By Mitch Aigner
A run through of the highlights of each of the 8 levels, followed by detailed spoilers, reference tables, and notes.
* indicates what you absolutely gotta have. % indicates optional ventures, usually worth the reward.
Level Highlights
Level 1
- * Recipe for Rotworm Stew from Lanugo
- % Solve the puzzle of the 4 levers
- % Raid the treasuries of the Green and Grey goblins
Level 2
- * Kill the Gazer in the mines for Goldthirst and collect the reward
- * Have Shak repair the Sword of Justice (after you find the pieces later on)
- % Get the blueprints for Ironwit. Key is in small room in the same area that you must jump to, then follow the yellow brick road. Use a Fly potion (green) to take you to yet another part of the same area (when you see a gap far too far to jump). Do not fall off the elevated paths, monsters await below.
- % Raid Goldthirst's treasury. Offer him a gift (anything GOLD!), and he will give you the password. Use Fly, Levitate, or Gate Travel spell to get out.
Level 3
- * Blade for Sword of Justice — secret door behind vines in SE corner
- * Taper of Sacrifice from Zak
- * Cup of Wonder — after learning flute tune, and how to use incense
- * Free the prisoner Murgo held by the lizardmen. Don't do this until the prisoner has translated the complete lizard language for you.
- % Find the remains of Ossika (bring scroll back to Ishtass)
- % Give a red gem to Iss'leek
- % Kill all of the bandits, and find their treasury
Level 4
- * Give gemcutter to Derek for code to Ring of Humility (used on level 5)
- * Kill Roderick and then collect Standard of Honor from Dorna Ironfist
- % Give Sethar the Rotworm Stew to get Dragon Scales
- % Join the knighthood (allows access to their Armory — great stuff!)
- % Find the Writ of Lorne (talk to Lakshi about Rawstag)
- % Find the Golden Plate behind secret door in the Maze of Silas (door code is shown on the two knights' tombstones)
- % Solve the puzzle of the Bullfrog and find the illusionary wall to secret area
Level 5
- * Ring of Humility (using code mentioned above)
- * Talk to Eyesnack to learn a flute tune.
- * Hilt of Sword of Justice from tombs
- * Give Judy the picture of Tom (after you find it below)
- * Re-bury Garamon's bones (after you find them below)
- % Have Marrowsuck make Dragon-skin boots (Dragon Scales and spider thread)
- % Offer to fetch "zanite" for Anjor
- % Get code for mine dispatch chamber from Kneenibble
Level 6
- * Talk to Dr. Owl about location of Wine of Compassion (after freeing Murgo)
- * Get book from Bronus to deliver to Morlock
- * Talk to Morlock about the Book of Honesty (after completing above errand)
- * Defeat Golem to obtain the Shield of Valor
- * Talk to Fyrgen and Louvnon to get some clues to the six-letter mantra
- * Talk to Illomo (both BEFORE and AFTER you find his friend Gurstang below)
- % Talk to Gralwart about getting a "Vas" runestone
- % Get the book "Properties of Runestones" for Ranthru
Level 7
- * Talk to Naruto about a key
- * Free the prisoners
- * Go down to level 8 (three places): Pick up a piece of Orb Rock in one of them; Get the Crown from the Imp in another
- * Use the crown to master the maze and defeat Tyball, then free Arial
- * Return to the prison and: get the Picture of Tom from Bolinard; get the Key from Smonden; talk to Gurstang (tell him Illomo sent you)
- * Use the Key on the door in the extreme NW corner. Proceed upward to get the Key of Courage.
- % Find the Medallion of Passage in the SW quadrant to get through all of the guard posts without having to do battle
- % Destroy Tyball's orb by throwing the Orb Rock you collected at it.
- % Raid the imps' treasury by killing the Golems. Have a few Health potions handy, as some of the items are cursed.
- % Find the Ring of Levitate in the Chasm of Fire (real handy on level 8)
- % Visit the tombs (lots of secret doors, some good stuff, but must have the Crystal Splinter from Kallistan to get in)
Level 8
- * Talk to Carasso about the location of Garamon's bones
- * Open the central door with the tri-partite key and do what Garamon told you to do when you re-buried his bones.
- % Find lots of really awesome weapons, armor, and magic stuff
MoonGate Level
Just run like hell — that is all you CAN do!
Game Objectives
You have two goals in this game:
- Survival
- Find all 8 of the magic Talismans of Sir Cabrius
You cannot finish the game until you have all 8 Talismans, and have re-buried the bones of the wizard Garamon. In addition, you will need to assemble the Tripartite Key.
General Tips
- Don't kill anyone who is not actively trying to kill you (no matter how rude they may be).
- If anyone asks you to run an errand for them, do it (the reward is almost always worth it).
- Trust the good guys (identified by the Banner of Cabrius at their door). They will never steer you wrong.
- Save your game often.
- Talk to people more than once. There are different threads to most of the conversations. Try different responses each time.
- Write down what people tell you. It may not make any sense now, but could do so in the future.
Other Useful Tips
- When using Fly or Levitate: pressing E makes you go up, pressing Q makes you go down.
- You can make a fishing pole with a Pole and Spider Thread (fresh fish are great for payoffs and bartering).
- Make popcorn with corn and a torch.
- You can make a torch by pouring an oil flask onto a piece of wood.
Undocumented Spells
| Code | Effect |
|---|---|
| AS | Curse |
| UP | Long jump |
| KM | Summon monster |
| VOG | Sheet lightning |
| ACM | Smite undead |
| IS | Thick skin (medium shield) |
| YP | Walk on water |
| VKC | Armageddon (do NOT use) |
Documented Spells
To find out which spells you can cast: Take your experience level, divide by 2, and round up. This is the maximum circle of spells you can use. To find out how much Mana you need: take the circle number and multiply by 3.
1st Circle
| Code | Effect |
|---|---|
| IMY | Create food |
| IL | Light |
| OJ | Magic arrow |
| BIS | Resist blows (small shield) |
| SH | Stealth |
2nd Circle
| Code | Effect |
|---|---|
| QC | Cause fear |
| WM | Detect monster |
| IBM | Lesser heal |
| IJ | Rune of warding |
| RDP | Slow fall |
3rd Circle
| Code | Effect |
|---|---|
| BSL | Conceal (low level invisibility) |
| OG | Lightning |
| QL | Night vision |
| RTP | Speed |
| SJ | Strengthen door (same as using spikes) |
4th Circle
| Code | Effect |
|---|---|
| IM | Heal |
| HP | Levitate |
| NM | Poison |
| AJ | Remove trap |
| SF | Resist fire |
5th Circle
| Code | Effect |
|---|---|
| AN | Cure poison |
| PF | Fireball |
| GSP | Missile protection |
| OWY | Name enchantment (identify) |
| EY | Open |
6th Circle
| Code | Effect |
|---|---|
| VIL | Daylight |
| VRP | Gate travel (to moonstone) |
| VIM | Greater heal |
| AEP | Paralyze |
| OPY | Telekinesis |
7th Circle
| Code | Effect |
|---|---|
| IMR | Ally |
| VAW | Confusion |
| VHP | Fly |
| VSL | Invisibility |
| OAQ | Reveal |
8th Circle
| Code | Effect |
|---|---|
| FH | Flame wind |
| AT | Freeze time |
| IVS | Iron flesh (major shield) |
| OPW | Roaming sight |
| VPY | Tremor |
Mantra Chants
| Chant | Skill | Notes |
|---|---|---|
| FAL | Acrobat | Need a little to keep from getting hurt in falls/jumps |
| HUNN | Appraise | Worthless |
| RA | Attack | Need LOTS! |
| GAR | Axe | Need LOTS only if you are an Axe-man |
| SOL | Casting | Need a little to keep from getting hurt when spells backfire |
| UN | Charm | Worthless |
| ANRA | Defense | Need LOTS! |
| LAHN | Lore | Need LOTS! (to identify scrolls/potions/armor/wands/etc) |
| KOH | Mace | Need LOTS only if you are a Mace-man |
| IMU | Mana | Need LOTS! |
| FAHM | Missile | Need LOTS only if you are a Missiles-man (bow/crossbow/sling) |
| AAM | Picklock | Real handy on upper levels, not so handy on the lower ones |
| LON | Repair | Worthless, as Shak works cheap and fast |
| LU | Search | Need a little to help find secret doors |
| MUL | Sneak | Mostly worthless |
| ONO | Swimming | Mostly worthless |
| AMO | Sword | Need LOTS only if you are a swordsman |
| ROMM | Traps | Beyond worthless |
| ORA | Unarmed | Need LOTS if you prefer not to carry a weapon (the game CAN be won without weapons or armor) |
Character Creation
Throw away all the characters in the beginning. For each character class there are a number of skills assigned each time you create a new character — except that they aren't random! Create a bunch of characters, write down each one's attributes, throw them away, quit the game, restart, and create again. The exact same sequence of characters will appear in the exact same order — now you know which one to keep.
Strength is the most important skill of all. Most of the rest can be improved later via shrine chants, but not Strength. Fighters, Druids, and Tinkers generally have high Strength factors. You will want a Strength factor of at least 25 to wear plate armor and still carry a fair amount of goodies. Your carry capacity (in "stones") is exactly twice your Strength rating.
The three primary skills — Strength, Intelligence, and Dexterity — are factored in with the other skill ratings. The final value is proportional to the skill level multiplied by its associated primary skill:
- Strength: Attack, Defense, Unarmed, Sword, Mace, Missile, Axe
- Intelligence: Mana, Casting, Lore
- Dexterity: Sneak, Swim, Search, Lockpick, Charm, Acrobat, Traps, Repair, Appraise
Maximum Vitality depends on Strength and Experience level. Maximum Mana depends on Intelligence, Experience, and Mana skill rating. Maximum skill ratings depend upon character type (example: Fighters can only reach 25 in Mana/Lore/Casting, while Druids can reach 30). Maximum Mana capacity also depends on character type — Druids and Mages rate very high.
Fun Things to Do
On Level 4, NW corner (accessible only from level 7), there are two hostile mages. Kill one and leave the other alive. Get out of his way as he will throw fireballs at you. Find a safe corner to hide. The remaining mage will "summon" a wide variety of nasties for you to kill — hostile lizardmen, mountainmen, fighters, spiders, headlesses, etc. — each with its usual assortment of goodies. Every once in a while you may need to push him around a bit to keep him sufficiently angered.
Drink lots of Ale and Port all at once — get drunk and pass out! (Just remember to save at least 1 bottle of Port for Rotworm Stew.)
Outright Spoilers
- Level 1 levers puzzle: With 0 being top position, then clockwise — turn the lever farthest from the door to 1, the next to 2, next one to 3, next one to 4 (straight down).
- Level 2 Goldthirst's password: "Deco morono"
- Level 3 Cup of Wonder: Flute tune is 3 5 4 2 3 7 8 7 5. Mantra for triangulation: "insahn"
- Level 4 Maze of Silas: Flip the levers in the following order: Silver — Gold — Gold — Silver — Silver — Gold
- Level 4 Bullfrog puzzle: The floor is an 8x8 grid of movable tiles. The two levers select the X and Y coordinates of the tile you wish to move. Pressing the upper button on-then-off raises the selected tile; the lower button lowers it. The wand resets the floor. Build two ramps to reach the two easternmost corners. Jump through the wall to reach the secret area in the south.
- Level 5 Ring of Humility: Hit NW lever, then SE, NE, SW. STAY OUT of the center of the room while doing this — hug the walls.
- Level 5 Mine Control Code: With 0 being top position, then clockwise — Left to Right: 7 2 6
- Level 5 Garamon: Wants you to throw the "talismans" into the "volcano". You CANNOT complete the game unless you have found his bones on level 8. You will find several runestones (one is "Vas") and a magic ring by the right bones. The bones must be buried in the grave in the tombs on level 5 ("use" the bones on the gravestone). After the ghost appears, you must answer the questions correctly. Tip: Garamon's bones will not stack with other bones in your inventory — unlike regular bones which stack with a number indicator.
Talismans
Taper of Sacrifice: Level 3 — trade with Zak (food).
Sword of Justice: The Blade is in a secret room on Level 3. The lever to operate it is behind a vine-covered wall in the extreme SE corner — you must attempt to "pick up" the vines to reveal the secret door, just "looking" won't work. The Hilt is in the tombs area on Level 5, accessible from either the Bullfrog area of Level 4 or a secret door on Level 5. Take both pieces to Shak on Level 2 who will make the repairs for 20 coins.
Cup of Wonder: Level 3, in the room where the Gazer is (that you have to swim to). Stand on the little pedestal in the corner and play your flute. The flute tune is taught by Eyesnack on level 5. The clues to the three-part mantra (and use of incense) are taught by Fyrgen and Louvnon on level 6.
Standard of Honor: Level 4 — from Dorna Ironfist, after slaying the Chaos Knight (Sir Roderick).
Ring of Humility: Level 5, room in NW quadrant with levers. Throw levers in order: NW SE NE SW. Stay away from the center of the room. After the last lever is thrown, the ring will be on the central pedestal. This is told by Derek on level 4 after you give him the Gem-cutter you got from Goldthirst on level 2 after slaying the Gazer in the mine.
Shield of Valor: Level 6, after defeating the Golem.
Wine of Compassion: Level 6, in the checkerboard room with 2 headlesses (NW quadrant of level 6, off the room with dozens of worms). The Wine is hidden under a floor tile in the SE corner — try to "pick up" or "use" the tile. Told by Dr. Owl on level 6 after freeing his servant Murgo from the lizardmen on level 3.
Book of Honesty: Level 6, in the key-shaped room behind the hourglass. There is an hourglass-shaped room (NW quadrant of level 6) with a secret door at the end. Go through the door and jump across the chasm. Told by Morlock on level 6 after you deliver the book from Bronus.
Key of Love: Level 5, from Judy after giving her the Picture of Tom.
Key of Truth: Level 6, after chanting "fanlo" at a shrine. Found in the title of a book in the Library on Level 6, after talking to Illomo (level 6), after finding Gurstang (level 7), after talking to Illomo the first time.
Key of Courage: Level 3 NW corner (accessible only from level 7).
Key of Infinity (Tripartite Key): Assembled from the three Key pieces above. Just drop them on top of each other in your inventory and they will bind.
Lizard Language
| Word | Meaning |
|---|---|
| bica | hello, goodbye |
| 'click | no |
| 'click-iriass | Sir Cabrius |
| eppa | visit |
| isili | me (also means I) |
| kri'kla | lurker |
| ossli | enough |
| sel'a | give (also means trade) |
| sor'click | stranger |
| sorr | enemy |
| sorra | steal |
| sseth | yes |
| sstresh | help |
| Thepa | Lizardmen |
| thes'click | hate |
| thesh | like |
| thit | need |
| tosa | you |
| Urgo | Murgo (the prisoner: Dr. Owl's light-fingered assistant) |
| yeshor'click | friend |
| yethe | kill |
| zekka | food |
Assorted Notes
- There are fountains of healing only on levels 1, 2, and 3.
- There is one shrine on every level (except level 3 which has three, and level 4 which has two).
- Mandolins appear to be completely useless.
- Pieces of wood can be improvised as a torch — just douse with oil.
- Spikes are for pinning doors shut. Once a door is spiked, only you can open it.
- You cannot defeat Level 7 without making a few trips down to Level 8.
- You cannot kill the Slasher of Veils, no matter which side of the moongate you are on.
- When you and the demon are sucked through the moongate, run down one of the three paths (red, green, blue) off the central area. The Orb you found on Level 1 tells you which path to take.
- There are a maximum of 16 experience levels. After the 16th level, that's it.
- There are a maximum of around 9600 experience points. After that the number will not increase.
- There are 5 secret doors in the tombs of Level 7.
- There are 3 secret doors in the Maze of Silas on Level 4.
- On levels 3, 4, 5, and 6, there are areas in the extreme NW corner that you cannot reach except through the door on level 7. This door cannot be opened until you have defeated Tyball and freed the prisoners in the high-security cells.
- Talk to the knights on Level 4 repeatedly — they know lots of mantras to increase your fighting and weapons skills. They do not necessarily tell you these the first time.
- There are at least 8 magic rings and at least 15 magic wands.
- Lots of goodies are hidden under bones, debris, etc. If you see a pile of debris you can't pick up, carefully click on any offending pixel.
- Go swimming in the rivers in the mines of Level 2. Look carefully at any sewer pipes you find.
- Killing good guys gives negligible experience points and in some cases even REDUCES your experience points.
- There is NO TIME LIMIT to complete the game.
Trick to get past Fire Elementals in the Chasm of Fire on level 7: When you come up from the NE part of level 8, you will find a Golem and a Key. There is a secret door leading to the Chasm of Fire. Open the door and familiarize yourself with the route. Go back down to level 8 and let your Mana recharge to about 25 points. Fire up two "Sanct Flam" spells and cruise up to the Chasm — the Fire Elementals will cease to be a problem.
Trick to the prison area of level 7: Kill all of the guards. The head guard has a key which will open all of the low-security prison cells, all of the portcullises in the prison area, and all of the portcullises in the other guard areas of level 7.
To make Rotworm Stew: Get the recipe from the green goblin Lanugo on level 1. Don't lose that recipe! Assemble the correct ingredients in a bowl, then "use" the recipe. The bowl's icon will change if successful. There are more bowls and ingredients on lower levels.
Moonstone: Once you can cast a Gate Travel spell (via scroll or runestones), fire one up. This will teleport you to the moonstone area on Level 2. There is a secret wall to get out. Pick up the Moonstone and put it wherever you want. Further Gate Travel spells will teleport you to the stone.
Tombs on level 7: Get the Crystal Splinter from Kallistan in the prison cells. Leave the prison area through the main gate and head south until you can't go south any more. There is a secret wall (not a door) that will shatter when you run into it — but only if you have the Crystal Splinter. There are 5 secret doors in the tombs area: three are at gravesites without headstones; the other two lead back out into the main areas of level 7, and are one-way-only.
Silver Sapling: When you "pick up" the Silver Sapling on level 1, it turns into a seed. Find some "dirt" floors and re-plant the seed — the Sapling will re-grow. This allows you to be re-incarnated if you die; upon death, you will find yourself alive again at the location of the Sapling. The seed needs to be planted only once, and re-incarnations seem to be infinite. You can move the Sapling to a more convenient location by picking it up and re-planting.
Rawstag will only open the door if you give him a red gem (any type/condition).
To free Murgo from the Lizardmen: Give Ssetharee lots of food (10 fresh fish from a fishing pole works well).
To raid the Goblin treasuries on Level 1:
Grey goblins: Throw up a couple of shield spells and walk in. DO NOT counter-attack. If you attack any one of the goblins, the rest will all come running. Once you have the goodies, leave — if you return later only the guard will be upset.
Green goblins: Don't let anyone see you. Push the guard into the next room and spike the door closed. Then wait until nobody else is looking. Open the door and close it behind you. Again, if attacked, DO NOT counter-attack.
To use incense: Wave a torch or candle over the block of incense until it changes appearance. Then "use" (left click) the block to see a vision. Each vision gives you 2 letters of the 6-letter mantra. Use incense 3 times to get all 6 letters. The pairs must then be rearranged to form a workable mantra (3 pairs of letters, three positions = 6 possible combinations).
Detail settings (for slow machines):
- Very High: Full detail
- High: No detail on ceilings
- Medium: No detail on ceilings or floors
- Low: No detail on ceilings, floors, or walls
For critical jumps, crank detail to LOW, make the jump, then crank it back up.
Weapons (worst to best):
- Swords: dagger / short sword / long sword / broad sword
- Maces: cudgel / light mace / mace
- Axes: hand axe / axe / battle axe
- Missiles: sling / bow / crossbow
- Shields: buckler / small shield / wooden shield / tower shield
- Armor: leather / mail / plate
Weapons/Armor also come in grades (worst to best): badly worn / worn / serviceable / excellent.
Runestones
Numbers indicate the levels upon which they may be found. An asterisk (*) by the level number means you must get it from someone (usually by going on a quest).
| Stone | Locations |
|---|---|
| A | 4, 4, 4 |
| B | 1, 3 |
| C | 4 |
| D | 3 |
| E | 6 (behind a barrel, hard to spot) |
| F | 6, 6* |
| G | 3, 4, 5 |
| H | 2, 3 |
| I | 1, 4, 8 |
| J | 1, 4, 4, 5 |
| K | 6 |
| L | 1 |
| M | 1, 2, 4 |
| N | 5, 6 |
| O | 1, 3 |
| P | 2, 3 |
| Q | 4 |
| R | 3, 5 |
| S | 1, 3, 4, 8 |
| T | 5, 8 |
| U | 2 |
| V | 6, 8 |
| W | 3* |
| Y | 1, 2, 3 |
Secret Doors
WARNING: Some secret doors (especially on level 7) are ONE-WAY ONLY. If you are on the wrong side of the door, it will not open or even appear to exist.
Level 1
- Door between Grey goblin area and room with levers/pedestals
- Door by Silver Sapling — leads to shrine area
- Door on north wall of hallway in extreme NW quadrant — leads to fountain
Level 2
- No secret doors
- Secret wall exposed after using Gate Travel to the Moonstone
Level 3
- Door along hallway in extreme SE quadrant, behind vines — leads to fountain. You must try to "pick up" the vines to expose the secret door; just "looking" won't work.
- Door in store-room of thieves
- Door at end of hallway by lever in extreme NE quadrant
- Secret area behind waterfall in NE quadrant (swim to it)
Level 4
- 2 doors behind Roderick
- 3 doors in the Maze of Silas
- Door in room with skeletons/pedestals/switches
- Door behind chest in water area
- Secret area in SE corner of Bullfrog Maze (jump THROUGH the wall)
Level 5
- Door in tombs area at extreme East-Central edge of map
- Door in extreme NE corner of map — leads to Cabrius' tomb
Level 6
- Door in library
- Door at end of hourglass-shaped room
- Door in extreme SE corner (walk down lava channel)
- Secret area accessed by running through wall in East Central area (between the eyes) — just east of the stairway down from level 5
Level 7
- Secret wall in cell of Dantes (allows escape from prison area)
- Doors to bypass prison guards area (short hallway)
- Door out of Imps/Golems/treasury area (takes you right to Tyball's maze)
- Door in extreme NE quadrant (by Golem/key/Undead area) — to chasm
- 5 doors in tombs area
- Door out of Tyball's quarters past fountain
Level 8
There are no secret doors on level 8.
Keys
Level 1
- Red key in pack at beginning
- Gray keys in shrine area, and at bottom of spiral staircase in West Central area
Level 2
- Red gem key by stairway off South main hallway — fits Mountainmen doors
- Yellow gem key in Ironwit area — jump off platform through doorway in North area — fits door at bottom of spiral path
Level 3
- Red gem key in NE quadrant by Zak area — fits Red Lizardman doors
- Yellow E-W key in NE quadrant by Zak area — fits Thieves storerooms + door on Level 4
- Green gem key behind damaged door in West Central area — fits Green Lizardman doors
Level 4
- Key from defeating Roderick — opens secret doors behind him
Level 5
- Key from defeating black ghost — opens tomb and portcullis
Level 6
No keys.
Level 7
- Grey key by Naruto — opens door in Chasm of Fire
- Yellow key in NE corner by Golem — opens door between Tyball's Maze and Lava Pit
- Grey key from main prison guard — opens cell doors, portcullises, etc. (also obtainable by defeating Tyball)
- Skull key from defeating Tyball — opens Arial's cell, and high-security prison cells
- Yellow key from Smonden — opens door in extreme NW corner to special area
- There is no known key to open doors to the "Evil Undead" area
Level 8
- Skull key from Carasso — opens door off main hallway in East-Central area
Rings
- Level 3 — Ring of Resist Blows (obtained by killing one of the Bandits)
- Level 4 — Ring of Leap (by boulders in South-central room)
- Level 7 — Ring of Levitate (in short hallway off Chasm of Fire)
- Level 8 — Rings of Regeneration, Mana Regeneration, Invisibility, Poison Resistance, Magic Protection. Note: 2 of the rings on level 8 are in the small areas accessible from level 7.
Unsolved Mysteries
Level 3
There is a lever at the end of a long hallway in the NE quadrant. What it does remains unknown — it has nothing to do with the secret door nearby.
Somewhere it is written that there is a secret way to Level 4. It was never found.
Level 4
There is a pull-chain outside the entrance to the Knights area in the SW quadrant that doesn't appear to do anything.
There is a Grey Lizardman running around who claims his leader is Iss'leek — strange, because Iss'leek is the leader of the RED Lizardmen (Ishtass is the Grey leader). What is this lizardman doing on Level 4, and what do you say to him?
Known Bugs
Can't talk to anyone below level 1: This seems to occur only when someone has the Demo of Underworld and then loads the real game into the same directory. Solution: back up your save files, delete everything, re-install, restore saves.
Inventory corruption: A patch is available from Origin. Reducing the number of items in a container seems to help. Avoid nesting containers (an item in a box, in a bag, in a pack).
Game crashes when entering NW corner areas (accessible only from level 7): Try dropping some items and taking only the barest essentials. If trapped in this area, you may be able to teleport out using a Gate Travel spell.
Screen very dark: There is a file called "shades.dat" in the UW directory. Rename it to something else (like "shadez.dat") and delete "shades.dat". This should brighten things up.
