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
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:
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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