try to stand in front of the lever, you will be teleported away). Then go through the southern door. For this next section, the Ring of Levitation will prove very useful. Make sure your character is wearing it. Jump over the floor grates onto the solid rectangles. Head north and east until you get to the chasm. If you are wearing the Ring of Levitation, you can walk on air. If you aren't, you will have to use the bone bridge to the west and when you see the ledges to the east, use them as stepping stones to go east. This is very dangerous, so you will have to save often. To the east is a room with a sign saying "Alter of Undeath". Defeat the Wights, and take the book. This tells you more about how you can destroy the statues. Continue north, save the game, and open the door in the central building (crypts). Defeat the skeletons and wights, and go to the northwest corner of the western room. You should be teleported to a small room with a Bone Devil and a Gold Statue. Take the statue. Walking to the southeastern corner of the room will take you to the eastern room in the crypts. Exit this area and continue north until you reach two descending stairways (it's best to approach these stairs via the western side). Take the eastern stairway to level 20. The western stairway will take you to level 19, but first you will need something from level 20. Keys: White, Purple. Runestones: All. LEVEL 19: There appear to be no secret doors on this level, but the native Fire Devils and lava pools pose plenty of threat. Make sure you have completed level 20 before attempting this level. Items to be picked up on this level include a Gold Statue and an Orb of Transformation. This Orb will restore spell points. Theoretically, there is a limit on the number of spell points which can be restored, but I never ran out. The stairs in the centre of this level descend to level 21. Keys: None. Runestones: None. LEVEL 20: This level is infested with stinking piles and redworms. Take the teleport near the stairs. Read the sign but ignore it's instructions. Place something on the two pressure plates. This opens a secret area with a fountain which will cure disease. Note it well, and keep this passage open while you are on this level - you will need to return frequently. For the moment, follow the corridor around to the north, past the doors until you get to three passageways. Take the middle path, and go either east or west, going north when possible. You should find four rooms with a total of eight levers in this area. The levers are important and serve three purposes. If all the levers are pushed down, they will open two passageways in the westmost of the the main passages. If only the north or south set of levers (four in all) are down, a passage will open on the eastmost of the three passages. You must enter each of these passages (four in total) and take the teleport to a small room with a lever. Each of these levers must be pushed down. When you have done all this, you will notice that all the doors in the south have been opened. Go through the doors and place something on each of the pressure plates (you should find three plates in both the eastern and western sections). This will open a small passage near the four rooms to the north (check your map) in which will be found some Boots of Firewalking. These boots will be extremely helpful in level 19, because they allow you to walk on lava without getting hurt. You can now exit this area via the teleporter in the room where you entered it. Search the northwest corner of the small room you arrive in for secret doors. Use the stairs to get back to level 18. Keys: None. Runestones: None. LEVEL 21: This level actually consists of six seperate levels (just very large rooms, really) connected by teleporters. Each room contains one Stone Golem and, in the northwestern corner, a Roman numeral denoting which level it is (I, II, III, IV, V, VI). If "See Reality" works properly for you, cast it to reveal the teleporters, save the game and step onto a teleport. If this takes you to a higher number room, save the game and repeat the process. If it doesn't, restore the game and choose a different teleporter. If "See Reality" doesn't work properly, you're just going to have to walk around blindly trying to locate a teleport. Saving the game is still very important. Keys: None. Runestones: None. LEVEL 22: Cast "Unlock" to open most of the doors on this level. Go through the western door. The parchment on level 17 shows the combinations you need to use on the buttons to get the teleporters working properly - a cross "x" means the button should be down, a tick indicates the button should be up. Make sure you take both the north and south teleporters each time you set the buttons. Save the game each time before doing this, some of these areas are just big traps. The maps on the parchment don't show everything. When you are teleported into the room in the southeast, ignore the obvious lever. Look for a secret door on the eastern wall and put something on the pressure plate revealed. This should open up a passageway to the south. Go through this, and use the lever found here. Exit the area via the teleport. In the other areas, use every lever presented. When you have finished exploring all the teleport options, exit this room and go through the southern door. Go past the first crosspassage, and at the second go west. Search along the western wall and use the lever revealed. Go back to the first crosspassage and turn east. You will notice a teleporter which you should take. Search this area carefully, there are many secret doors here. There is a lever to the west and a passageway leading to a pressure plate to the east. To the south is the teleport which exits the area. When you have used the lever and placed something on the pressure plate, the door should open. If it doesn't, go back to the room with four buttons and check that you have used all the levers you were supposed to and not used levers you weren't supposed to. Going through the door, you will see a statue. Use the flute obtained from the shop on level 12, and let the music play to the end. It helps if you have a working sound card with the music turned on. You should receive a Green Key. Take the teleporter back, go to the main corridor and go south to the door. Use the key to open the door. Use the orb to be transported to the next level. Before doing this, make sure you memorize all the spells you can, especially "See Reality" and "Light Healing". Keys: Green. Runestones: None. LEVEL 23: This level is filled with invisable Death Knights. You can cast "See Reality" to see them, but you can fight them reasonably well without doing so. Magical items found on this level include an Axe of Hacking, an Amulet of Protection from Magic and some Gloves of Psychic Drain. To the south, at the end of a spiral, is a Death Knight with a Blue Key. This will open the only locked door on the level (which leads to the exit). There is a teleporter just prior to exiting the level. Don't avoid it the first time, as this takes you to the section with the magical amulet. Keys: Blue. Runestones: None. LEVEL 24: Make sure you are wearing your Boots of Speed, and then cast "Magic Wall". Use both nearby levers, and then go south. Kill any Bone Devils you encounter (there are many on this level, which is why you need the Magic Wall). Go right around the outer circle, using the two levers to the south. In between these levers is a secret door. Open it and activate the lever which is revealed. Doing this will open up a star shaped series of corridors, with Iron Golems at each point. There are also two teleporters. The western teleport goes to a room filled with blood, while the eastern one goes to a room with a pentagram on the floor. It is in this room you can destroy the Gold Statues. Cast "Identify Magic" and read the book called "DemonLore" (you still have it, don't you?). This gives you the order in which to destroy the statues (Qlyk, Zastkarius, Xra-rok, Baal, Tri-ktyu). Place each statue in turn in the pentagram, and use Demoncrusher. You will see a short animation as each statue is destroyed. You must do this in order to complete the game. Take the teleport back, and go to the ladder. Before descending, cast "Revitalize" (if you need it), "Magic Wall", "Luck" and "Shifting Image". Use the Orb of Transformation to restore your spell points . Re-memorize your spells (Especially your healing spells). You are about to go into one very tough battle... Keys: None. Runestones: None. LEVEL 25: If you have destroyed the statues, the Trialmaster will give a short speech and then attack you. Otherwise, this level will be deserted. He is assisted by four Iron Golems, but you should ignore them in favour of killing the Trialmaster (he is your most dangerous opponant). Cast healing spells to restore your health as necessary. When you kill the Trialmaster, take the key from his remains. Kill the Iron Golems. Don't bother with any of the numerous obvious teleports, they're all blind leads. Instead, go through the door to the north and take the western door into the study. Search the southern wall and open the secret door. Go through the passage and use the key on the door. Take the teleport in this room to the outside. Congradulations, you have completed the game. Keys: Pentagram. Runestones: None.