ÔÈÅ ÂÁÒÄ'Ó ÔÁÌÅ ÐART 1 ÔÈÅ ÂÁÒÄ'Ó ÔÁÌÅ IS A MULTI-CHARACTER ROLE-PLAYING GAME IN THE TRADITION OF THE ×ÉÚÁÒÄÒÙ SERIES. ÉT WAS WRITTEN BY ÍICHAEL ÃRANFORD OF ÉNTERPLAY ÐRODUCTIONS AND DISTRIBUTED BY ÅLECTRONIC ÁRTS. ÔHE GAME BEGINS IN THE TOWN OF ÓKARA ÂRAE, WHERE THE EVIL WIZARD ÍANGAR THE ÄARK HAS ISOLATED THE TOWN FROM ALL HELP BY CASTING A SPELL OF ETERNAL WINTER ON THE SURROUNDING COUNTRYSIDE. ÍANGAR HAS DEFEATED ALL THE GOOD WIZARDS AND WARRIORS OF NOTE IN THE TOWN AND HAS INFESTED THE TOWN WITH HIS EVIL MINIONS. ÔHE TASK NOW BEFORE YOU AS JUNIOR MAGIC CASTERS AND WARRIORS IS TO DEFEAT ÍANGAR AND RESTORE ÓKARA ÂRAE TO ITS RIGHTFUL INHABITANTS. ÏH YES, YOU SHOULD BRING A BARD ALONG TO RECORD YOUR DEEDS. ÈE WILL SING YOUR PRAISES IF YOU SUCCEED, OR CROON A DIRGE AT YOUR FUNERALS. ÔHE MAGIC SYSTEM USED IN THE GAME IS RICH IN DIVERSITY. Á MAGIC USER MUST START OUT AS EITHER A MAGICIAN, SPECIALIZING IN CASTING MAGICAL EFFECTS ON NON-MAGICAL OBJECTS, OR A CONJURER, WHO DEALS WITH THE INSTANTANEOUS CREATION OF OBJECTS AND EFFECTS THROUGH MAGIC. ÁFTER LEARNING AT LEAST 3 SPELL LEVELS IN A MAGIC ART, A MAGIC USER CAN CHANGE FROM ONE CLASS TO ANOTHER. ÂUT DO NOT BE TOO HASTY: AFTER LEAVING ONE CLASS YOU CAN NEVER GO BACK TO IT. ÏNCE A MAGIC USER BECOMES PROFICIENT IN AT LEAST ONE ART, HE CAN THEN BECOME A SORCERER. ÓORCERY DEALS WITH THE MAGIC OF ILLUSION AND MAGICAL PERCEPTION. ÉF A MAGIC USER BECOMES PROFICIENT IN AT LEAST TWO OF THE ARTS, HE CAN THEN BECOME A WIZARD. ×IZARDRY DEALS WITH THE SUMMONING AND CONTROL OF SUPERNATURAL CREATURES. ÔHE EXPERIENCE POINTS REQUIRED TO ADVANCE A LEVEL AS A WIZARD ARE MUCH HIGHER THAN THE OTHER MAGIC CLASSES. ÉT IS BEST TO LET YOUR MAGIC USER ADVANCE ALL THE WAY TO LEVEL 7 IN WHICHEVER ART HE IS IN BEFORE CHANGING CLASSES. ÂUT BE SURE TO CHANGE CLASS AFTER HE HAS ATTAINED LEVEL 7 OF THE ART. ÉN THE DUNGEONS THERE ARE MANY TRAPS FOR THE UNWARY; YOU NEVER KNOW WHO WILL BE KILLED AND WHAT SPELLS ARE REQUIRED TO SAVE YOUR PARTY FROM EXTINCTION. ÔHERE ARE SEVERAL DIFFERENT FIGHTER CLASSES AVAILABLE IN THE GAME: MONKS, PALADINS, HUNTERS, WARRIORS AND ROGUES. ÁLL HAVE DIFFERENT STRENGTHS AND WEAKNESSES. ÄURING COMBAT ONLY THE FIRST THREE MEMBERS OF YOUR PARTY CAN PHYSICALLY FIGHT OR BE ATTACKED; THE LAST THREE CAN CAST SPELLS. ÉT PAYS EARLY IN THE GAME TO HAVE THREE FIGHTERS OF SOME TYPE TO PROTECT YOUR MAGIC USERS FROM PHYSICAL COMBAT AND FREE THEM TO CONCENTRATE ON A MAGICAL ATTACK. ÔHE BARD IS A UNIQUE INDIVIDUAL WHO CAN FIGHT, ALBEIT POORLY, AND CAST SIX MAGICAL SPELLS BY PLAYING AN INSTRUMENT. ÙOU MUST HAVE ONE ALONG, AS THIS IS THE ÂARD'S ÔALE. ÔÈÅ ÂÁÒÄ'Ó ÔÁÌÅ ÐART 2 ÏBVIOUSLY, THE FIRST THING YOU MUST DO IS ASSEMBLE YOUR PARTY. ÔHERE IS A BEGINNING PARTY (SUPPLIED WITH THE GAME) ALREADY EQUIPPED WITH A BASIC LEVEL OF ARMOR, INSTRUMENTS, ETC. Á MUCH BETTER AND UNIQUE OPTION IS TO TRANSFER CHARACTERS OVER FROM EITHER ×ÉÚÁÒÄÒÙ OR ÕÌÔÉÍÁ ÉÉÉ. ÔHESE CHARACTERS COME OVER AS FAIRLY SENIOR LEVEL CHARACTERS AND MAKE THE BEGINNING OF THIS GAME MUCH EASIER. ÔHIS IS A HIGHLY DESIRABLE ALTERNATIVE. ÉF YOU CREATE YOUR OWN CHARACTERS -- WHICH YOU MUST DO FOR YOUR BARD -- PAY SPECIAL ATTENTION TO THE DEXTERITY ATTRIBUTE. ÔHIS ATTRIBUTE DETERMINES WHO STRIKES FIRST IN COMBAT, AND CAN BE THE DIFFERENCE BETWEEN AN EASY ENCOUNTER AND ONE WHICH IS A STRUGGLE. ÍAGIC USERS SHOULD HAVE A HIGH ÉÑ, WHILE FIGHTER CLASSES SHOULD HAVE A HIGH STRENGTH. É RECOMMEND A MONK AS ONE OF YOUR FIGHTERS. ÔHEIR ARMOR CLASS DROPS AS THEIR LEVEL RISES. ÍINE EVENTUALLY HAD AN ARMOR CLASS OF ÌÏ WEARING ONLY A ROBE. ÔHEY ALSO CAN DO THE MOST DAMAGE UNARMED IN ACTUAL COMBAT. ÍY STARTING PARTY CONSISTED OF A MONK, TWO PALADINS, A BARD, A MAGICIAN AND A CONJURER. ÁT HIGHER LEVELS OF THE GAME, YOU WILL WANT TO TRADE IN ONE OF YOUR PALADINS AND DEVELOP ANOTHER MAGIC USER. ×HEN YOU FIRST LEAVE THE ÁDVENTURER'S ÇUILD, EXPLORE THE CITY. ÖISIT ÇARTH'S ÁRMORY, AND FIND THE ÒEVIEW ÂOARD (LOCATED NEXT TO THE INN ON ÔRUMPET ÓTREET). ÄON'T WANDER TOO FAR UNTIL YOU GET A FEEL FOR HOW YOU CAN SURVIVE. ÔO RESTORE HIT POINTS AFTER FIGHTING, VISIT A TEMPLE. ÔHERE ALL ILLS -- INCLUDING DEATH -- CAN BE CURED FOR A PRICE. ÁFTER A FIGHT, YOU WILL QUITE FREQUENTLY FIND OBJECTS OF SOME TYPE. ËEEP THEM ALL. ÉF YOU DON'T NEED THEM, GO TO ÇARTH'S AND SELL THEM FOR GOLD -- YOU WILL NEED IT. ÖISIT ÒOSCOE'S ÅNERGY EMPORIUM LOCATED OFF THE ÇRAN ÐLAZ ON THE CORNER OF ÇREY ËNIFE ÓTREET. ÔHERE YOU WILL GET AN IDEA WHAT IT COSTS TO RESTORE SPELL POINTS. ÅARLY ON, WHEN YOU ARE STILL SHORT OF GOLD, THE BEST WAY TO RESTORE SPELL POINTS IS TO GO INTO THE ÁDVENTURER'S ÇUILD AND JUST WAIT. ÔHIS GAME IS IN REAL TIME, AND SPELL POINTS ARE RESTORED AS YOU JUST SIT THERE. ÉF YOU WAIT ON THE STREET OR IN A HOUSE, YOU WILL ALMOST CERTAINLY BE ATTACKED. ×HEN YOU FIND AN OBJECT AFTER A FIGHT OR IN A CHEST IN THE DUNGEONS, EXPERIMENT WITH IT TO FIND OUT WHAT IT IS. ÔHERE ARE NO CURSED ITEMS. ÑUITE A FEW OBJECTS HAVE MAGICAL PROPERTIES THAT ARE NOT READILY APPARENT. ÈERE ARE A FEW OF THE OBJECTS THAT É FOUND MOST USEFUL, EVEN THOUGH YOU WON'T RUN INTO THESE UNTIL LATER IN THE GAME: ËAEL'S ÁXE SEEMED TO BE THE BEST WEAPON, CAUSING THE MOST DAMAGE FOR MY ÐALADINS; A FROST HORN FOR YOUR ÂARD, WHEN USED IN COMBAT, CAUSES 40-70 HIT POINTS OF DAMAGE TO A GROUP OF MONSTERS; A MAGE STAFF FOR YOUR MAGIC USERS ALLOWS THEM TO REGAIN SPELL POINTS EVEN IN A DUNGEON (THIS IS INCREDIBLY USEFUL). É WILL LEAVE IT UP TO YOU TO DISCOVER THE USEFULNESS OF THE OTHER ITEMS FOUND DURING THE GAME. ÁFTER LEARNING THE GAME PLAY BY WANDERING AROUND THE CITY AND BEING ABLE TO SURVIVE, IT IS TIME TO VISIT THE DUNGEONS. ÔHIS IS WHERE THE BATTLE WITH ÍANGAR WILL BE WON OR LOST. ÔÈÅ ÂÁÒÄ'Ó ÔÁÌÅ ÐART 3 ÔHERE ARE FIVE DUNGEONS IN THE GAME THAT MUST BE EXPLORED IN THE FOLLOWING ORDER: ×INE ÃELLAR AND ÓEWERS, ÔHE ÃATACOMBS, ÈARKYN'S ÃASTLE, ËYLEARAN'S ÔOWER, AND ÍANGAR'S ÔOWER. ÅACH CONTAINS SOMETHING THAT WILL HELP IN THE SUBSEQUENT STAGES OF THE GAME. ×INE ÃELLAR AND ÓEWERS ÔHE EASIEST DUNGEON OF THEM ALL IS REACHED FROM THE INN ON ÒAKHIR ÓTREET. ÅNTER THE INN, ASK TO ORDER A DRINK, THEN SELECT WINE. ÙOU WILL THEN BE USHERED INTO THE ×INE ÃELLAR. É CANNOT OVERSTRESS THE IMPORTANCE OF MAPPING IN THIS GAME. ×HENEVER POSSIBLE, HAVE THE ÍÁÌÅ SPELL IN OPERATION. ÔHIS WILL HELP YOU AVOID SOME OF THE TRAPS THAT ARE LYING AROUND. ×HEN YOU HAVE AN ENCOUNTER AND FIND A CHEST, ALWAYS CAST A ÔÒÚÐ SPELL TO DISARM ANY TRAPS THAT MAY BE GUARDING THE CHEST. ÌOCATED IN THE ×INE ÃELLAR ARE THE STAIRS DOWN TO THE ÓEWERS. ÔHE FIRST LEVEL OF THE ÓEWERS CONTAINS ALMOST NOTHING OF INTEREST. ÓO LOCATE THE STAIRS TO THE SECOND LEVEL OF THE SEWERS AS QUICKLY AS POSSIBLE AND GET DOWN THERE. ÔHE SECOND LEVEL CONTAINS ONE VERY IMPORTANT BIT OF INFORMATION THAT YOU WILL NEED TO ENTER THE ÃATACOMBS: THE NAME OF THE ÍAD ÇOD. ÔHERE ARE ALSO TWO HINTS TO QUESTIONS THAT WILL BE ASKED IN OTHER DUNGEONS. ÅXPLORE THIS LEVEL FULLY TO FIND ALL THE HINTS AND THE ÍAD ÇOD'S NAME. ÔHE LOWEST LEVEL OF THE ÓEWERS IS NEXT AND CONTAINS ONE ITEM OF IMPORTANCE FOR LATER IN THE GAME. ÌOCATE AND TAKE THE STAIRS EXITING FROM THIS LEVEL. ÍAKE SURE YOU KNOW WHERE THE STAIRS LEAD EXACTLY. ÁFTER THIS (É HOPE YOU HAVE BEEN VISITING THE ÒEVIEW ÂOARD REGULARLY TO ADVANCE LEVELS AND LEARN NEW SPELLS), YOU ARE READY FOR THE ÃATACOMBS. ÔHE ÃATACOMBS ÔHE ÃATACOMBS ARE REACHED FROM ONE OF THE ÍAD ÇOD'S ÔEMPLES, LOCATED ON THE EAST SIDE OF THE ÇRAN ÐLAZ. ÁFTER ENTERING THE ÔEMPLE, ASK TO SPEAK TO THE PRIEST, THEN GIVE HIM THE ÍAD ÇOD'S NAME: ÔÁÒÊÁÎ. ÔHE FIRST LEVEL OF THE ÃATACOMBS IS JUST A SURVIVAL TEST AT THIS STAGE. ÏNCE YOU CAN SURVIVE THERE FAIRLY EASILY, HEAD FOR THE SECOND LEVEL OF THE ÃATACOMBS. ÔHE SECOND LEVEL HAS A CLUE IN IT ABOUT THE ÍAD ÇOD. ÉT ALSO CONTAINS A VERY NASTY CREATURE CALLED A ÓOUL ÓUCKER THAT LURKS IN THE SOUTHWEST CORNER OF THE SECOND LEVEL. ÉF YOU DECIDE TO GO IN THERE AND TRY HIM OUT, MAKE SURE YOU HAVE YOUR CHARACTER DISK BACKED UP. ÙOU WILL NOT BE ABLE TO DEFEAT HIM AT THIS STAGE OF YOUR DEVELOPMENT, BUT FORTUNATELY YOU DON'T HAVE TO. ÔHE LOWEST LEVEL OF THE ÃATACOMBS CONTAINS SOMETHING YOU WILL NEED LATER. ÏNCE YOU HAVE REACHED THE THIRD LEVEL OF THE ÃATACOMBS, YOU MUST USE A TELEPORT SQUARE TO ENTER THE ×IZARD'S ÒEALM. ÔHE TELEPORT IS LOCATED IN THE SOUTHEAST CORNER OF THE DUNGEON. ÏNCE YOU ARE IN THE ×IZARD'S ÒEALM, YOU MUST DEFEAT HIM TO GAIN THE ÅYE. ÁFTER YOU HAVE THIS ITEM, YOU ARE READY TO TACKLE ÈARKYN'S ÃASTLE. ÔÈÅ ÂÁÒÄ'Ó ÔÁÌÅ ÐART 4 ÈARKYN'S ÃASTLE ÈARKYN'S ÃASTLE IS LOCATED IN THE NORTHWEST CORNER OF ÓKARA ÂRAE. ÁT THIS POINT IN TIME, IT BECOMES VERY IMPORTANT FOR YOU TO HAVE FILLED YOUR SPECIAL SLOT WITH THE MOST POWERFUL CHARACTER YOUR MAGIC USERS CAN SUMMON. ÉF YOU ARE IN THE PROCESS OF DEVELOPING A WIZARD, A LESSER DEMON IS BEST. ÔHE FIRST LEVEL OF ÈARKYN'S ÃASTLE CONTAINS ONE ITEM OF IMPORTANCE: THE ÃRYSTAL ÓWORD FROM THE SOUTHEAST CORNER OF THIS LEVEL. ÙOU WILL NOW BEGIN TO FIND SOME OF THE MORE POWERFUL OBJECTS TO EXPERIMENT WITH DURING YOUR ENCOUNTERS. ÁFTER OBTAINING THE CRYSTAL SWORD, HEAD FOR THE SECOND LEVEL OF THE ÃASTLE. ÔHE STAIRS ARE LOCATED IN THE NORTHEAST CORNER OF THE FIRST LEVEL. ÔHE SECOND LEVEL OF THE ÃASTLE HAS A COUPLE OF INTERESTING THINGS. ÉF YOU ANSWER THE RIDDLE CORRECTLY ("ÓÈÉÅÌÄÓ") YOU GET A MAGIC MOUTH WHICH CAN BE USED TO CAST THE ÓÏÓÉ SPELL. ÙOU MUST ALSO OBTAIN THE SILVER SQUARE FROM THE SOUTHWEST CORNER OF THE DUNGEON. ÔHE ACCESS TO THIS IS FROM A TELEPORT LOCATED TOWARDS THE MIDDLE OF THE NORTHERN SECTION OF THE DUNGEON. ÔHE PORTAL TO THE THIRD LEVEL IS LOCATED IN THE NORTHEAST SECTION OF THIS LEVEL. ÔHE THIRD LEVEL OF THE ÃASTLE CONTAINS THE ENTRANCE TO ËYLEARAN'S ÔOWER AND SOME INTERESTING OPPORTUNITIES. ÔHE ANSWER TO THE ÏLD ÍAN'S QUESTION IS "ÓËÕÌÌ ÔÁÖÅÒÎ." ×HEN YOU ENCOUNTER THE BERSERKERS LOCATED AT 12Å 5Î OF THIS LEVEL, TAKE ADVANTAGE. ÔHEY CAN BE FAIRLY EASILY DEFEATED WITH THE RIGHT MAGIC SPELLS. ÙOU SHOULD HAVE AT LEAST TWO SORCERERS CAPABLE OF CASTING THE ÍÉÂÌ SPELL. ÉT ALSO HELPS IF YOUR BARD HAS A FROST OR FIRE HORN TO AID THE OTHERS ALONG. ×HEN YOU CAN DEFEAT THESE GUYS EASILY, IT IS TIME TO MAKE ANOTHER MAGIC USER. ÙOU CAN TELEPORT FROM THE ÃASTLE ENTRANCE, FIGHT THE BERSERKERS, TELEPORT BACK TO THE ENTRANCE, EXIT THE CASTLE, THEN DO IT AGAIN AND AGAIN UNTIL YOUR SPELLS RUN LOW. ÁT 60,000 EXPERIENCE POINTS A CRACK, IT DOESN'T TAKE LONG TO DEVELOP A DECENT MAGIC USER. ÁFTER THIS, IT IS TIME TO ATTEMPT ËYLEARAN'S ÃASTLE. ×HEN YOU APPROACH, AND FIGHT THE STATUE OF A ÍAD ÇOD LOCATED IN THE SOUTHEAST CORNER OF THIS LEVEL, YOU WILL BE TELEPORTED INSIDE THE GATES OF ËYLEARAN'S ÔOWER. ËYLEARAN'S ÔOWER ÁFTER THE BATTLE WITH THE ÍAD ÇOD AND YOUR SUBSEQUENT TELEPORT (YOU DID HAVE THE EYE IN YOUR POSSESSION), GO ONE STEP FORWARD, TURN RIGHT, THEN KICK THE DOOR DOWN. ÙOU WILL THEN BE ENTERING ONE OF THE TWO MOST DIFFICULT MAZES IN THE GAME. ÍOST OF IT IS IN THE DARK AND THERE ARE RIDDLES THAT MUST BE ANSWERED. ÂACKUP YOUR CHARACTER DISK BEFORE ENTERING THIS MAZE. ÏNCE YOU ARE IN, WATCH CAREFULLY FOR TELEPORTS: THEY ARE EVERYWHERE. ÉT IS EXTREMELY IMPORTANT THAT YOU MAP THIS MAZE VERY CAREFULLY. ÁFTER YOU HAVE REACHED THE ANTIMAGIC SQUARE FROM WANDERING IN A VERY SMALL SECTION OF THE DARK, THE NEXT STEP FORWARD IS A TELEPORT TO 11Å 12Î. ÅXPLORE UNTIL YOU FIND A MAGIC MOUTH THAT ASKS YOU TO "ÎAME THE ONE OF COLD, FORETOLD TWOFOLD," ÔHE ANSWER TO THIS ONE IS "ÓÔÏÎÅ ÇÏÌÅÍ." ÙOU WILL THEN BE TELEPORTED AGAIN. ÁFTER THIS, YOU WILL ENTER A VERY LARGE, DARK AREA. ÉN ORDER TO GET OUT OF THIS, YOU MUST ANSWER THE QUESTION POSED AT 12Å 2Î WHICH SAYS, "ÎAME THE ÅNDLESS ÂYWAY AND YOUR PATH WILL BE GUARANTEED." ÔHE ANSWER TO THIS IS THE ONLY STREET IN ÓKARA ÂRAE WITH NO END, ÓINISTER. ÙOU THEN CAN MAP YOUR WAY THROUGH A LIGHTED SECTION TO ANOTHER DARK AREA. ÆROM THIS DARK AREA YOU MUST OBTAIN THE ÓILVER ÔRIANGLE, LOCATED AT THE VERY NORTH OF THE DARK AREA. ÙOU CAN THEN EXIT THE DARK AREA, GOING SOUTH FROM 1Å 6Î. ÁFTER THIS, YOU WILL FACE THE ÃRYSTAL ÇOLEM (DID YOU BRING THE ÃRYSTAL ÓWORD?). ÙOU CAN DEFEAT HIM WITH CONVENTIONAL WEAPONS AND SPELLS, BUT SOMEBODY HAS TO HAVE THE CRYSTAL SWORD OR HE WILL REAPPEAR TO BLOCK YOUR EXIT. ÁT THIS POINT, YOU CAN EXIT THE TOWER TO REFRESH YOUR PLAYERS OR CONTINUE ON. ÉF YOU EXIT, WHEN YOU REENTER YOU MUST AGAIN ANSWER THE ENDLESS BYWAY QUESTION TO CONTINUE. ÕPON REACHING THE END OF THE SNAKY ROAD ON THE EAST SIDE OF THE MAZE, DON'T GO THROUGH THE SOUTH DOOR. ÔAKE THE DOOR THAT GOES WEST. ÙOU WILL THEN ENTER SEVERAL ROOMS WITH SPINNERS AND TELEPORTS THAT MAKE FINDING YOUR WAY ALMOST IMPOSSIBLE. ÔHE WAY PAST THESE IS SOUTHWEST. ×HEN YOU MAKE IT, YOU WILL BE TELEPORTED TO 14Å 1Î. ÉT IS THEN AN EASY STROLL TO MEET ËYLEARAN HIMSELF. ÈE TURNS OUT TO BE THE FRIENDLY WIZARD AND GIVES YOU A KEY THAT ALLOWS YOU TO GET INTO ÍANGAR'S ÔOWER. ÈE THEN TELEPORTS YOU TO THE STAIRS EXITING HIS TOWER. ÙOU NO LONGER NEED THE CRYSTAL SWORD OR THE EYE, AND YOU ARE NOW READY FOR ÍANGAR HIMSELF. ÍANGAR'S ÔOWER ÉF YOU PAID HEED AND FOLLOWED THE STAIRS FROM THE BOTTOM LEVEL OF THE ÓEWERS, YOU WILL KNOW HOW TO GET INSIDE ÍANGAR'S WALLS. ÉF NOT, GO TO THE ×INE ÃELLAR, TELEPORT YOUR PARTY 17Å 16Î 3Ä, AND TAKE THE STAIRS UP. ÔHEN TURN RIGHT AND KICK THE DOOR IN. ÙOU SHOULD BE AT THE ENTRANCE TO ÍANGAR'S ÔOWER. ÌEVEL ONE OF ÍANGAR'S IS FAIRLY EASY TO FIND YOUR WAY AROUND IN. ÆOLLOW THE TELEPORTS AND WALK AROUND UNTIL YOU REACH THE MAGIC MOUTH ON THE EAST SIDE OF THE MAZE. ×HAT IS TRICKY IS THAT AFTER LEAVING THE MAGIC MOUTH, YOU ARE NOW ON LEVEL 2 OF THE TOWER. ÓO BE CAREFUL IN MAPPING. ÌEVEL TWO OF ÍANGAR'S IS AGAIN FAIRLY EASY (NOT EVEN A WARMUP FOR LEVEL 3). ÆROM THIS LEVEL YOU MUST ANSWER THE QUESTION LOCATED AT 4Å 15Î TO OBTAIN THE SILVER CIRCLE. ÔHE ANSWER TO THE QUESTION IS "ÃÉÒÃÌÅ." ÙOU MUST THEN MAKE YOUR WAY TO THE STAIRS LOCATED IN THE MIDDLE OF THE SOUTHERN SIDE OF THE MAZE. ÌEVEL THREE IS THE HARDEST MAZE OF ALL, BUT BY THIS TIME YOU MUST BE GETTING REALLY PROFICIENT AT MAPPING. ÙOU MUST WANDER AROUND THIS LEVEL AND OBTAIN QUITE A NUMBER OF ITEMS. ÆIRST OF ALL, YOU SHÝULD GET THE MASTER KEY, FOR 50,000 GOLD PIECES, FROM 19Å 12Î. ÔHIS KEY ALLOWS YOU TO ENTER ÍANGAR'S THROUGH THE FRONT GATE, INSTEAD OF FROM THE ÓEWERS. ÙOU MUSTHHÄEN FIND THE CLUES TO THE SEVEN WORDS NEEDED TO ACCESS THE FOURTH LEVEL OF ÍANGAR'S. ÇRATEFULLY, YOU CAN TELEPORT INTO AND OUT OF THIS LEVEL OF THE ÔOWER. ÁFTER FINDING THE CLUES, YOU CAN THEN SPEAK THE SEVEN WORDS TO THE MAGIC MOUTH LOCATED AT 10Å 4Î. ÔHEY MUST BE ENTERED ONE AT A TIME. ÔHE WORDS ARE, "ÌÉÅ ×ÉÔÈ ÐÁÓÓÉÏÎ ÁÎÄ ÂÅ ÆÏÒÅÖÅÒ ÄÁÍÎÅÄ." ÓTAIRS WILL THEN APPEAR AT 3Å 9Î. ÔHIS IS THE ONLY WAY TO OBTAIN ENTRANCE TO THE UPPER REACHES OF ÍANGAR'S. ÔHE FOURTH LEVEL OF ÍANGAR'S HAS ONLY ONE TRICKY PART. ×HEN YOU FIRST ARRIVE, YOU HAVE A LIMITED NUMBER OF WAYS YOU CAN GO. ÁFTER REACHING A CERTAIN POINT, LOCATED IN THE NORTHEAST CORNER OF THE LEVEL, DOORS APPEAR EVERYWHERE. ÄON'T BE CONFUSED. ÅVERYTHING MAPS THE SAME, IT'S JUST THAT DOORS ARE EVERYWHERE. ÅVENTUALLY YOU WILL FIND THE PORTAL TO LEVEL FIVE IN THE SOUTHWEST CORNER OF THIS LEVEL. ÌEVEL FIVE IS THE HOME STRETCH. ÔHIS EASY MAZE LEADS YOU TO THE LAVA PIT IN THE MIDDLE OF THE EASTERN SIDE OF THE MAZE. ÔHERE YOU DIVE IN AND ARE TELEPORTED TO 10Å 6Î. ÙOU WILL THEN FIND THE MARCH UP THE HALL OF HARM TO BE FRUITLESS IF YOU DIDN'T BRING THE THREE SILVER ITEMS ALONG. ÉF YOU HAVE THE SILVER TRIANGLE, SILVER SQUARE, AND SILVER CIRCLE, A DOOR WILL APPEAR DIRECTLY NORTH OF YOU. ÁFTER PASSING THROUGH THIS DOOR, CAST YOUR ÒÅÓÔ SPELL TO RESTORE EVERYBODY TO HEALTH AND PROCEED DIRECTLY NORTH TO THE FINAL BATTLE WITH ÍANGAR. ÔHE FINAL BATTLE ITSELF IS A LARGE DISAPPOINTMENT AS IT IS FAIRLY EASY TO DEFEAT ÍANGAR AND HIS VAMPIRES, AND MEET ËYLEARAN AGAIN, WHO GIVES YOU 300,000 BONUS EXPERIENCE POINTS. ÁFTER DEFEATING ÍANGAR, YOU CAN THEN PROCEED ONE MORE SQUARE NORTH FOR THE LAST QUESTION OF THE GAME. ÔHE ANSWER IS "ÓÐÅÃÔÒÅ ÓÎÁÒÅ," WHICH YOU THEN RECEIVE (IT IS GOOD FOR BINDING TO YOUR PARTY ANY OF YOUR OPPONENTS IN BATTLE).