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warriors_of_the_eternal_sun.txt
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1998-05-27
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From: Davis_S <Davis_S@BLS.GOV>
Date: Thu, 21 May 1998 13:11:51 -0400
DUNGEONS & DRAGONS: WARRIORS OF THE ETERNAL SUN - Walkthrough by Steve
Davis
The Goblin wars lasted 13 moons... Duke Hector Barrik waits in his
fortress for the end... Then before the final goblin assault... the sky
opens and human and goblin alike are sucked into the void...
Then somehow, your entire city is intact, but apparently has been
transported to another world with a red sun... and whatever happened to
those blasted goblins? There are no goblins in this game! Well.. I guess
that's one problem solved...
Unfortunately, the city is now being attacked by beastmen (who seem
pretty ineffectual as compared to those goblins), and worse, everyone in
the city, except you and your stalwart companions, is slowly going mad.
Why are you immune to this? Who knows! What is the name of this city or
these people? Can't tell. Thus begins the typically lame story of this
RPG.
Actually, this is a pretty nice little game with a really nifty, totally
unique combat system that you've got to love (once you understand it).
The game really seems centered around the combat system. It operates in
two distinct modes depending on whether you're in a cave (i.e.,dungeon)
or not, but the strategy for defeating your enemies is similar in both
cases.
This is what distinguishes this game from games like Phantasy Star. You
have to employ strategy to fight, if you just go up and slug it out with
the monsters you'll lose.
Moreover, you have two unusual handicaps. You can't bring a dead
character back to life without returning to the city (impractical most
of the time) and there are no teleport spells. If you walk into a cave,
you have to walk out. What's more, you cannot save the game in a cave.
So if one of your characters is killed in a cave, you usually will have
to start over from your last saved position. Fortunately, you can save
anywhere outside of a cave.
You have two advantages as well. You can rest and regain all your hit
points and magic in a cave (If there are no monsters near). Also, there
is a limited and knowable number of monsters in a cave. The monsters
regenerate if you exit the cave (or cave level), but if you don't, they
stay dead, and the same monsters are always in the same places in the
same caves. If you clear the monsters out as you go through, then you
can (usually) retreat to a "clean" part of the cave and rest when
necessary. In general, it is a good idea to rest after any encounter
where you have taken damage or used magic.
In combat, you have one big advantage that you must exploit
mercilessly... your characters can attack from a much greater range than
most of your opponents. You have projectile weapons and magic, most of
your opponents will have to stand next to you to hit.
Characters
Roll your own characters. Strength, constitution and dexterity are the
most important attributes, and I think that strength may be the least of
the three. A high strength will increase your power to fight with melee
weapons (ax, spear, sword, etc.), and you will not be relying on these
very much. Constitution basically is your number of hit points, and high
dexterity decreases your chance of being hit, in essence giving you an
armor bonus.
You absolutely need a magic-user. A cleric is a good idea. A Thief is
optional. Thieves can use a bow and can spot/disarm traps, but can only
wear leather armor and cannot use magic. Traps are not much of a problem
except in the Azcan temple. Elves gain levels slowly, but they can use
bows and use magic (except Level 6 spells) and spot hidden doors which
are a problem throughout the game. The other demi-humans cannot use bows
or magic, which is going to make them weak fighters, unless you really
WANT to go toe to toe with the monsters. There are real advantages to
making both of your other characters elves. A fighter will make things
easier in the beginning, but toward the end, any character without magic
will be weak.
The combat system.
For either surface or dungeon combat, you need to equip all your
characters with projectile weapons. Get slings for clerics, wizards,
dwarves and halflings. Get bows for everyone else. Always upgrade these
weapons first, think of them as your primary weapons. If a monster is
close enough for you to hit it with a sword, it's too close. Put the
projectile weapons all on the same button for all the characters. I put
them all on "B" button, and reserved "A" button for swords and magic.
On the surface.
When walking about on the surface, you can either engage the enemy (by
pressing "A" or "B") when you see them, or you can wait for the enemy to
engage you. It is much preferable to engage them at as great a range as
possible.
You can engage enemies that you can't even see yet by simply tapping "B"
button (the shooting button) as you walk around. Then you will engage
monsters at extreme bow range (assuming that a bow-wielding character is
selected. Look at the little green arrow on the right side of the
screen.). Once the monsters are engaged, fighting proceeds in turns, and
pauses for your character to ready a new weapon or magic. If they are
far away, the monsters will have to use their first two turns at least
just walking towards you while you hit them with your shooters and
magic. You can also retreat while you shoot and hide behind rocks and
trees and shoot. Just lambaste them with projectiles and magic. Magic
that keeps monsters from attacking is very useful. The Darkness spell is
particularly effective since it has a long range and is successful
virtually all of the time. Don't use spells that affect an area such as
fireball, cloud kill, ice storm or lightning spells on monsters that are
close to you on the surface, it will hit your guys too. When cast
underground, they do not seem to have this problem (except lightning,
see below). For some bizarre reason, the game will allow your to cast
offensive spells on yourself even when you're not in combat. I can't
imagine why. It is always safe to use the magic missile spell.
In the caves.
In the caves you have a painfully small, but nicely detailed
first-person perspective complete with animated monsters coupled with a
very nice auto-mapping system, with the singular fault that the map is
erased when you exit the cave or cave level.
The fighting is semi real-time. The turns are there, but the system will
not pause and wait for you as it does on the surface. It is not arcade
fighting. It takes getting used to. There are lots of critters, but many
of them are quite weak. You can pause the action by pressing start, and
then ready new weapons or magic or even look at the map. No action
proceeds while you are "in camp", even if you're in the middle of a
fight.
The monsters do not roam the caves, they sit and wait for you at
specific locations. You can almost always see them waiting before you
get to them (anything that is bobbing up and down in the distance or
just around the corner is a monster). There is nothing friendly in the
caves (with one exception).
You cannot successfully engage large groups of monsters face-to-face.
Just as on the surface, your best advantage is range. You can shoot two
or more squares away, most of the monsters can't shoot.
In order to get the best advantage, you can "bait" the monsters by
stepping into view and then backing away. When they come after you, you
can pick them off as you retreat backwards. When you tap your "shooter"
button, the effect is like a machine gun, and the monsters are hit with
a stream of arrows and rocks. Any monster you see in the distance (but
not around corners) you can hit. Sometimes you can hit monsters in the
distance that you can't see. Shooting down long passageways before you
proceed is a good idea.
Using magic underground is tricky. Put all of your offensive spells on
one button, I used "A". These spells, like darkness, magic missile,
fireball, etc. can be fired off rapidly at an approaching monster. It is
a good idea NEVER to use the lightning spell underground, but if you
must, then make sure you are far away from any wall. When you've fire
off your first volley of magic, you can pause and re-load with your
second-line spells. Healing during combat underground is possible and
sometimes necessary, but quite awkward since the monsters are still
attacking while you indicate who is to heal who. Learn how to retreat,
heal, and then re-engage.
A short walk-through.
As with many RPG's, your characters start out pathetically weak. It is
not uncommon to step out of the city for the first time and have all of
your characters killed by a snake or a boar. Frequently, your lead
character will be killed by the first blow of the first critter you come
across.
Before you set foot outside the city, though, you need to gather the
wealth of hidden treasures within the city.
There are Gauntlets of Ogre Power in the prison tower hidden behind a
secret door (completely invisible) in the middle of the western wall of
the inmost room (not a cell). The prison tower is accessed from the
northeastern corner of the castle interior.
There is a wand of lightning and a scroll of sleep hidden behind a
secret door in the north wall of the magician's laboratory, accessed
from the northwestern corner of the magic shop.
There is a +1 ax hidden behind a secret door in the eastern wall if the
inn's cellar, accessed from the northwestern corner of the inn (looks
more like a cafeteria with cots).
There are potions of healing and a staff of healing hidden in the
shrine's cellar. The cellar is accessed from the northwest exterior
front corner of the shrine. The potions are in plain view to the north,
the staff is hidden behind a secret door in the southern corner of the
east wall.
There is a suit of +1 chain mail hidden behind a secret door in the
northwest corner of the crypts, which are located (oddly enough) in the
cemetery guard tower.
There is a +1 sword hidden behind a secret door in the northern face of
the central pillar of the northeastern guard tower (you face south to
access it).
Note: Unlike most RPGs, the effectiveness of weapons and armor cannot be
judged by their price. For instance, +1 leather armor is MUCH more
expensive than plain plate mail armor, but it is not as good. Be sure to
check your character's armor class after buying armor. Your armor does
not have to be equipped, your character will automatically use the best
armor he/she has. As for the effectiveness of the weapons, all I can
tell you is that bows are better than slings. Other than that it's a
mystery. Maybe you can figure it out. Also note that the same armor
advantage may be had by increasing the plus of any armor item,
regardless of price. So for instance, if a character is equipped with
plate mail and a shield, then the same armor bonus is obtained by buying
either +1 plate mail or a +1 shield, even though the shield is much
cheaper.
Once you've got all this stuff and equip everyone the way you want it,
then go out and hunt boar and snakes until your characters go up a level
or two. The characters gain levels slowly, but each level is a pretty
substantial improvement. Note that only the character that kills a
monster gets the Xp. This makes it difficult to advance the cleric. Use
darkness and entangle spells to make the monster an easy kill. (On the
surface, a blinded monster will not move, but underground they will
start running away from you.)
There is a cave in the far north of the inner valley, hidden behind a
waterfall. Inside are lots of cheap critters that are just right for
level 1 characters to build themselves up on. Watch out for the Owl
Bears, they pack quite a punch. Shoot at the Tiger Beetles from a
distance.
At level 2 you should be able to wipe out the beastman camp to the
northwest of the city. Then you can head over to the swamp if you want
to and fight some of the critters over there (There really isn't much
point). When you're level 2/3 you can approach the bridge southwest of
the castle.
When you cross the bridge you will probably get a message "so and so is
worried about crossing the bridge"... and then you will be attacked by
a hill giant and companions. This is good. Retreat back across the
bridge and whollop the enemies as instructed. Each time you kill the
hill giant (650 Xp) and friends, you will gain substantial experience
points.
When you are ready to start to play the game seriously... head for the
beastman caves.
The beastman caves are in the northwest corner of the valley. Be sure to
save the game before entering each cave. Explore each one thoroughly.
Wipe out the inhabitants and take their stuff. Once you discover the
vine-covered passage in the northeastern corner of one of the caves,
then you can return to the city.
When you return to the city, Marmillian (in the northwest interior
castle tower) will give you a withered vine that somehow lets you
through this one passage. There is lots of new stuff available at the
shops and you should upgrade as much as possible. Get new +1 slings and
+1 bows for everybody first, then armor, then swords (if you have any
money left). The magic shop is pretty useless (until later) and you have
to find most spells in the caves. There is no place to buy or sell
healing potions or spells.
Note: The shops get more things in as your characters increase in level.
Other than that, everyone in the city is getting pretty weird, and you
see it's going to be a good idea not to hang around this cursed burg.
So you have to go back to the Beastman caves. If you want to make the
game easier in the long run, there is a little maneuver you can pull at
this point. If you go south from the beastman caves, following the cliff
wall exactly, at the place where the wall face first becomes invisible
to you, nose into the wall (facing south) and you will find a hidden
cavern. Save the game and prepare yourself. There are some big-time
monsters and treasure in there. You can beat the monsters if you can
blind them with darkness. Blinding them and then binding them with the
entangle spell is even better.
Near the entrance is a Fire Giant (2125 Xp), kill him and head to the
southwest corner to find a "secret" passage. Go through and bait 4 Hell
Hounds (450 Xp/ea.) in their lair. Back off and shoot them dead. In
their lair you will find a secret passage to a secret room that has
money in it. Exit the hellhound lair and go northwest and around. You
will see a passageway to the west. Ignore it. Go around and through the
first door you see, you will find a saber-tooth tiger (650 Xp). Just
stand in the doorway and it will come to you. Kill it. Go through that
room and head southeast. Down in that southern room is a Red Dragon
(2500 Xp!) and its treasure. Bait the dragon from the door. Blind it,
bind it, kill it. Be sure to rest between these encounters. In the
Dragon's Lair you will find much treasure. Then you can exit and save
and then do it all again (except the treasure won't be there). But your
guys will get a whopping 6975 Xp for each "visit", and each time they
gain a level, it becomes easier. Work them up as high as you like, I
went for level 6/7 for everyone.
Then go to the beastman caves and find the center cave on the top level
and then go through that vine blocked passage into a really big cave
that eventually let's you out in a swamp. Watch out for that carrion
crawler near the entrance. Getting through the cave can be quite
challenging.
There are two hidden treasure room in the north towards the front of the
cave. The "hidden" doors in the beastman cave are not really hidden. You
will see many doors that are blocked by vines or rocks. Most of these
are impassable, but a few of them will let you through. Try them all.
Once you get the treasures, get out of the cave and save the game, then
proceed though the main body of the cave that goes like a spiral hook
starting out going South by Southwest and proceeding in a
counter-clockwise semi-circle that passes the southeast, the northeast,
and terminates in the northwest. Near the northeast there is a very
large and nasty tribe of troglodytes. Bait them and pick them off a few
at a time. Do not walk into their midst. There is a further treasure
there. There are some very nasty lizards in the same general vicinity.
The one guarding the exit is quite tough. Use the darkness spell on it.
On the western wall, near the exit is a pattern of holes. Be SURE to
look at it.
Exit the cave into the swamp and save. Fortunately, the swamp is pretty
easy. Go north and take the second right, go all the way east then north
and wipe out the lizard man village. Take their stuff. There are 12
lizard men, but they fall over like sacks of potatoes. Just shoot at
them from the village entrance, they'll never land a blow. Be sure to
get all the items from the village, then return to the city. On the way,
you'll get to fight all the critters in the beastman cave all over
again. O Joy! If you explore the swamp you can find the well of souls
and the tree of life. These don't seem to have any effect, but I could
be wrong. Maybe they do something.
When you get back to the city, everyone will be mad at you... and going
mad in general. Are we actually fighting to save these yahoos, or are we
really just looking for a new place to live? Actually, this is a good
question. What is the objective of this game? The Duke and everyone else
says that you're supposed to be locating allies for the city... but all
you ever do is kill people and take their stuff. Not the best way to
find allies perhaps? Well, there are no allies!(with one rather useless
exception). It doesn't matter because there aren't enough beastmen in
those caves to make up a decent football squad, much less overrun a
stone fortress. Like all Genesis RPG's, the goal of this game is really
to locate and destroy the ultimate evil! Surprised? No?
Well, time to leave again and head for the Azcan cavern. The Azcan
cavern is in the northeast corner of the valley, and is clearly visible
on the map. If you get here without having seen the pattern of holes
near the swamp exit in the beastman caves, you can't enter the main
portion of the cave, which is behind a secret door. The secret doors in
the Azcan cavern, unfortunately, are quite invisible.
The secret door is due east of the entrance. The passage will lead into
a large chamber with exits more or less at the eight cardinal compass
points. First, take the north passage, there is a treasure at the first
right. Come back to the north passage and go further up and bear right
all the way east and find another treasure. Then exit the cave and save.
Go back in and go to the large front chamber. Take the southwest passage
and bear east when it forks. Go all the way south and find another
treasure. Then exit and save the game.
Go back in and go to the large front chamber. Take the east passage and
proceed due east. You will find a secret door in the east wall of the
second chamber over. There are very nasty trolls waiting to ambush you
behind this door. Use your strongest magic to fight them. Rest, then
veer to the southeast and find another passage headed northeast. The
troll chief is lurking here. Ice him and head up the passage to take the
main treasure trove. Exit the cave and save. Your packs may be very full
by now and you have lots more stuff to take from the Azcans, so you
might want to head back to the city and sell some of the stuff you don't
need.
Now to go through the cave, and into the Jungle. Go back in and go to
the large front chamber. Take the northeast passage and head due east as
far as you can go. Head north by northeast to find the exit in the
northeast corner. Exit and save.
The Azcan temple can be found in the northeast corner of the jungle.
Take the road west and then head in going north by northwest until you
can move freely to the north. Then go northeast. If you find the lake,
the temple is east by northeast from there.
The Azcan temple is perhaps the hardest dungeon in the game. It is
replete with traps and an elaborate maze of secret doors. Even the
non-secret doors are hard to see. Fortunately, they are marked in red on
the auto-map. The game will frequently refuse to let you rest in here,
and the damage from traps can mount up quickly.
It has five levels. The fourth level is the hardest and you will
probably have to map it to get through. The main objective is four rings
of fire resistance that you absolutely need. If you brought a thief,
this is where he will earn his money.
On the fifth level, the main chamber is down the first left, north of
where the stairway corridor ends. If you travel up the middle of this
wide hall, then there is only one trap in your way. The treasure is all
the way in the back of the main chamber. The main chamber is filled with
many Azcans. Bait them and pick off as many as you can with your
shooters. Then move in and Finish them off with magic.
There is no easy way out. You have to fight your way back up through all
five levels to get out and save the game. Good luck.
After that it will be a simple business to fight your way back through
the cavern and walk back to the city. Save your game at the city
entrance before you talk to anyone, especially the Duke.
The Duke has gone mad and Marmillian is not far behind him. If you talk
to the Duke he will throw you out of the city and post guards to keep
you from returning. If this happens, reset the game. You should just
forget these losers.
Upgrade as you can at the shops. The magic shop may have a fireball
spell you could find useful. Then it's time for a dragon hunt.
With the rings of fire resistance from the Azcan temple you can now
safely climb up on the burning rocks in the western wall of the valley.
The fire elemental, fire giant and salamanders will all give you good
Xp, but your best target is the red dragon who shows up sometimes on the
rocks. Killing it will net you 1600 to 2200 gold as well as 2500 Xp.
But the real deal for Xp is the dragon in the cave. When you enter the
cave to the north, you will immediately be attacked by a red dragon that
you can easily kill over and over by just exiting the cave and
re-entering. You won't get the gold for this, but you will pile up Xp
fast, especially magic users. If you just keep firing after the dragon
goes down, you will knock off four hellhounds that are in a room
straight down the passage you are facing.
You do not want to complete this three-level cave quite yet, but you
want to get the best treasures from it ASAP. These are all on the first
level. You'll find the first one right off, it's in the main chamber
where the Red Dragon was lurking. Then go straight down (west) and take
your first right, then the next two right turns and you will be facing a
door. There is a fire giant inside (no problem, right?). Kill it and in
the southwest corner of the room find a secret passage that leads too
some major offensive spell scrolls.
Go back to the main passage that leads to the entrance, and turn west
towards those hellhounds, which should be dead by now. Enter their
chamber and take the side door into a passage. Then Left, Left, Right,
Left and you will run into a troll. In the room behind him you will find
the "displacer cloak" which is armor your wizard can wear. Get out and
save the game. Do not finish the cave. You'll see why.
Now you want to knock off all the remaining caves and treasures. They
are hidden in the cave walls and you can find them by methodically
nosing into the wall wherever the rock face is hidden from view. Aside
from the hidden cavern near the beastman caves, I could not find any
more until I had passed the Azcan cavern. That doesn't mean that nothing
is there, but I don't think there is. A few of them have treasures, most
just have critters, but you want to get as much treasure as possible
before completing the cavern across the fire bridge.
As you work your characters up in levels, more stuff will become
available in the stores. At level 9, the ice storm spell and the
stone-to-flesh spell will become available. If you do not have
stone-to-flesh, then there will be no way to restore a character who is
"Stoned" by a basilisk or other monster. Buy whatever you can. Hold out,
because when you finish the cave beyond the flames, the city will be
abandoned by its crazed inhabitants. The shops will be closed, the
cleric will be gone. Kind of a dirty trick, huh? So be sure to get
whatever you're going to get, and then say goodbye, and head for the
cavern. Actually, there is about 3000 in gold on the third level of the
cavern that you won't be able to spend once the cave is completed, so
you might want to go and get it, come back, and spend it before
finishing. An easy way to build up Xp for any character fast is to get
Stone-to-flesh for your magic user (who must be level 11 or better to
scribe it) and then "Stone" the red dragon at the cave mouth. The dragon
will be permanently paralyzed and any character can kill it at their
leisure. I recommend that you build all characters up to "MAX LEVEL" at
this point, so you can take advantage of everything that is for sale in
the stores. Get everyone a +3 shield and a +1 ring of protection. Armor
better than +1 is ridiculously expensive, and it would be quite tedious
to build up that much money, so I went with +1 armor.
The cavern is not that hard, but there is another dirty trick hiding in
there. Go straight back to the hellhound room, take the door to the
right. Go to the end and enter the room. Eliminate the fire beetles.
Turn north and go through the secret door straight up to the stairway.
When you emerge on the second level go north and bear right at the "T".
Continue into the room infested by giant scorpions, eliminate them, and
exit through the secret door in the northeast corner. Advance straight
ahead to the staircase. There are only a few healing potions on the
second level.
When you reach the third level of the cavern, there are two treasure
troves. These hold gold, magic armor (just +1) and spells (nothing
great). The southern most treasure trove is guarded by a specter that
will go down with one fireball. But be sure you hit it right away,
because if it attacks, it will strip away 1 or 2 LEVELS from one or more
of your characters, and it won't even give you a message that it has
done so. Since it is relatively quick to get through the cave, my
recommendation is that you re-load from your last saved position if this
happens.
Turn south and go through the room with the gouls, head south again and
west to the door. The specter is here, usually waiting just to the left.
Ace it and then check everyone's level. The treasure is behind a secret
door in the northeast.
Then backtrack to the staircase and head north. Go through the room with
the gouls and exit to the north. Head west and come to the door. Behind
this are some wraiths, a turn undead will take care of them. The
treasure is in the southwest corner. Check your levels again. The
wraiths are not as dangerous as the specter, but they can also remove
experience levels.
If you are ready to finish, exit back to the north and head back the way
you came, but do not turn when the corridor turns, instead head straight
through a hidden door to gain a Medallion (You must have this, make sure
you get it.) and talk to an Oltec merchant who gives you a letter to
take to the Duke. The game proclaims: You have Fulfilled the Duke's
Quest! Is that what he wanted? It doesn't matter, he's gone by now
anyway.
Head back out and save the game. The city is now abandoned.
So head to the city. It looks all torn apart. Only Marmillian remains,
in his usual place, and he explains that you are all in a giant zoo and
that an evil creature called a burrower is driving everyone mad. He
gives you a scroll that you absolutely need, but nevertheless does not
show up in anyone's inventory. Once you talk to him, you've got it.
Giant zoo? Really? I guess you've got to take it on faith, the situation
never becomes any clearer than this.
Marmillian tells you to go around the valley to the outer swamp, but
there is a better way. Go to the grave yard. There is an open grave that
used to have a monk standing next to it. Stand where he was and you will
enter a hidden dungeon. There isn't much in there except some
interesting critters. It's full of secret doors, and its much more
interesting and basically much faster than walking around the valley.
The exit is far to the southeast, guarded by a flapsail (it looks like a
dragon). When you exit, you'll be in the outer swamp next to a dead
tree. Go just northeast to find an inner wall, stay to the inside of it
and follow it around to find a visible cave entrance (it is visible on
the map, just barely). This is the final dungeon, it has three sections:
The Cave of the Dark Elves, the City of the Dark Elves, and the
"Immortal Cavern". To enter, you must have both the medallion and the
invisible scroll Marmillian gave you.
The Cave of the Dark Elves
There are a few treasures in here, only one of them is very good. The
secret doors are visible, they have a circle of blue light behind them.
All of them are actually doors. Go south by southwest and take the first
branch leading west. You will pass a southern passage leading to a
chamber. There is a flapsail or two in there and a scroll of
disintegrate. Continue west and you will pass a secret door to the
south. If you run into two or three flapsails, then you missed it.
Go south through the secret door and head west, then northwest. Take the
passage south. It branches southwest and southeast. The exit is in the
southeast branch, along with the main elven force. The other branch has
more elves that must be eliminated before you will be able to rest near
the exit. There is a treasure near the exit as well.
The City of the Dark Elves.
The city looks like the Azcan temple, but is much easier. You will run
into magic users in here, however. You enter in the southwest part of
the city. Create a perimeter by eliminating the elves in the
southeastern block, it is only 5 rooms, and some guards in the halls.
Shoot down the halls to eliminate the guards before passing. Once you
have created your perimeter, then you can always retreat to the
southeastern corner of the city to rest.
Exploring the city is optional. I found some nifty +2 and +3 armor in
there, but it was left after encounters, and it may have been just
random luck. There are also some stone-to-flesh scrolls in there, if you
need them. The Elven city is really elaborate, and it would have been
nice if there was really some compelling reason to explore it - but
there really isn't.
>From the entrance, take the first passage east and go all the way down
to the 5th Left, then north. You will go up several flights of stairs.
At the top there is a door in a single cube, that is the exit. Be sure
you are rested and ready-to-go before entering the final cavern.
The Immortal Cavern
The Immortal Cavern is full of really nasty monsters like efritti,
chimera and Medusa. Worse, the game will not let you rest in there, no
matter what. If you exit, of course, they will all regenerate. And you
can't even save the game. What to do?
Well, just load up all your magic using characters with as much
"continual darkness" spells as they can carry. Use just one of these
spells on each of the major monsters, and they will give you no trouble.
You don't have to kill them.
>From the entrance, head east. Look north and see there are two
passageways, both guarded by efritti. Blind them. Throw rocks at them.
Watch them run. Take the second (eastern-most) north passage. Just keep
heading north as far as you can go. When you run into fire giants or
stone giants, then kill them in the usual way. Save your "continual
dark" spells for the major baddies. Use turn undead on the vampire. Your
cleric will save your butt in this place.
Once you have gotten as far north as you can go, then head west. You
will now be in a winding passage full of nasties. At the end of it, you
will find the burrower (just past the pyro-hydra). When you find it...
the game is complete, your party automatically uses the invisible
scroll, the Immortal KA appears (looking like a T-Rex!) and you can
watch the somewhat nifty end sequence.
All in all, the game has flaws, but it is unique and enjoyable if a
little tedious at times.
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