The Immortal

The Immortal is an isometric adventure game released for the Amiga, Atari ST, MS DOS based PCs, Apple IIgs, NES, and Mega Drive/Genesis. The main plot revolves around a wizard attempting to find his mentor in a large and dangerous labyrinth.

The game is legendary for the massively steep learning curve and almost impossible difficulty of the game. Indeed, some sections of the game seemingly required the player to die in order to progress. There are also a number of 'one false move' style death traps, and it is even possible to die in the very first room of the game. It is is also remembered for the copious amounts of violence it contains; there are over 30 death animations for the player character, involving a variety of traps and monsters.

It was published by Electronic Arts for a wide variety of consoles and computing platforms.

Levels
The game has either 7 or 8 levels, depending on which version is being played.

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 severly damaging arrows to shoot out of the walls. This level also features invisible enemies (the Shades).

Level 2: 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.

Level 3: In this level, a slew of trolls, who are at war with the goblins, who can be evaded using a handful of handy items such as smoke bombs. Here, the Protean ring is found, which causes the character to be disguised as a goblin, can be found, but be sure to not wear it in front of the Goblin King, as he will see through your disguise (and as you should know by now, mistakes are usually fatal in this game).

Level 4: Here, you must ride a magic carpet to avoid being eaten by a giant worm. All the while, you must avoid flame jets on the floor that will instantly incinerate you and your carpet, as well as fireballs being shot out of the walls. This level hosts an optional item which will affect the game's ending. There is also a hidden coffee pot item as an easter egg, and is useful later in the game.

Level 5: Giant worms never seem to go away, and 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 usefuly 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 a useful item.

Level 6: This is the level that appears only in certain versions of the game. Here, you get to sword fight a giant spider, assuming it hasn't silked you already. You also have to levitate down a large hallway, avoiding deadly spider sacks that might have you eaten alive. This level also has a surprising deathtrap which is quite cool, and features the ability to get your character drunk.

Level 7: This level features some sword fights. Also, you meet up with an important character story-wise, and receive some important magical scrolls. Lastly, you have to ride a barrel, paddling with your staff. In the water duct, you must outrun the Norlac, a water monster. You seemed to be pinned between it and the whirlpool which leads down into the unknown.

Level 8: This level is essentially composed of the final bossfight. After a short scene of goblin nudity, a chest is found which contains some important magic spells. Falling down into the pit below, you seem to be caught in a battle between a dragon and your sorceror master. Your action in this conflict could decide the fate of both creatures.

Weapons
Sword: You have this sword from the beginning of the game. It's pretty standard and is good for killing trolls and goblins.

Elven Sword of Agility: This sword can be found in the second level. It is similar to the standard sword, but swings somewhat faster.

Troll Bombs: You are given three of these in the third level. They temporarily paralize trolls, allowing you to evade battles.

Troll Ritual Knife: This item is found in level three. Throwing this on the ground announces a battle of the death between two nearby trolls. This will help you evade battles.

Magic Spells
Magic spells can be found on scrolls. Most spells are needed to complete the game, but some magic use simply helps reduce the number of enemy battles you participate in.

Fireball: This spell can be tossed at enemies before enetering battle to kill them. It kills basic enemies in one hit. It also lights torches to see the Shades in the first level.

Fireball (weak): This spell is similar to the standard fireball but is weaker. However, its scroll gives unlimited fireballs for a fixed time period rather than a single fireball.

Charm: This spell is used to charm the will-o-the-wisps in level two, preventing them from attacking you. Using the scroll again results in the will-o-the-wisps attacking nearby enemies to your advantage.

Levitate: This spell allows you to levitate above deadly spiderwebs on the floor. However, floating over spider sacks has you being eaten alive, and as you speed up, your character becomes hard to control and bounces off of the walls. It is timer-based, and can also be manually shut off, but is only good for one use.

Flash: This spell causes your character to temporarily disappear, avoiding projectiles. It is good for three individual uses. Using this to avoid projectiles with a long duration is not recommended.

Fire Protection: This spell protects you from fire for a few seconds and is good for one use.

Statue of Gold: This spell prevents the deathly effects of lightning on your character. It also prevents certain physical objects from harming your character in some versions of the game. It's good for six individual uses.

Sonic Protection: Use this spell to prevent sonic waves from killing you for a short amount of time. It's good for one use. This spell and its requirement use are absent in some versions of the game.

Magnetic Hands: Using magnetic powers, this spell allows you to grab metal objects from far away. It's good for one use.

Items
Dunric's Ring: Dunric's ring is found on the corpse of a human in the first level. Its use is not initially apparent, but if you can find Dunric, he might appreciate having his ring returned.

Water: Found in level one, this item can offer you some healing. It also has a secondary use, so if you're tempted to use it right away, you may want to reconsider. Additional water is found in level five, which refills health and stops toxic effects of the shrinking potion.

Spores: The spores are found in the first level. They grow in soft dirt, causing mushrooms to sprout. Their toxic infection is dangerous to all living things in the room where they sprout.

Bait: Found in a chest in level one, the bait can be used to attract animals. It is needed in level four.

Note: A note is found in level one that warns you of the shades. A note is included with the worm sensor in level five, giving you the directions through the worm room.

The Amulet: The amulet found in the first level contains a hidden power that is capable of severe destruction if you read the runes on it. It also possesses some reflectivity.

Door Key: A door key is found in level one, on the corpse of a fallen goblin, which opens a door near the end of the level. Another key is found in level two, in the hand of the dying Goblin King. It opens the last door of the level. A key if found on the corpse of one of the two flying creatures in level five which opens the door into the worm room.

Gem: In level two, three gems are needed to unlock the path to the next level. In level three, a gem is found in the room of spikes, which is needed to travel through the beam of light to the level exit.

Rock: In level two, one of the tree gems is contained within a rock. However, it is useless until something is found that will dissolve the rock from the gem.

Anti-Slime Potion: The shopkeeper sells this to you in level two. It can be applied to your boots to temporarily protect you from slime attacks.

Dust of Compliance: This dust is found on the corpse of a goblin in level two. When sprinkled into the air, nearby individuals will turn from adversarial to helpful.

Flask: Found on the ground in level three, this contains poison and has no use. Don't drink it.

Muscle Potion: Found on the corpse of the third troll past the Goblin King in level three, it temporarily gives you more physical damage in battle.

The Magic Carpet: In level four, you use this carpet to avoid being eaten by worms that peek out of the floor. Flying over flame jets is not advised.

Ana's Ring & Note: Found in level four, the note states the the ring found with it comes from Ana's father. Return the ring to her in the same level to receive a helpful hint and change the game's ending.

Cup of Coffee: Hidden along the walls in the room with many flame jets in level four, the cup of coffee can be given to the programmers to recieve the B.O. Bomb.

Shrinking Potion: Found in level five, this potion allows you to shrink in order to fit through a crack in the wall. It is somewhat poisonous, but water will prevent these effects and also heal you.

Worm Sensor: Found in a chest in level five, this item can be activated to work for a fixed amount of time. It pings at a higher rate whenever you are close to worms in the worm room, allowing you to travel in a safe path when combined with the directions included with it.

B.O. Bomb: By trading the Cup of Coffe to the programmers found in level five, you receive this item. It allows you to avoid the two battles in level seven.

Alcohol: Found in level six, this alcohol can actually cause your character to become drunk. Also, it can be used to dissolve certain substances.

Characters
The Immortal has a small number of characters involved in its story.

Main Character: This is you. You seem to be a fairly old wizard in seach of his master, Mordamir.

Mordamir: This is your master. For reasons originally unknown, he is hidden in a deep dungeon, and it is your quest to rescue him.

Dunric: Another apprentice of Mordamir's, Dunric is also trapped in the dungeon. He was sent to rescue Mordamir before you arrived, as explained by the message from Mordamir found in the first room. His ring is of great importance and is found in the first level. Dunric is involved in a plot twist involving Mordamir.

The Shopkeeper: The shopkeeper appears in level 2 to sell you a potion that protects your boots from green slime enemies. Also, he appears in level five to sell you a shrinking potion. He is sometimes known to haggle.

The Goblin King: You encounter the Goblin King in levels two and three. He appears to die but is found alive again. He helps you get through a troll lair in the third level, as the goblins and the trolls are sworn enemies.

Ulindor: Ulindor is first found in level one, where he gives you a key if you save him from a goblin. Ulindor is also found in level four. He gives you a magic carpet to prevent you from being eaten by worms. He later betrays you in level seven.

Ana: In level four, Ana's ring can be found. Giving this to her causes her to tell you a secret regarding a puzzle and also changes the ending of the game.

The Goblin Conference: Found in level five, these goblins wish you to distract the Norlac, which happens in level 7. In level 7, the attempt to open the sluice gate while you distract the Norlac.

The Programmers: In the worm room in level six, there is a staircase that leads down to a hallway full of programmers. If you bring them coffee, they will be pleased and give you a secret item ... a stench bomb that allows you to bypass the battles in level seven.

The Norlac: In level 7, the Norlac is a water monster which is threatening the goblins. It's your job to chase it down while the goblins attempt to open the sluice gate. Watch out for its tentacles, because if you get to close, you will be killed instantly.

The Dragon: The Dragon guards the fountain of youth, and resides at the very bowels of the dungeon where Mordamir resides. It is caught in a conflict with Mordamir, as the humans and dragons have been adversaries for many years. You are caught up in this conflict and have a chance to affect its outcome.

Features Missing from Some Versions

 * the worm trap in the first room of the game
 * the flame jets in the second room of the game
 * the chest in the second room changes position based on which version of the game you're playing
 * fireballs in levels one, three and five
 * the charm spell is found on the floor in level one in some versions, and in a chest in others
 * the door in level one which connects the second room to the last one
 * the second door connecting the large room to the one above it in level two
 * the poisonous drink in level three
 * the muscle potion in level three
 * the infinite hallway in level three
 * the second door connecting the two main troll rooms in level three
 * the enemy attacking you at the beginning of level four
 * the programmers' hallway in level five (sometimes replaced by an empty hallway with entrance near entrance to worm room)
 * level six (the spider level)
 * the sonic protection spell and its necessity in level eight
 * the bones being thrown at your in level eight
 * enemy fatality animations

NES
Level 2: x310y1000y90

Level 3: 747yy21000x90

Level 4: rr10v31001xx0

Level 5: 2690y43000xx0

Level 6: Sorry, try another version of the game (level doesn't exist in NES version)

Level 7: 5vsyy63010r71

Level 8: ytyyy73013871

Genesis
Level 2: CDDFF10006F70

Level 3: F47EF21000E10

Level 4: B5FFF31001EB0

Level 5: D630F43000EB0

Level 6: 563FF53010A41

Level 7: C250F63010AC1

Level 8: E011F730178C1

Developers Involved

 * Will Harvey
 * Brett Durrett
 * Ian Gooding
 * Michael Marcantel
 * Doug Fulton