Tower of Myraglen(Apple IIgs) FAQ/Walkthrough
version 1.2.0 by schultw.andrez@sbcglobal.net(anti spam spoonerism)

Please do not reproduce for profit without my consent. You won't be getting 
much profit anyway, but that's not the point. This took time and effort, and 
I just wanted to save a memory of an old game and the odd solutions any way I 
could. Please send me an email referring to me and this guide by name if 
you'd like to post it on your site.

Maps are at, for now,
http://s29.photobucket.com/albums/c276/roscopco/maps/myraglen/
They include:
Level 4-6 details
Level 1-7 9-10 general overview
Level 8 (20x20 map)

================================

            OUTLINE

  1. INTRODUCTION

  2. CONTROLS

    2-1. BASICS

    2-2. EMULATOR WORKAROUNDS

  3. STATS AND STRATEGY

    3-1. STATS

      3-1-1. STATS: ITEMS

      3-1-2. STATS: MONSTERS

    3-2. STRATEGY

      3-2-1. COMBAT

      3-2-2. LOOTING/RESAVING

      3-2-3. EMULATOR SPEED

  4. WALKTHROUGH

    4-1. LEVEL 1

    4-2. LEVEL 2

    4-3. LEVEL 3

    4-4. LEVEL 4

    4-5. LEVEL 5

      4-5-1. LEVEL 3, PART 2

    4-6. LEVEL 6

    4-7. LEVEL 7

    4-8. LEVEL 8

    4-9. LEVEL 9

    4-10. LEVEL 10

  5. CHEATS

  6. VERSIONS/CREDITS

================================

  1. INTRODUCTION

The Tower of Myraglen promises more than it gives. Mendalick, an ambitious 
young prodigy of a magician, creates a Soul Stealing Medallion which turns 
him older. It promises safety...as long as it does not fall into evil hands. 
The effort of creating the medallion rendered Mendalick too feeble to use it, 
so he puts it in a tower of Myraglen rock. Then one day a king gets a brave 
adventurer to enter the tower, retrieve the medallion, and give it to the 
king. This is allegedly for everyone's safety, but the king kills the 
adventurer and establishes himself in the tower as a despot of the land.

Your task is to run through the tower and retrieve the medallion and defeat 
the evil king. Along the way you'll have some oblique clues, rooms to fight 
monsters, and moral and strategic decisions. While the game plays up its 
moral puzzles and riddles, which after an intriguing opening puzzle with a 
clock are really pretty simplistic, it's the strategy that is the most 
interesting bit of the game. But sadly there isn't enough. A lot of levels 
remain unfilled, and the game could have thrown in a lot more rooms and a lot 
fewer hallways.

A co-worker originally mentioned this game to me, raving about how good it 
must be if he could have finished. Perhaps he only imagined how good it could 
have been. I'm not sorry for having played it, but all the same, it's too bad 
there wasn't more of it, or the moral bits weren't fleshed out clearer. 
Perhaps the game would've been better if you were explicitly an amoral 
warrior looking for fortune and glory, and you learned things on the way. 
Because while the game tries for character development, the closest you get 
is starting with 1000 hit points and ending with 20000.

  2. CONTROLS

    2-1. BASICS

I prefer the keyboard controls, though if you are moving rapidly looking 
through treasure, the mouse works well. IJKM are the keyboard controls for 
moving. WASZ shoots arrows. Arrows are not as good as your hand-to-hand 
weapons. Space stops you in your tracks. You have to be aware of a small 
nuisance here. If you are walking right and reload the game, you'll be 
walking right when you reload the game. Myraglen saves direction you walk 
locally(what you just did) instead of globally(in the save file) which makes 
for trouble in the middle of a fight or if you are facing towards a trap 
room.

Here are the apple-control keys:
Apple-C: (C) also works. Toggles between mouse and keyboard control.
Apple-D: Diagnose(show HP, damage, armor, tower level) (D) works too.
Apple-E: Examine inventory. (E) works too.
Apple-G: Give gold. (G) works too.
Apple-L: look at a tile. (L) also does this.
Apple-O: Open. (O) works too.
Apple-T: Take. (T) works too.
Apple-V: View monsters. (V) works too.
Apple-Y: Yell. (Y) works too.
Apple-R: Reset speed. (R) works too.
Apple-Q: quit to the game control menu.

Game control menu:
Apple-A: two screens of "about Myraglen" with pictures
Apple-C: continue quest
Apple-E: erase hall of honor
Apple-L: load quest
Apple-P: prepare new tower
Apple-Q: quit for good
Apple-S: save quest
Apple-V: view hall of honor

    2-2. EMULATOR WORKAROUNDS

On KEGS32, Apple-E is tricky since that translates to alt-E or the Emulator 
pull-down menu. Best to use the map for that. Fortunately, it's not a 
critical command.

To save quickly, you can do the following:

If you are on 2.8x speed, F6, F6, alt-q, alt-s, F6, F6, alt-c.

To reload quickly, for instance in treasure rooms if you didn't get much 
good, you can do the following:

F6, F6, alt-q, alt-l, F6, F6, alt-c

You can speed up the game in long corridors. The 8 Mhz speed is probably best 
as you won't get clobbered by a random Repair Zombie. If there is a room 
ahead with a fight, you can calculate things so you wind up just to the side 
of the room.

In general, here is when to use the various emulator speeds:

1 Mhz: never except maybe on the level 4/10 fire squares if you are having 
trouble
2.8 Mhz: regular speed, for combat and such
8 Mhz: for running through long long corridors. Also if enemies are lined up, 
and hit points are not a concern, use this to run through them back and 
forth.
Unlimited: for when you are saving and reloading. If you can run into walls 
and loot through coffins, this is extra nice. Change back to 2.8 MHz before 
hitting Apple-C to continue.

Resaving can be a problem. Repair Zombie information is stored locally. The 
save-state does not indicate if a Repair Zombie is in the area. So let's say 
you save in room A, go to room B, and find a Repair Zombie there. If you 
restore the game, a Repair Zombie will be in room A. This is a problem if you 
speed up the emulator and blaze through. Repair Zombies can nick you for a 
couple hundred before you know it! So I would recommend killing one on high 
speed before restarting.

  3. STATS AND STRATEGY

    3-1. STATS

      3-1-1. STATS: ITEMS

Chests give 300-700 gold
Coffins give 3000-7000 gold
Ring of Fire Resistance =~ +4000 HP
Strength Potion = 4000-5000 HP

Offense

(none)         3
Short Sword    6
Battle Axe    10
Long Sword     8
Halberd       12
Magic Sword   16
Magic Axe     20
Magic Halberd 24

Defense

(none)         0
Leather        6
Chain Mail     8
Plate Mail    10
Magic Leather 12
Magic Chain   16
Magic Plate   20

      3-1-2. STATS: MONSTERS

Some of these may not be fully accurate, as I have only taken the information 
I've been able to see once or twice through--with redos once I realized I 
messed up, and so forth. I did not guess at hit point ranges beyond what was 
there. No enemy seems to have any armor. I sorted enemies by the level where 
they first appear.

I still don't know if the dragon in level 10 is a monster or a puzzle. ??

                     | Hit Points | Damage | Lvls
---------------------+------------+--------+-----
Repair Zombie        |      15-37 |  14-17 | 1-10
Furry Humanoid       |       1-10 |      4 | 1,3,6,7
Flat-Headed Humanoid |       4-16 |      8 | 1,2,3,7
Giant Rat            |        2-6 |      3 | 1,2,3,4
Flying Manta Ray     |       7-14 |      8 | 1,4,7
Skeleton             |       4-26 |      6 | 1,3,4,5,7,8
Guiser               |      26-98 |  11-23 | 1,4,5
Hades Hound          |      14-34 |     16 | 1,4,6,8
Slime                |   111-1098 |      1 | 1,5,7
Snake of Repent      |        114 |     55 | 1
Gargoyle             |     65-242 |  27-60 | 2,4,5,6,9
Gorgon               |    129-161 |     30 | 2,6
Ferocious Cat        |       6-16 |     10 | 3,4,7
Water Beast          |     89-279 |     20 | 3,4
Mud Men              |      22-42 |     15 | 3,5
Giant Centipede      |      29-60 |     25 | 3,4
Axe Beak             |      23-24 |     15 | 4,7
Giant Lizard         |     70-125 |  23-82 | 4,5,6
Giant Snake          |      14-80 |     30 | 4,5,7
Indescribable Beast  |      10000 |    100 | 4
Dragon               |    362-682 |    100 | 4,10?
Demon                |    110-173 |     50 | 4,8,9
Ghost                |      30-52 |     25 | 4,5,7,8
Fire Beetle          |       6-15 |     10 | 4,6,8(ranged)
Unseen Force         |    101-226 |     45 | 4,5,6
Giant Wasp           |     58-144 |  17-97 | 5,9
DoppleGanger         |   502-1376 |  76-95 | 7
Living Wall          |        500 |     30 | 8,9
Mind Warper          |    189-256 |     50 | 10

    3-2. STRATEGY

      3-2-1. COMBAT

For the most part, you'll want to run at the toughest enemy. Bows are good 
for shooting weak monsters at a distance, but run into enemies if they are 
close. Try not to get surrounded. The corollary here is to get enemies to 
chase you into a dead end, or to head for a corner. Two attacking you is not 
bad. If you can line enemies up in a row, that works, too, because they are 
not smart enough to move out of a straight line to surround you.

It's useful to use the Apple-V/view command to see who is weakest. If one 
enemy has the least hit points and the most damage, it makes the most sense 
to go after him. If there's one big monster, take care of the smaller ones 
that could damage you a bit and run from the big one.

It's also useful, if possible, to walk off the edge and enter the room from 
another angle, or the opposite side of the direction you left it. For 
instance, if you left on the leftmost bottom square, you could reappear on 
the rightmost bottom square. You can knock out a tougher opponent that way 
without getting hit.

You also want to avoid fire from enemies like demons damaging coffins. So try 
and stay in a corner, or lure them towards you right away. The extra damage 
you take(200) will be worth it, as you get 2000+ gold easily for most 
coffins.

It's worthwhile to keep track of hit points before and after you go into a 
room. If you can do some quick math, you can see if you benefit from going in 
the room. Each chest is about 40-45 hit points, as you'll see below, with 
coffins 400-450. This is independent of any items you'll find which will 
prevent future damage. Gaining twice what you lost in combat is a very good 
ratio, but of course if you recognize some enemies as harmless, it's even 
better.

Oh, also, learn when to flee. You may be able to come back later when you 
have more powerful items to win more easily. And if there are lots of enemies 
in a dead end room with an important item, don't feel honor bound to defeat 
any more than you need to get back out. You can also park yourself at the 
entrance to a room.

      3-2-2. LOOTING/RESAVING

This works best in rooms with lots of boxes. If one of five boxes on the 
first few levels gives you hit points, that is a GREAT ratio.

Magic attacks best as armor may only deflect 20% of a blow if enemy has 100 
damage.

Build up 2000+ HP for getting through level 3. If you make any mistakes such 
as losing your armor or weapons in the traps on level 3, restart. Similarly, 
if you get stung by a Repair Zombie at high speed, restart.

$400-450 gold per box is pretty good. Similarly $4000-$4500 per coffin. You 
just don't want to let yourself get ripped off. Sometimes you can get one-
tenth that. It's not necessarily worth saving after every good box/coffin, as 
that takes time. By the end of the game, if you are careful, you will reach 
the maximum 32700 hit points. So yeah, there are algorithms for maximizing 
when you should save, but basically, don't get too greedy. This applies not 
only to just gold but also to trying too hard to maximize. If you get 
something pretty good, or better than what you got, save. At the start, a 
better item is more critical. Better weapons especially. That is because you 
can just plow through monsters a lot easier. Monsters have no defense, and 
some that you need to beat do quite a bit of damage. So let's say we have a 
monster at 100 HP and damage. If you have 12 attack and 16 defense, you get 9 
attacks in before it dies, and it does too--9*(100-16)/2. Vice versa, you get 
7 attacks in for 7*(100-12)/2 damage. Conversely, there are few bulky 
monsters that do little damage. Slimes are one, but any damage protects 
against them. So offense is to be preferred.

      3-2-3. EMULATOR SPEED

I can only speak for KEGS32. But I found this trick works well. It cycles 
between actual speed, 2.8x, 8x and maximum if you push F6.

I like 2.8x the speed as the default.

It's possible you could go with a lower speed with the Apple-R function and 
8x the speed, which would keep disk functions pretty fast. You'll also want 
to go with slower speed for the dark-burn white/black tile puzzles on levels 
4 and 10.

  4. WALKTHROUGH

This walkthrough is intended to be straightforward. You should be able to use 
it, and the Myraglen maps referenced in the header, to get through pretty 
quickly. The first few levels are pretty linear, with lots of hallways, and 
in level 4, you switch to more secret door searching between rooms. The maps 
should indicate rooms you want to visit for treasure, rooms with treasure 
that's not worth it, rooms with critical treasure, and rooms with treasure 
that ruins your game. For the most part, this game is pretty linear, but 
putting off one item is recommended.

In general, save before you go into a room. Some will give a net gain of hit 
points, and some will probably cost you, even if you reload the game to try 
for new treasure. Keep in mind you don't have to do everything in order, so 
some rooms may be better put off until later, when you have better weapons.

    4-1. LEVEL 1

The main goal in the first level is to get decent weapons and maybe about a 
thousand hit points. It's the biggest level in the game and probably the most 
time-consuming, since you'll get better as the game goes on. One puzzle here 
is hard to rework on game-reset, so I recommend just walking through the 
first few rooms until you get the hang of ccombat.

Take the first door on the left. Beat up all the enemies. They are not hard. 
Run into them, open all the treasure chests, and save. This first room may 
not seem critical, but the sooner you get a decent weapon and armor, the less 
damage you take from the random Repair Zombies that pop up.

In the DR corner, at full speed, T-T, T-J, J, T-T, T-K, I, T-T, T-K opens all 
the chest. Save when you get something good(hit points, halberd, plate mail) 
and reload if nothing turns up in this batch. Also you may want to reload if 
you get low gold, as gold eventually converts to hit points. 10 gold =~ 1 hit 
point. So short and long term, strength potions are best. But you probably 
want a good weapon, good armor and, if possible, a strength potion.

At the intersection, go east and run into the chickens. They are easy. Two 
gold chests here. See if you can get something--anything. Then go back to the 
intersection and up. You probably have some armor now, so running through the 
enemies in the room west should be simple. Open the chests, save, then reopen 
if nothing's good. Stand in the center 1 to take stuff quickly. See if you 
can get plate or a halberd out of it.

1 1 1 2
  1 2 2

Run to the east and look at the mirror for a quest introduction. Note the 
end.

Now back south to the intersection and all the way west. Wipe the rats and 
then do the treasure hunt and re-hunt. Then go a screen east then up. The 
slimes here don't do damage, so you can just run into them repeatedly, or 
fake them out to get near the box. Open it and take an electrum key. Then go 
to the south. More boxes to open.

1 1 1 2 2 2

Stand in the center of the 1's and open, then in the center of the 2's.

Go up and back east. Take the first passage down. Whip these guys. Get the 
gold. Then go west and up for a neat puzzle. Look at the fireplace in the 
room and set your system clock to 12:00 AM. You'll hear the bells ring.

Note: for Kegs32, the emulator clock is guided by the Windows system clock, 
so you have to change the Windows clock. Also, if it's daylight savings time, 
you may have to set it to 11:00 PM. This seems like a bug in Kegs. Wait for 
it to ring, in any case. Look in the fireplace for a gold key. If it's not 
there, change from (midnight or 11 pm) to the other.

By the way, you should be able to set the system clock to any time within the 
hour and grab the key. You can also go at a fast speed to listen to the rings 
more quickly. So you have all kinds of leeway here.

Down, east and all the way up. Go west for another room with 7 gold boxes. 
Don't sweat the hit points too much as you'll get HP for the gold later. Go 
east and enter the door. Your gold key opens it. The enemies in the next room 
are weak. Run along the top. In the NW, OO OK K OO and save, then try a few 
times for cool items. Go all the way east then all the way south. The room to 
the east is a fire trap. The rooms to the west aren't worth it. One has a 
fire hound and one has a mimic chest guarding a real one.

When the corridor turns, there's a rat room to the east with three gold boxes 
in a corner. Skeletons guarding two gold chests are below. Both rooms are 
worth looting, even for gold.

If you have 3000 HP then that should be enough to ease through level 3 even 
if you want to tackle the hard stuff first.

Go west through the passage then up. The first door right leads to a silly 
challenge. The next one has a tunnel to a concealed room in the southeast. 
There's a clue, then gold in the NE. Don't bother saving/retrying here for 
such a small payoff. Go up two screens then east. Get the gold in the UR 
after you get the clue, then go two squares south and east up the stairs to 
level 2.

    4-2. LEVEL 2

Go east in the room. (Y)ell FADING AWAY (from the mirror, and from the 
concealed room just before the stairs) because otherwise the gargoyles will 
be brutal.

Go up the middle passage, up two screens, and through the door. Don't take 
the gold. Retreat. You get a clue: SERVO DEVY UNUM. Go back and take the left 
fork. North, west, and take the door north. Shoot the rats. There's an 
apparition at the top. Now you could go all the way west to hear clanging(a 
clue for later) and fight a fire-hound who guards an evil apparition that 
gives you a false clue. But that's a waste of time. So go back to the branch 
and take the right fork. Go up, right and save before going down. Run into 
the skeletons. You shouldn't take more than 100 damage. You can enter on the 
right side, then go into the dead end and wait for one enemy at a time to 
challenge you.

Go to the southeast corner and enter the secret door. In the next room, go 
east, north and east so when you go east you're in the center of the hallway. 
A few rooms down you'll face a line of skeletons and ghosts, and if you are 
in the middle, they won't surround you. They'll just line up for the 
slaughter. Again, you may save to try for <200 damage.

Now step a square down and go right. There's a Hades Hound guarding a 
monolith a few more rooms down, and if you keep in the center you'll get hit 
a bit. Trading arrow shots for fireballs is not good for you. So wait for him 
to come out of the dead end, then attack him from below. Go to the monolith 
and yell SERVO DEVY UNUM for a platinum key. Back to the secret door room, up 
and right. Avoid the walls in the passage--step left or right of them and 
they fall. The flathead warriors to the north are chumps, but they only give 
two gold chests.

South, east and all the way up then west. Now go south and you have another 
4-way intersection.

West: exit outside and lose the game

South: don't touch the sphere. It is the source of the noise the wizard 
warned you against in the rat room at the left branch. Two apparitions are 
behind this, the wizard and evil king. They offer some clues but nothing 
critical. The clues in the room in the left fork near the start tell you to 
ignore the noise, and it turns out the sphere is where it emanates.

East: stairs to level 3 if you have platinum key. Which you do! So why mess 
around?

    4-3. LEVEL 3

Go east. Yell YES(that was easy. One day I will try being a smart aleck??) 
Now from the door go E S E E S and east through three screens to the right, 
stopping at the left of the fourth. E N E E N and east to the next room. East 
again. Go up the center. Head for the left dead end if possible. Don't let 
all three attack you at once. Two will probably hit you at once occasionally. 
Then get the treasure, an Ornate Sea God Statue.

Go south then east through the door. Lots of monsters here but few are tough. 
You can pretty much keep running in and out with each monster you kill so 
they don't gang up on you. Six chests. The room two west has only three gold 
but a similarly easy combat.

Now you can go through the lake bit south and to the east, but it's probably 
better to plow through the mud men (south all the way, then east all the way) 
and get to level 4. That will maybe cost you 200 hit points. You can skip 
ahead in this walkthrough if you like by visiting the sea room, but it'll be 
painful and risky. The sea room has seven water beasts, who are really a bit 
too tough for you right now, and what's worse, it's hard to see where they 
are in all that, uh, water. They blend in well. You'll get hit from all 
sides. If you have 2000+ hit points, you can try to kill everyone and limp 
through, making sure you've got 200+ to spare for the . I suggest just 
working around the mud men to the south--they tend not to chase you very 
well. You can wipe them out later on your return when you have better armor. 
You may want to come back down to gain gold/hit points for later fights 
anyway.

    4-4. LEVEL 4

Go up. Go to the side and wait L 2D of the UR corner. Go with regular speed 
here. When a square turns white, jump on it. You can wait there as long as 
you'd like. Make your jumps one at a time, as there's no penalty for 
slowness. You can make a double jump after all the tiles turn white, but it's 
risky. You don't need to time things to jump on the next screen. Reload the 
game if a Repair Zombie appears. You should go U U R and R and you can go up 
the thin strip on the side of the rooms to the right until you hit the wall.

Then when you go L onto the next screen, you need to jump L 3 times onto the 
white square, D once and sit on the throne. You get about 4000 hit points and 
a fire resistance ring for this. The total you get is random, but 4000 seems 
the average, plus or minus a thousand on any given try. Do a save trick if 
you want to maximize your HP. That ring protects you against the orange stuff 
but not the black. Still, that makes getting out even easier than going in, 
once you know. Exit right stepping through the orange fire, so you are on the 
strip on the next screen over, and go down. Now leave the white/black tiles. 
L D D and go right.

You can go back to level 3. Or you can go west if you want--there's two gold 
chests in the grass and easy opponents. You have two lizards to the north. 
They took me for 1000 hit points, but if you can get strength potions back, 
they're worth it.

Go east from the tile starting room and go north avoiding the enemy to the 
right. Then go past the monsters and east--the one chest isn't worth killing 
them.

To the east is another room to just get out of. There are Unseen Forces who 
will do damage, so work around them. The next room has more monsters, but you 
will probably have to kill them all. Bright side, five chests.

Go north and along the bottom of the next room, next. Exit north, and while 
the coffin is tempting, you may want to kill the lesser enemies and sneak 
around the demon to leave. Come back when you have more hit points to get the 
coffin. Note--you can go to the room east of the one you just left for some 
nice fight gold. The rest of this is not worth worrying about until you get a 
lot better. So instead, go north of the room with the coffin to level 5.

    4-5. LEVEL 5

You'll be able to recharge hit points here, and gold will suddenly be useful. 
West, west, yell "king" and go south. Hook around the passage and note the 
secret door in the next room 1R1D of the door you entered. Pile up the gold 
there. Another fight is south. Try to sucker the ghosts to you one by one. 
You can just run along the 2nd-bottom corridor.  You can go south (run into 
the slimes at high emulator speed, as they can't do damage) and east to fight 
some guisers--the wasps right to the east are too tough. Then go south and 
east into the mud pit.  Give all your gold at the fountain in the room to the 
south. You get 1 hp per 10 gold. That should leave you with a lot.

N W W (the coffins are a trap, though not lethal--they burst into orange 
flame you're protected from) and go south to kill a viper and get the gold. 
Then kill the Unseen Force to get to the seven chests. Double back two 
screens up then exit in the SW to beat some vipers and get to the four 
coffins in the room below, behind the secret door in the east side of the 
south wall. Don't try to beat all the vipers. Just run by them, as you may be 
more powerful when you get back.

Save here as you may get extra cool items if luck is in your favor. Magic 
sword/axe and chain/plate are possibilities, making your attacks/defense a 
lot better. But you should get a nice boost with any magic weapon and armor, 
so don't reload trying for the very best stuff. You'll have plenty of 
opportunities to do even better late.

At any rate you'll get enough gold to make up for the damage you took and 
then some--probably 20000 or so. Go back to the fountain. You won't be 
anywhere near the ultimate limit of 32700, so go ahead and have fun! Once 
you're done with that, you can go up, then exit down the right side, get the 
7 chests, revisit the fountain and return to this room. There are two secret 
doors together on the bottom row. Run left to get to the DL passage. 

    4-6. LEVEL 6

Level 7 is two non-threatening rooms away, but you'll miss two very important 
items. Go 3 squares up and 3 squares left and through a secret door, then 
tackle the substantial treasure here in the bottom. This is worth a 
save/reload with the coffins. You'll notice stairs in the room just to the 
north, if you go there. But you're not ready yet.

So what do you do in the meantime? Back to the first room, and go right from 
your secret door to...another. A Repair Zombie is guarding the treasure, but 
he's easy. The chest holds the medallion! There are gorgons to the east, and 
they don't give any treasure, so don't bother with them.

The right door in the first room isn't much. So go through the upper gates. 
The fire bugs are no problem. The scarab in the room means death if you try 
to get to level seven, so if you take it and save the game, you're hosed. It 
seems that if fancy treasure is too easy to take, it's not worth it, but it'd 
be nice if the game spelled things out.

North at the intersection you have more choices. Right is not a good idea at 
all. The only worse idea is not saving before going in there, or maybe saving 
after going in there. An absurdly easy fight except for an Unseen Force is to 
the north. Watch if any of the chests disappear, or use the Apple-V option. 
The treasure is worth the damage. If all else fails, you can run back and 
forth, and the Unseen Force will trail you. In fact, you might want to try 
that, because how often is running back and forth a solution, even in 
computer games?

The room to the west will cost you a lot of damage. But if you search the 
trough once you're done, you can (T)ake Mendalick's Beliefs. Kind of boring 
to read through, but once you're done you have coffins to loot! Then you can 
go back to level 5, even 4 and 3, and up to level 7, with lots more hit 
points. Since you've probably gotten some good weapons and armor from the 
coffins, your tasks will be a lot easier.

Here you can use some minor tactics to make sure the monsters don't destroy 
the nearby coffins. Just stand back, or be sure you are able to run past the 
coffins so monsters at the top/bottom cannot shoot fireballs at you. Some of 
the chests in the center may get destroyed, but the really valuable stuff 
will be preserved. Remember, each coffin is worth about 400 hit points, so 
taking a bit of damage to get things right is worth it.

If you have not gotten the Gold Key in the sea room on level 3, now's your 
chance to go back and get it.

      4-6-1. LEVEL 3, PART 2

Retrace your steps to the stairs down to level 4, then level 3. You can pick 
off side gold in 4-6-2 and to backtrack to level 5's fountain if your hit 
points go below 2000, just to make extra sure of things. Run west and then up 
through the mud. Take the door to the right. You can plow through, trying to 
go right/down as needed. You can also open/take the chest even if a monster 
is over there. I still lost about 1000 hit points trying it this way.

If you want to be really conservative with hit points, stay in the doorway 
til someone hits you, then push K until it dies. This is a good fight to 
speed up on your emulator. There are seven water beasts. They will generally 
guard you from the treasure, whick is a jeweled gold key, if you run in too 
fast. And you will get hit from other sides that way. So you need to play 
possum. It's worth it to stand in the doorway until you take a hit, as once 
the enemy opposes you, you will be able to whip him.

If you want, you can just leave the room after killing each enemy. Then come 
back and crouch in the doorway again.

You can skip the next section. It's probably not critical, unless you're low 
on hit points(<1500.) You can get gold, go to the fountain, and then retreat 
again.

      4-6-2. LEVEL 4, PART 2

You have more you can loot now. You don't have to, as you should have enough 
hit points. The fight up the left side still doesn't seem worth it. You get 
5000 gold, or 500 hit points, for winning, unless you do the save/reload 
trick. But you should save that for coffins now. Though the enemies should 
fall one by one, it's not worth it compared to other areas.

But a lot of rooms are pretty easy. Even the Indescribable Beast(S S E N N of 
the stairs up) should work out okay--IF you are willing to take hits without 
retaliating. Basically, you need to keep it at close range so it does not 
bomb the coffins. It may hit you twice as you open the coffins(open, then 
take,) but on the other hand, you will get 400 for each coffin you take. The 
treasure S S E N N N of the beast should be pretty easy, too, as the unseen 
forces will be weaker. S S S E N N N of that is also pretty worthwhile. You 
should plow through the fire, and the monsters are not hard. Six coffins 
await at the end. Woot 4 all that loot.

There isn't really anything worth backtracking to on level 5. The wasps are 
still pretty nasty in the room N W N N of the fountain. They will take more 
than the 6500 gold, converted to 650 hit points, you'll get in the 
chest/coffin for beating them.

    4-7. LEVEL 7

Your tasks here are to get the jeweled key on the left and the music box on 
the right. There are teleports in each room beneath these boxes, but they 
both lead to the same starting bit of level 8. You'll want to leave with at 
least 3000 hit points. So if you don't have that, search the lower levels to 
make sure that gold is still around. I didn't get the copper key on the left 
to appear the first time I played through this. I'm not sure why, and I'm not 
sure if it's a bug. But there should be one box on each side.

Go up to the center room and get in a corner to whale away against everyone. 
The slimes take forever, but they can't damage you. Nobody else should damage 
you much, either. You don't have to defeat them at once, and in fact your 
main goal should be to get to the top left or right. Carve a path through 
weaker opponents, or you can even sit in a door on the edge to beat enemies 
up.

To the left and right, don't trade blows with your doppelgangers. You should 
be able to sneak past them, get the chest and get out. These guys may not 
kill you, but they will drain you too much and not give any gold in return. 
You've got more hit points, but they do more damage. So you'll need to walk 
around them.

If plan A doesn't work, sucker them into the top corridor, then loop back to 
the center room and take a lower corridor. This will buy you time to get to 
the chest. You can open/take a chest even if the doppelganger is on it. 
Though if you play at a slow speed, it should be easier.

Now the tricky part is to get the enemies in the rooms to the right or left 
of the start to quit guarding the teleporters. You really want to make sure 
you have the Medallion, Mendelick's beliefs, and three of the five jeweled 
keys: copper, electrum, and gold. Silver and Platinum are on level eight.

??note "treaure" typo I forget where

    4-8. LEVEL 8

Okay, so the tower now officially must look like Bespin city in Star Wars or 
the Seattle Space Needle. Level 8 is so big. Wouldn't this have made an ideal 
basement? It violates what the tower must look like, but on the other hand, 
it adds substantially to the game.

This one is pretty easy once you get past the bridge and the first fight. The 
bridge is unreliable and at any given square on it you may fall in. There are 
five of them, and chances are about even. That means a 1-in-32 chance if you 
start from the left side and try to plow over. Fortunately, you can save 
while on the bridge and then continue. This makes for an incredibly bad 
puzzle, but then, you probably cheated and reloaded for better gold/items, so 
how much can you complain? This is more of Mendelick's warped persistence, 
and if you are playing on an Apple IIgs emulator, it saves more time to move 
across one bridge plank at a time, saving at fast speed, then to try a 
repeated run from left to right.

In the next room, you have a bunch of moving walls to dispatch. They will 
take about 3000 damage or so if you kill them all, but you should not need 
to. You should run right into them, and one will eventually back up, allowing 
you to eventually run out the top after killing a few. Expect to take 1500 
damage in all this.

Now you'll probably need just 10000 hit points for the rest of the game, and 
you can get that here almost completely without risk. Here's how: run up til 
you hit a wall, then run right. There are six coffins here. Loot them. Go two 
screens down and detour two left, get the Jeweled Silver Key after beating 
the ghost, then go two right. Go all the way down, loot six coffins, all the 
way left, loot six coffins, and go two screens up then right. Get the Jeweled 
Platinum Key. This is the last of the items you need to pass to level 10. Now 
go all the way up, and loot six coffins. You should get 4*4000*6=96000 gold 
at the very minimum. This will be converted to hit points. But first one more 
stop-off. Two right, two down and open the chest for a Strength Potion, after 
you beat two skeletons and a ghost. This will give you 4000 or 5000 hit 
points. Bam! I only needed 10000 hit points to get through levels 9 and 10, 
so you should be set.

Now, how to get to the fountain/exit from here? You can go two up, all the 
way right, four down and run into the room with the fountain. Or you can be a 
bit more direct. Go a screen down, then fly right til you meet combat. Back 
up left, go down and go left. There's the fountain room! From the fountain 
room, it's easy to get to the stairs. You may have a fight to deal with, but 
go two down then all the way left. You can hook around the fight anyway. If 
you don't mind spending a bit of extra time, go three down, all the way left 
and one up, and back right. You'll hit the stair area. You just have to walk 
around to get to the door.

You can poke around at other places on the map for even more hit points. 
Greed for hit points won't cost you anything except Real Life Time. So unless 
you're just Generally Interested in Stuff, you can skip the section just 
below and go to section 4-9.

      4-8-1. LEVEL 8: OTHER PLACES

Coordinates of encounter rooms in the dark are from the lower left. They are 
listed bottom to top, then left to right.

MUST SEE IF YOU NEED GOLD
========
(10,13) 4 ghosts, 4 demons guard 28 coffins. Enter from the upper right to 
damage the fewest possible coffins. Just sit there and let the enemies come 
to you. The extra few hits you take for waiting around should not be a big 
deal.
(16,6) 2 hell hounds guard 4 coffins, 8 chests. Enter from a lower corner and 
then you'll have wiggle room to let enemies converge on you so they won't 
shoot down the treasure. You can use arrows here if you want, to knock off 
one enemy far away.
(8,9) 3 ghosts guard 2 coffins.

WORTH IT
========
(13,17) 2 ghosts + skeleton guard coffin.
(15,16) 3 ghosts guard coffin.
(17,14) 1 ghost guards 5 chests.
(15,12) 3 hades hounds guard coffin.
(16,11) 1 ghost guards 17 chests. "R"
(16,9) 1 ghost guards 11 chests. "L"
(10,3) 2 demons guard 1 chest, 4 coffins. Enter in an upper corner so they 
run to you in line and don't destroy a coffin.
(2,5) 1 ghost guards 13 chests. "J"
(4,7) fire beetle and hades hound guard coffin. Again a few hits are worth it 
to save the coffin.
(3,11) 6 demons guard 13 coffins. Approach on the sides to loot this, or they 
will destroy everything in the center. There are other places more expedient 
than this, though this square is nice.
(11,7) 3 ghosts guard 1 coffin.

A WASH
========
(17,2) demon and 2 ghosts guard coffin, 2 chests.
(15,5) demon and 3 ghosts guard coffin.
(13,2) demon, ghost, hades hound and skeleton guard coffin
(7,2) 2 hades hound and demon guard 8 chests. Enter in a corner or they'll 
gun your treasure down. Arrows for the hades hounds.
(8,11) ghost guards 1 chest.
(12,9) ghost, hades hound, demon guard coffin.
(12,6) 5 hades hounds guard coffin.

NOT WORTH IT
========
(10,17) 6 skeletons.
(9,15) 2 demons.
(6,15) 2 demons.
(2,15) 6 demons inside an enclosed room.
(12,14) 5 ghosts.

    4-9. LEVEL 9

This isn't much of a level. Go to the door, and it should let you in if you 
have the five keys, the medallion and the beliefs. Run two screens right, 
find the secret door in the wall, and go right, right and up. One more to go!

The next subsection is included for posterity and can be ignored.

      4-9-1.

   a b c
   | | |
   x-x-x  up~wall fight
   | | |   | |
in-x-x-x~x-x-x
   | | |     |
   x x x-e-f wall fight, 2 coffins
   | | |   |
   c d d   g
       |
       d

a = logs
b = bones
c = pots
d = lots of weak repair zombies(random ones on this level are tough)
e = 4 wasps
f = 2 ghosts, 2 demons, skeleton, hades hound
g = demon, 2 gargoyles, 2 coffins. Not wort the trek!

    4-10. LEVEL 10

There's nothing horridly complex about this level, either. Run all the way 
right. The music box tames the dragon. You don't have to fight or anything. 
Head down. At the fork, go south. There's nothing to the east except new 
weird tiles.

(I don't know if you'd have to fight the dragon without it, or if the dragon 
kills you. That'll be in the next draft. ??)

You can wade through the fire with only the nuisance of hitting the space bar 
after that darn "you're safe" type message KEEPS POPPING UP. After two 
screens of this, you will be at the black-and-white tiles. Repair Zombies are 
a nuisance here but shouldn't give too much damage, so just deal with them if 
you have to, taking a hit if need be. If you want, reload but only AFTER 
killing the zombies, or the game will remember one is there.

The first screen is the longest, but for screen 2, you can climb over the 
dead adventurers and join the main stream of black/white tiles (tiles of 
Extremity, apparently) to go south. Exit on the left. In screen 3, go S S W W 
S S S and then jump on two more Tiles of Extremity.

Get ready for a big fight. It has wasps, hades hounds, gargoyles and demons. 
You just need to run by, but you'll probably have to kill a lot of enemies 
first. Go right a square and then down, plowing through enemies. I lost about 
1000 hit points.

The next room is your final fight. You have six Mind Warpers, and they do a 
lot of damage. The secret door is the right-center, so you can just go right 
and then down all the way. I took about 3000 damage on average when I plowed 
through. Once south, you'll see an old man. Yell NO. Go east through a 
connecting room then south. Go up to the man and (T)ake the medallion.

Now for the final exam. It's just three questions. No, no, yes. The deaths 
are interesting here, and you might want to try the wrong answers. They are 
actually more interesting.

For winning, you get your name in the high score list as "elite." Of course, 
the more gold you have, the more elite you are. This flies against Myraglen's 
principles, but oh well.

  5. CHEATS

None found yet beyond the save/reload thing, which is the only way I found to 
stop a puzzle from driving you nuts.

End of FAQ Proper

================================

  6. VERSIONS/CREDITS

1.2.0: sent to honestgamers.com 6/20/2009, more details. Monster info nailed 
down.
1.1.0: sent to honestgamers.com 6/18/2009, where I added some monster info 
and retreating
1.0.0: sent to honestgamers.com 6/17/2009, complete for the walkthrough but 
lacking details about numbers and such. I want to update the maps later, too, 
especially the detail maps for secret doors.

Thanks to honestgamers for having an Apple IIgs section, or this FAQ would 
probably not exist.
Thanks to bloomer for reminding me of this game and encouraging me to try it 
out.
Thanks to the kegs and kegs32 developers for the emulator that allowed me to 
play this game.
Thanks to Shay Addams and his Quest for Clues series for the outline of this 
walkthrough above. I think I've added enough detail to make this my own work, 
but I would never have had the patience to work through this without his 
work, or indeed the work of the person who sent him the walkthrough.
Thanks to http://www.whatisthe2gs.apple2.org.za/ for being a great IIgs site.
Thanks to the usual GameFAQs/honestgamers gang, current and emeritus. They 
know who they are, and you should, too, because they get/got some SERIOUS 
writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, 
Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog 
and others I forgot. OK, even Hydrophant in his current not-yet-banned 
message board incarnation. I am not part of his gang, but I want him to be 
part of mine.
All you people at honestgamers, YELL AT ME if I forgot you and you deserve to 
be in there. I mean, it's partially because of HGWars I wrote this FAQ, and I 
want to add to this in the future.