Level 1
Kill a few goblins and slugs and find the staircase down — this is behind a door near a pressure plate. Put something on the plate and press the button nearby.
Special Quest: Put a dagger into a rectangular hole on a wall somewhere, and it turns into a magical dagger "Guinsoo"!
Level 2
You are faced with 3 doors (E, N, S) and one key. Open the E door first. Watch the pits — some have to be opened and closed with pressure plates. Get the key and other stuff and return to the 3 doors.
Open the S door, and you come to an intersection. If you go W, you will see a wall with a strange rune — you can walk through this wall. Later on you will see other walls like this, and with other writing or objects, that you can go through.
If you go E, you'll be in a mini-maze that makes you go in circles — watch your compass change direction. E, through two walls is a key and some stuff. Come back to the maze, which has two blocks in the centre. Go in the centre and look W at a wall with a rune — go through this wall, then turn until you spy a passage going W — freedom!
Open N door, carry on till you're in a 3x3 room (force open certain doors) — this room has a secret passage to N. Go back towards your 3 doors again — just before these doors, a passage has opened up to W.
Go there — somewhere here you'll find a stone dagger. This, and 7 other stone items are used to travel through portals which you will see later.
The way to the next level is behind a N door near a teleporter — you need a key however. Somewhere there is a W door leading to a one-block room. Step inside, close door, press button on wall — the room moves — step out and you are elsewhere. Repeat the procedure. The third time you do that, you are back to your starting place. The key is in one of these elsewhere places.
Level 3
Straightforward level. There is some stuff in a room with pressure plates. Walk around until you find a blue gem in a wall somewhere.
You will find a wall with 2 eyes — place this gem in the missing eye. Walk around the walls with the eyes (watch your compass here!) and find 3 more gems (4 in all) and place them in 4 eye slots — the eyes will turn purple when you are successful.
A wall will open up in the eye-walls, and two stairways go down here. Take the S first, get some items in a 3x3 room, then return here and take the N door.
Level 4
Go N beyond some illusionary walls and walk around. The way down is easy to find here. Kill some spiders (hack their webs with a longsword) and the stone sceptre is found in one of the spider lairs.
This level also has a portal (extreme N) that takes you to Level 7 Area 2, and the Oracle of Knowledge E of the portal. Much later on you find an Orb of Power which you can place here — this reveals the true nature of your magical items.
Level 5
Dwarf level. LOTS of fake walls here (behind silver objects and runes). There are 2 stairs down, but the "easy" one is blocked on the next level, and the "difficult" one is beyond the room of teleporters.
Sooner or later you'll find the dwarves — they'll tell you their sad story. Two objectives: save their prince and heal their king — achieved much later.
The dwarf cleric is somewhere N and he can resurrect the bones you pick up to become members of your party.
The dwarves will give you a stone amulet which activates the portal on this level (behind a N fake passage) — don't go anywhere now however.
Go W behind a door with a hidden switch to find some stuff. Go S to a place with pits that open up behind you. There are 2 teleporters — the E one takes you to the W one which takes you out. You can get all the items here, but DON'T take the boots, or you will fall through the pits.
Go E through a fake wall to a winding passageway — watch your compass. N of this passageway (and extreme E) is another fake wall — continue N then W to reach the room of teleporters.
Room of Teleporters
Walk into 2. Pull lever at N. Walk into B. Pull lever in this place. Walk into 8. Walk into 4. Walk into 9. Walk into 6. Walk into E. You are now at the exit. Pull the lever around here, and leave. Beyond 3 doors is the stairway down.
Level 6
You need 3 dwarven keys to go down to Level 7. Beware when stepping onto pressure plates — darts fly from the walls. Step onto plate and quickly step back. Collect as many darts as possible — you'll need about 20.
When walking S somewhere you'll meet an evil powerful magician — run to a larger area and avoid his magic by moving around and attacking him. Make sure you kill him.
You will find kenku eggs in some rooms — you can eat them as food, but save one or two for a bribe on Level 7.
There's a portal here that takes you to Level 10. Don't go now. W of the portal is a closed area with a pressure plate, and W and E of the plate area are 2 pits — jump into both to get 2 dwarven keys.
S of this area are 2 passageways — one has the stairway needing 3 keys. The other is beyond 4 pressure plates with walls containing rectangular holes (cubbyholes). Place a dart into each cubbyhole to make the walls disappear.
Here you will find the 3rd key and an adamantite dart. This level has the stone ring, which you can only get later by coming up from Level 7.
Level 7
Drow level. Here there are 4 main areas.
Area 1
Large, populated by lots of drow and flying fireballs — explore fully, and eventually go down a stairway to Level 8 Area 2. A stairway behind a door goes up to the stone ring room on Level 6.
Area 2
A "room of portals" containing 5 portals. This is used as a halfway point later in the game so that you can get to other levels easily and quickly.
Area 3
Come up from Level 8 Area 4, go past 3 doors, put an item in a cubbyhole and press button — wall disappears, and you reach a room with a pit — leap down without fear to Level 8 Area 3.
Area 4
Up from Level 8 Area 4 past 2 doors, and the door seals behind you. E, W and S are fake walls — E and W contain many items and keys, and S has 4 doors that lead to Area 2 on this level.
Level 8
Area 1
Has 2 portals. This large area can only be reached via portal from Level 7 Area 2. Explore this area — items like a +3 sword and the Sceptre of Kingly Might can be found here. Stairways go down to Level 9 Area 1.
Area 2
This is the "centre" of the areas. The first stair S takes you up then back down to this level to an area with a stair down and a key. There is a fake wall N that takes you to a door that can only be opened with a ruby key.
Area 3
A teleporter takes you to a room with a teleporter which takes you to Area 4 on this level.
Area 4
Reached from Level 9 Area 3, or Area 3 this level. S of the stair down are two fake walls with a key. N of the stair is an area with a mounting device and cubbyhole. Put a key into the hole, press button and a gem will appear. Put gem in mounting device and go through door. Two stairways lead E and W — E goes to Level 7 Area 3 and W goes to Level 7 Area 4.
Level 9
Area 1
Reached from Level 8 or a portal from Level 7 Area 2. Magical items here include a Stoneskin scroll and the +5 "Severius" sword. Go S beyond the Oracle of Devouring to a stairway to Level 10.
You will come to a room that asks for 4 items — a sword, armor, rations and arrow — and a door will open. Continue to where "Severius" is found (behind 6 fake walls).
Area 2
Storage — reached from Level 8 Area 5.
Area 3
A place with 2 stairs up. You need keys for every door. You MUST have a gem — place gem in cubbyhole to get a key to open a door to the S, which goes up to Level 8 Area 4.
Level 10
Reached from Level 9 Area 1 or a portal from Level 6. The portal from Level 6 takes you to a room with 2 portals, 3 doors and a passage S. The E portal takes you back to Level 6, the W portal takes you on a ONE-WAY trip to Level 8.
The E-most door leads to some items. The W-most door leads to the dwarf Prince — heal him and take him back to the dwarves (using portals) and they will tell you of a way out. Then return here.
The middle door takes you to a large place with mantis creatures. Eventually you will find a button on a S wall. Press this button twice — turn and look N and a passage appears. Walk N and press the button on the W wall twice. Another passage appears to the N. Walk into the room and leap down to Level 11.
Level 11
You arrive in a room with a portal that can only be activated by the stone symbol, found elsewhere on this level.
Around the portal block is a square wall with buttons, a star and a fake wall. Walking out leads to a larger square wall with the same setup, and beyond that a final outer square wall.
The signs read "fate lies in stars" and "alignment must be true". The stars in the inner two square walls should point in one direction to exit from the outer wall. Press buttons on the inner walls to rotate them until both stars align. You can only exit in the opposite direction of where the stars point (e.g. N for S).
Go W
Here you will find the +4 "Slasher" sword.
Go N
Walk E, and a door S leads to the "room of lever" where you find the potion to heal the dwarf king. Continue E (tough battle) and make your way S to a 3x2 room. A camouflaged switch on the W wall opens a passage to the stone orb.
Go E
A room with 3 inner blocks — the centre block has a switch that opens a passage to the stone symbol. The Orb of Power is in a secret room here as well. Powerful creatures lurk here — avoid their death spells, then attack.
With the stone symbol, return to the dwarves using the central portal. They will give you the Wand of Silvias. Use the Orb of Power in Level 4 if you wish. Return to this level using the stone symbol.
Go S
Walk W to a N-S passageway. N leads to a magical room where walking in different directions yields magical items. S leads to a W doorway opening a 3x3 room. The S wall has a switch opening a large room. Beyond a door lies a portal — use the stone orb to reach Level 12.
Level 12
The final level. Work through lampshades and switches, pick up items and eventually find Xanathar E of a 2x2 room with 4 pressure plates.
The Wand of Silvias is meant to help defeat Xanathar. To defeat him, run to a large area and avoid his death spells while attacking him repeatedly. Once defeated, enjoy the ending!
