The Immortal/Level 5


 * Code
 * ae9fa43000ebo (full health, 110 gold, Ana befriended)
 * d630f43000ebo (same)
 * 34fff41000ebo (same, Ana not befriended)

Giant worms never seem to go away. In this level you must traverse a rather large room by following a certain path which avoids disturbing a deadly underground worm. You are given a worm sensor which dings as the worm draws near, and some vague directions to safety. The hidden coffee pot is usefully in this level, as in some versions, an underground room containing representations of the game programmers are found, and it can be traded to them for the B.O. Potion which can be very useful.

Right when you arrive here, a goblin comes inviting you to talk to their leader. Before proceeding, take the dragon egg lying around and exit the room.

Approach the goblins who explain you their plan to open a sluice gate, and they need you to distract the norlac. It is also your only way to proceed. Go to the only exit seen in the room.

Here you see one more time the elixirsmith. Talk to him and buy the potion he offers you for 60 gp.

Return to the room with the goblins and go to the NE corridor, where a mousehole can be seen. Operate the potion which makes you shrink, and enter the hole.

In the next room you find a chest and two Trolls which run towards you and step on you. Keep always moving, preferably towards the chest. Normally when the potion wears out, they will immediately engage you, but it's possible that you grow back and immediately open the chest. Notice that as soon as you grow to your normal size, the potion shows its poisonous effects and you need to drink water as soon as possible. In the chest you find 150 gold (although you won't need any more gold for the remainder of the game), a flask of water, a book of weak fireballs, a note (a hint about how to use the bait) and a device (with a combination of directions). Fight the trolls and drink the water from your inventory as soon as possible. Proceed to the next room.

Walk to the left and once the lizards appear, quickly open your inventory and operate the spell which is useable for about 40". Start firing at will to kill them, a difficult part as they are always moving around you. Once they are dead, approach one and collect the key, which unlocks the door to the next room.

This room is infested with worms. In front of you there is a ladder leading downwards but there is nothing there; in the Amiga version it is an endless corridor, in the Sega version it is a short corridor leading to a dead end. You must operate the sensor device (which, like the carpet, is useable for only 30") and follow the directions you read earlier (LDRDLDRURD). These will lead you to the exit of the room. The directions don't say how far you must go, so you must rely on the sound of the sensor; when it pings low, you are safe, but when it pings loudly, there is danger. The general idea is to start by going left, then around the ladder and so on. The image below suggests the latter part of the path. Other roughly similar paths work as well.



You enter the other room which however is infested with a slime, limiting the freedom of your movements and time. Also, the egg hatches. Proceed to the SE and find yet another triangle with a mechanism. Note that when you step on its center, an exit appears but it remains open only when you are standing there. Drop the bait on that spot so the lizard will come to it, pressing the mechanism which its weight and keeping the exit open for you. Do this while avoiding the slime. Proceed to the next level.