A complete solution. - By Lu Richardson


~============
~GENERAL TIPS
~============

Remember to look at your map frequently to spot switches and
illusory walls.  When you press a switch, look around,
particularly the wall opposite it, to see what has changed.  Most
locks and chests can be picked; try that first.  If a special key
is needed you will be told, and this game is about nothing if not
finding the right keys - which isn't easy!  Always weigh down any
plate you find on the floor; if one object won't do, try several. 
This often disables fireball generators, keeps doors open, etc. 
Only on counted occasions does this not work.

When you are at various shops or interacting with characters via
the special windows, you can click on the character for more info
or extra offers.

Look everywhere: trees, bushes, trunks, the ground, walls, etc. 
Since the map shows you where all the switches and secret walls
are, it is a good idea to cover the whole area without touching
anything and then look at the map. However, bear in mind that
there are other things, apart from switches, which may give you
access to other nooks and crannies. When pulling switches, you
may alter the whole geography of the area; so see first how
things look in the map, pull the switch in question and then look
again.  Don't leave any scenario without opening all the doors
and trying everything.  You can easily miss something important. 
If there are strange gaps in the map, make sure there is nothing
you can do about it before you leave.



~============
~THE SOLUTION
~============

After the intro, choose a character.  Conrad seems to be the most 
balanced one, but it's up to you.

Straight away, you are asked to go to the throne room, so step 
ahead, go left around the fountain, forward and to the right.  As 
soon as you are in you will witness a short scene and then you
will be asked to retrieve a ruby from Roland's Estate.  You are
also told about Timothy and asked to collect a magic atlas and a
writ.

Leave the throne room and investigate the palace.  Get the writ
from the Chamberlain, visit the Armourer and the Herborium.  The
most important thing is to get the magic atlas from the Library. 
Once you've finished this area, leave through the portcullis.

Once outside, keep to the left, pick up all the rocks and items
you find and get to the Marina.  There, by giving the writ to the
clerk, you will be able to sail to the Southlands.

Again, keep left and you will get to the Grey Eagle Inn.  Click
on the door to the right and you will get a compass.  Click on
Timothy to recruit him, and then you can leave.

Continue to explore this area and you will get to Roland's
Estate, which has been attacked and is in a deplorable condition. 
Look around, press buttons to see what happens.  Eventually you
will come upon a closed door which can be opened by pressing a
button.  You will be given the option of passing by the orcs
lurking behind - fight them to get a jolly good axe.  Look for a
button on a wall in this room and you will find Roland.

After you've talked to him, you will find a key and a chest.  Use 
the one on the other to get at the items.  You can leave now and
go outside.  Continue exploring this area till you get to the
Marina. Sail back.

Once there, continue to your left to cover the whole area.  You
will come to the Thug's Hideout.  You can fight them or sneak
past them, it's up to you.  Inside, you will find a lantern and
also a key.  When you come upon two floor pads, one with a stone
on and one without, pick up the stone and put it on the other
pad.  Add another stone and a wall will open up.  Go in.  You
will find that if you step on the pad there a wall opens, but
when you attempt to go through, it closes.  You can pile on as
many things as you like on the pad, but the wall still closes.
So look to your left and you will see a switch on the wall; press 
it.  Look to your right, and you will see another; press it.  
Finally, look at the troublesome wall ahead of you and another 
switch will have appeared on it.  Press that and you are through.  
Open the chest with the Thug's key you found and get everything.  
Leave the Thug's Hideout.

Continue exploring the forest, keeping to your left, and don't 
neglect to look into holes in trees.  Get back to Gladstone.

There, visit the throne room and watch what happens.  When that
is over, go to the Armoury if you need to and then leave.

Go to the left. Baccata gets the cave open.  


~DRARACLE'S CAVE

~Level 1

Start looking about - where one of the characters says that the 
floor looks odd there will be a trap later on through which you
will come up.  Move along until you come to a room with holes in
the floor.  Go to the left and you will find three switches -
press green, blue and red to make one of the holes disappear, so
that you can continue on your way.

Any floor pads you come to, put a rock on them to leave them 
disabled.  The first will open a door.  The next, triggers a 
fireball.  Along here you will fight a rat (or something) and get
an emerald eye.  Note the crumbly wall.  When you have explored
this bit, go back to the room with the holes and drop down one.

Here you will find a sledge hammer.  Conveniently, Baccata has
four arms (I bet he does a lot of hugging), so arm him with the
sledge hammer and also a sword or something.  Click on a switch
to the N to open an entrance to a den; enter and click on all
three pods.  Inside the last you will find Lora, who will then
join you.  Go up again and find another switch on the wall - this
will reveal stairs up to the first level.

Go to the crumbly wall and hit it with the sledge hammer.  The
wall will disappear.  Go through, keep left, and you will find
another crumbly wall.  Make with the hammer, go through.

Before you go down the next hole you will find, bear in mind you 
won't be able to come back to this level, so check that you've
been everywhere and explored every avenue.


~Level 2

As you step forward you will be spun around, so keep your eye on
the compass.  Search everywhere and keep an eye on the map to
spot switches.  One in particular is most important.  Press it
and a niche will open with a note inside (Dagger in... Dagger
out).  Press the switch again and a head switch will appear where
the niche was. Click on this and a keyhole appears.  The iron key
did not seem to want to go in it, so I used the lockpicks.  The
lock disappears. Press the switch again, and up pops a niche. 
Put a dagger in. Press the switch once more and the wall will
vanish.  If this does not happen, put yet another dagger in and
press the switch again, until the wall goes.  Fight your way in
to a chest.  Inside, a jewelled dagger.

When you continue to explore you will find a switch on the wall 
which opens a door, and you place the emerald eye in a hole in
thecarving in front of you.  This opens a wall.  In, find the
saphire eye to use on the other carving.

In the SE corner, look at the ground to find the star "Shinning".
Always carry a star with you to throw at inaccesible switches.

You will see a hole blocking the way to the stairs down.  Throw a 
star at the switch on the wall, over the hole, and the hole will 
close and another will open.  As you advance towards the stairs,
you will notice a niche by the switch on the wall.  Actually,
there is nothing in it, so don't bother throwing a star again. 
If you've finished here, you can go down.


~Level 3

Amongst other things, you will see a hole in the ground and,
beyond it, a chest.  Walk over the hole, it is an illusion.

There is another pad which spins you around, so look out.  You
will come to a red lock on a wall.  The key to fit it is to the
right of it, in a chest.

If one of the characters remarks that a wall looks odd, go back
to the pad on the floor, place a rock on it and then remove it. 
Go back to the wall and you will find a niche.  If you put in a 
redundant weapon, such as an axe, you get a special dagger in 
return.  Not terribly important.

Eventually you will find your way down some stairs.


~Level 4

Nothing very difficult here.  Just do the usual rounds. To the 
NE you will find some stairs.  Before you use them, make sure you 
have covered the whole of this level because you won't be coming 
back here.

When you've finished, go down the NE stairs and up again, to the 
Draracle's Den.  When asked to make an offering, click on the 
archway and you will see an altar.  Place the jewelled dagger in
it and you will be rewarded with some info and the Riddle Scroll. 
Lora leaves you.  You are left standing in front of a door in
another section of the caves.  This door is locked, and I could
not find any means of opening it.  Evidently you are not meant to
open it!  Turn around and go up the stairs.  Follow your nose and
you should soon find your way out of the cave.

~                               *       *       *

When you head back to Gladstone you will meet up with Timothy,
who, about to kick the bucket, tells all.  Don't go to the
Marina, go rather to the puddle which leads to the Lake.  Here
you will be met and rowed across to Opinwood.


~OPINWOOD

First of all, keep left and head north to the Swamp.

~The Swamp

You have to be careful here - the sink holes will kill you 
immediately.  If you see one in a corner, leading nowhere, avoid 
it.  If you can see that one does lead somewhere, you can cast 
FREEZE, smash the ice and walk safely on the hole.  But keep
saving your game!

Cover the whole swamp, but you are actually looking for the
Gorkha Chieftain and the Witch Doctor.  The Witch Doctor will
interpret the riddle scroll for you (click on him to buy a magic
wand), and the Chieftain will ask you for a mask.  This is to be
found past 3 consecutive sink holes, to the South.  Once you have
the mask (you have to kill a creature to get it), take it to the
Chieftain and he will give you the Ruby of Truth plus a nice
weapon.

While in the swamp, use your empty flask on one of the sink holes
to get the first ingredient asked by the Riddle Scroll.

Note the two stone heads to the S and SE.  The one to the S heals 
your characters - place something in the mouth  (it can be
valueless, say a horseshoe) then press the nose.  The head to the
SE gives you money for anything saleable.

When you have explored everywhere, you can leave the Swamp the
way you came.  
            
~                               *       *       *

Once out of the swamp, run around this area finding everything.  
Don't forget to click on tree trunks and everything else you can 
think of.  It is important you find a green skull - this is in a 
gnarled tree roughly to the NE of Opinwood.

There is a beggar, give him some money and leave.  Find Droek's 
Wagon.  The Ruby of Truth will vouch for you and you get to speak 
with Dawn.  She gives you her key.  Make your way to the Urbish 
Mines.


~THE URBISH MINING CO.

You could go right through here to Upper Opinwood, but don't. 
Brace yourself before you open the door.  The only way you are
going to kill what comes out of it's with a green skull or the
CAUSTIC FOG spell, so make sure you have either.  Go a little to
one side and remove everything the characters are carrying on
their persons, weapons included - because the Thing will melt
them!  Leave them on the floor and come back for them after
you've opened the door and destroyed the monster.  To do this,
first click on the switch by the door, click on the green skull
to pick it up and then click with the right button on Conrad's
face.  Do this immediately you open the door and don't let up
till the creature has disappeared.

OK, now you can go around there having a look.  Click on all the 
drawers.  Find the Clerk Office and take the pick and the helm.  
Find the machine and have a look at it (you will eventually come 
back here with some coal and a gear, you will place the gear on
one of the knobs on the machine, open the little door, stoke it
with coal, shut the door and pull the lever - but that comes
later). Right now you'll have a problem with a door which does
not open. Close the one behind you and it will.  Inside you will
find a chest with a silver key, which opens a lock in Level 2.

When you've done this area, you can go downstairs.  Let me tell
you, it's going to be a bit of a nightmare, and extremely
difficult to explain.  There are keys to be found, pits to
negotiate, wheels to figure out.  You will be shunted here, there
and everywhere.  Rely heavily on the map.


~Level 1

Not so very difficult.  Explore everywhere, till you find two 
wheels.  Turn the one to your right, go around the corner, press
the switch on the wall (a hole opens up), press the switch again. 
If you move back you will find a teleporter will have appeared. 
By the way, leave the left wheel alone because, if you turn that
as well, the teleporter will take you back outside in the Urbish
Mining Co.

Go through the teleporter and you'll find yourself in a secret 
bit of Level 2.


~Level 2

You will see secret doors going in all directions.  Go through
them all and get as far as you can with each.  As you come out,
you will notice etchings on the wall in front of you.  Put them
together and you get LEFT, RIGHT and CENTER (where have I heard
that lately?).  This refers to the three wheels you will see on
your travels - turn them in that order to open up a wall.

You will notice that one staircase is flooded - it won't be clear 
until you get going the machine upstairs.  Leave it for now, you 
have yet to find the gear and the coal seam (when you do, attack
it with the pick and get all the coal you can).

The main problems here are two doors along the top of the map,
where you will find a plate on the floor and two levers.  Step
through the first door and press a button on the wall to close
it.  Advance till you are standing on the plate - weigh it down
and turn to the two levers.  Pull the right lever up and walk to
your right, the door will now be open.  Inside, a chest; empty
it.  On no account must you press the button next to this door. 
Go outside, step back a square and shoot at the button with a
star or a crossbow.  The door will close.  Now go back to the
plate and turn to the levers.  Pull the right one down and the
left one up and this will open the door to your left.

Mine key 4 is in a niche to the SW; you need to weight a plate
down to be able to get at it.  This is used on a keyhole to the
West.

Next problem, the spot where you are told there is a smell of
as. Stand back and cast FIREBALL.  If you are not yet able to
cast this spell, you can get a fireball wand to the SE of this
area.  It is just a matter of messing about with floor pads and
grates which spout fire.  Because I was cheating, I just waltzed
through - not that I needed the wretched wand!  After the
explosion you can go in and collect the Mine key 5, which opens
the locked door to the W of the central secret room.

Through this door you go up some stairs and to a new area.  To
the NE you will find Mine key 2, on the floor, together with a
sword.

You will find many secret passages.  Avoid the one directly to
the E, or at least save before you have a go.  Here there is a
lock as you come through the secret wall (which closes behind
you).  You can turn a wheel which closes the first hole in a
corridor - if you go through, you can get a Mine key 2 (opens the
lock you just saw coming through the wall), but the hole
reappears and there is no way you can close it, not even stuffing
the niche with surplus items - so you have to fall through and
find your way back to this level.  The other hole further on I
could not close nohow - so the whole exercise was rather futile
and not necessary to complete the mines. You can safely leave it
or you can have a go, it is up to you.

When you have finished this area you can go to the locked door
and open it (with Mine key 2).  Behind it you will find a wheel. 
Open it and you will fall through the floor.  Here you will find
a plate; when you stand on it, two holes open up, but they close
the moment you step off the plate.  Answer:  weigh it down and
then fall through one of the holes.


~Level 3

Be sure one of your characters is packing a hammer - it's the
only thing which will kill the stone beasts.  Equip the other
character with a pick.  In the first room, you will have to
attack an incomplete wall with the pick in order to get out.

If you come upon some nests high on the walls, burn them with 
FIREBALL.  To the NE you will find a silver key in a niche, near
a teleporter (this takes you outside, by the way - remember where
it is but don't use it yet).  Open the lock on the wall by the
niche with this key to open up a passage.

In this level the most important thing is to find the mine car. 
To the right of a door with a square lock you will find a diamond
which fits it, in a chest.  You will see, by the side of the door
to the car, a couple of levers.  You can only set them four ways,
but you will have to set them in the three others in order to
reach the different corners you are aiming to reach.  Try them,
one by one, get in the car and click on the forward arrow on the
screen.

There is nothing interesting to the E.  To the S you will find
the coal once you've pushed a switch on the wall.  The door to
the W can be picked and you will find your way downstairs.


~Level 4

You will come to a spinner with passages going in all four
directions. Advance through any of them and turn the wheel. Do
that in the four directions you can advance.

Somewhere in this level you will fight the stone beasts and get a 
bloodstone, one of the ingredients for the elixir.

To the W you will come across passages blocked by stones.  Use
the pick to get through.  To the NW you will find Orin's ghost -
click on the skeleton to get the rusty key.

You will find the gear on a skeleton to the NE.

To the E you will find a lock for which you don't yet have a key
- remember this door.

To the S you will find a door with a double lock.  The rusty key 
will open one, but for the other key you need to go back to the 
start, using the teleporters, and go to the machine.  Once you
get it working (see instructions above), you can go to the
flooded staircase, which is to the W of the central secret room
in Level 2. When you go down it you will be spun around.  Be
patient and keep turning till you are facing a niche - inside,
the key you needed for the double lock.  Turn around again till
you are facing the stairs and go back to Level 4.

Once you are able to get through the door, you will find Paulson
to the S.  Be sure to get the pyramid (key) before you leave.  He
joins you and points out his secret cache of weapons to the S. 
Amongst them you will find an important cube and the key which
opens the locked door to the E.

When you go through this door, enter the teleporter to your left.  
This will take you outside.

By the way, you will have found in the mines a note which reads 
PISCATA ROSEA 4 4 5; if you did Latin at school you will know a 
red herring when you see one.

Leave the Urbish Mining Co. so that you come out in...

~UPPER OPINWOOD

Search this area well.  As soon as you come upon a hornet's nest, 
use one of the empty flasks on it, so that it fills with honey. 
You now have yet another ingredient.

Eventually you will come across Scotia, who builds a barrier in 
front of you.  Use the cube you found in Paulson's cache to
dissolve it.  And now you have a whole new can of worms in front
of you, in the shape of another entrance to...


~YVEL WOODS

Keep to your right.  Explore the whole area.  Fighting with some 
orcs will give you another one of those handy cubes.  If you find 
the white tower, don't go in yet.  Keep going till you find the
red barrier and dissolve it with the cube.  Then go to...


~Yvel City

Roam around here picking up items.  Go to the pub - the beggar
you helped will give you a useful shirt.  Talk to everyone here.
Find the council and talk to everyone you can TWICE.  You will be 
told that there is a old door leading to some caves near Bruno's
- don't try to find it just now.

A boarded door roughly to the SE can be opened by clicking on it
- the boards are loose.  Inside, a speckled key - this opens a
locked door to the NW.  Inside that you will find some items and
a jade key.  This jade key opens the other locked door to the W,
but there is nothing inside.

The aces are for casting spells, in case you are wondering.

The most important thing to do here is to find the apothecary and
get the last ingredient you were missing for the elixir.  Click
on her if you want to know the state of your health.  Now you can
leave the city and head for...


~THE WHITE TOWER

This is a nightmare of looking for keys;  you will find most of
them after fights, in niches, etc.  Husband them all carefully -
for instance, do NOT use one on the inside of the room with the
holes in Level 2 or you will be one short.  If you are stuck in
this room, drop through a hole.


~Level 1

If you see a large button on the wall, don't press it.  

Close any grates you find.

Some doors can only be opened by dropping in the rooms from the 
level above.

The essential door to open in this level is the one to the north, 
which leads to the Altar.

When you come to a grill door, it opens both with a key and a
switch in the wall.

You will find a chest and a door nearby.  If you open the door,
you are locked in - close the door to find your way out.

You should come upon a thief.  Let him go, then press a switch in 
the wall to get a ring of protection.

A door to the SW is locked (you will find the key in Level 3, to 
the N.  Also, before you go through this door, make sure you have 
another mystic key which you will find in a chest in Level 3, to
the SW, through an illusory wall).

In this level there are two lots of stairs going up.  The ones to 
the west lead to the key which opens the door up the stairs to
the east.


~Level 2

There is nothing terribly complicated here save the room with the
holes.  First, drop through the holes to get at certain bits of
the floor below.  Some of the holes are illusions - from the
door, go N, E, E, N, N, W, W, pick up the key and press the
switch.  A hole disappears somewhere in the room.  Go back the
way you came and now you can stand on the last hole to the S and
press another switch.  Another hole disappears and you will be
able to get to the secret wall.

Brave the room with the floor pads and the fireballs, make for
the east wall and retrieve a key.  The other niche to the west
contains a lightning or fireball spell.  If you have them
already, don't bother.

To press the button which won't budge in the Dark Room, close the 
door first, then press it.

There is a row of 4 switches which I think disable a fireball 
generator.


~Level 3

As you come in, turn to the right and open the door - press the 
switch on the ground.

This level is full of nasty ghosts, but I found that the HAND OF 
FATE spell did the trick - there is, however, a dastardly snake
which nothing seemed to dent.  Since I was cheating, it didn't
matter - but I should hate to play this game not cheating!

You will come to a hole with a switch on the other side (I don't 
know what the switch on this side does, but press it anyway).  To 
close the hole, throw a star or shoot a crossbow at the switch.

When you finish in this area you could drop down this hole, if
you like.  You have to kill a minotaur and retrieve a horn key
(to get out) and also some useful items.  This is not necessary,
really.

You will come to a door which tells you you have no faith. 
That's OK, you can come back later.  You should, by now, have
found the ivory key.  Go all the way down to Level 1, open the
door to the SW with this key and get to...


~The Sublevel

When you come to the room with the notice FACE YOUR GREED, stand 
forward, pick up the items and put them in the niches, which will 
then disappear.  

You will come to an old lady who will give you a crucible.

As you leave this area you will find all the items you put in the 
four niches in another niche at the exit, and you can now take 
them.  The Death Wand is quite handy - try using it next time 
something nasty attempts to nibble at you.

`~                              *       *       *

Take the crucible to the altar upstairs and put it on the stand
in the middle; put all the ingredients for the elixir in it, then
take the crucible.

Once you've done this you can go to Level 3 and through the door
with the lion, but all that happens here is that you can open a
chest - the other disappears.  Save and try each, see which one
you like best.  If you can be bothered.

Now you have got to trudge back to the city and take the elixir
to the council.  By the time you hear what they have to say, you
will know that you have to find Dawn.

If you leave the city and make for the exit to this area you will 
find Dawn, who asks for her key.  Don't give it to her but argue 
instead.  Of course, it is not Dawn at all but the old hag; she 
changes into a monster and your weapons drop from your hands. 
Try the lightning spell.

Go to Droek and you will find he is dying, and he cannot tell you 
where Dawn is.

Back to the city and to the council.  Geron tells you you are on 
your own. Trot around the city fighting till the retreat horn 
sounds. Go back to the council and read the note you'll find 
there. Go to Bruno's Lodge and you will find it deserted.  Click
on the door which has appeared under the sign which was there
before and go in.  Find a switch on the wall to go down.

~CATWELL CAVERNS

~Level 1

Fight the orcs and press a switch on the wall to find the stairs 
down to the caverns.

Keep left till you find Frendor.  Fight him and you get some 
items.  Take them all - the statuette must logically go on the 
pillar you'll find.  I did not find any other use for it, but on
the other hand it did nothing I could detect.

You'll find a door you cannot open and you will feel you've run
out of room.  Look at the map and go to the NW corner.  Look at
the wall and you will find the impression of a hand.  Put the
gauntlet in it anda passageway will open. 

Carry on exploring the whole area, look for more hand marks.  You 
will be all over the place.  You will be set upon, not only by
the more obvious enemies, but also by some horrible invisible
thingies which chuck some sort of spell at you.  Fight them back
with lightning and don't let up until you see their blood hit the
ground.

There is a room full of pits, but they are easy to negotiate by 
pressing buttons.

The most troublesome bit here is the room to the NW with two 
teleports - the one to the north tends to disappear when you 
approach it.  Using the button, shift the south one to its two 
positions.  Teleport through both and you come to a little
complex with doors and plates on the floor.  Weigh all of them
down with your surplus stuff.  When you next attempt the north
teleporter, you will be able to use it and get to a completely
new area.

You will come to a niche in the wall and a note which says
ACTIVATE AND REPLICATE.  What you have to do here is to lure
those invisible thingies to the three dead ends with the "How
shocking" buttons. You can do it if you are nifty on your feet. 
Lead them there and skip out and around.  Being rather slow, they
will follow you to where the buttons are and then they are held
there.  This will activate the "machine".  Keep looking at the
che until all three square marks are blue and the one on top red.
Now you can put something in the niche, press the button and you
get another of the same.  Unfortunately, you can only replicate
boring things, and none of the really useful items.  For
instance, you can't replicate a key.  And besides, you can only
replicate once.

You will have found two keys (the yellow one is in a chest to the 
NW; a fight in the SE will give you a blue key which opens a
chest behind a door - inside, the small key) for the door to the
SW, so you can now enter it and be summoned.  It does not really
matter which of the two types of creatures you side with, but the 
brain-shaped ones are harder to kill, and not only do they
destroy your armour (as the others do) but also they disarm you. 
The latter give you more casting points and the former, more hit
points.


~Dungeons

Nothing special here, the same tiresome business of exploring the 
whole area picking up stuff and keys and doing everyone in.  To
the N you will find Nathaniel's key, the last of the four.  The
gold key for the door to the SW is in the N, on the floor.  An
important diamond is to be found in a room in the center of the
map, inside a chest.  The copper key, which opens a door to the
E, is on the floor of a room to the SW.

When you come to a slide switch, pull it.  Inside the door next
to it there is a button on the wall.  This leads to another
little area.

There will be a door you cannot unlock - that's all right, you
get the key when you've explored everywhere else and killed
everyone. Just go through the teleporter to the E (or to the SW,
depending on who you are helping) to get your reward and you will
get the key to the last door, which has stairs going up.

If you don't get any joy from your sponsors, it's because you 
haven't killed every creature.  Roam around and make sure none
are left.


~THE CASTLE

~Level 1

Here the gloves are off and the puzzles get really, really tough.
Explore as before; the important thing here is a room to the E;
one door opens but the other doesn't.  It's the old trick of
having to shut the one behind you before you can open the other
one.  In this large square room you will find Dawn trapped.  Use
the diamond on the orb and she will be released.

If you come across a jammed door, don't lose any sleep over it - 
there is nothing behind it.  (I cheated to get in and have a
look!)

Beware of a room to the north (save before you come sniffing
around here) - you open the door with a switch (tongue) opposite. 
If you go in you see a switch on the wall; press it and a niche
opens up. 

Also, a hole appears on the ground.  Get the statuette and put 
something in the niche, close it and press the switch on the wall 
opposite the niche to close the hole.  As you leave through the
door turn to your right, otherwise you'll get locked in and
you'll have to go through the hole to get out.

There is a locked room to the W, with a fancy lock.  I could not
find the key to it - I presume that the right combination of
switches on the walls will open up a niche somewhere.  I did try,
but I finally lost patience and cheated myself into the room (by
changing the coordinates!) and there was nothing inside but a
chest containing some indiferent items.  The small key you found
in a room in the center of this level opens it.  You can safely
ignore this room.

To open the grill doors, shoot a crossbow at the switches behind 
them.

Be very careful with the switches in this level.  Some will cut
you off, so save before you press them and be sure of what they
do.

Look at the map:  there is a room to the center north, near the
one in which you found Dawn,  with a switch in it.  If you
activate it you create a teleporter which takes you elsewhere.

In this new area, keep left.  Exploring here you will come to a
room with two holes.  Press the switch on other side of the wall
to the left and let it out.  This makes the first hole disappear. 
Advance and put something you don't need in the other hole.  It
will vanish.  Now you can come into this room and there seems to
be a kind of cash dispenser - put something saleable in it and
you get gold in return.  Very odd, who needs money at this stage? 
By the way, the switch on the other side of the wall to the right
merely resets the holes.

You will also come to a room with lots of holes and spinners. 
Save your game before you advance any further!  The first thing
that happens is that your map disappears - great!  Just what you
needed...

Juggling with the four switches at the start got me nowhere, save 
that, with certain combinations, you are sent back to the dungeon 
below.  Best leave them alone for now.

If you enter and turn to the left, you are teleported to the
middle of the room.  The only thing to do is to mark each safe
square by facing N and dropping something.  That way you can map
the area to a certain extent.  The object of the exercise here is
to reach the plates on the floor and weigh them down so that
certain holes disappear.  So, advance with caution - eventually,
you will make it to the south end of the room where pressing
various switches will gain you access to another statuette.

If you can't be bother to work it all out, and who can blame you, 
it goes something like this (save before you try).  From the
center of the room (and bear in mind you are going to be spun
around just about every time you move), go W, S, W - face S and
place something on the plate.  Go E, N, E, E, E, N, - put
something on the plate. Go S, W, W, W, W - face N and put
something on the plate. Go E, E, E, E, S, S - put something on
the plate.  Now move S, S, press button on the wall.  Go right
in, press the switch to the right, get the statuette, put
something you don't want in the niche and press button again. 
Now press the button on the S wall to get out.

As you come out, turn left, advance two squares to the W and go 
through the S wall, which is an illusion.  As you advance towards 
the stairs, your map returns.  What a relief!


~Level 2

The nightmare of searching for keys and finding the wrong ones 
continues.  I ended up with a whole lot of them, none of which 
fitted any lock.  See how you make out.  Also, be pretty quick
with those spiky creatures - MIST OF DOOM will make short work of
them, but don't hang about because they will melt your armour.

Anyway, as you come up the stairs, pull a switch to your left to 
open the first door (though you can't see it from here).

Throughout, weigh down the plates you come to, use lockpicks on
the door locks (you'll soon find out which doors need special
keys).

You will find a statuette to the SE - the door can be opened with 
the lock picks.

To the NW there are two doors opposite one another.  Click on the 
door in front of you and nothing happens - in fact, the door
behind you opens.  And vice versa.  If you go to through the N
door, you will find that a switch in one of the cubicles opens a
niche in the opposite cubicle.

As you go to the door to the S, if you notice that the wall
between these two doors is "alive", don't worry.  It doesn't do
anything, and there are lots more around and about.  Just
decoration.

Very important:  you will come to a dead end, to the W, with two 
switches.  DO NOT press the one on the S wall (a hole appears and 
you've had it).  Press the other switch and a new passage opens
up, which leads you to Richard's room.  Carry on along here and
you will come to a room with two holes, one in front of you and
one to your right.  Shoot at the switch over the hole in front of
you and a teleporter will appear to your right - this particular
hole is an illusion, so don't be afraid to step into the
teleporter. You pop up beyond the real hole - pick up the key and
put something surplus in the niche to close the hole.  Now you
can go and open Richard's door.

When you come in and have a look you will see that you are going
to need one more statuette, 'cause there are four stands and
you've got three statuettes; so off we go.

Find the Noir key somewhere to the SW of this area.  This opens
the only lock you could not pick, to the NE.  When you unlock
this door, you also have to pull the switch to one side of it. 
Go inside and press the switch and you'll pop up elsewhere.  This
new area contains the stairs up.


~Level 3

Here you might as well unequip your weapons and shields, because 
when you are attacked you drop both, and it can become a great 
nuisance.  Just rely on your magic.  Try and avoid the acid
pools. Watch the switches here, they can do all manner of
peculiar things.

Right, let's see.  On a long corridor, to the NE, a button opens
a passage.  Don't go N, you get attacked by a very nasty
creature.

To the SE there is a hole with a switch behind - if you shoot at
it nothing happens - or if it does, I could not find out what.  
Mind you, by this time I was suffering from switch fatigue. 
Press the switch on the wall to the left, advance and press
another switch. This opens up a secret room to the SE.

Keep right and find your way to this room.  Inside, you will see
two switches.  One will open a niche where you'll find the last 
statuette, put something else in the niche and press the other 
switch.  Walk past the wall and it will open.

Cover the whole of this area, even though you have the statuette.  
To the S there is a large room which is very dangerous, but do
explore it well.  

In the room where you are asked to drop armour, weapons, etc.,
place one of each in the correct place and then go to the niche 
to the S to collect the key for a chest in the NE.  In that chest 
is the silver key you need to open the door which leads to Scotia.

In a corridor to the E of the large room you will find a switch 
which opens a niche and, inside, one of the keys for the double 
locked door (press the switch between the two locks to see the
door).  Of course, don't open it yet!

If you find the aptly named Westwood stick, keep it with you.

`~                              *       *       *

When you've been everywhere you can get back to Richard's room -
you can always drop down a hole.  In there, click on the four
stands and place the statuettes as follows and in this order: 
left ("W") Cobra, down ("S"), Humanoid, right ("E"), Dragon, top
("N"), Unicorn.  This should do the trick.  Then you have to
place the four pyramids (keys) on Richard's case (try each in
each corner) and it will open.  Now use the elixir on Richard's
body.  Watch.  You get the shard of truth.  Unequip the ruby of
truth if you were wearing it and use the ring on it.  You get the
Whole Truth.

Heaving a big sigh, pick up your belongings and go after the old 
hag.  You will find her through the double locked door in Level
3. 

Go to the door to the W and open it.  Enter it and
you will find Scotia.  As soon as you are able, use the Whole
Truth, then clobber the old crone with the Westwood stick (or
anything else).
That's it. You've done it.  Sit back and enjoy the finale.  Stick
around while the credits are going to see all the creatures
you've killed (idea lifted from M&M4, but then practically all of
this game was lifted from EOB).  Right at the end you will see a
nice picture of the main character.

~The End....
       

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