Level 11 Home Map

Level 11 - Dwarf Kingdom & Land Of Giants


Land Of Giants

Entry from Level 10 Elf Villages is to I11 in the Dwarf Kingdom and in front of you is the River of Eternity. Remember we were told earlier that it saps 1/4 of your health each step, and you can't heal. A message here says that only the bravest adventurers explore the life-draining River of Eternity for hidden passages. Luckily there is a block in the river at I13 so make your way east to dry land. There are two doors. One leads to big fights against gangs of Phantasms at F15 and G16. The other takes you to a door at M16 to the Land Of Giants. Bellows from gruesome monsters echoing through the cavern aren't encouraging! Go through to the Land Of Giants.

Entry to Land Of Giants is at M1 which takes you back to the Dwarf Kingdom. A message on the wall at N3, in runes, translates to tell you that you must acquire the Sunbeam Key at the Dwarf Ceremonial Rock to access the Dwarf Kingdom.

Go through through the door at L5 and zip across the River to N8. At O10 you meet a group of Dwarves at the ceremonial Dwarf Rock who offer to swap your Blue Metal for the key to their Kingdom. Take it and you will find it's the Sunbeam Key. Through a series of appearing / disappearing walls behind the door at N10 you will find the Jasperstone Fountain which restores your health at P12 and the Venivor Fountain to restore your mana at N13.

Behind the door at P7 is a hard fight against Basilisks, dragons and Incubi at P6, another against giants at P5, and Death Leeches, Basilisks, Gargoyles, Liches and Werebears at P4.

Moving from safe slab to safe slab, make your way across the river to G13 and cast Detect to find a secret door. A message at K15 says the Tapestry of the Moons requires a spectrum of colour to open. The Omar Fountain at J16 restores your mana and at J14 Phantasms and Incubi must be fought to gain a green tree-shaped tree, the Elfin Cave Key. Use this to enter the Cave of Needlewood.

Head over the river again to find another secret door (cast Detect) at I10. Runes at H8 tell you it is rumoured that dwarves can build magnificent creations and vessels out of golden threads. Head back to the Dwarf Kingdom and across the River to F13. The Sunbeam Key unlocks the door and vanishes. I don't think the door should be visible until you have the key from the message given - a buglet? The King of the Dwarves sits on a chair at N3 and tells you of a gem of great value behind the keyhole lava, guarded by a dragon. Kill the beast and you can have the gem! It's over the Keyhole Lava and we'll be off there soon.

At F7 the west wall bursts with colour and a voice says, I demand from you a token of worth ... something that will decrease the value of your purse ... simple yet valued as is the lining of every cloud. The west wall at I7, and the two locations below say, start with my most southern brother. You must proceed from south to north to complete this simple phase. So more tasks lie ahead. This is clearer after visiting E9 where a voice booms that the westward corridor will tell you of a way to cross this path. Seek the walls that speak. Heed them well. Do as they ask from south to north and you shall find the ingress of safety south and east of where you are. Another message at G4 says the Keyhole Lava lies at the centre of this Kingdom. Give the greedy walls that which they request and the way across the lava will be clear. A third at D2 says The Keyhole Lava lies at the centre of the Kingdom. Activate the switches to the west one at a time from south to north. So go to the first wall at F7 and give a silver bar. It says, onto the next sacrifice.

Now to the wall at G7 wants a simple blade of steel or iron. A halfling's sword, small in stature. Buy a short sword at the shop and give that. The one at H7 wants a young thief's tool. Buy a green lockpick and give it. The last one, at I7 wants a dead King's key! So it's back to Level 1, The Mines, to get King Cleowyn's Key from the Raptors at N6! Note you DON'T need another Sunbeam key (cheers, Graham!). Give King Cleowyn's Key to the greedy wall and you're told to go to the lava south and east of here where the way is now clear. A door to the keyhole lava has now appeared at D10 and when you walk through there, platforms have raised over the lava. There are tough fights over here against either groups of Basilisks or King Goblins and Hobgoblins, or gangs of cyclops and Manticores. Make your way to P16 - the Dragon's Lair. He isn't there on his own, however, he has Manticores, King Goblins and Basilisks with him! But the glow of the red gem in the room should spur you on. If you're really unlucky, there may be two dragons there! I succeeded on Level 41 and won, among other things, a Rainbow Red.

A note at N1 tells you that 4 gems and a gold boat will get you to eternity. At H1 you meet a blacksmith who wants you to get rid of the cyclops in her gold caves who thinks he is the King of the cyclops. Cast Detect east in this room at I2 to find a secret door and the Cyclops' Mine Key at I6.

Head to the Land Of Giants and at J8 the key makes the tapestry in this alcove translucent, opening new passages to the southwest. Go west through the wall. Go to the one-way door at I5. A teleport in the room at H1 leads to P3 and one at P1 goes to J1. There is a very hard fight against Manticores and Dragons at J3 and the King Cyclops (and his gang) are at K4. When you kill him, you win the Cyclop's Head!

Head back to the Dwarf Kingdom. Return to the blacksmith at H1 and she is very grateful and weaves you a Golden Boat from threads, which she says can ride the rainbows.

Again from the tapestry at J8, head down the river to G7 and heal. Cast Detect to find a hidden door south. The RockyFlat Fountain at F9 restores your health. At F10 you fight Phantasms and Incubi for a stone key, the Dwarf Mine Key. At E7 the Hidden Mine Key makes the south wall transparent.

Make your way to safety over the river at B9. Your mana is restored by a whirlpool at B11. A teleport at B8 takes you to D13 where there is a hidden area. Here you get a message from the Zephyr Wind at E12 that only the FlexSword can bend against the Wind Elemental's gale. Another at E13 takes you to B2 while the ones at D16 and E12 take you to B2, and one at F16 to a new area at A14 where a door at A12 leads to River's End.

There is a hard fight at D4 against Dragons, Giants and Tyrans, and another against a band of assorted adventurers slaying a dragon at A1. (The dragon attacks you too which I thought was a bit unfair!)

A dwarf blacksmith, a wizard swordmaker, at E5 will make a weapon from your finest metals. Take her the Flex Metal won at Level 7 Labyrinth II, C14. She makes a Flex Sword and dubs it the Wind Sword - may it destroy your enemies at first blow.

An apprentice miner at A2 gives you the Hidden Mine Key to his mine hidden beyond the edges of the waters. Monsters have forced him from there. If you can do him a favour, he will replay you well some day. Clear River's End to gain 3 platinum bars.

Find a secret door at C5 by casting Detect south and cross the River of Eternity to the door at C12. There is a gang of Phantasms at C14! If they petrify you, you are sunk! I found the best thing was to cast Control several times, then use Death Darts. The Fountain of Attributes past them at C15 increases your powers.

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