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Exploring the caverns[edit]

Puzzle 1[edit]

The stage starts in the darkness, but you can still see a tarantula approaching. First things first: dodge the monster, then cast Light-4.

Puzzle 2[edit]

A wooden floor. Cast help for a clue, and remember the words about one spell you received.

When you get down, open three chests, with two castings of Fly-1. In order to make the best out of them, here is the list of their contents: if you have three copies of any of the listed items, use them up to make room.

Puzzle 3[edit]

Before you jump down the next shaft, know that a deadly trap is waiting on the right side of it.

Puzzle 4[edit]

Some text appears in the corridor, but both Help and search will give no result. The same text will appear later, and this time it is meaningful.

Puzzle rooms[edit]

Use this map to avoid getting too bored by the trial-and-error.

With the light spell active, you can see four doors in the corridor.

In one of them, the puzzle is solved only if you hold a specific item; otherwise, you are in a "walking dead" situation.

In another room, the top-down puzzle room is of he "trial and error" type. No logic, no shortcuts, just keep "banging your head on the wall" (metaphorically) until you get the solution.

In the third room, fight the actual boss of the stage. The giant statue attacks with fire, and it is weak agains Spear.

Trick![edit]

In the fourth room along the corridor, the puzzle solution is clued by the Help spell. Beware! If you solve it before exploring the Maze of Doom, you will be in a "walking dead" situation in two levels.

Maze of Doom[edit]

Paul starts in the south-west corner "room".
Click to enlarge.

Remember what the Peculiar tree told you in Merl forest, and use this knowledge find the two chests. The Slowmo spell is necessary to get through Abadon's castle.