GENERAL INFORMATION
On entering level 2, you will have lost all objects from your rucksack that are not spells or potions (The idea of this is to free space in your rucksack). This level is set in the ground floor of castle Wulf. It's background is that it was inhabited by Carolus and his six captains : Axel, Brokson, Grimbold, Ragnar, Helm and Magnus. Here, they discussed policies, the rule of the castle and magic matters.
The aim of this level is to find, collect and return six transport stones created by Carolus for his captains, an urn that must contain the ashes of one of the captains, and an emerald to enable entry to the final room.
Things, of course, are not that easy...
The pits in rooms
14,
55 and
60
lead to the Pit room
0a. In the pit room there is a
gemlock, which, if inspected, offers freedom from the pit for a price. When you
accept, a gem falls down for use in the lock and you are teleported to room
1.
The extra-large pit in room
63 leads to room
0b where it is necessary to quickly
press both buttons before the floor gives way and you fall to the pit below. It
both buttons are pressed you are teleported to room
73. If one is pressed you fall
to the Pit room with the escape gem. If neither is pressed you fall to the Pit
room and must pay to escape as normal.
Keys, rooms found in and purposes:
room
15 for chest in room 15
room
22 for door 27/28
room
26 for door 26/27
room
28 for hole from room 28 to room 29
room
30 for bars in room
34
room
30 for door 21/18
room
39 for door 39/33
room
41 for door 41/42
room
43 for door 43/34
room
46 for door 52/53
room
50 for wall release in room 50
room
63 for door 65/66
room
68 for door 71/73
room
73 for room 75 in labyrinth
room
73 for money release in room 31
START OF LEVEL 2
Starting in room
1, go to room 2.
In room
2 collect the Shuriken (20 X 5) and Massacre spell (1 X 1) from the
casket on the altar. Collect the Shot Shield potion (3 X 30) from the chest.
In room
3 collect the Stamina potion from the altar. The message in the book is:
THE BOOK IS BADLY BURNT. BUT YOU CAN MAKE OUT SOME TALK OF TELEPORT STONES.
Kill the volcanoes with the shuriken, starting on the rightmost one shooting from the bottom of the room.
Go to room
4 and put Capt. Axel's ashes in his urn. Collect the Mind Blast spell (1 X 0).
Jump up and touch the ram skull above the altar to reveal the door 4/5. Go to room 6.
After entering room
6 the door will lock behind you. Open the chest and collect
the Shuriken (10 X 5). The books messages are:
CAPTAINS MUST NOW HAVE THEIR EMERALD OF THE GUILD TO ENTER THE CAPTAINS ROOM.
TELEPORTERS ARE ONLY TO BE USED BY CAPTAINS. EACH CAPTAIN WILL BE RESPONSIBLE FOR ONE TELEPORTER.
THE NAMES OF THE SIX CAPTAINS ARE: BROKSON GRIMBALD AXEL ROGNAR HELM MAGNUM.
HISTORY OF TELEPORTERS: THERE ARE SIX GOOD ONES AND SOME FAKES. THEY CAN BE USED
ONCE ONLY BEFORE NEEDING A RECHARGE IN THE CAPTAINS HALL.
Collect the useless piece of armour and a book and go to room 5.
In room
5 stand away from the moving walls and to the top of the room and throw
the useless armour at the gap between the moving wall and its support.
The armour will very likely land on top of the wall. Move to the other side
of the corridor and throw the book through the widened gap between the moving
wall and its support. The moving walls will disappear. Pull the lever at the
end of the corridor to make the support walls move up and down.
Run underneath them to enter room 91.
In room
91, pull the lever to make the wall blocking the other door rise.
This is locked from the other side, so go to room 7.
In room
7 there is a message:
TODAY WE BLESSED THE WORKINGS OF THE LABYRINTH. IT SHOULD GUARD OUR SECRETS WELL.
Put the Mindblast (1 X 0) spell in Rogal's spell casket and put the small casket
into the chest of spell recharging. Reopen these and retrieve the recharged
spell. Press both ram skulls to reveal the locked door 7/46. Go to room 8.
In room
8, quickly jump up to the floating eye to kill it. Avoid the blob and
pick up the "V" token. Go to room 9.
In room
9, pull the levers in the following order: 1st 3rd 2nd 1st and press
the bottom next to the door to move the wall out of the way. Go through rooms
10,
11 and
12 (kill the volcanoes if you feel the need) to get to room 13.
In room
13, all the large tiles release a dart when trodden on. Collect the
"W" token by walking along the innermost side of the tile. A Sleep spell
(5 X 10) will appear, collect it the same way from the opposite side. Go to room 14.
In room
14, press the button on the wall to open door 14/16. Inspect the chair
to find a lever. Pull the lever to move a tapestry aside and reveal a button.
Press the button to reveal a book. Its message is:
THE LEGENDS OF LORD CAROLUS PART 27 BY L.C. THE BOOK TELLS OF A LONG LOST ROOM
THAT WHEN ENTERED WITH THE CORRECT KEY WILL GIVE UNTOLD WEALTH AND EXPERIENCE.
Go to room 16.
In room
16, go up the stairs to room 15.
In room
15 collect the key, fall of the walkway and pull the lever to make part
of the walkway swing aside. Return to the walkway via rooms 14 and 16. Fall into
the area under the walkway. The key will open the chest to reveal the teleporter
of Capt. Helm and a bag of gold. Do not pick it up. Move it out of the way and
repeatedly open and close the chest to make further bags of gold appear. Repeat
as much as you want. To escape, pick the teleporter up to teleport to room
17.
Go to room 18 via 16, 14, 15.
THE KITCHENS
In room
18, jump up and kill the floating eye and avoid the blob. Collect the
Unknown potion (Cure Poison 2 X 20). Go to room 19.
In room
19 collect the cleaver. Go to room 20.
In room
20 collect the Cure Poison potion (4 X 5). Go to room 21.
In room
21 the door 18/21 will lock behind you. Enter room 22.
In room
22, quickly jump onto the saucepan to open the chest. Collect the key
for door 27/28. Go to room 23.
In room
23, use the Sleep spell to put the walleye to sleep, which unlocks door
23/24 and 23/27. Go to room 24.
In room
24 the door 24/23 will lock behind you. Open the casket to collect a
moneybag. Close the casket and stand on it to press the trophy and open the door
24/25. Enter room 25.
In room
25 open the chest to reveal two bottles of alcohol and Capt. Magnus'
teleporter. Press the button to unlock the door 25/21. Pick up the teleporter to
teleport to room 26.
In room
26, push all the bottles off the walkway to reveal a key and three
moneybags. The key unlocks 26/27, so go to room 27, unlock door 27/28 and go to room 28.
In room
28, collect the key from under the walkway and use it in the lock by
the door to reveal a chain. From the walkway, pull the chain to move the slab
of wood and reveal a pit. Go into the pit to enter room 29.
In room
29, pull the chain to make a chain appear to allow you to return to
room 28. Do not use a Sleep spell on the walleye. Go down the pit to room 30.
In room
30, use a Freeze spell for the two blobs, collect the two keys
(northwest torrent key for room 32 and tortoiseshell key for door 21/18) and
pull the lever to make a chain appear. Jump up the chain to return to room 29.
Return to room 21.
In room
21 a tortoise will appear so throw the cleaver at it. Open the tortoise
and collect a moneybag. Unlock the door 21/18. Go to room 32.
NORTH TOWER
In room
32 use the key from room 30 to move the first set of bars. Jump onto and
off the large floor tile or the bars covering the door 32/33 will close. Collect
the "L" token and go to room 33.
In room
33 open the chest to reveal Capt. Grimbold's teleporter. Pick it up to
teleport across the room. Push the leftmost button on the wall to activate the
colour-changing button in room 32. Carefully push the rightmost button to
deactivate the large floor tile outside the door 33/39, which will otherwise
let loose three darts from the holes in the other wall.
Return to room
32 and wait for the colour-changing button to turn to black,
then press it to stop the bars from descending when the floor tile is trodden on
(You must also have collected the token). Collect the Mind Blast spell (2 X 20).
Go to room 34.
In room
34 use the Sleep spell to put the walleye to sleep and unlock the door 34/35.
Go to room 35.
In room
35 feed all the tokens into the slot, including the token in the room.
This will unlock door 35/36 and 40/43. Enter room 36.
In room
36 pull lever to raise the walkway. Enter room 37.
In room
37 walk under the raised platform and move to the back to make the blob
push the casket off the platform. If you have a Remove Trap spell, remove trap
from chest and collect a moneybag. Go to room 38.
In room
38 walk between the bars. These will close behind you. Collect the
Shuriken (10 X 16). You will eventually be given a moneybag, then a Poison
potion. Throw the Poison potion at the wallmouth to escape the cell.
Go to room 39.
In room
39 throw the cleaver at the tortoise and open the tortoise to get a key.
Unlock the door 39/33 with the key. Go to room 36 via the stairs in room 37.
In room
36 collect the Strength potion (1 X 80) and the Freeze spell (2 X 30),
then go to room 35.
In room
35 pull the lever to unlock door 35/40. Go to room
40 via rooms 36, 37, 36 (again) and 35.
In room
40 the door will lock behind you. Pull the nearest lever to lower the
platform. Push the platform over the pit and pull the other lever to raise the
platform. Go to room 41.
In room
41 collect the key. This will unlock either the high or low door from
41 to 42, depending on which you walk through first. Go through the high door to room 42.
In room
42, avoid the floor tile with the cubic and pyramidal green gems on it
until a Sleep spell has been cast on the walleyes. Collect the gems. Go to room
44 via 41, 40 and 43.
In room
44 collect the Unlock Chest spell and the spherical gem. Use the Unlock
Chest spell on two of the chests. From left to right, they contain two moneybags,
a Bless Potion spell (2 X 10) and a Stamina potion (3 X 25). Go to room 43.
In room
43 fall off the walkway. Use the strength potion to move the pillar next
to the key, which will jump onto the top of the pillar. Scrape off the key with
the walkway. Do the same for the Stamina potion (1 X 100) and the moneybag. The
key will unlock door 43/34. Go to room 10.
THE EAST SECTION
In room
10, place the three jewels in the appropriate order in the gemlock to
unlock 10/45. Go to room 45.
In room
45 jump three sets of spikes that appear out of the floor (On the way
back there are just the one set) to get to room 46.
In room
46 pick up the Nightwatch key (for 52/53) and throw it through the bars.
The bars will pass to let you through, but only if you are not holding the
Nightwatch key. Pick up the key again and go to room 47.
In room
47 go to room 48.
In room
48, touch the tapestry on the left to reveal a button. Stand on the
bucket to press the button, which makes a chest appear. Open the chest and
collect a bag of money and a leg of chicken. Go to room 49.
In room
49, open the chest to collect the metal glove. Pull the lever to clear
the hole above the bed of obstruction. Go to room 50.
In room
50 collect the pike. Open the chest to collect a moneybag.
This will cause a wall to lower over the door. Collect the key and move the
weapon rack to reveal a lock. Use the key in the lock to raise the wall. Go to
room 49 and use the pike in the hole to open door 48/51. Go to room 51.
In room
51 both doors will lock as you enter. Feed the wallmouth the leg of lamb
and the chicken leg to unlock doors 51/48 and 51/52. Go to room 52.
In room
52 go to room 47, avoid the blob and collect Capt. Ragnar's teleporter
to teleport to back to room 52 past the bars. Use the Nightwatch key to unlock
door 52/53 and to raise the bars. Go to room 53.
In room
53 pull lever to lower walls over both doors. Use a shield and a bone to
push the pyramidal green gem out of the way of the space between the walls. Pick
up the gem, making sure you are not in the space between the walls as they will
clap together when the gem is touched. Go to room 54.
In room
54 the door will lock behind you. Collect the Poison potion and throw it
at the wallmouth to unlock the door 54/53 and reveal several coins. Collect the
coins and go to room 55.
In room
55 push the platform over the pit and pull the lever twice to raise it
to the button. Push the button to unlock door 55/58. Go to room 57.
In room
57 touch the second bar from the right to enter cell. Collect a bag of
money and a Map spell (1 X 1). Pull the lever to open door 55/56. Touch the
second bar from the left to exit the cell. Go to room 56.
In room
56, duck under the flames to collect the spherical green gem. Go to room
59 via room
58.
In room
59, quickly jump up to kill the floating eye. A hail of rocks will
periodically appear along the corridor. Go to room 60.
In room
60, push the button to the left of the door to start the platform
rotating around the central platform. When it comes past, ride to the centre
and collect the Unlock Door spell (15 X 1) and the cubic green gem.
Ride the platform to the door 60/74 and press the button next to it to unlock
it. Get off the platform onto the central platform so as to return through
door 60/59 to go to 61.
THE UNDERGROUND
In room
61 put the green gems into the gemlock to move the altar aside and
reveal the entrance to room 62. Go to room 62.
In room
62, go to room 63.
In room
63 press button to teleport to room
64. From room 64 return to room 63
and collect key for door 65/66. Go to room
65, unlock door 65/66 and go to room
67 via room
66.
In room
67 hold the iron glove to open the chest and collect a money bag.
Collect the Shuriken (20 X 5). Go to room 68.
In room
68 jump up to kill the floating eye. Use a Freeze spell on the volcanoes
to collect the key for 71/73. Go to room 70 via
69.
In room
70, collect the coins. Open the chest to reveal three unopenable bags of
money. The wallmouth in room
69 can detect gold, so it needs to be smuggled out
inside the lead casket. Smuggle the bags to room
71 one a time inside the lead
casket. Go to room 72.
In room
72, put the Alcohol potion and the bottles into the bowl until filled.
I have no idea what for. Go to room 71.
In room
71 unlock door 71/73 with the key from room 68. Go to room 73.
In room
73, open the chest and collect the maze key and the lost room key for
room 31. Put the unopenable bags of gold on the step in front of the wallmouth
for three pieces of information. These will direct you to activate the two
teleporters by pushing the two ram skulls. To detect the false one, push
them off the altar. The real one (leftmost) will not shatter. Pick it up
to teleport to room
61. Go to room
74 to enter the Labyrinth.
THE LABYRINTH
Diagram 1:
Using the Unlock Door spell, work your way from room
74 to
room
90.
In room
90 pull the lever to make the Captains' gem appear in room
91.
The maze key will open the door from 90 to 91. It is possible to complete the level and
go straight to the Captains' room as long as the barrier on the other side
has been removed. If not...
Diagram 2:
After the lever in room 90 has been pulled the Unlock Door spell
disappears and the doors that are indicated become open, allowing you to get to
room
75. In room 75 is the Captain's gem, so you can work your way to the next
section back the way you came.
Diagram 3:
If you want to hang around, the maze fills with false teleporters,
whose destinations are shown. The lever in room
87 causes all the doors to unlock.
There seems no point in continuing in the maze with the false teleporters, but it is possible.
THE ENDING
The lost room key can now be used in room
30. Go to room 30 and kill the two
blobs with the Massacre spell and the various Mindblast spells. Once the second
blob dies you will drop into room 31. Collect the money bag and use the key from
room 73 to reveal several coins to be collected. You will eventually be teleported
back to room 30.
The large jewel in your possession will allow access to the Captains room
(room
92). Upon entering the room you will be stripped of all spells, potions
and weapons, so drink all Stamina potions before entering. Place Capt. Axel's
urn with ashes on his pedestal. All the other urns will turn to large jewels.
Place your large jewel on the spare pedestal to create a hole in the centre of
the room. Drop all the teleporters into it. Go to room 93.
In room
93, wait for the colour of the gem near the lever to turn black,
pull the lever and walk into the teleport circle to take you to level three.