Witchaven 1 Walkthrough     10-25-2020  Release 1    © RTCM ETTiNGRiNDER

INTRODUCTION

LEVEL 1 | LEVEL 2 | LEVEL 3 | LEVEL 4 | LEVEL 5 | LEVEL 6 | LEVEL 7 | LEVEL 8 | LEVEL 9 | LEVEL 10
LEVEL 11 | LEVEL 12 | LEVEL 13 | LEVEL 14 | LEVEL 15 | LEVEL 16 | LEVEL 17 | LEVEL 18 | LEVEL 19 | LEVEL 20
LEVEL 21 | LEVEL 22 | LEVEL 23 | LEVEL 24 | LEVEL 25

 

INTRODUCTION

Walkthroughs for the levels. I have noted secret and secret-like areas where I am aware of them, but the Witchaven games do not have an official secret tally the way many oldschool FPS games did. There may be some that I have missed. For some levels, I have assumed continuous play (with items and XP levels carried over) when giving my instructions.

Due to the buggy nature of this game, you may want to keep multiple saves as you progress.

Maps are included for every level, with the most vital places and objects marked. The marks used are as follows:

 

LEVEL 1

This is a fairly short starting level, but there are a few side areas and alternate routes to keep things interesting. From your starting location, proceed to the open area with cracked, volcanic ground. Beware as stepping over the lava cracks will drain your health rather quickly. The goblins in this area will fight against each other, so you can let them do most of the killing (you won't lose XP for doing so). Once the area is cleared, you can go through the big door and down a short bent corridor. To your left is a side area with a morning star and hidden armor, to the right you can continue to progress. Continue through the room with the ogres, checking the barrels for more supplies if you wish. Once you reach the long corridor, there are two ways you can go; the obvious one being straight ahead to a wooden platform with an elevator box. Go inside the box and hit your use key to make it descent, then carefully cross the bridge. When you grab the goodies near the lava, a door opens behind you revealing a Mino Drake who is the most dangerous enemy you've faced so far. If you continue to follow the obvious route, up the stairs, you'll find yourself in a room with goblins and a large wall decoration. From there, go down the dark stairs to what seems like a dead end, but is actually a secret door you can open. You'll soon find a large water room with the pentagram suspended over a raging fire. You'll get burnt when you walk through so you may wish to use fire resistance or else run through in a hurry. Proceeding further, you'll find a large gate which can be opened, leading through a lava chamber where you may also wish to use fire resistance if you have it. The exit pad is a short way away to the northwest.

Tips and secrets:

  • In the cracked lava area near the start, there is a pit in the east wall that you can descend into to find a chamber with some red ogres and goodies including a sapphire ring. You will need fire resistance to safely get in and out of here.
  • In the water cave that you find when taking the left door in the first indoor hallway, you can walk through the waterfall behind the morning star. There is leather armor there.
  • The well with the strength potion over it has a spike in the bottom. Getting the potion is possible by jumping across the well, but probably only if you have the settings right for jumping not to be too bugged.
  • In the room with the skeleton, there is a secret passage in the south wall that offers an alternate route towards the pentagram room.
  • There's a secret door behind the Mino Drake that you encounter after the elevator section.
  • Using fire resistance to explore the lava pool near the Mino Drake's area will net you leather armor and a health potion, as well as an alternate path to the pentagram room.
  • Near the exits from the alternate routes from the skeleton secret passage or the lava cave, there is a chamber you can crouch into with a shield, healing potion and a night vision scroll.

 

LEVEL 2

From the start, go up the spiral stairs and eastward to the big water area. Near a spike pit in the water, you'll see a passageway with a couple of potions. Head through it and carefully navigate the narrow path between pits full of lava and spikes. In the lava room west and north of where this passage comes out, find the black key guarded by a Lava Fiend. Now head up the stairs that loop back towards the square room near the start, crossing the bridge between the water areas. In the square room, the walls drop and two Mino Drakes emerge. Behind one of the Mino Drakes is a red door through which you will find the pentagram room. Now that you have the pentagram, head to the southwest part of the map and through the black key door to the exit.

Tips and secrets:

  • In the southeast area of the map, there's a secret door in the wall of one of the corridors, which shows up red on the automap. Through it you can find a couple of rooms with goodies including the bow.
  • In the far west of the map, near the bridge across the pit of lava and spikes, there is a corridor with two secret doors. The one at the end contains a quiver and some potions; taking them reveals another closet with a couple of ogres and a treasure chest.

 

LEVEL 3

This level is fairly straightforward if you know where to go, but potentially confusing if you don't. For a quick complete that doesn't visit the side areas, first head forward from the start and, in the big room, you can grab your first broad sword from the island in the lava. Now head down either of the brown stairways to the north and you'll see the pentagram around the corner. Collect it and then investigate the wall opposite the biggest set of wooden doors, on the east end between two torches. Although there's not much indication of it, this is a secret passage that will lead you to the exit. Follow the path, killing monsters and being careful of the lava section as you go, until you come to a big room which turns into a maze as you enter it. This is one of several mazes in the game where the automap really helps to cut down on annoyance. Navigate to the small closed chamber located in the maze, being careful of spike pits as you go. Inside the chamber is the exit.

Tips and secrets:

  • Stepping on the broad sword's island triggers the doors to small chambers in the sides of the large circular room, where you can find goodies including a bow and a treasure chest.
  • In the large circular room right after the start, the doors marked with pentagram designs will open and close when you step on trigger floors near them. The west side area leads to a quiver and Hero Time, the east has a Night Vision scroll and health potion.
  • The eastern small wooden door in the pentagram area leads to a little chamber that also contains a Hero Time helmet.
  • Following the path through the large wooden doors west of the pentagram will eventually lead you to yet another Hero Time and a passageway opening back into the broad sword room.
  • Exploring the maze at the end will net you some potions and a treasure chest.

Notes:

  • The maze area at the end of the map contains a few of the rare pink goblins. These, as far as I know, are identical to green goblins in stats. Their inclusion might be an oversight.

 

LEVEL 4

From the start, the way to progress is straight forward, but you may want to explore the side chambers for supplies, and also collect the flight scroll you'll see up the stairs near the big door. Once you're ready, head through the big door to find an outdoor area with a lava chasm; the main bridge across is broken but to your left is another bridge made of searing lava which is where you should head first. If you're high enough level (as you should be if you've been killing monsters and haven't died yet), you can use the flight spell to fly safely over the lava, otherwise, you'll probably need a fire resistance potion to walk along the lava bridge. Head through either of the doors into a chamber with a pull chain on one wall. Activate the pull chain to open a chamber with the pentagram and a treacherous spike pit. To get the pentagram, run into and out of the chamber where it is, just making sure that you don't touch the one spike that's sticking up higher than the others. Pentagram in hand, return to the lava chasm.

 

This time, you should head to where you see a wooden lift near the far end of the broken bridge. Head into the opening you can see down at the bottom and find a black key, then go up, collecting the chain mail and opening a door out into the hallway at the far end of the broken bridge.

 

Your next destination should be a little further down the hallway and to the west, where you find another hallway with a pool of lava in the center and several doors and niches along the sides containing goodies. The northwesternmost niche in this hallway opens to reveal the brass key; it is locked with the black key. Return to the first hallway and head to the door all the way at the end; it is locked with the brass key and guards the exit.

Tips and secrets:

  • In the side rooms near the start, when first faced with the three triangles of light on the floor that trigger actions, the leftmost one will permanently seal the treasure room that you see through the grating. The rightmost one lowers the bars to the treasure room entrance and the center one opens a closet containing a Mino Drake.
  • The black doors leading off of the pentagram area contain various potions, an Onyx Ring and an Amulet of the Mist.

Notes:

  • There is an ivory key in one of the side areas near the start, next to a circular pool of lava. I haven't found a use for it, but speculate it may have been intended for the southeast door in the hallway past the broken bridge. The pull chain in the same area appears to be redundant with the one in the pentagram room (opening the pentagram chamber).

 

LEVEL 5

NB: This level suffers from a bug in that prevents one of the areas from being opened normally. I've made an unofficial patch (wh-l5patch.zip) that you may want to download and apply before playing.
From the start, head straight forward to the north along the bridge until you see the third door on the left, then jump into it to find a tomb of sorts. Pull the chain on the wall and enter the passage that opens to find the pentagram. Now return to the bridge and continue following it north to another pull chain. If you patched the level, pull the chain; if not, you will have to use an Open Doors spell on the grey stone wall beyond it. Either way, when the passage opens, go inside. Upstairs you will find the brass key which will open the door to the exit. You may now wish to explore side areas for more equipment and experience, or go for a quick finish by heading back to the bridge and going directly east to the exit chamber. It is guarded by a Grey Witch who is quite a bit tougher than any monster you've encountered previously.

Tips and Secrets:

  • The prison areas directly to the sides of the bridge near the start contain an adamantine ring and a bow. They are also laden with poison arrow traps, which might not actually cause you any damage.
  • Exploring the set of prison areas slightly further north will gain you potions and a leather armor.
  • On the way to the pentagram chamber, you can find a sapphire ring. In the room across from the one that leads you to the pentagram is another leather armor.
  • The northeastern room contains an ornate horn and hero time helmet, but beware of fireball traps.
  • The northernmost room is guarded by another grey witch, and contains a strength potion, health potion and two treasure chests.

 

LEVEL 6

Go forward from the start. It's quickest to go straight but you could also follow the drop-down to the left. You'll reach a room with a skylight and a door to the west which you should head through. At the branch you come to, south leads to the pentagram, north to the black key. There is a translucent floor, which is a spike pit. The best way to get past is to crouch and shoot several arrows into the wall over the pit to make a bridge for walking across. You'll come to a large chamber with the pentagram on a pedestal. Taking it will open chambers containing ogres and lava fiends, as well as some items.
Again, using the bow to make a bridge is the best way across. The black key chamber is nearly identical in layout to the one that had the pentagram, though the monster and item assortment is a bit different.
Go back to the room with the skylight and drop down into the south side. Find an illusionary wall that's translucent and head through, down the stairs that lower. You will reach a large room with a fire pit in the middle and many side chambers which open if the dark sections of floor near the fire pit are stepped on. These side chambers are full of green goblins and red ogres, so be ready for a fight.
Through the black key door, you will find a bridge with pits of deadly spikes on either side. On the far end, Illwhyrin will appear for the first time. However, she teleports away when sufficiently injured. The exit pad is across a lava pit, so you might need fire resistance or flight to cross unscathed.

Tips and Secrets:

  • A secret area opens behind your start position when you move forward. It contains some monsters, a quiver and a scroll
  • If you follow the drop-down immediately in front of the start, you can find a pull chain that will reveal a chamber with some potions. Don't pull the chain behind the potions, it lowers the ceiling which could crush you, and closes off the potion niche.
  • If you take the high path directly in front of the start, check the north angled wall; it is a secret door leading to potions, arrows, and both diamond and adamantine rings.

 

LEVEL 7

You start out in a room with a goblin and a grey witch. The witch is your priority to deal with. Once you leave the room, your sole available path will take you to the exit chamber, which also serves as the central hub room of the level. Since you don't have the pentagram, you'll have to go hunt it down.
Head through the biggest door, leading to the east, and head to the northeast corner of the square hallway where the dark pad on the floor will raise some stairs. Head upstairs and into the circular chamber at the middle of this section of the map, where the black key resides. Going back downstairs, find the black key door in the tan stone section of this area. The brass key is inside, guarded by a Mino Drake.
Now head to the northeastern section of the map. The pentagram can be found in a room adjoining the northern end of the lava cavern, locked with the brass key door; take it and return to the exit once you've finished exploring any other areas you wished to.

Tips and Secrets:

  • The southwest room contains a broad sword. Be careful of the teleporter, it leads to a lava area.
  • The lava lake accessible by the aforementioned teleporter (southeast area) has a dropdown where you can find a Nuke scroll and Fly scroll (which you need to get back out).
  • The grey structure in the big lava cave contains a Nuke scroll. Stepping on one of the nearby islands opens it.

 

LEVEL 8

From the start, go forward into the long hallway and take the first passage on the right; the bars descend when you approach them. There are two side chambers off of this room, the upstairs one contains a brass key. Get it and find the brass key door right on the other side of the main hall. Inside you'll find a Willow Wisp and a Glass Skull. The Willow Wisp can level drain you, so you might want to use your bow for a slow but safe kill. If you do get drained, the Glass Skull gives you a free level up so it's not a huge deal.
Follow the main corridor until you reach the broken bridge, then drop into the water and head west, being careful of the Willow Wisps. You'll find a rock staircase leading up, which will bring you to the ivory key and then to the pentagram area. Once you have the pentagram, drop into the water again and head to the east side. The ominous pit you find in the chamber you'll reach looks like a deathtrap, but it actually teleports you next to the statue in the eastern rooms. From there, it's a brief trip to get back to the main corridor and the exit area in the southwest.

Tips and Secrets:

  • The large eastern rooms have two doors to the main corridor. The first one you encounter is trapped with deadly spikes, so use the second one.
  • You can fly through the angled windows in the eastern area. One has a Hero Time helmet, the other a bow.
  • It's possible to get the pentagram without the ivory key, if you jump up onto the light grey brick platform near the ivory key door.

 

LEVEL 9

This level is made up of some tower areas over a lava lake, so have your fire resistance potions ready, and do not be stingy with them if they are needed, as you can find many replacements in the level. Flight spells are also helpful.
From the start, you should be able to jump across to the platform immediately beyond the first door, and ideally stay in the upper regions of the level for the most part. The pull chain on the red wall near the start raises stairs onto the tan spire to the right of it. Atop this rock you will find potions and a treasure chest. You'll also find that the pull chain made stairs rise on the other side of the tan rock as well, leading down to an area of dark grey rock. Take the teleporter here and get the glass key (bypassing the brass key), then teleport back and fly across to the nearby glass key door where the pentagram is stored. Just outside the door to the pentagram room, you'll find a Crystal Staff to recharge your health and armor.
Head back towards the start then, and go up the other set of narrow stairs, to the grey rock spires. Go to the point at the southern end where you can see a low bridge on the lava below, and jump down towards it to head to where you see the plate armor. Take the stairs up into the tan stone structure, and go across the bridge to the door where you see a bow. The exit chamber lies beyond the door, guarded by a Mino Drake.

Tips and Secrets:

  • The brass key is optional, but if collected, will allow you to open the door to the room where the glass key is located.
  • A diamond ring can be found in the northeast corner.

 

LEVEL 10

From the start, drop down and go to the left for the brass key. The right-hand branch has a broad sword if you need one, but it is guarded by lava fiends. Continuing down the main corridor, the next room on the left contains a teleporter that will take you to a spot near the pentagram.
Return towards the main corridor and you are at a spot where there is an upper, lower, and middle path. Follow the middle path to the north. The door on the left is the straightforward path, but the right-hand one contains some treasures in the labyrinth beyond, including a Hero Time helmet, so follow that one. Either way, you will reach a big room of pillars where you will face the game's first dragon boss. Although it looks intimidating, fire resistance renders the dragon harmless, so take a potion and go beat it into the ground.

Tips and Secrets:

  • The elevated lava pools in the smithy contain an Onyx Ring and an Amulet of the Mist.
  • The throne room east of the dragon's lair contains a Nuke scroll.

 

LEVEL 11

For a quick finish, head directly down the corridor and through the door at the end to battle the game's first Skeletal Witch for control of the pentagram. Fire resistance will not protect you from her spells, so have healing ready. Once you have the pentagram, activate a flight spell and go up through the high holes in the wall to the west, where you'll find the exit.
You do, however, probably wish to explore the side areas before going for the pentagram, since there are some quality items in this section of the dungeon, including a free level up in the form of one of the rare Glass Skulls.

Tips and Secrets:

  • The northwesternmost side area contains a Glass Skull, and a hidden treasure room behind the waterfall.

 

LEVEL 12

Be careful of the pool in front of the start! There is a spike pit of death in the middle of it. First, go and collect the brass key. A quick way is to take the right-hand path and go through the teleport you'll soon encounter, taking you to the brass key room. Once you've got the key, go back to the teleport room, but this time continue past to find the pentagram area.
The pentagram is blocked off behind four square walls, and guarded by a Skeletal Witch. The black wall ornament over the water section of this room is an illusionary wall, behind which can be found the pull chain for making the pentagram accessible.
Now head into the office-like area to the southeast. A bookshelf here is a secret door, and behind it, following the stairs, you'll find a grey ornamental structure that is the brass door. You'll find an area full of skeletons, and the black key, which you can bring back to the black key door. Directly beyond the door are a Mino Drake and the exit.

Tips and Secrets:

  • One of the white stone ornamental panels on the return path from the brass key is a hidden door.
  • The second shield in the skeleton area past the brass key door is a death trap.
  • The hidden Hero Time helmet in the dark area behind the "office" desk is also trapped with lethal spikes. Flight is the only safe way to collect it.
  • However, if you hang to the furthest right side of the spot under the desk when you move forward, you will instead drop into another hidden chamber that contains a second, safe to collect Hero Time.

 

 

LEVEL 13

One of the more annoying levels in the game, in my opinion, as large sections of it are nondescript maze set with spike traps, so don't be ashamed to use the automap. First, head for the pentagram area. Use the pull chain on the outer rim of the area before you drop in after the pentagram, to make sure you don't get stuck down there.
From there, you can head to the east side to find the exit inside the maze. The keys are optional.

Tips and Secrets:

  • Immediately to the left of the starting area, you'll find a chamber containing an Ankh and an Onyx Ring.
  • The big chapel of gore in the center north contains a broad sword.

 

LEVEL 14

In this level, each of the four main doors leads to a room with a pull chain that opens one of the four secondary doors. When choosing your initial path, pick the stairway that has three ogres (east). This will lead you to an angled room whose pull chain opens the way to the magic sword, which is a massive upgrade to your arsenal and will be a great help in battling the many Skeletal Witches in this level.
Next, you will need a black key. There are two options, I recommend that you do not enter the lava area yet, so go for the other one. You can open it with the chain in the room that has plate armor and a bow on platforms (south). With the black key, you can open the pentragram room in the tan stone area; pick up the ivory key right down the hall as well, as you'll need it for the exit door, which is in the lava zone.

 

LEVEL 15

From the start, there's only one way you can go until you reach the water pool room. Take the path to the left, and when you reach the round lava pool, take a moment to look above it—there's a Fire Walk Scepter floating in the air over it. If you can use a fly spell, go ahead and grab it, then head around to the northwest section of the map, collecting the brass key on the way. The black key is not strictly necessary, but makes the level more convenient to complete, so get it as well by jumping across the stone pillars, or flying there.
If you didn't get the Fire Walk Scepter, use a fire resistance potion, and go down into the big lava lake near where you got the keys. The pull chain on the north wall will make the pentagram accessible; grab it and head to the teleport on one of the stone islands in the lava.
Now you can head through the black key door to the south. The brass key door on the east side of the "four arrows" room leads to the exit.

 

LEVEL 16

At the start of the level, you will have to pull the chain to raise the platform you're on and get out. The two side chambers have some handy supplies, as well as monsters, while the wooden door is the way forward to the rest of the level. Once you drop down, pull the chain to open the bars, and grab the black key as you go through. Continue heading north to the exit room, going to where the quiver is to trigger a passage opening, then go through it and seek out the black key door. Open the door to find the brass key, as well as a teleporter behind an illusionary wall, which you must go through.
Head down the corridor to a room with a white brick structure submerged in the water. Pulling the chain raises this into stairs. Head up and through to the overlook above the big muddy water room. Don't fall down, or you'll have to do a lot of backtracking. The way to the pentagram is on the south side, protected by a couple of doors. The first is opened by stepping on one of the brightly-lit corners of the room. The second is locked with the brass key.
The pentagram is in a nondescript-looking room, but beware! There are hidden spike traps all around it. Flight is the safest way to collect this one. Once you have it, backtrack to the exit chamber.

 

LEVEL 17

This is one of those levels where a lot of the map area is optional. The first vital item is the pentagram, which can be found to the northeast; from the start, turn around, head towards and past the central structure and bear to one of the spots between the four central spokes. A little corridor joining those two rooms contains the door to the pentagram chamber. The Fire Walk Scepter is also hidden nearby, and is quite useful here; if you want to collect it, check the tips and secrets note.
Now, you can explore if you wish, or drop down into the outer ring of lava and head south to the exit. If you didn't get the scepter, fire resistance potions will be vital, but the level contains a good stock of them.

Tips and Secrets:

  • The rare Fire Walk Scepter is hidden quite well on this level; to find it, go to the room just east of where the pentagram is, where there are a bunch of barrels in a row. Find the seemingly empty notch in the wall next to where a health potion and fire resistance potion are. Stand in the notch, activate a flight spell and fly up to grab the scepter.
  • The central structure in the level has arrows and a halberd. Each rising platform works only once, so don't waste them.
  • There are two Sapphire Rings. One is in one of the northerly water chambers, another is in a room off the side of the area where there are a bunch of little demon skulls in translucent boxes, at the northeast of the map.
  • The magic sword near the exit is trapped with spikes. Use flight to collect it if you need one.
  • Where you find a half-built stairway in the lava zone, you can jump up and hit a pull chain to raise the stairway further. Jumping the gap in it may be difficult, but the arrow ladder trick works.

 

LEVEL 18

From the start, head to the square central structure and up the stairs to the corner entrance, where Illwhyrin makes another appearance. The arrow-ladder trick can help you get in here, then you can battle your way to the brass key. The brass key door is to the east of this structure, and through it, the black key can be found in the first chamber on the left.
Go to the southeast of the big square, where a section of floor lowers, and descend into the area that's revealed. You will want to head to the water area where there are many pillars, and locate the pentagram before returning. You will have to fly to get back out; a few scrolls can be found in this region.
Once you have the pentagram, head to the southwest area where the black key door is. The exit is just beyond the door, guarded by a couple of Mino Drakes.

Tips and Secrets:

  • Towards the back of the area that's locked with the brass key, you can use the pull chains to raise stairs to the far back of the area. Another pull chain there will open the middle structure, which contains a morning star and sapphire ring. Be careful, however, as it is possible to become trapped in the back area.

 

LEVEL 19

Head down the corridor you begin in until you reach a drop down, which you should take and turn right to reach a larger water room with a maze-ish central wall. Walk across the central wall to the door on the far end and head through the passage; a pentagram-marked door will open to your left, which you should investigate. Be very careful of spike traps here; either use the arrow bridge trick, or a flight spell. You will find the pentagram at the end of the passage, and taking it triggers a wall to close. Run back as soon as you've got the pentagram—if the passage closes all the way behind you, you're screwed and will have to reload/restart the level. Once you've got the pentagram, you can explore for treasure, or head back to the exit.

Tips and Secrets:

  • At the very end of the initial hallway, on the other side of the dropdown, is a door. There is a concealed spike pit immediately in front of this door, but if you fly across, you can find a few goodies including a Nuke scroll.
  • A magic sword can be found near the start, in the craggy area to the right.
  • A locked door which can only be opened by Open Doors due to lack of the matching key can be found in the maze-wall water area. It contains both types of amulets, a magic arrow spell and a quiver of arrows.
  • Also in the maze-wall area, opening a secret door on top of the white rocky platform will lead you to an area with evil eye patterns on the walls. A rising staircase leads to another quiver of arrows.
  • From the start, go left and then left again to find an area with a mutilated torso and a Mino Drake. Illusionary walls here conceal a bow, chainmail, quiver of arrows, treasure chests, Adamantine Ring and a (useless) brass key.

 

LEVEL 20

You start out near the center of the level. You will want to head to the the cross-motif area in the northwest where you can collect the brass key. The hidden teleport to the north of the start is the quickest way to and from here. Now return to the start area with the key. The more northerly lozenge-shaped wall near the start contains the pentagram; the entire wall is actually a brass key door. From there, go down the nearest curved stair and through an illusionary wall to the exit chamber.

Tips and Secrets:

  • In the lava area, getting onto the island where a lava fiend guards treasure will open a chamber containing a dragon and an ankh.

 

LEVEL 21

A small and straightforward level. Head into the mausoleum directly in front of you, heading to its central area and then crouching down the tunnel at the end of the corridor of bearded mascarons. Take the teleport and follow the stairs to where you can find the glass key. The glass key door, though which you will find the pentagram, is on the east side, and the exit pad is just a room over.

Tips and Secrets:

  • One of the gravestones near the start has a teleport behind it, leading to a chamber with some minor treasure.

Notes:

  • For better arrangement of page space, I've moved the diagram of the detached teleport area closer to the rest of the map for this reference than it appears in the actual map data coordinates.

 

LEVEL 22

From the start, go through the door, turn right and drop down, then jump up the small elevation and follow the curved brown hallway. When you get to the spot where arrow traps fire from the walls and a Skeletal Witch attacks, you will find a translucent illusionary wall to your left, where you will find the pentagram. Continue following this corridor, and when you reach the dropoff, take it, jumping up onto the grass and then the continuation of the brown stones to keep following their path. Head up the curved stairway to your right and open the door that you see across the way at the top to find the black key.
Head back downstairs and go across the uneven tan rocks in the middle outdoor area, finding yourself back at the start. Head up the short flight of steps and to the right, cross the bridge you come to, and turn right. The door to the exit (black key lock) is at the end of this hall, with another Skeletal Witch guarding the exit pad.

Tips and Secrets:

  • If you turn around from the start position, you'll find a glass skull right nearby.

 

LEVEL 23

For a quick complete, if you are able to use fly spells, drop into the water and head east. Fly up to the platform where you see a squared tan stone structure, and head down the passage to the south. Pull the chain to open the first part of the giant portcullis guarding the exit. Go back in the water, head west and take the teleport you find to go to a small fort in the middle of the map. Upstairs in the fort, you will find the second pull chain. Now, drop into the moat and take the teleport there to reach a room with several "cupboards" containing potions. From the potion room, head through an illusionary wall up the stairs to find the pentagram. Teleport back to the moat and head through the now open passageway to the exit.

Tips and Secrets:

  • There's a magic sword in the fort.
  • There's a Hero Time helmet in the southwest, reachable by crossing the lava pool.
  • There are several useful items in the otherwise optional western jagged-patterned room, some reachable by flying.

 

LEVEL 24

From the start, head left, and you will soon find a side passage away from the central tower. Follow it to find a raised grey stone platform. Immmediately turn left, then left again and up the stairs. To your right, you'll find a small passage in the corner where there are white stones with vines on them, which can be revealed by a nearby floor pad. Follow it. You will find a garden sort of area with many square pillars. Head to the end of this area where you will find a wall that lowers, and in this area you will discover the black key guarded by a dragon.
For the pentagram, return to the dark grey stone platform and head to the other side of it, near the big face on the wall, to find a smaller platform with a teleport. Warp through and go through the doors, following stairs up, then down. The pentagram is nestled in the crook of the downward stairs.
Now follow the nearby teleport back to the central area, and approach the wall of dark grey stone to lower it, revealing a lava area. Cross and find a trap-laden room on the other side. Through the black key door you will find the exit chamber, with lots of supplies to refresh you for the final battle.

Tips and Secrets:

  • In the area just before the black key door, there's a row of items floating in the air. Get them right away as there's a trap pad that will block them off if you're not careful. They can be reached by flying.

 

LEVEL 25

This is the final level, and it's a fairly short one, but with lots of tough monsters. Head northwards and then through one of the side doors adjoining the bridges, leading into the big pillar laden area. Lots of big enemies are here, including Illwhyrin who you should focus your attacks on. She is not messing around this time, so use all your potions and powerups, and when you kill her, she will drop the final pentagram. Grab it and take it to the big door at the far north, through which you'll find a pad with a horned skull. Bring the pentagram here to exit.
You have won the game.