The Immortal/Level 1

This level consists of basic sword fighting and avoiding some simple yet deathly traps. For example, there is one room which contains an L-shaped hallway which has triggers on the floor which cause severely damaging arrows to shoot out of the walls. This level also features invisible enemies known as Shades.

First room
Τhe first room features a stone table with a skull and a candle. If you approach the candle, you will see Mordamir's image asking for Dunric's help. In some versions of the game, there is also a worm under the floor in that room, triggering a premature death. Walk towards the exit.

The new room has 2 goblins. Fight and kill the one that assaults you. Then examine the body of the dead fighter (Erek, Dunric's friend). You find Dunric's ring and a Fireball spell on his body. You can trigger the spell and kill the other goblin fighting the fighter (unless he notices you and attacks you first). You must attract/kill the goblin before he kills the human. He is Ulindor, Mordamir's servant and once you save his life, he gives you a key and disappears. Note that if Ulindor is killed by the goblin, you won't find the key on his body. With the key you can unlock the chest and claim its contents (20 gold, bottle, map, bait and spores).

The door on the SW leads to the final room of the level, with a chasm separating your way to the exit, you don't have to go from there. Go to the NE exit.

You see another goblin guarding some gold and warns you. You can kill it with a fireball and claim his possessions (a key and a note about the Shades) as well as the gold. Then enter the door.

You are in a trapped room with mechanical floor tiles. If you step on the wrong one, you trigger the flying arrows. A relatively safe way is hugging the walls, walk across the skull wall and proceed. Once you trigger the trap, "run" towards the exit at the NW.

Now you find a small room with a patch of dirt. Notice that if you go directly to the exit you might fall into a trap (and then you ust try to swing yourself to climb back). It's possible here to use the spores on the dirt, only to waste them and be killed afterwards. So walk to the other exit.

Now you are in a "dark" room with unlit torches. It is actually the room displayed on the map, so open your inventory and dry to discern where the traps are (red dots). It is adviseable to use a fireball (normally your last one) to light one of the torches. Now you can see the shadows of the shades and try to avoid them. If they happen to catch you, you might have to fight with them, but since they are invisible, your hits are totally random. Your objective here is to go to the far left side of the room and take a scroll with the Charm spell, and an amulet. Always avoiding the traps (and shades) walk towards the exit to the SE. It is relatively safe to walk close to the walls, provided that the shades are not in your way.

This is the last room of the level, with the chasm. You can sleep on the hay stack and regain 4 of your health points. Now approach the beam of light and use the amulet. Don't read the runes. An exit opens, go down (watch out not to fall).