The Immortal/Level 2


 * NES codes
 * 6t1y710006y90 (all gold, all items)


 * Sega codes
 * cddff10006f70 (full health, 70 gold, all items)
 * 0d5ff10006e40 (full health, 40 gold, no water)
 * f4fef10002f40 (full health, 40 gold, no Charm)
 * c4def10002e40 (full health, 40 gold, no water, no Charm)
 * 1d3ff10006d40 (full health, 40 gold, no Dunric's Ring; unwinnable)
 * ed1ff10006c40 (full health, 40 gold, no Dunric's Ring, no water; unwinnable)
 * d4bef10002d40 (full health, 40 gold, no Dunric's Ring, no Charm; unwinnable)
 * dcbef10006940 (full health, 40 gold, no Dunric's Ring, no bait; unwinnable)
 * a59ef10002c40 (full health, 40 gold, no Dunric's Ring, no water, no Charm; unwinnable)
 * 963ef10002940 (full health, 40 gold, no Dunric's Ring, no bait, no Charm; unwinnable)
 * ae9ef10006840 (full health, 40 gold, no Dunric's Ring, no bait, no water; unwinnable)
 * 8edef10004c40 (full health, 40 gold, no Dunric's Ring, no water, no spores; unwinnable)
 * ef1ef10004820 (full health, 20 gold, no Dunric's Ring, no bait, no water, no spores; unwinnable)
 * 671ef10002840 (full health, 40 gold, no Dunric's Ring, no bait, no water, no Charm; unwinnable)
 * a49df10000820 (full health, 20 gold, no Dunric's Ring, no bait, no water, no spores, no Charm; unwinnable)

This level has the player searching for three gems which are used to unlock the stairway into the next level. This level uses environmentally hazardous enemies such as will-o-the-wisps and instantly fatal slime enemies to challenge the player, and features an encounter with the Goblin King.

In the first room there are two Slime-creatures which you must avoid; touching you means instant death. On the floor of that room is a gem, and a skeleton, the remains of Arinar. Avoiding the Slimes you must take the gem and search the remains. You might have to exit and re-enter the room and see if the slimes are in a different position that will better allow you to take the items. Perhaps it will be safer to just get the gem in the first time, and then examine the bones when you return back later through the SW door. Once you search the remains, you find the sword Solundul endowing you with more agility in battle. When you are prompted to search further, select NO or else a slime will emerge that kills you.

Enter the NW door and talk to the elixir merchant who offers you a potion for 80. Refuse to buy it, and talk to him again. He offers it for 60, which you now can buy. Proceed further to the NW and you will meet some Will o' Wisps which attack you. Before they hit you, open your inventory and cast the Charm spell; now the WoWs will surround and follow you. If you read the spell again, the WoWs will attack any enemy (or enemies) in the screen, so it's adviseable to waste the spell in a screen where more than one enemies. Further to the west there is a rock on the floor which you must take. To the north are two doors which lead to the same room, but if you take the one on the right, you find yourself in front of the two Goblin guards.

''Notice that it is a bit tricky to change rooms while followed by the WoWs. If you are too fast, some WoWs will be left behind to the other room, but will join you again if you return there. It is adviseable that you remain close to the door until all 5 pass through and join you.''

The guards are very hard to defeat, so use the Charm spell and just wait until the WoWs kill both guards. Notice that if you left some WoWs to the other room, fewer WoWs will take a bit longer to kill one goblin, whereas if all 5 follow you, they will kill each goblin in a shorter time. Whatever the case, both goblins will be soon dead and you won't be able to use the WoWs again. In the body of the rightmost goblin you will find a Dust of Complaisance.

Enter the door they guarded, and you find the Goblin King Gresh the Wise with two bodyguards. It is adviseable not to engage the guards. Walk a couple of steps to the N (so that you get away from the door) and then W to hug the SW wall and remain as far from the guards as possible. Be fast and walk towards the patch of dirt; as soon as you step on it (and the guards start moving towards you), open your inventory and operate the spores, then immediatly "run" back and exit the door. Wait a few seconds and now everyone in the room will be dead. Approach Gresh and offer him some water. He gives you a key and a combination on how to move to the next level.

Now exit and go back to the merchant. You have two ways to proceed:
 * Either exit through the SE door back to the Slimes room, where you can drop the stone and avoid them until they eat it (of course a very tricky part), take the gem inside, and exit through the SW door to enter a new room.
 * Or you can exit through the SW door, traverse the room, fight the Troll, and enter the new room.

You will end up to a room with the dwarf Lindli working on a gem. He tells you that you need it, but he refuses to give it to you. Use the Dust on him, and he will change his mind. Nearby there is a pile of hay, where you should rest as there are no further fights for the remainder of the level.

Proceed to the right and you are in a narrow chamber with two slimes, and not enough room to evade them. Open the inventory and use the potion, which will temporarily protect you as you make your way to the exit to the right. In practice, it is possible to evade the slimes and pass through the room without the use of the potion. Also make sure (if you havent done so earlier) to drop the stone and as soon as the slimes dissolve it, take the gem that remains. Go to the door which is locked, but opens thanks to the King's key.

Now you have 3 gems, and you see 3 triangular shapes on the floor. You must drop the gems in holes according to the combination revealed by the King: In the left, right hole; in the middle, left hole; in the right, central hole. An exit opens to the next level.