Special Note: Since the scroll you carry can hold just about anything, don't pass up items — you never know when another skull or stone will come in handy.
Warning: This walkthrough contains only the absolute essentials to beating the game, plus a few bonuses you might not have caught before. A lot of secret content is intentionally skipped.
Level 1: The Lower Ruins of Stonekeep
- Pick up just about everything you can find in the starting room. Punch rubble piles and piles of bones to check for loot. You should find a skull, a healing root, and a throwing stone. Exit through the door with the rock in hand. Wait for the ant to pass by, then throw the rock or punch it to kill it.
- Take your first left and read the plaque at the end of the hall. Enter the guard room — you'll find a leather breastplate inside, and in the chest: a scroll, heal potion, five heal roots, and a dagger. Arm and armor yourself. Find Thera (the glowing ball) and note the lever on the wall. Pull it to unlock the door, but don't go through yet. Push the handle back up, then pull it down again. Now walk south to the wall, turn east, walk to the end of the hall, turn north two squares, then turn left and search the wall for a hidden stone — there's a lever. Pull it. A secret door opens to your south. Go through it and grab the three oil bombs. Look at the north wall for another hidden brick containing a Dagger of Penetration — equip it, as it's one of the more powerful weapons in the game.
- Now go through the exit door where Thera is. You'll run into the Shadowking — he won't kill you yet. After his monologue, follow the corridor right, take your first left, then go to the door on the right. Kill the Sharga and take his sword, heal root, gold coin, and brass key. Exit and go north. Use the brass key on the lock and go inside. Smash the barrels — grab and equip the wooden shield. Continue north, unlock the next door, smash the barrels (watch for warrior ants), and collect heal roots.
Continue to the four-door room. Go through the west door — run past the Sharga to the north wall to claim the super heal root hidden in a brick. On the table is your journal — grab it. Unlock the south door with the brass key and deal with the five Shargas inside. Explore east, find the hidden lever in the south wall, then enter the secret room to collect a blue heal potion, green agility gain potion, cure potion, and another oil bomb. Head south toward the fire crackling sound, search the fire twice (take some damage) to find two Firedaggers, then douse the fire with a spare potion. Kill the Sharga beyond and search the chest for an agility gain potion and a strength gain potion. - Kill the Shargas ahead. Continue north to the room with four barrels — smash them all. You'll find a harmless drunk Sharga (good for a laugh) and a hammer weapon. Check the north wall heading east for a hidden Health potion. Then proceed to the kitchen — whack a sack to trigger six ants. When the last one dies, check its body for a bronze key. Backtrack west, then north, then unlock the south door with the bronze key. Kill the two Sharga leaders — one has a steel key, the other has the Orb of Afri (projects a map of your surroundings including all live monsters and secret rooms — don't lose it!). Take the scroll from the bookcase. There's a super heal root in the west wall and a lever on the south wall — pulling it opens a room to your west containing a chest with a heal potion, agility gain potion, and strength gain potion.
Exit through the north door and follow left to the first door on the right. Open it with the bronze key, slay the Sharga. Continue north. Note the dead Sharga — the west wall in that square has an arrow trap; throw skulls into the square three times to exhaust it, then collect the arrows. Grab the three scrolls from the bookcase. Exit south, then west to the locked door. Unlock it, exit east and go south five squares, east three, south two — unlock the door with the brass key. Check the south brick for a heal potion. Continue navigating to the ant-filled room (eight ants) — kill them all. You'll find arrows and a quarterstaff. Head south toward the forge — grab the helm and punch rubble for a throwing axe. Use the steel key to open the chest and take the small metal shield. Backtrack and unlock the south door with the bronze key to find three oil bombs. - Smash the barrel — about 50 ants will pour out. If you need weapon training and are in good shape, kill them all! Exit the room, navigate to the southern door, kill the ants, and check the east wall for a hidden switch. There's a secret room to the south — a locked chest (opens with bronze key) containing three oil bombs. Head back to the stairs going down.
Work your way through the easternmost north-south corridor. Explore south, find a bag of throwing stones, then unlock a door with the brass key to collect leather leggings — equip them. Continue navigating west and north, pulling a lever to reveal a secret room where you'll find a heal potion and a broadsword. From there head to the stairs — unlock the door with the steel key. These are the stairs down to Level 2.
Note from Dave: From here on I'm ignoring secret content and sticking to the essentials.
Level 2: The Ruins and Sewers
- Welcome to Level 2. Go north, then east, and meet Wahooka. Do NOT attack him — talk to him. He wants something valuable. Continue east and south. Watch out for slimes (they're more vulnerable to cuts than crushes — use a sword or axe, or fire). Head east and go through the first door on your right. Kill the slime, pick up the gem it drops, then return to Wahooka and give it to him.
Continue east then south through an illusory wall. Work your way through passages (several walls are illusions) until you find a room where killing a slime yields an ivory key. Use the ivory key to free Farli Mallestone, who joins your party. Navigate to a spot — mark it "SECRET PLACE" on your map. Perform a seemingly pointless errand: use the ivory key to unlock a specific door without going through — this creates a shortcut later. Head south through an illusion wall, kill two Shargas and get the iron key. Then find the fountain and drink — it heals you completely. - Return to the illusory wall and navigate south. Find the room between doors 2 and 3 — search the north wall for a scroll with a Meta Rune. Continue navigating through the level, sealing a pit by pressing a button, and eventually unlock a lock with the ivory key to open a secret wall. Work through the corridor with circular floor stones — drop a skull on each one twice to trigger arrow traps (24 arrows total). Continue to a door, unlock it with the ivory key, and kill the two slimes inside — one drops your first runecaster! Read the three scrolls on the shelf, then inscribe your runecaster with two runes. Use the "2x power" Meta Rune on both as well.
Head north to the Mana Circle — blast a wall with firebolts to drain the runecaster, then step into the circle for instant recharge. Repeat as needed to build magic ability. When done, navigate back east and north, passing through illusory walls, to find the passage leading to the Sewers. Make sure you have a bunch of skulls before descending. - Expect snakes throughout the Sewers. Navigate through the maze of passages, making your way west and south through the murky sewer passages. Eventually Drake will kick a control cylinder — grab it. Backtrack up to the Lower Ruins and visit the fountain to heal up. Then find the strange device in the wall and use the cylinder on it — this opens floodgates below, allowing you to reach the second cylinder.
Return to the Sewers and use the opened floodgate path. Navigate carefully — one particular step south leads to great danger; stop one square before it. Work through the sewer to deal with a tough Sharga captain. Continue past two Sharga guards to find the second cylinder. Navigate east and north, dealing with several groups of Shargas. Eventually Wahooka appears and demands three "heads of men long dead." Walk away to reset him, return, and give him three skulls. He gives you a triangle key. Climb the stairs back to Lower Ruins. If you performed the earlier "fool's errand," this shortcut opens up — otherwise you'll be on the wrong side of a locked door. - Return to "SECRET PLACE." Head south through the illusory wall and three squares down the passage — find another cylinder device. Insert your second cylinder to drain the Sewers. Return to the Sewer entrance, navigate east and north, then find the room where you can hear wind. Pass through the secret passage and find a chest. Use the triangle key on it to find a firedagger, oil bombs, and a rune scroll — inscribe this new Shrink Rune over your cure rune.
Navigate through the Sewers to the creature you were warned not to approach. Get your runecaster ready, take that one fateful step south, turn immediately left, and fire the Shrink Rune at the monster. Then keep your distance and blast it with power-enhanced firebolts. When it dies, it drops a dragon statuette. Navigate to the stairwell, climb up to another section of the lower ruins, and let Farli open the locked door with his key. Find the altar and place the dragon statuette on it — a passage opens to the south, transporting you to Level 4: The Sharga Mines.
Level 4: The Sharga Mines
- Not all Shargas on this level are enemies — some are friendly. Go west. Do NOT attack the wasp — just leave it alone or you'll agitate the whole swarm. Work north and east, kill some Shargas, and check rubble to find a Silence Rune. Navigate south and west, dealing with another Sharga and a fungus alarm (blast it with firebolts before approaching, or it summons guards). Press the button behind it to reveal a room with a Mana Circle and a "Lesser Aerial Magick" rune scroll. Mark the toadstool spot on your map as "GO BACK HERE."
Continue navigating through the Mines, dealing with Sharga patrols and exploding fungi, unlocking a door with a button, and progressing south and west. Eventually find the room with the skull key — pick it up along with everything else. Use the skull key to free the dwarf Karzak Hardstone — heal him and arm him before proceeding. - Navigate back to the south and west, then find the ladder leading down. Follow the passage to find a runescepter and two rune scrolls — one is a Cure Rune and the other is a Language Rune. Inscribe the Language Rune and Silence Rune on the new runescepter.
Return to the spot marked "GO BACK HERE" and navigate to where a bolt lies on the floor. Pick it up — you'll hear giggling. Run west, smash the barrel, push the button, then quickly kill the Sharga sniper and take his crossbow and bolts. Navigate west and north until you're near the Ettin — from this point forward, do NOT smash skeletons or make any noise whatsoever. The Ettin is invulnerable and you do not want to wake him. Walk east to the wall, use the Silence Rune on the barrel in the middle, smash the nearest barrel, then open the chest to find gems, a Throg gate key, and Aquila's Orb. This is your second orb! - Navigate to the "DOOR DOWN" spot on your map and descend to the lower Sharga Mines. Work through the winding passages, dealing with patrols and cave-ins. At one point you'll be able to look through a crack in the wall and watch Throgs beating Shargas — interesting. Continue navigating west and south through the lower mines until you approach a Sharga.
- Do NOT kill this Sharga — just wait. He'll start talking and lead you through a secret door. Follow him "home" without attacking any Shargas along the way. Talk to Skrag — he recharges your runecasters! Go into the alcove past him, smash the barrel, push the button, and open the chest in the revealed room. Take the rune scroll (another Meta Rune — very useful!).
Navigate west and north to find a small Sharga who warns you not to open a door. Open it anyway — deal with the big Sharga inside. Take his six coins, blue and green gems, and red mushrooms. Continue west and north to a door — use the Throg gate key to unlock it. Go through into Level 5: The Throg Temple.
Level 5: The Throg Temple
- Head south past the fungus. When you reach the wall, go west and south through a door — Wahooka appears. Give him any item (not an orb), then another item (not an orb), then a weapon or armor piece. He'll give you useful (if pricey) advice. Return to the corridor and navigate north until you find two barrels — smash them to find a dead Dwarf. Take his items: a blue gem, battle axe, armor ring (equip Drake), and two scrolls. Navigate through the trapped maze, then find and search the refuse in the small room for Dombur's Helm. Head west and south through a door, then down into the Temple of Throggi.
- Head south, killing the three Throgs. Navigate west and south, then east to find another rune. Kill the Throg that drops a wooden dowel, then navigate to find a hole in the wall — insert the dowel to gain entry and find super heal roots and a "Flame Column" rune scroll. Continue south and east, dealing with Throgs who set an ambush. Navigate to the bodyguard rooms — clear the first bodyguard, then the second. Enter the sub-shaman's room and immediately get in his face to kill him before he can cast spells — pick up his dagger. Continue north and east to the head shaman's room — rush him as well. Kill him and take his pendant and runecaster (you now have three!). Check rubble for an Energy Bolt rune scroll. The big Throg in the south passage was summoned when you entered — deal with him now that the shamans are dead.
- Use the pendant on the nearby door to open it. Head north, killing the two Throg patrol guards. Continue north to the statue — take the RED eye of the statue (the Orb of Azrael). Do NOT touch the other eye — it releases poison gas. You may take one of the four weapons from the altar (take the spear if possible — it's useful for a companion later). Trying to take a second weapon destroys all of them and the statue attacks you.
Navigate to find the dwarf Dombur — give him his helmet and heal him up. Then navigate south and west to a chest containing three gold coins, a heal root, a Strength enhancer rune scroll, and a "Spoilspell" rune scroll (cancels other spells — very useful). Walk up to the portcullis — if you have the Orb of Azrael, it opens automatically. Continue south into the Dragon Feeding Grounds.
Level 6: Dragon Feeding Grounds
- As soon as you open the door, kill the Sharga. Navigate west and south, opening a chest to take the Circle Rune scroll. Mark a spot as "COME BACK HERE" on your map. Navigate east and north, finding a helm, plate armor, and a dagger. Continue to find a chest with one Stoneshooter piece. Navigate to another chest for the second Stoneshooter piece. Return to "COME BACK HERE" — walk south six squares, then immediately turn left or right as a boulder shot from the north wall streaks past. Continue south and east, killing a Throg guard and taking his guard key. Mark the toadstool spot as "X" on your map.
Navigate north and west, dealing with exploding fungi and cave-ins, until you reach the upper level of the Dragon Feeding Grounds. Navigate west and north, dealing with a Shaman (who drops feathers — take them, you need them!). Continue exploring east and south, marking a spot as "Fairy Realm Entrance." Head west to find seven flowers — grab all of them. Do NOT give these away. Continue south and west, killing Shargas and opening a chest to find an Armor scroll and half of a key. - Navigate back through the Feeding Grounds to approach the dragon from the correct direction. Walk ONE square south — the dragon wakes up. Do not attack. Return all the way to the "X" on your map of the lower level. Enter the door with the symbol — the feathers allow you through without being killed by the glyph. Enter, turn right, and kill the shaman. Take the feathers, the Scare Rune, and the other half of the dragon key. You now have both halves — but it must be reforged in the Dwarven Fortress.
Navigate west and north through the Dragon Feeding Grounds (lower and upper levels), using the feathers to pass through the glyph door again. Find a button to disarm an arrow trap. Continue west to a door where Karzak departs to prepare the guards. Go through the door to welcome to Level 7: The Dwarven Fortress.
Level 7: The Dwarven Fortress
- Do NOT attack any dwarves here — doing so turns all dwarves hostile, including your party members. Go south, take the left door, and talk to the Dwarf guard. Take everything out of Dombur's inventory first — he's about to leave. Navigate east and south until Dombur takes off. Follow him; wait while he paces around. When he asks for a Stoneshooter piece, give him one. Wait, then give him the second piece. Check the scrollcase for a silly scroll and a Language Rune scroll; take the heal potion. Navigate to meet the Dwarf elder, Torin — Farli will be banished during this conversation.
Navigate north to the Blacksmith dwarf. Talk to him — but don't walk past him. He needs magical flint. Mark this spot as "Forge" on your map. Now navigate all the way back to the "Fairy Realm Entrance" on the Dragon Feeding Grounds Lower Level map. Hack the Magickal Flint Rock with the chisel the Blacksmith gave you. Return all the way back to the "Forge" and hand the Blacksmith the flint. Give him both pieces of the dragon key to reforge. - Head south and talk to Geldor — he'll give you a price scroll. Give him the Throg Shaman's feathers and he'll let you take anything from his stock for free. Then return to the Dwarf elder Torin — he'll tell you about an undead beast. Navigate through the maze to the sarcophagus. Ready a runecaster with fire spells (the undead warrior takes full damage from fire and piercing attacks), arm yourself with the Dagger of Penetration, and click the sarcophagus. Back up while blasting with power-enhanced Firebolts — it takes 600 points of damage to kill him permanently. Watch out for his poisoning attack.
After killing the undead warrior, navigate to find a Dwarf who turns hostile when approached — it's actually a Throg in disguise! Kill it when it attacks you (this is the only "Dwarf" you're allowed to kill). Walk through the south wall and pick up the Meta Rune scrolls for Ball, Power ×2, Power ×3, Duration, and Potency runes. Return to Torin — a chest appears. Take the magic shield and the Homing Rune scroll. Combined with the Circle Rune, you can now teleport! Cast a Circle Rune outside Dombur's place, then travel back to the entrance of the Upper Level of the Dragon Feeding Grounds. - Navigate through the Dragon Feeding Grounds (lower and upper levels). Find the large leg of the dragon on the lower level — unlock it with the dragon key. Find the second large leg on the upper level and unlock it too. Walk to the "Fairy Realm Entrance" spot, then south and west to find the dragon. When she wakes, unlock the neck chain — the dragon goes free, opening the rest of the level.
Collect the treasure: green, red, and blue gems, 18 gold coins, and a heal potion. Open the chest for another heal potion, a blue gem, two more coins, and three scrolls — one with a Healing Rune (invaluable if poisoned or diseased!), a Shrink Rune, and a Tornado spell. Navigate back to the "REAR LEG" spot and down the stairs to find more treasure, including the third Stoneshooter piece. Return to the upper level and find Skuz the Sharga — he joins your party. Give him the spear from Throggi's temple; he uses it extremely well. Mark this spot as "ICE."
Return through the passage to the Dwarven Fortress and give the third Stoneshooter piece to Dombur, who gives you the completed Stoneshooter. Return to the Dragon Feeding Grounds (Skuz rejoins you). Walk to the "Fairy Realm Passage" square, then two squares east. Place five primroses on the ground — the passage to the Fairy Realm opens. Go through.
Level 8: The Fairy Realm
- Welcome to the land of unbearable cuteness. Note: Karzak Hardstone weakens badly on this level — leave him for now. Pick up every flower as you go through — you'll need five primroses eventually. Head south to meet Snort. Navigate west and north, getting greeted by the Fairy Players. Collect a book and mushrooms. Navigate to the Fairy Players — hand them a mushroom and receive a scroll with a Duck Rune (you'll need it much later). Collect flowers and moss along the way. Head north until Murph gives you a "Slow" Rune scroll. Find the Cake and Fiddle. Give Binkle the fiddle to receive the Faerie Pants — put them on Drake. Each Fairy clothing item gives 20% protection against Troll attacks, cumulative. With all five pieces, Drake becomes completely immune to Trolls.
Grab the decanter. Talk to Snort and give him the decanter, the wild thyme, and the Brownie moss. Pick up the decanter with red brew — do NOT drink it. Find Winkle's room, enter, then re-enter to receive an iron spike (useful for stopping Trolls). Find the jester cap — put it on Drake (now 40% protection). Navigate to find Surly the fairy — give her the Faerie cake and receive a silver key. Navigate to another fairy spot and pick up another cake. Find Sweetie and get another cake; give her the daisy chain and choose the prize — it's a four-leaf clover, which makes Trolls visible (otherwise they're invisible). Mark this spot as "QUEEN" on your map.
Return to "COME BACK HERE" on your map. Navigate east and south, collecting a parchment. Head west until you reach the spot marked "TROLLS." Navigate west collecting flowers and berries. Find Chuckie — give him the red decanter and receive another jester's cap (put it on Skuz!). Navigate north to find Giggle — give her the book to receive the Gold Key. - Go to the "TROLLS" spot and navigate into the Troll realm. Smash bones to find a book. Navigate east and south into the Troll-guarded territory. Use the iron spike to keep Trolls from teleporting while you fight them. Find drawing charcoal along the way. Blast a toadstool from distance. Navigate west and find a drum on the ground. Return to the "QUEEN" spot. Give Chuckle the charcoal stick and the parchment — receive a portrait and a Fairy Shirt. Put the shirt on Drake (now 60% protection). Use the gold key then the silver key on the keyhole beside the portcullis. Go north to find a recharging alcove (touches it to recharge all runecasters). Continue north to a locked door — a fairy said "Roses down, twice around." Place a primrose down, back up one square and walk around the 3×3 square twice. The door opens. Meet the Queen of Fairies — she heals all wounds. Give her the portrait from Chuckle to receive the Luckstone ring. Listen to her first story.
Return to Winkle and give him the book — now Drake has jester's caps, fairy shirt, fairy pants, and luckstone ring (80% Troll protection). Navigate back into the Troll realm to find the final Troll-defense item. Use the iron spike throughout. Find a horseshoe in a flower alcove — put it on Drake for 100% Troll immunity. Turn around and fight THE TERRIBLE TROLL. When he finally dies, he drops the Orb of Yoth-Soggoth. Continue west and north through the Troll realm to find a bunch of flowers, red mushrooms, and another runecaster — the Elfwand.
Return to the Queen of Fairies three times (exit and re-enter with 30-second waits) to hear all four stories and receive a magical pendant — save it. Remove all fairy clothing and put your real armor back on (including Skuz's jester cap). Exit the Fairy Realm and warp back to the Dragon Feeding Grounds Upper Level.
Level 9: The Ice Caverns
- Return to the Dwarven Fortress via the Dragon Feeding Grounds. Navigate to Karzak Hardstone's location and he rejoins the party. Exit back to the Dragon Feeding Grounds — Skuz rejoins you as well. Head to the "ICE" spot on the upper level and go through the door into Level 9: The Ice Caverns.
Important: Do NOT kill any Ice Shargas on this level — they're friendly. The Ice Caverns do 1-2 points of damage to party members every 30 seconds, so watch your health meters constantly. Follow the Ice Sharga when he finishes talking. Navigate north to meet Kandoc, the Ice Sharga King. Navigate west to speak with his Advisor (mentions "different fire") and then north to talk to Gorza — he needs scrolls.
Navigate east and south through the Caverns, killing Ice Witches with Firebolts. Find and cure a mad Sharga (use the Curing Rune) — he tells you about an ice hammer. Navigate north and west, bash through an ice wall with your weapon, and punch through a snowpile to find a magic chain-mail skirt, an ice hammer, and a Circleward rune scroll. Continue north and east. Punch a snowpile to find a parchment. Race back to the mad Sharga (now cured) — give him the parchment and receive an Ice Bolt scroll and a Warming Rune scroll. Inscribe the Warming Rune with the Duration Meta-Rune on a runecaster. Cast it — you're now immune to cold damage for 15 minutes. - Navigate east and west to find the frozen Dwarf. Use the Warming Rune on him to thaw him out — it's Nigel Hardstone, Karzak's clan brother. Follow him to an alcove, then bash open the north wall of the alcove. Navigate north to an encounter with a skeleton — but because you have the Fairy Queen's magical pendant (you did keep it, right?), the skeleton collapses harmlessly. Find the Magic Armor Rings and Magic Chainmail Shirt, then look north for a blue flame. Grab the Coldfire and do not put it down (it will melt if left on the ground).
Navigate back out and west, then north, eventually reaching a frozen elf. Thaw him out — Karzak is warped home during the conversation, and Enigma the Elflord joins your party. Navigate back to the Ice Sharga King — he sees the Coldfire and shows you a secret passage. Bash through it and navigate to confront the Ice Queen. Set up your runecaster with the Warming Rune, Ball, Power ×3, and Duration Meta-Runes — cast it (about 8 Mana Points) so your entire party is immune to cold for 15 minutes. Step one east and one north to trigger the Ice Queen's speech, then use the Coldfire on her. She's furious but helpless — your party is immune to everything she does. Hack or blast her down. When she dies, pick up Helion's Orb — you're now permanently immune to cold. Blast her chair with a Firebolt and drink the remains (it heals you). Read the scroll. Turn south; a secret door has opened. Walk through to the Gate of the Ancients.
The Gate of the Ancients
- No monsters on this level at all! Put your weapons away. There are, however, challenging puzzles and valuable rewards. Read all signs you see — if Enigma says "Sorry, I can't read it," the sign is meaningless. Navigate north to a starting area. Mark a spot as "BACK 1." Navigate north, find and press buttons, pull a handle, and mark a spot as "TELEPORT SWITCHER." Return to "BACK 1" and navigate to find dead bodies — punch them for arrows. Proceed to a campfire and use an Ice Bolt on the fire to take a Scare Rune scroll. Navigate through various passages, finding a Poison Resist Ring and Throg Shaman feathers on a body. Pick up a Life Restore potion and a Vampyre Rune scroll. Navigate carefully through a timed portcullis (watch the timing — a spear awaits if you're slow). Collect a second Life Restore Potion and another Dagger of Penetration. Cast Feather Fall on your party, then jump into a pit. Navigate through, pressing healing buttons and restoring vitality buttons. Collect a wolf key and a Magic Shield. Mark a spot as "BACK 2."
- Return to "TELEPORT SWITCHER" and push the handle up. Navigate back to "BACK 2" via pit routes. Climb up and navigate east to another pit. Jump in, and navigate to a Duck statue — use the Fairy Duck Rune on it. A passage opens — take the Horn of Fear, magic quiver for arrows, Life Restore potion, Ring of Ducking, Language and Sphere Rune scrolls, and two message scrolls. Navigate back through the level's pit system, timing portcullises carefully. Use the wolf key to unlock a door and collect an Eagle Key from a campfire (use an Ice Bolt on the fire first). Collect armor pieces: chain shirt, chain skirt, Dwarf helm. Use the Eagle Key to unlock another door. Navigate through a final timed portcullis. Pick up the "Orb Key" (described as "very sturdy key") and a Stoptrack Rune.
- Navigate west and north through illusory walls and pit routes. Return to "BACK 2" and then navigate north — this time, deactivate Feather Fall first (cast Spoilspell to do so) and jump into a pit. Take damage, but a door to the north opens. Navigate north and west to recharge runecasters, then east and north to pick up Safrinni's Orb — the final runecaster. Read the signs on the walls using the Language Rune. Navigate back through the pit system (the Orb provides Feather Fall, so no more need for the spell). Navigate to a room with ancient, magical armor — pick up the helm, breastplate, and leggings. Use the Orb Key to unlock the door to the Gate. Go through an illusory wall to find a silver runestaff and three super heal potions. Step through the Gate to the Palace of Shadows. Things are about to get much harder.
The Palace of Shadows
- The Palace is divided into east and west halves — creatures in the west are "real," while creatures in the east are shadowy reflections. Watch both sides carefully. Walk all the way north; the walls start closing behind you. Step one east (Thera gives a warning), then one more east, turn north and pass through an illusory wall for four heal potions. Take west through another illusory wall for more potions. Arm as many party members as possible with Daggers of Penetration.
Navigate south and east. Find a Yin symbol on the wall — take it. Continue south, then step through a dark mirror on the wall to teleport (temporarily costs some Strength — don't overuse it). Navigate north and west to find the Yang symbol. Place the Yin symbol on the Yang slot — two secret doorways open. Head west and south (heal first — the Shadowking will blast you for 60-80 damage at one point). Find Marif's Orb — use the Shrink Rune on it to make it portable, then take it. Navigate east to find Farli — he rejoins the party! Navigate north and east — smash a Dark Mirror quickly (it throws Firebolts if you wait) and grab a shard. Navigate north and west to deal with lesser and greater skeletons — when one collapses, immediately grab its sword, helm, or skull before it re-forms. Navigate south to meet Wahooka one last time — he joins your party. - Navigate south through a door, then east to find a chest with a heal potion and super heal potion. Navigate south and west, killing skeletons (remember the grab-a-piece trick). Find another chest with more heal potions. Navigate east through an illusory wall. Kill floating skulls. Head east seven squares, south through an illusory wall — pick up a piece of the Shadow Weapon. Navigate east through a dark mirror, deal with Shadow Skulls, then pass through another illusory wall. One step south — check your stats to determine your best weapon skill. Hold the weapon piece over the base — it morphs through sword, hammer, dagger, axe, spear. When it becomes your best weapon type, grab it. You now have the most powerful weapon in the game.
Navigate back through mirrors and illusory walls, dealing with skeletons and floating skulls. Proceed north through multiple doors, killing monsters as you go, until you return nearly to your starting point. Mark the spot as "X." - Navigate south through a complex teleportation sequence, dealing with a skeleton and touching a green healing spot. Return to "X" and navigate south again through the dark mirror. Navigate west and south, following the passage. Get the Shadow Weapon ready now — march east down the hallway to face Scourge (three floating skulls, each doing a different kind of damage). Only the Shadow Weapon can hurt him — bash away. Save before this fight if possible; he's very tough. When he dies, push a button to open a door and step through the dark mirror to the other side of the palace, then navigate back to the Temple of Throggi. Grab the heal roots and eat them. Stand on that square for at least 10 seconds, turn left twice then right four times — your whole party is "poisoned" with a beneficial toxin that heals 3 HP every 15 seconds for 90 minutes!
Return through the mirror and navigate to a final conversation. Use the Dark Mirror shard on Drake to reveal a skull door. Open it and climb the stairs to the Tower of the Shadowking.
The Tower of the Shadowking
- Walk up to the Gatekeeper Gargoyle. He asks two questions. "Do you want to enter the Shadows?" — answer NO (press the Red/Square button). "Do you NEED to enter the Shadows?" — answer YES (press the Green/Triangle button). Set up a runecaster with the Shield Rune and a Power ×3 Meta-Rune — you'll need it constantly.
Navigate east to find a panel with a puzzle. The solution is a 4×4 grid — click the tiles marked with X below:
Puzzle grid (Column 1–4, Row 1–4):
- Row 1: Column 1 ✓, Column 2 ✓
- Row 2: Column 4 ✓
- Row 3: Column 1 ✓
- Row 4: Column 3 ✓, Column 4 ✓
- Navigate west and north through illusory walls to reach a portcullis. Press the button on the north wall to open it. Step east and kill the floating spiker that appears. Now — a nearly invincible giant spiker is behind you to the west. Here's how to trap it: face the spiker and back up rapidly until you're beyond the portcullis. Turn right, back up three squares, wait for the spiker to enter the room, spin twice (facing south), back up three steps rapidly, turn left, back up one space, turn left and hit the button. The portcullis closes, trapping the spiker.
March west down the corridor, pass through an illusory wall, and pick up the silver ankh. Navigate east and south through more illusory walls. Kill the floating skull. Continue west to the second floor. - Keep the Shield Rune active — fire elementals are everywhere and they are lethal without it. Navigate east through corridors, dealing with elementals. Find a teleporter on the east wall. Navigate east and north, fighting fire elementals. Set a Circle Rune here (for teleporting back). Time the energy bolt slamming into the wall — wait for one to hit, then run north immediately after. Navigate east and south past more energy bolts. Grab the silver crescent. Use the Circle Rune to teleport back if you set one; otherwise repeat the timing in reverse. Navigate south through a teleporter, then north and east to find an ankh on the wall — step into it to teleport (you need the silver ankh from the first floor). Navigate north dealing with elementals, then south to pick up the silver cross. Navigate through a final teleporter to the third floor.
- Fire up the Shield Rune again! Navigate south and west, killing an elemental, then north to pick up the silver circle. Navigate east and south, then north through a corridor with four elementals attacking from both sides — kill them all. Navigate north and east to the flashing icons and step through to the top floor of the Shadowking's Tower.
Navigate to a room Enigma identifies as where the Gods were trapped. Take exactly one more step (west) — you'll see four sunken pillars surrounding a center square. Do NOT step on the center square — the Shadowking will annihilate you. Place one silver item on the sunken pillar in front of you. Navigate to each of the other three sunken pillars and place a silver item on each. Save your game — you're about to face the endgame. - Take two steps south. Take a deep breath and read this carefully before proceeding. Take one more step south into that square — the Shadowking appears along with Thera's Orb and Kor-soggoth's Orb. He delivers his speech, then tells you to take the last two orbs. Do so. He tries to cast a spell on you — it fails. He then demands the orbs back. Take one step backwards, immediately open your inventory, grab the last silver item and place it on the last sunken pedestal in front of you. The Shadowking is trapped! Take his orb too if you wish.
Navigate south to the flashing silver icons — step through the wall. You're alone in the Temple of Thera. Note the glowing pillar — this is the final puzzle. Place the orbs on the pedestals in order of the planets' distance from the sun:- Helion's Orb (Mercury)
- Aquila's Orb (Venus)
- Thera's Orb (Earth)
- Orb of Azrael (Mars)
- Marif's Orb (Jupiter)
- Orb of Afri (Saturn)
- Safrinni's Orb (Uranus)
- Orb of Yoth-Soggoth (Neptune) or Kor-soggoth's Orb (Pluto) — either order
- The remaining Neptune/Pluto orb
