SOLUTION FOR WIZARDRY IV -- THE RETURN (?) OF WERDNA
GENERAL NOTES
-------------
* For regular guardians, there are 24 different pictures (3 for each
class). The picture often determines the strength of the enemy.
Here are the classifications:
FIGHTERS -- I. Multi-colored, with weapon held low
II. White, looks like he has a mustache
III. White, has arms spread wide, looks like he has
a mask, has a shield
MAGES -- I. Wears a tasseled cap, has a grainy smile
II. Happy-looking guy who seems to be holding a radiant
object in an upheld arm
III. Shadowy figure with a purple face, very grim
PRIESTS -- I. Old man facing you and wielding a large shield
II. Older man (with lighter colors) facing downward
III. Distant man with "DISPEL" coming from his hands
THIEVES -- I. Man leaning way back
II. Man wearing patch, holding an unconcealed dagger,
faces his right
III. Hides behind a blue wall, looks decidedly evil
BISHOPS -- I. Does not hold a book, wears glasses
II. Upright, rather nerdy-looking fellow
III. Wears glasses and holds a book
SAMURAI -- I. Injured-looking guy holding a banner with an
apparently Chinese symbol on it
II. Looks like a Revolutionary War soldier
III. Menacing figure in a close-up with a curved hat;
looks like a samurai as sterotypically depicted
LORDS -- I. Guy in white armor with a funny look on his face
II. Hand wearing a gauntlet wielding a Blade Cusinart'
that is activated (this is a weapon with a button;
when one pushes the button, four blades whirl
around at incredible speed)
III. Very pleased-looking guy bearing a flag with a
red cross on it
NINJAS -- I. White-robed person in the process of kicking
II. View of the torso of a man dressed in white
III. Evil-looking fellow with all his face except his
eyes concealed with green
Picture I for all classes except Ninjas appear on levels 10 down
to 8 down. Picture I for Ninjas and Picture II for other classes
appear from 7 down to 5 down. Picture III for all classes, with
a few Picture II's, appears on levels 3 down to 1 down (the Cosmic
Cube, in other words). Level 4 down is a mixture of Pictures II
and III (the main groups, though, are mostly Picture II's).
Here's how to use these pictures to your advantage. A MAKANITO
spell will almost always destroy Picture I characters, have a
modest chance of slaying a Picture II, but has nearly zero
effect on a Picture III character. A LAKANITO always kills a
Picture I, has very high chance of killing a Picture II, and
occasionally defeats a Picture III.
* You should try fight all battles you come across ... this solution
indicates some of the tougher battles.
* Always keep at least ONE slot open in your main inventory, and
at least TWO open in the Black Box if you have it. (The game has
a wisecrack response if you find a special object but have no room
for it.)
* If a battle exhausts you, run quickly back to your local pentagram.
While running as such, try not to fight any major battles.
* Don't worry about armor. In most cases, you're safe behind a wall
of monsters, and even if you do get exposed, wearing Robes probably
won't help if an enemy can swing 16 times at you for 400 damage.
You should get a weapon, though.
* The number of keys you press counts toward your score in the end.
Avoid making typing errors, and don't wander around needlessly.
And, when you cast a spell, only enter the first letter, then
choose from the list the computer provides.
* Avoid using Captain Thorin's Mordorcharge card. Use cash only
for the Oracle, and never refuse him if you have the cash.
* Always keep moving, or you'll get caught by Trebor's Ghost!
Use (C)amp if you want to pause, and don't stay in the same spot
for long!
STARTING OUT
------------
Turn off the Status and the Command list by pressing (O) to begin with.
This will let you see items on the ground and ceiling more easily.
Go north to Pentagram 1. Summon a group of Creeping Coins, a group of
Zombies, and a group of Level 1 Priests. There should be 9 Coins, and
at least 4 each of the other two; if there aren't, move off and on the
pentagram and try again.
The Creeping Coins always number nine, and they can call for help and
breathe for 1 damage to each enemy. The Zombies can paralyze enemies.
The Level 1 Priests cast the Milwa spell, and can also heal you.
They even have good fighting capability.
THE PYRAMID OF ENTRAPMENT
-------------------------
Go one west and go north and south and north and south, etc., until
you get a battle. Fight it out, and hope that a Level 1 Priest casts
a Milwa. If a Milwa isn't cast, keep wandering until someone casts
it. (You can't cast it yourself, yet.) Take Dios Potions and Halito,
Badios, or Katino scrolls. They're not only useful, but provide
excellent bait for Thieves. (Always leave two spaces open in your
inventory.)
When it is cast, a secret door will materialize on the north side of
the room. Exit via this door, and go 1N. Go 1W, 5S, and 1E, battling
your Guardians as they come along. (If, at any time until you defeat
the Outer Guardian, you run out of spells or a kind of monster,
reverse these instructions to charge up at the Pentagram)
Go 2S, ignoring the message. This Inner Guardian should be relatively
easy. Then go 4W, and 4N. Your MILWA may run out, so you may need to wait
for an encounter and have it cast to see the door here.
Go west through the door, ignoring the message, and one more west and
fight the Middle Guardian. He isn't hard, either. Then go 6N, 13E, 6S
to (16E, 9N). Make sure you're at full power, then save the game facing
the door, which you need a Milwa spell to discover.
Go 2E, reading the message, and try to defeat the Outer Guardian. He
can cast the Mahalito spell, so he might hurt quite a bit.
Now go 7S, 16W, and 4N to the pentagram at (2E, 6N). Summon the same
allies again, then go 12N 8E to south of a door (10E, 18N). Save the
game. Go 1N and read the message, then go 1E and battle the last guardian
of this level. Use Halito repeatedly. Once you win, take the Charred
Tallow (Black Candle) and the Amulet (Jeweled Amulet). The Amulet can cast
Dumapic, and the Black Candle can cast Lomilwa. Equip the Candle, but
don't use it, as it may disappear. Leave two spaces open in your
inventory.
Don't save the game yet! Head east, passing the stairs going up, and
head down this very very long corridor until you reach the end of it.
You'll find the Bloodstone. Take it, and invoke its power via the
(E)quip command. You can't equip it, though, and if a Thief steals
it, or any other stone, restart from the last saved game. (That's why
it's a good idea to hold "bait" for the Thieves.) Return to the
stairs and go up.
THE CATACOMBS
-------------
Go 6N and 2W to (0E, 6N) and summon Level 3 Priests, Mummies, and a
No-See-Um swarm. (The Priests cast healing and light, the Mummies drain
levels from your foes, and the No-See-Ums can breathe for 1 to 4 damage to
each foe.) You should have at least 4 Lvl 3 Priests and at least 4
Mummies. Go 1E, and save the game.
Start poking your head into all the doors in this corridor. You'll get
plenty of encounters. (Don't go beyond the bend at the end of the hall
yet.) Defeating Talon's Tigers is relatively easy, and you'll get the Cone
of Silence, which casts Montino and is invokable. But, if you find
Greyhawk's Ghostbusters, run away; they are much more powerful than you at
this stage in the game. You can fight Brightblade the Samurai as well and
get his Beanie (Novice's Cap) which casts a Katino and can be invoked.
Go north to the end of the hall to (2E, 17N). Go 2W, 1N. Defeat the
Privates (not too hard). Go north and fight the Corporals (not too hard,
either). Then go 1N and destroy the Captain and his gang (this one might
kill you, but you should be able to win.) Take the Cloak (Twilight Cloak);
you might want to invoke its power.
Go 1S, 1W, 1S, and 2E, returning to (2E, 17N). Go 15E to the end of the
hall, and turn and go 15S to the end of THIS hall (17E, 2N). Go 2E and
1S. Defeat the Privates. Go 1 south and defeat the Corporals. Go 1W and
obtain the Lander's Turquoise. Invoke it and hang on to it.
Go 1E, 2N, 2W, 15N, and 4W to (13E, 17N). If you don't have a Milwa spell
on, fight a battle so a Priest can cast it. Go 3S (through a secret door)
and read the message. Go 1E, 9S, and 5W to the stairs up.
THE LAND OF A THOUSAND CUTS
---------------------------
(If you recharge at the Pentagram on this level, reverse the directions
EXACTLY; otherwise you may get killed walking over the land mines that
litter the level. Also, remember to restore from a saved game if one of
your Stones is stolen.)
Go 1W and read the message. Go east until the wall, to (19E, 19N). Go 4S
and 1W, to the pentagram at (18E, 15N). Summon some Level 5 Priests, some
Spirits (they can cast Mahalito) and some Shades (which drain levels). You
should have a least 3 Shades, 4 Priests, and 5 Spirits. Go 1W and save the
game.
Head 4W to (13E, 15N). Go 3S. You'll probably find the two large bands of
adventurers guarding this level somewhere along the line here; they're not
too hard to take out with all your mass damage spells.
Don't save the game! Go to the pentagram and recharge, and follow these
directions PRECISELY: 5W, 3S, 3E, 3S, 1E, 2S, 4W, 2N, 3W, 2N, 1W, 3N, 4W,
3S, 1W, 1S, 1W, 2S, 5E, 1S, 1E, 2S, 2E, 1S, 5E, 2S, 3E, 2S, 5W. You should
now be at (14E, 0N).
Go 1N. Enter the pool (you will take some damage from acid) and retrieve
the Witching Rod. It casts a Kandi (it'll tell you where Trebor's Ghost is
at the moment), but don't use it; it might disappear. Go 1S, 3W, 2N, 4W,
2N, 2W, 1S, 1W, 3S, 3W to (1E, 0N).
Make sure you're at full strength, and go 1N. Defeat Glum, the Assassin.
Take the Weighty Cube, which is the Black Box, and equip it. If you use
it (it won't disappear), you can stuff any unequipped object you like into
it -- up to 19 new objects. (But don't try to put the Black Box into the
Black Box itself!) You should have the two stones and the Witching Rod in
it, and maybe assorted amulets, potions, and scrolls. Go 1W, and head up.
THE LAST TWO STONES
-------------------
(You won't need "thief-bait" anymore now that you have the Black Box.)
Don't let the Darkness scare you. There are only 3 squares of it (all
that you see). Go 2N and read; then move 1S, 1E, and 3N to (1E, 4N) and
read. Go 2S, 1E, 2S, 2E, and 1E to the pentagram. (Gather Dios potions,
as many as you can get, and stuff them in the Black Box.)
Single encounters on this level aren't hard, and you'll find no thieves
also. Killer the Ninja has a Cloak which you might want. The groups you
find are fiendishly difficult for a newcomer to the level.
Charge up at the Pentagram. Summon Spirits from the previous Pentagram,
Priestesses, and Goblin Shamans (who are a tad more powerful than Spirits).
Priestesses are what Level 7 Priests would be like, and the Shamans cast
3rd level Mage spells and 2nd level Priest spells. Have at least 4 of
each. Go 1S and 4W. Go back down, to Level 8. Save the game. Go east and
kill Glum again. Save the game. Wander about on the path shown above
until you get plenty of Dios potions. Follow the path to (3E, 9N). (Don't
return to the Pentagram on Level 7; recharge at the Pentagram on this
level.) From Glum, it is: 1S, 3E, 3N, 1E, 1N, 2E, 2S, 4E, 2S, 8E, 2N, 3W,
2N, 5W, 1N, 2W, 2N, 1W, 1N, 5W, and 1N. Face west. Save. Reload and turn
Status On.
Go 2W. (You'll take 10 damage for each step because of the Land Mines.)
If you don't have an encounter, you may want to restore, as your Priests
can heal you wounds in battle. Go 1W. Take the Golden Pyrite, invoke it,
and stuff it in the Box. Go 4S. If your Hit Points become a single digit,
camp and use your Dios Potions. Take the Amber Dragon Stone, invoke it,
and place it in the Box. Go 1W and 3S to (19E, 2N), healing along the way.
You can throw awy any remaining potions. Go 2S, 8W, 2N, 4W, 2N, 2W, 1S,
1W, 3S, 3W, 1N, 1W, then go up. Save and go 4E. Save again if you make
it.
THE TEMPLE OF THE DREAMPAINTER
------------------------------
Now at (4E, 0N), camp and use the Black Candle. If it disappears, restore
and try again. Put it back in the Box and equip the Box again; equipping
the Candle de-equips the Box. (Gather Jeweled Amulets while on this
level.)
Go 1N and summon the same friends. Go 1S and 10E. Along the way, you'll
probably be assailed by the two groups of guards. Don't take the "Use Me
Cape"; it's *very* badly cursed. Thorin (of Thorin's Tramplers) is tough
but has the MordorCharge Card; put it in the Box. If you encounter mages
named Tele-Vipers or Voltar, kill them quickly as they can cast the
Makanito spell, which at your low level will instantly kill you.
Once you reach (14E, 0N), take the western door on the north side of the
room, and do the same for the next 6 rooms (the last being a secret door
north of 9 east, 13 north). Go 3N, 1E, 1N, and read. Go 1E and read,
then go 1E and read. Camp. Take out the Bloodstone, the Lander's
Turquoise, and the Amber Dragon. Invoke all three of these now, and go
2W, 1N. Place the stones in reverse order on the altar. You will be
offered a Sword. The Amber Sword (Dragon's Claw) gives you once swing
for up to 24 damage, and will regenerate 4 hit points each round, or
periodically outside of combat. The other two, the West Wind Sword and
the East Wind Sword, cannot regenerate but are both superb fighting
weapons; they also boost your to-hit statistic. Take the sword of your
choice; experiment a little and settle for your favorite. (Notice that
the sword you select has a bearing on three of the five game conclusions,
so you might want to retrieve the sword later -- although in the meantime
the fighting will be considerably harder.) Go 1E. Go up. Save the game.
THE REALM OF THE WHIRLING DERVISH
---------------------------------
This level is constructed of 16 4x4 clusters all set out in a neat,
orderly manner, with a spinner at the intersection of the junction of
the passages between the clusters. Each horizontal row of clusters
always has the same formation, but vertically it's always different.
(There are 3 pentagrams on this level.) On each side of each cluster
there is a door, but only the door on the west side of each cluster is
usable. This is useful. When you get spun around, go forward and
check both doors between the intersection you left and the
intersection ahead. If the first one is real, the Spinner took you
north; if the second is real, the Spinner sent you south. If neither
is real, you can't tell, and must cast a Dumapic, preferably with a
Jeweled Amulet. Use this to guide you way through the level.
You'll start at (6D, 7E, 6N). Go 1W, 1N, 1E, 1N, 2W, 3S, 1W, 1S to the
Spinner at (4E, 4N). Head west to the Spinner at (19E, 4N). Head north
and enter the door on your right. Go 3N, 2E, 1S, 1W to a Pentagram. Summon
Goblin Shamans from the previous pentagram, Bishops, and Wights (these are
very powerful; they cast Dalto and Lahalito, they can paralyze, and they
drain 2 levels when they land a blow). Be sure that you have 3 Wights,
preferably 4, and at least 4 of the other two. Go 1E. Save. (If, at any
time, you find a Sentinel, defeating it will return you to the cluster
holding this pentagram.) Combat is very easy on this and the next level
with the Makanito spell.
The leader of one of the two teams on this level holds a Holy Reliquary
(Saint Rimbo Digit) which will cast the powerful Tiltowait spell. Use it
sparingly; if it disappears, you'll have to return to this level to get
another one. Also, beware the bishop named Tiltowait (who can cast the
same spell as his name).
Exit the cluster and return to (19E, 4N). Go north to the spinner at
(19E, 9N). Go west to the spinner at (14E, 9N). Go west to the spinner
at (9E, 9N). Go north and enter the door on the right. Go 3E, 1N, 2W,
2N, 1E, 1S, 1E, and 1N. You'll be asked an easy riddle (the answer, of
course, is AMULET). Take the Good Hope Cape he gives you and equip it.
The Cape will give you one extra attack, boost the damage you can cause
with your weapon, increase your to-hit statistic, and will also augment
your spellcasting capabilities. (Boz the Thief has another magic cloak
you might want to check out.)
Exit the cluster and return to (9E, 9N). Go north to the spinner at (9E,
14N). Go north to the spinner at (9E, 19N). Go north, enter the door,
then go 3N, 1E, 2S, 2E, and save the game. Go north and fight Jesse The
Smith (make sure you have room for two objects beforehand). He has 89 HP
and can cast Lakanito; try not to use the Digit. When he is defeated take
his Turban and his Tale of Madness (Arabic Diary). You'll be ported to the
stairs up at (17E, 9N); take them and encamp. Invoke the Turban and box it.
It can only cast Halito, but you should hang onto it. Pack away the Arabic
Diary.
LAND OF THE CREATURES OF LIGHT AND DARKNESS
-------------------------------------------
This level is a confusing matrix of light squares and dark squares,
arranged like a chessboard; but there are walls, and near the walls,
you'll discover that all is dark. There are also Butterflies hanging
around by the dozen around here; there are 10 kinds (5 of each
alignment).
Go 1 east. Read. Go 4 east. Go north to the pentagram at 5 east 5
north. As on the previous level, combat is easy, except this time you
can use the Lakanito spell. But run away from Mage Marian if you can,
as he (she?) can cast the Tiltowait spell. You'll also find a few special
objects: a Furred Cone (a Magician's Hat), and the Cape of Hide. Place
both in the Box (they are obtainable from some of the combats on the
levels).
Summon some Wights (again), and also some Gas Dragons (real nice, but
a Lakanito will kill most or all of them) and some Priests of Fung.
Have 4 Wights, at least 5 Priests of Fung, and at least 3 Gas Dragons.
Save at Pentagram 6. Don't stray off this trail, and use Lakanito on
any Mages or any encounter containing more than one foe: 2 south. 3
west. Defeat the D-3 Evil Priest Gaudy Sphinx. 2 north. 2 west.
Defeat the L-1 Good Fighter Meleager Blue. 1 north. 3 east. Defeat
the L-3 Good Priest Purple Emperor. 4 east. Defeat the D-4 Evil
Thief Emperor Tau. 1 north. 1 west. Defeat the L-4 Good Bishop
Golden Danaid. 1 north. 4 east. Defeat the D-1 Evil Fighter Io. 2
west. 2 south. (Make sure you have enough strength to go on.) 4
east. Defeat the Pair of L-5 Fighters, Mistress Flavia and John Ap
Griffin. Take the "unusual object" appearing there. Don't equip or
invoke it yet. Put it in the Black Box.
Don't save the game at any point -- it will mean that you will have to
defeat many strong enemies over again! 1 east, 2 north. This square
at 13 east 8 north teleports you to 16 east 0 north. 1 north. 3
east. 12 north. 1 west. 2 north. 1 east. 4 north. (19 east 19
north. If you need to go restore strength, there is a teleporter at
18 east 3 north that will port you to 11 east 2 north. Make sure that
you are in the fourth rank.) 7 west. Kill the D-5 Evil Ninja Death's
Head. (You only have to defeat an L-2 and a D-2 now.) 3 west. 1
south. You'll find a dead body here, with an Oxygen Mask (supposedly,
a euphemism for "demonic ritual mask", or whatever it was). Take it,
equip it, and invoke it. The Mask will give you 100% protection
against any Makanito and Lakanito spells, but, of course, it does not
extend to your allies. It will only have effect you if you invoke it.
Its effect wears off if you move to a different level; you must invoke
it again (although there is a chance it will break however) to retain
the protection. If you use it twice on a level, without moving to any
other level, the item will explode. Also, it will explode also if
you do not have it equipped. (If you need to get it again, it's at 5
down 9 east 18 north.)
Go: 1 north. 10 east. 4 south. 1 west. 4 south. Defeat the L-2
Good Mage Silverstripe (the Mask will protect you here). 3 south. 1
west. Pick off the D-2 Evil Mage Lappet. Recharge at Pentagram if
necessary. 2 east. 5 north. 1 west. 2 north. 1 east. 4 north.
12 west. 2 south. 2 west to the Stairs Up at 5 east 17 north. Save
the game before taking, and don't save until you reach the pentagram.
THE MAZE OF WANDERING
---------------------
This level is probably one of the most fiendish to map in computer
gaming history. The place is jam-packed with one-way passages, cages,
and rotating rooms. One-way passages ought to be self-explanatory.
Cages are 1X1 rooms constructed so that a one-way passage enters or
that a rotating room (see below) drains into the room. Then it closes
on you and you're trapped. You can only escape by casting a Malor (by
a spell, a Diadem, or the Cape of Hide) way back to the Catacombs
(teleporting higher at this point results in deflection); or you can
use the GetOutOfJailFree card (unidentified, 'A Yellow Card') held by
a guardian on this level. (The card card gets you out in a random
direction.) Rotating rooms have walls, or one-way passages, on two or
three sides. If you enter them, or if you camp in one, the room will
rotate in a preset direction (for a particular room the direction is
constant, but two different rooms may go different ways). Saving and
reloading rotates all rooms like this. (Note that this construct
allows two adjacent rotating rooms to have a shared wall; the wall in
common may "move around" in both rooms.)
Go 1E, and 1E through a one-way passage. Go 2N into a rotator. Go east
through the provided exit into another rotator. Go 2N and hit yet
another rotator. Exit and reenter until the rotator faces north, then go
1N and 2W to Pentagram 7. (South of Pentagram 7 there are one-way
passages that will trap you; be careful.)
Summon some monsters (suggested: Wights, Priests of Fung, and Evil Eyes;
the Pentagram 7 monsters are relatively weak, so you may want to
experiment a little.) This pentagram is at (1E, 7N); others may be found
at (12E, 0N) and (16E, 16N). north. As for encounters, they are quite a
bit rarer on this level. Dorion's Grays is hard; Dorion has enough hit
points to evade a Tiltowait and casts a Tiltowait himself. Khan's Kosmic
Killers has no fighter-types (Fighter, Samurai, Lord, Ninja) at all, and
its 2 thieves and 4 spell-casters shouldn't hurt badly if you use your
Oxygen Mask. Most members of both of these teams should be killed by a
Lakanito; those who aren't killed should be finished with a Tiltowait.
2E, 1S back into the rotator. Exit and re-enter until it faces south.
Head straight south into a rotator. Exit east. Nearby, at (6E, 6N),
there is a rotator. Look around to find the entrance. (If there isn't,
save and reload, and one should appear.) Enter and exit south. You
should find the Ron Wartow Memorial Pool. Take a dip. Your alignment
will change to Neutral. Exit south through a one-way passage. DON'T
STRAY from here on. 1E, 1N, 3E, 3N, then 5W through a one-way passage at
the end. 1N through a one-way passage. 2N through a one-way passage. 3N.
Visit the Witch. You already have the Tannic Acid (the Witching Rod;
remember, it came from the wood of the trees, and the trees leaked the
pool of acid from whence the rod came), the Fe-S-Sub-2 (that is, the
Golden Pyrite), and the Furred Cone (Magician's Hat). The Blender is
a Blade Cusinart', the Spanish Unguent is the Cleansing Oil, and the
Camphor is the Aromatic Ball (all found later). 2S, 1W, 3N, 13E. (There
is a pentagram near here if you need it.) 1N, 2E, then 3N to the
upper-right hand corner. 6N, 2W, 1N, 2W, 1N, 1W, 2N. Take a Marble (the
Aromatic Ball), invoke it once, and keep it safe in the Box. Camp and
teleport to (10D, 11E, 19N) if you lost the Black Candle. Then teleport
to (9D, 9E, 5N).
THE HIDEOUT OF THE DREAMPAINTER
-------------------------------
(Since you can't teleport directly to the Dreampainter at this stage
in the game, follow these instructions, which are the same as before:)
Go up, then 10E, 3S, 2W, 1S. (Ignore the pentagram because the monsters
are weak to you now. You may use the Winged Boots to fly over land mines;
be sure to restore if they explode.) 4W, 3S, 3E, 3S, 1E, 2S, 4W, 2N, 3W,
2N, 1W, 3N, 4W, 3S, 1W, 1S, 1W, 2S, 5E, 1S, 1E, 2S, 2E, 1S, 5E, 2S, 3E,
2S, 8W, 2N, 4W, 2N, 2W, 1S, 1W, 3S, 4W. Bash Golem. 1N, then go up. 19E,
2N. Camp and invoke the Winged Boots. Now you can safely move about the
ziggurat. 12N, 2W. Look at the Advertising Blimp. 4N, then 6W to (11E,
18N). 3W, reading messages as you go. 2W. Take the Orange Rod (Hopalong
Carrot). 5W, 18S, 4E, 8N to (7D, 5E, 8N).
Unequip the Winged Boots. Face north and save the game. Equip the
Hopalong Carrot and invoke its power. You'll jump over the wall, to
(7D, 6E, 8N). Re-equip your main weapon and pack away Carrot. 1E. Kill
the Dreampainter and take the Feather, his Ka. Hold it. Re-equip the
Winged Boots. Teleport to (9D, 11E, 6N).
THE GATES OF HELL
-----------------
Read; 1W and read again. 1N, read, 1W, 1N. Defeat the Hellhound and take
the Bones (Demonic Chimes). 1N, read, 1N to (9D, 9E, 10N), the Gates of
Hell. Equip. De-equip all except Sword and Boots, and put everything
except the Dreampainter Ka and the Demonic Chimes in the Box. Take the
Arabic Diary and the Black Candle from the Box. Save the game.
Use the Demonic Chimes (bell), the Arabic Diary (book), and the Black
Candle. This will melt the gates. Enter and retrieve the Holy Hand
Grenade of Aunty Ock, abbreviated as HHGofAunty Ock\. (Try entering
without the Ka or the Boots, and without both, just for fun.)
Place the Holy Hand Grenade of Aunty Ock in the Box and re-equip your
normal equipment. Cast Malor to teleport 5S. Follow the instructions
given for the "hideout of the Dreampainter" until you arrive in the
Temple. Go 16E and Save. Use Candle (if it disappears, reload and try
again). Take left door on northern side and keep taking left doors
until there is only a right door. Take it. 1E, 3N reading messages. 1E.
Up. A good place to save the game.
Leave this cluster and go 1S to a spinner. Go 1 spinner south, then two
spinners east. 1 north to (9E, 0N). 1E, 3N, 1E, 2S, 2E, 1N. Kill Jesse
the Smith. Go up. 5E, 5N (recharge here), 1E, 2S, 2E, 3N, 3E, 2N, 2E to
port to (5D, 16E, 0N). 1N, 3E, 12N, 1W, 2N, 1E, 4N, 7W and kill D-5
Creature. 1W, 2S, 7W and go up. Follow Maze of Wandering directions until
you reach the location of the Marbles. 2E, 2N, 1E, 3N, 1E, 1N (ignore), 1E
and go up.
THE COSMIC CUBE
---------------
The Cosmic Cube comprises Levels 3, 2, and 1. Each floor is divided into
segments. Each cluster, as I'll call them, has one or more chutes, stairs
up, stairs down, or teleporters to other clusters in the cube. (Note:
"stairs up" don't always go "up", and "stairs down" don't always go
"down".) In the following directions, you see the cluster number, then the
location of the entrance to the cluster, in terms of down, east, and north,
in that order.)
Whenever you enter a chute or teleporter, or climb stairs, you will restore
defeated guardians to life.
The Company (3 down) has a Diadem of Malor, and a 3-Sided Cloth (Wizard's
Skullcap), the latter of which is a nice piece of equipment. Joachim's
Jihad (2 down) is tough to defeat; they carry a Silk Cloth (Pennonceaux)
which is required to win the game. Loktar's Lucky Laddies (1 down) are
not difficult to defeat, and carry the Holy Limp Wrist, which is needed
to reach four of the five possible solutions of the game. Applet's Angels
(1 down) is by far the toughest random guardian group in the dungeon;
they're carrying the Adept Baldness.
When you summon from Pentagram 8, get at least 5 Champ Samurai, 3
Brass Dragons, and 4 Fiends. When summoning from Pentagram 9, get at
least 5 Champ Samurai, 5 Fiends, and 3 Dragon Zombies. When summoning
from Pentagram 10, get a Demon Lord and at least 4 Greater Demons. If
summoning Maelifics, Vampire Lords, Lycurgi, Fleck, or A Dink (more on
this last one later), get one. If you get Poison Giants, Iron Golems,
Gold Dragons, or Black Dragons, get four.
Instructions:
[You must retrieve the Holy Limp Wrist, the Adept Baldness, the
Pennonceaux, and the Wizard's Skullcap, all mentioned above. You
must also get a Blade Cusinart' (unidentified: Sword) which is held by
many stronger Samurai, and there's also one held by a member of
Joachim's Jihad. You may also want a Dagger of Speed (held by some
Mages), and a Diadem of Malor.]
(Note: the cluster numbering is arbitrary.)
Be sure to save often, as death can be a common and frustrating experience.
The best time to save is right after climbing stairs or falling through a
chute.
CLUSTER 0 (1-15,11): Go north and read. (If you do this puzzle wrong
the exit to the Cube will disappear!) Go through the middle door and
read. North to a teleporter. A good place to save.
CLUSTER 3 (3-19,15): West one. (The instructions here will ignore
these sometimes misleading signs such as the one that appear here.)
2N, then take stairs.
CLUSTER 1 (1-19,19): 4W, 2S into a chute. (The stairs you see here are
the real exit from the Cube, inaccessible for now.)
CLUSTER 5 (1-2,17): 2S, 2W, 1S, 1E. (This pentagram will only let you
summon extremely weak allies, but it gives you 100 hit points max. Take
A Dink, Fuzzballs, and Creeping Coins.) 1W, 1N, 2E, 2S, 1E, and 1S into
a chute.
CLUSTER 6 (3-14,8): 3N, 2E, 2N to Pentagram 8, then 2W into a chute.
CLUSTER 9 (2-0,9): 10N, 4E, 1S, 3W to teleport to (2D, 3E, 2N), still in
Cluster 9. 2N, 1E (teleporters line the eastern wall, beware), 1N, 1E, 1N,
2E, 2N, 1E, 1N to Pentagram 9. Go 2E, then take the stairs up.
CLUSTER 14 (1-13,9): This 2X3 room has spinners, but aim: 2S, 1W, then
take the stairs.
CLUSTER 15 (1-16,10): 1E, 1S, 1W, 1S, 1E, 1S to a sign. 1W, 2S, 1W, 2S,
2E, 2S, 1W into a chute.
CLUSTER 17 (2-3,7): 2E into a chute.
CLUSTER 18 (2-3,11): This large room has pits that will strike for
minimal damage. You can use the Winged Boots to fly over them; be
sure to restore your saved game if they explode. 3N. Buy the Cleansing
Oil (need 50,000 GP). 3E, 1S. Recharge at this pentagram. 5E, 5S, 1W
and take the stairs.
CLUSTER 20 (3-10,9): 5N, 3W. Save the game. 1W; if a group appears,
kill it. 1W. Recharge, then go 1N, 3W, 2S, 1E (if a group appears, kill
it), 1W, 2N, 3E, 1S. Recharge if necessary. 1N, 1W, 2N, then 3E through
an invisible door. 1E to port to (2E, 17N). 1W, then 1S to port to (8E,
11N). 1N, then 1 east to port to (12E, 16N). 1E, 1N, 1W, 1N, 2E, 1N and
leave the stairs alone. 1E, 1S, 1E, 1N, 1E. Summon A Dink, Fuzzballs,
and Creeping Coins. 1S, 1E, 1N, 1E (ignore), 1S (ignore), 1S then take
the stairs.
CLUSTER 21 (1-16,3): Here's Pentagram 10. After summoning head 1S into
the darkness, then go 3W. Buy the 'you know what.' It's a St. Trebor
Rump. Invoke it (this will remove the threat of Trebor's apparition).
Save it in the Box. 1S, 4W, 1S, 2W, 2N, then 1E into a chute.
CLUSTER 22 (2-16,19): Invoke the Black Candle. If it disappears, reload
and try again. 1E, 16S, 1E, 1S, then take the stairs.
CLUSTER 19 (1-0,7): By now your Greater Demons should have
'reproduced' into a group of nine (very useful). Save the game. 1
north. 1 east. 1 north. 1 east. 1 north. 1 east. 1 north to a
sign. 1 east. 1 south. 3 east to a sign. (Ignore the pentagram at
5 east 11 north.) 1 north. 1 east. 1 south. 1 east. 1 south and
take the stairs. (There is a useful pentagram to the west of the
stairs if you need it.)
CLUSTER 24 (3-11,5): Save the game. 1 west. 3 north. 6 west. 8
south to a sign. 9 east. 3 north. 1 west. 1 north. 3 west. 3
north. 4 west. 6 south. 7 east. 1 north. 1 west. 1 north. 3
west. 3 north. 2 west. 4 south. 4 east into a teleporter.
CLUSTER 25 (1-3,0): Save the game. 1 east. 1 north. 1 east. 1
north. 1 east. 1 north. 1 east. 1 north. 1 east. 1 north. Take
the stairs.
CLUSTER 26 (3-3,8): 1 west. Save the game. (If you are really
desparate, there is an Eighth Pentagram at 2 east 7 north, but you
shouldn't use it if you still have 3 groups and a decent number of
spell points.) 2 west. 1 south. 1 east. 1 south. 1 east. 1
south. 1 east. 1 south. 1 west. 1 south. 1 west. 1 north. 1
west. 4 south. 1 east. 2 north into a teleporter.
CLUSTER 27 (2-12,7): Save the game. Nothing here but thousands of
spinners. You start in a little cove dug towards the east. Use the
walls, not the Dumapic spell, to guide you. 3 west. 5 south. 1 west
into a teleporter. Dumapic and check to make sure you're at...
CLUSTER 28 (1-18,14): (If you aren't here, you've entered another
portal adjacent to the proper one. Try again.) 1 north to a sign. (If
you take the stairs to the right you be whisked back to the entrance to
the Cosmic Cube!) 2 west. 1 south and reload on a Demon Lord, Greater
Demons, and your favorite third group (above). 1 north. Save the
game! (Be sure you have 6 Greater Demons.) 1 west to the sign
announcing the exit. Camp. Remove the Holy Hand Grenade of Aunty Ock
and the Cleansing Oil from the Black Box. Equip both these objects.
(The HHG will temporarily replace your Sword.) Don't invoke either
yet. Dumapic to make sure you're at 15 east 15 north 1 down. Invoke
the Holy Hand Grenade, but not the Cleansing Oil in the same equipping
process. Now invoke the Cleansing Oil. Return to your previous
equipment set. (your Sword, Good Hope Cape, Saint Rimbo Digit, Wizard's
Skullcap, Oxygen Mask, Black Box.) Box the Oil. Drop the Holy Hand
Grenade. Quickly (and I mean quickly) leave camp and go 3 east and 1
south. (Boom!) 1 north. 3 west. 1 north through the hole in the
wall. Take the stairs and leave the prison.
THE WITCH IN THE MAZE
---------------------
Now you can teleport to anywhere in the prison, and also to 0 east 0
north 0 down (where you are right now). Read your Victory Message.
(The stairs to the east will return you to the stairs that took you
out of the dungeon.) Malor to 5 east 14 north. (Need: Cleansing Oil,
Aromatic Ball, Blade Cusinart, Magician's Hat, Golden Pyrite, Witching
Rod.) You don't need to take them out of the Box. Say 'yes' and
retrieve the Dab of Puce (a renowned pigment famed with good
painters). Place it in...well, you know where. Now, if you haven't
retrieved the Holy Limp Wrist, the Pennonceaux, and the Adept Baldness,
do so now. Return to 0 east 0 north 0 down and save beforhand if you
do so.
If, ever, your party becomes exhausted, you can teleport to a Tenth
Pentagram at 16 east 14 north 1 down, but you probably won't be able
to port back inside the Castle, so be careful.
ENTERING THE CASTLE
-------------------
Starting at 0 east, 0 north, 0 down, go 9 east (passing the stairs)
and 1 north. The password is 'TREBOR SUX'. 1 north. 5 west. Save
the game.
[For fun, from this spot: 1 north, 2 east, 4 north, 2 east, 4 south, 2
east and kill, 2 north and kill, 2 north and kill. These are all
easy, and are excellent places to generate extra Greater Demons. 2
east, 4 south, 1 east and read, 1 north. You can try, but you won't
be able to get it!]
Go 6 north, 2 west, 7 north, and take the stairs up.
THE INNKEYPER
-------------
[This begins at 3 east 15 north -1 down.]
1 north. Go up. 1 north. Destroy! 1 south. Go back down. 1 north
and annihilate. 7 east (don't stray off this path or you will have to
start over). Bash in the Herald, and then pick off his friends. 6
east and relieve this Sentry of his life. 2 south. Go up. 1 north.
Kill the Innkeyper and take the Key, and Box it. 1 south. 1 down.
(Make sure you have at least about 50 hit points.) 1 west and fall to
15 east 16 north 0 down.
THE ADVENTURER'S INN
--------------------
Head 1 south, 2 east, 5 south. Go west, unlocking the door with your
Inn Key. 1 north and look and read. 1 north and defeat the Walking
Wounded. 1 north into the rooms. 2 west. 1 south. Go up.
THE ROYAL ORDERS OF TREBOR
--------------------------
Go 1 north and get the Orb of Dreams from Tygger's Cubs (you must have
the Pennonceaux). Go 2 south and get the Arrow of Truth from the
Order of the Laurel (you must have the Dab of Puce). Go 1 north, 1
east, and 1 north and get the Maintenance Cap (you must have your
Sword from the Temple of the Dreampainter). Go 1 south, 1 west, 1
down, 1 north, 2 east, 1 south, bash in the Walking Wounded again, 2
south, 1 east, 5 north, 12 west, 1 north to 5 east 15 north 0 down.
Save the game. Camp and equip the Cap. Go north and enter the pool.
You will become of Good Alignment. 2 south. Camp and re-equip
Wizard's Skullcap. Box the Cap. 12 east. 5 south. 1 west. 3
north. 2 west. 1 south. Go up. 1 east. 1 south. Get the Crystal
Rose (the Order of the Rose will talk only because of your Good
Alignment and your release of your curse on Trebor). Invoke and Box
the Rose. 1 north, 1 west, 1 down, 1 north, 2 east, 1 south, cream
the Wounded, 2 south, 1 east. Save the game.
THE CITADEL
-----------
(If you don't have 1,000,000 GP, do the following: Malor to 0 east 19
north 1 down. Repeat this: 3 east, 3 west, fighting all the battles,
until you have 1,000,000 GP. Malor to 16 east 14 north 1 down and
recharge again. 1 north, 1 west, 1 north. Go up. 9 east, 1 north, and
say 'TREBOR SUX' again. 1 north, 6 east, 3 north, 2 east, 4 north.)
5 north, 10 west, 1 north, read, 1 east, 1 north. Save the game. 1
east. Say yes and take and box Rallying Horn. 1 south, 1 up, 1
north, 1 east. Say yes and take and box the Signet Ring. 1 south, 1
up, 1 north, 1 east, 1 north. Say 'MYTHRIL GAUNTLETS' (or something
to that effect) and take the Mythril Glove. 1 south. Save the game.
GOOD ALIGNMENT ENDING: 1 SOUTH. ANSWER YES TO BOTH QUESTIONS.
The rest of this text discusses the Evil Alignment Endings and the
Grandmaster Ending.
TO THE TEMPLE OF CANT
---------------------
Box the Mythril Glove. Throw away the Maintenance Cap, the Arrow of
Truth, the Orb of Dreams, the Crystal Rose, the Rallying Horn, and the
Signet Ring. 1 south and kill the High Dukes of the Realm. 1 north,
1 west, 1 south, go down, 1 north. Defeat the Baron's Council. (You
should use the Ka in combat to ensure survival.) 1 west, 1 south, go
down, 1 north. Defeat the Captain's Council. If you lost the Ka,
Malor to 7 east 8 north 7 down to get it again. Malor to 16 east 14
north 1 down. Summon a Demon Lord, Greater Demons, and A Dink from
the first pentagram! 1 north and save. 1 west, 1 north, 1 up, 9
east, 1 north, 'TREBOR SUX', 1 north, 6 east, 3 north, 2 east, 4 north
to 17 east 9 north 0 down. 1 west into the Inn. 2 north and kill
Wounded yet another time. 1 north, 3 west, 3 south. Avoid using
Tiltowait in killing this group of Chivalry. (If your Dink gets
caught, try again.) 1 west and press B. 1 west, read. 2 north. 1
west. 1 north. 2 west. 2 south. Save the game. South and say yes.
Kill the five Softalk All-Stars. (It's very hard and will probably
take several tries; use the Ka to heal yourself in the midst of the
spells. Sezmar and Tuck cast Tiltowait, and Tuck and Sarah cast
Malikto. The other two are harmless if you have the Mask.) 1 west
and press C, up to level -2 down. Save here.
ON THE ROOF OF THE TAVERN
-------------------------
Use the Ka to heal, if you still have it. If you don't, wander around
until you are fully healed, if you have a Ring of Healing or the
Dragon's Claw, or use potions. (Enter the door to the west to do your
wandering.) You can also use the Cape of Hide. When you first use
it, it casts a Malor, but it won't work here. After a Malor it will
cast Dios.
If you want to solve the Grandmaster Ending, go two east, over a pit.
Then go: 4 north. 2 east. 4 south. Reach into the black hole and
take the Nyin (the Void Transducer). Make sure you have at least 80
hit points, then go one south. (You will crash down to the ground
level of the castle and lose 79 hit points.) Teleport to 16 east 14
north 1 down. Reload on the best. Then Malor to 10 east 9 north 10
down (where you started.) Equip the Void Transducer and Malor 1 down,
to Level 11 Down. Now refer to the section after the Evil Alignment
section.
If you want to solve the Evil Alignment Endings, go west one and enter
the Temple of Radiant Cant.
THE INNER SANCTUM OF THE TEMPLE
-------------------------------
Go 2 north and 1 west. Defeat the Temple Priests, but make sure you
have at least 50 hit points before attempting to fight. It's OK if
you use all your remaining strength in this battle. Go west through
the door and save the game.
Go north one and encounter Lord Hawkwind, the Temple Guardian who is
the greatest member of the All-Stars you met earlier. You and your
Demons, and also any Dragons, Vampires, Archmages, etc., cannot harm
him. If you attempt to slay him without a Dink, you won't be
able to, although Hawkwind's battle commands ('brush teeth', 'file
nails', 'fall asleep', and 'order sushi', to name a few) are very
amusing. With a Dink, however, you can. Go north to Lord
Hawkwind and parry each round. Each round, your Dink has about a 20%
of hitting Lord Hawkwind and inflicting 1313 damage (Hawkwind has
*only* 1000 hit points). Equip your Sword and the Mythril Glove.
Take out the Holy Limp Wrist from your Black Box.
EVIL ALIGNMENT ENDING: GO 2 EAST THROUGH THE DOOR. GO NORTH ONE,
MAKING SURE THAT YOU ARE WIELDING A SWORD FROM THE TEMPLE OF THE
DREAMPAINTER, THAT YOU HAVE THE MYTHRIL GLOVE EQUIPPED, AND THAT YOU
ARE CARRYING THE HOLY LIMP WRIST. NOTICE THAT THE SWORD YOU HAVE
MAKES A DIFFERENCE ON THIS ENDING -- YOU CAN REPEAT THIS THREE TIMES
WITH THE THREE SWORDS.
ON TO THE GRANDMASTER ENDING
----------------------------
The first answer is "FOOT". Go 4 north through two doors. The second
answer is "STOMACH". Go 1 north. 4 west through a door. 1 north. 4
west through a door. The third answer is "LEGS". 1 north. 16 east
down a long corridor. The fourth answer is "HIPS". 1 north. 3 west.
1 north. 3 west through a door. The fifth answer is "CHEST". 1
north. 7 west through a door. The sixth answer is "RIGHT HAND". 1
north. 16 east down a long corridor. The seventh answer is "LEFT
HAND". With the Void Transducer equipped, go north one and answer
yes. You'll be teleported to 1 east 14 north 11 down. 1 east. 1
north. The eighth answer is "RIGHT CHEEK". 16 east down a long
corridor. The ninth answer is "LEFT CHEEK". 2 north through a door.
3 west. 2 north. 4 west. The tenth answer is "BRAIN". Head 1 west.
1 south. This one is not quite so easy, but the answer is "TREE OF
LIFE." Head south, until you reach the last being, from whom you
get the final object, the Kris of Truth. Teleport back up to the
Castle (you may want to visit the Pentagram on Level 1 first.)
Follow the instructions for the Evil Alignment Ending straight to
Lord Hawkwind. After defeating him with a Dink, go in the inner
sanctum.
THE GRANDMASTER ENDING: DE-EQUIP ANY WEAPON YOU ARE HOLDING AND
REPLACE IT WITH THE KRIS OF TRUTH. EQUIP THE OTHER ITEMS
INDICATED IN THE EVIL ALIGNMENT SOLUTION. GO TO THE STATUE OF
KADORTO AND WATCH THE GRAND FINALE.