Route 2. Mages Overlook / Castle Wizard Room
There is a pit at I11 (on Level 6 -
Labyrinth I) which drops you to I11
(on Level 7 - Labyrinth II) at the
so-called Mages Overlook where, we're told, Mages found the plateau
useful for looking out over the labyrinth denizens following the
great cataclysm. Making your way to K10 will lead you to a one way
tunnel which will take you back to Level 6 -
Labyrinth I, arriving at K10. But we're
going to the door at M16. This is marked with runes which tell you
that runes can be the most powerful of weapons in the hands of an
adept wizard. Here the runes also protect the great mage's magical
possessions against the unwanted. Going through the door will take
you to Level 7 - Castle Wizard Room.
A gate leads back to Labyrinth II at M1.
This area is a real swine! There are many walls with runes on them.
These translate to words like Druid, Ethereal and Nexus. Walking
into the wall will teleport you, sometimes to another area with more
rune-covered walls, sometimes to a location in the main area that
you could already get to and which has monsters in it or between
you and the exit!
You will be told that those which haunt the castle must be
spelled to find their master - list the rune words and the initial
letters of some routes spell names of monsters and important
characters. For instance:
- From N3, go East (through DRUID), N to N7 (RUNES), West
to M11 (ALCHEMIST), S to M13 (GHOST), West to M14 (ORB)
and South to G16 (NEXUS) to spell DRAGON, taking you to
A14. There are three moderately tough but lucrative fights
in this corner.
- From K2 go N (through GHOULS), N to K9 (HEX), E and
through the north wall to F15 (OBSESSION), W to I14
(SORCERY), W and N to L14 (TALISMAN) to spell GHOST,
taking you to D3. There are four pits round D3. This
leads to a corridor with several rooms off it. The door
at E7 has a bad fight behind it, against banshees and
ghouls.
- From I4 go S (through ETHEREAL), S to D12 (NETHERWORLD),
N to D11 (LUCK), S to D10 (ILLUSION), taking you D13. Go
south and west to B12 (KARMA) which takes you back to E10
and going S to D10 (now it spells INVULNERABLE) and S
through here now takes you to C9, then N to D9 (LUMINOUS)
to J11 spelling EN-LI-KIL. There are two very hard fights
against Basilisks at K11 and J12. In both locations you
are told, those which haunt the castle must be spelled to
find their master. Killing either lot tells you the gate
takes you back to the labyrinth and, indeed, going east
from J12 or north from K11 takes you back to M1.
- From K5 go south (ALCHEMY), E to H12 (REVERIE), N and E
to N11 (NETHERWORLD), S to A1 (ARCANE), N to B3 (KARMA),
W to A5 (KARMA), S to A4 (INCANTATION), arriving at D13.
Now head to C15 where a new teleport will have appeared
while spelling this (ARCHAIC), taking you to A11, N to B11
and go east (NETHERWORLD) spelling ARNAKKIAN and arriving
at H9 where you'll find two hard fights at H8 and G9 against
Basilisks and King Goblins and a message that the Gate takes
you back to the Labyrinth so, again, if you go west from H8
or south from G9, you end up back at M1. You are also told
that secrets follow when you spell that which powers time
(referring to spelling En-Li-Kil above).
You'll also learn from a scroll that to gain access to Arnakkian's
chamber, you must defeat his lich apprentices. The third message
obtained is, beyond the words lie the power of the earth. The
master of this castle must be identified before the ghost may take
you to him.
One you have done both the Arnakkian and En-Li-Kil routes, going
to the door at I6 you are told that both Arnakkian and En-li-kil
have been identified and the Ghost takes you to the Guardians.
You are transported to Level 6 -
Castle Parapets, K6.