Level 7 Home Map

Level 7 - Mages Overlook - Castle Wizard Room


Castle Wizard Room

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.

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