Off to the Enchanted Forest where you must rescue Dhyana Castle for the good sorcerers, currently under siege by the evil archers. In other words, it's an extermination level!
- When you come upon the castle, cross the drawbridge and up to the gate (it's a time delay before opening)
- Upon entering the castle, try to kill the clerics first (you should be able to sniper one on the rampart before entering the castle)
- Blast the archers away, enter the throne room and flip the switch behind the throne
- After the secret door opens, follow it back to the pod, read the term and save
- Head back out and start killing archers, including the ones in the watch tower
- Use the cave path from the throne room to locate the waterfall where you can find some water vials
- Be sure to clear the dining hall and the ramparts
- Follow the rampart into the cave wall, and continue through the caves until you drop into a bigger cave with a door
- Enter this door to the Alchemist lab, avoid the potions and just walk to the end of the room until the shadow sorcerers attack
- Kill the shadow sorcerers (they'll probably drain you, but they won't kill you)
- Now drink the 2x potion, grab the key, and head through the door near the magic staffs
- An ambush awaits you in the hall of knighthood, afterwhich you can use the key to open the fireplace passage
- Take the passage back to the castle dining room
- Return to the throne room, to the pod behind the throne, and if you've killed every baddie (you're allowed 4 to live), you'll teleport to the next level
Eye Candy / Extras
- Drop into the moat and go to the left, through the waterfall, and you can take the caves to the Alchemist Lab from that direction as well
- Drop into the moast and go to the right, past the crystal stream, and you can drop into the waterfall where the water vials are
- At the bottom of the tower next to the rampart is an armory with some extra ammo supply
It's time to chase after those rogue sorcerers in their keep, the Tower of Malhechor. Battles and switches galore, until you reach the top of the tower and engage the toughest sorcerer battle yet.
- Collect ammo, enter the nearby pod and recharge and save
- Head to the right far corner and take the platform down to the basement
- Once to the well area, you'll be attacked, so after clearing the area, enter the room on the left and flip the switch, then enter the room across from it and flip the switch
- Now head back up to the pod, save, and then go to through the new opening to the far left
- Follow the stairway until you reach a door on the left
- Enter the door, kill the archers (or lure them out and kill them)
- Stand with your chest to the elevated floor while you face the switch, and shoot an arrow at the switch (if you stand right in front of the switch, you'll be crushed)
- Now turn around and take the platform up to the secret passage that opens up
- Follow the corridor until you're on the outside rampart fighting some more archers
- Follow the rampart to the pool of water, flip the switch, then head back to the pod
- Take the platform back down to the well area, and you'll see a new opening
- Take this opening down to the wine cellar, clear the area (usually exploding one of the barrels and running does a decent job of clearing the area)
- Now walk through the wine cellar to an uphill path that you use to jump on the tables
- Hop across the tables to the other side, and flip the switch in the cubby hole
- Head back up to the pod, then back up the stairs all the way to the top
- Take the upper rampart all the way around until you get to the column with the image of Merlin on it (you'll be greeted by spiders)
- On the back side of the column is a switch you need to flip, and on the front side is a platform which takes you down to a pod with a terminal and save buffer
- After flipping the switch, had back down the rampart, and the stairs you passed earlier now lead to an opening
- Enter the room, kill the soldiers, and take the platform up
- Upstairs, there is only one door that works, so go into that room first
- At the left end is a secret door behind the flag, so open it, then shoot an arrow at the switch
- Now go to through the 2nd door that is now open, collect some ammo, use the scroll on the left to save your game, then flip the switch on the right (once that switch is flipped, the save buffer is inoperable)
- The final door is now open, but still guarded by bars, so start breaking the bars
- Fight the knights, then walk behind the throne and take the platform up to the top of the tower
- Follow the corridor at the top to the garden area and enjoy the greeting you'll be getting (you may want to kill a few sorcerers sniping from the entrance to the garden before jumping out into the heat of it)
- The sorcerer guarding the stone wall (where the beacons are) holds a key you need, so you must kill him and retrieve the key
- The stone wall should have dropped by now and revealed the Meditation Room, so use the key to unlock the room
- Enter the Meditation Room to teleport to the next level
Eye Candy / Extras
- On the first rampart that took you to a pool of water and a switch, after flipping the switch, jump into the water and take the water tunnels back down to the basement well
Now we're starting to get into the good stuff! We are breaching Morgana's territory, and in this level, we invade her castle.
- Starting off in the dark forest surrounding her castle, locate both forest imbedded pods (one has a 3x recharge, the other a save term)
- Walking through the forest, locate the area where some brick wall shows through, and take the platform in the corner down (when travelling through the forest, watch out for soldiers and attacking trees)
- Take the underground corridor to the end where you can pick up a magic wand (note the area, as you may want to come back and grab another wand later - they are great against the archers)
- Look into the training room through the window, and use your crossbow to flip the switch on the opposite wall
- Head back up, save, and now locate the cave path which leads to the castle
- While ducking fireballs, eye bolts and arrows, sniper the archers in the two watch towers on both sides of the main gate, then finish off the knights in the entrance hall
- Either kill the firebeast, or wait till its distracted, then peep out and shoot a crossbow at the switch in the archer alcove on the right side (activates the drawbridge)
- Enter the castle (gate locks shut behind you)
- Jump in the teleporter, and you're now in the training room where that first switch was that you flipped earlier
- Take the stairs up, handle a couple of ambushes, and keep going until you reach the foyer, a big room with wide stairs and torches
- In the wall on the right is a wooden platform, take it down to the torture room
- Locate the switch on the column in the back of the room and flip it, then return back to the foyer
- Head up the stairs and through the corridor (another ambush awaits you)
- In the four corners are stairways to watch towers, and straight ahead is a path which leads to the top of the castle, take that path
- When you get to the top, step through the opening leading outside and stand on the star to teleport to the next level (if there is no opening, then you missed the switch in the torture room)
Eye Candy / Extras
- Before entering the castle, if you circle the lava moat, you'll fine a 2x potion that teleports in
- After the training room, the 2nd door on the right leads to a room of arrow-filled barrows (and spiders)
- The 3rd door on the right, around the corner, contains a teleporter that takes you back to the forest (near the pod with the save term)
- In the torture room, the column near the right wall has a door on the backside concealing a teleporter which takes you to the stash of magic wands
- When you get to where the 4 watch towers intersect, walk by the picture of Morgana, and you'll hear her chant
- Visit each Watch Tower for some goodies
- When you get near the top, in the last room before heading outside, the light effect coming from a section of the back wall highlights a secret door to the ramparts
- Take the secret door to the ramparts, walk towards the front of the castle, and jump into the archer alcove (the one on the left when facing the castle) for a 2x potion
- Oh yeah, did you notice the floating skull in the entry hall, and the skull on a stick in the training room?
- Hit the skull on the stick for fun
Translation is "The Death of You", and after a few of these fights, you'll know what that means. Welcome to the bowels of evil, one of the murkiest places you'll visit. All kinds of devilish things are out to get you. You just want to survive, locate the nests of the skull snake and firebeast, and study the journal of Kirin.
- At the beginning, you cannot open the wood door, but you can open the secret stone door with Morgana's face on it
- Follow the trail of arrows to a nearby pod (R, L, R, R, L)
- Over in the east side of the maze are two switches which you need to flip
- One switch creates a maze cave-in as well as a rock slide which opens up a path to the firebeast nest
- The other switch activates a rock platform to the skull snake nest which is south east of the area where the switches were (one flip lowers it, a 2nd flip puts it back up, so be careful how many times you flip it because you want it lowered)
- Take the platform up to the nest area, and prepare for a skull snake feast
- Climb through the nest area towards the west, until you reach the lava chasm
- Follow the path to the right (past a half-pod), and a path will lead back to the firebeast nest (if you cannot get down the path, it's because you didn't flip the switch)
- After battling the spiders, head through the path on the other side of their nest, and that leads you to a remote forest area where you'll find Kirin's hut
- Enter the hut, and read the scrolls located in the wall near the head of the bed
- Take the cave path to exit the hut area, and you'll come out on the top of the lava falls
- Jump from the top of the falls to the rocks on the right side, and climb up on the grass area (prepare for battle)
- Run to the right towards the pod in the forest (if this approach is too difficult, you can return to the maze and enter the back of the forest from the maze)
- After recharging, reading, and saving, exit the pod and hit towards the back of the forest (behind the pod)
- On one of the columns in front of the castle is a switch you need to flip (use your want to burn the archers sniping at you)
- Enter the castle through the door that the switch just opened
- Take the door on the left, and that path leads you back to the maze room your started out in
- Walk through the time gate, and you'll be back on Kronos
- Save your game, flip the switch to open the door, and enter the teleporter to move on to the next level
Eye Candy / Extras
- Before you flip the switches in the maze, explore the maze until you reach the opening the leads to the lava chasm, sniper some archers, or even jump out and start fighting if you're feeling a bit wreckless
- After the skull snake nest, read the terminal at the half-pod, and use the pod teleporter to transport to the pod in the maze
- After visiting the pod in the forest, you can go back to the pod in the maze, and the replicator has some dachron ammo for you (this ammo regenerates)
- When you leave the skull snake nest, instead of going right, go to the left and visit the Will-o-wisp breeding grounds
- In the will-o-wisp grounds, if you jump in the water, there is an invincibility potion in the back, and a 3x recharge in one of the under-lava alcoves (use the dropping ledge platform to get back up)
- In the forest area, near the will-o-wisp grounds, there is a cave filled with all kinds of interesting critters (bats and albino Grogs)
- In the bat caves, if you make it all the way to the end on the upper level, you'll find a pod with a save buffer and a 3x recharger (you have to run fast to jump the dropping floor, then again the dropping floor takes you to the other castle secrets)
- In the lower reaches of the caves, when you press the hand switch, a rock platform drops to reveal a wooden platform which takes you up to the forest near the future pod
- If you take the carpeted path to the left (instead of the wood platform up), you'll find a mossy area where a secret term is located
- At the very bottom of the bat caves (you'll need to take a wood platform down) is a Grog section with a big rock platform that drops slowly, eventually revealing a rock platform which takes you back up to the maze
- Upon entering the castle, if you take the door to the right, you can venture upstairs to grab water vials, the arrows the blond archers drop when you kill them, and the barrel-of-arrows
- The door in the middle leads to a dining hall with two interesting rooms
- From the dining hall, the room on the right has some "candy" in it, but if you jump for it, you're trapped with bars (which you can break out of if you survive long enough)
- From the dining hall, the room on the left leads down a cave to a secret hightech/camelot mixture area, including extra ammo (follow it all the way to a platform back up to the forest)
- After visiting the pod in the forest, the good sorcerers come in to help you out (so let them)
This level can be extremely difficult or extremely easy depending upon your approach. Merlin sets up a time gate from a pod on Kronos which lands you in the area of Mauvair's tower. Mauvair likes fire, and critters, and heights. Here's a rundown of the easy approach:
- While in the pod, recharge, and use the panels through the window to do a save game
- Exit the pod, and run along the rocks towards the right (do not stop to enjoy the scenery)
- As you run by the second tower, you'll notice the backside moving
- Drop into the lava where you see the side moving, and enter the tower and take the platform up (you'll drink an invincibility potion on the way up)
- You're now in the heart of the mountain, so flip that switch on the right column to open a secret door out
- Walk out and quickly begin your climb to the top (either run all the way shooting skull snakes in the way, or if you have enough invincibility left, try to take out the firebeasts)
- Enter the top of the tower through the wood door and step into the center of the star to teleport to the next level
Eye Candy / Extras
- The "easy" approach is actually an "extra" since most people will attempt to jump on the climb directly
- Note all the nice potions in the heart of the mountain, as well as the Mauvair terminal on the right column
- If you stand on the tips of the star, you'll teleport to the center, then to the next level
- Upon entering the door at the top, you'll activate Mauvair and his laughter and lightning will light up the wall where Morgana's ghost image is displayed
- You can explore the firebeast nest if you're really brave, but there is no reward except the satisfaction of being that brave
Enter the Hand of Time, Mauvair's playground. Explore each time gate to unlock the stolen future pod, then prepare to confront Mauvair.
- Enter the time gate on the left to enter the Jurassic era, and follow the path up in the cave
- Past the altered time pod is a switch on the wall over a lava pool, use a weapon to trigger the switch
- After the rock platform descends, enter the next room, climb up the stairs and pass through the jungle, pass the altar, and continue until you reach another cave
- Drop down the cave hole and make your way back out to the forest you started in
- A time gate appears on the forest wall, so jump through it (notice the first door to Mauvair's pod is now opening)
- Enter the middle time gate to enter the Camelot era, and save your game in the foyer with the 3 pillars
- Fight your way back to the throne room with all the Morgana flags, and step anywhere under the blue ceiling (that activates a platform back in the foyer)
- Head back to the foyer, ride the platform up, and exit through the time gate (notice the 2nd door opening now)
- Enter the time gate on the right to enter the Future era, and jump across space to enter the starship
- Cross the big hallway and head downstairs to the storage area
- Climb the crate and enter the vent (corridor leads down to an elevator)
- Take the elevator to the next floor, down the corridor, then take another elevator to the Bridge of the Santa Fe
- Visit the Captain's Ready Room and grab the SAP card from the desk
- Head back down the elevator, back through the vent, to the large hallway
- Use the card to open the door, recharge and save as needed, then jump through the window next to the door
- The final door to the pod opens, and Mauvair awaits you, so go show yourself to him, then run
- Either try and kill Mauvair, or get him distracted away from the pod long enough for you to activate the switch in the pod and exit via the terminal
Eye Candy / Extras
- In the altered pod in the Jurassic era, there is a message from Merlin
- If you drop in the lava pool where the switch is, you can swim to the next room with the stairs
- In the Camelot era, before the throne room there is an alter to Morgana off to the right
- On the left side, before the throne room, if you explore the area, bars appear and imprison you (you can break the bars to escape)
- In the small room at the end of the throne room is a 2x potion
- If you go down the corridor to the right of the throne, you'll find barrels of arrows (and a secret door in that room that you can exit)
- In the Future era, down in the storage room, go through the door on the right where you'll find more crates and some missiles
- Jump on the highest crate, and you'll reveal a secret door into a column, hit the action key again, and you'll reveal a 2nd secret room with a terminal and other goodies
- On the bridge of the Santa Fe, activate the switch to turn on main power (allowing you to read the two terminals there)
- From the windows you can view a battle reminscent of the battle between the Santa Fe and the Diablo (note the return of the Pfhor in the Diablo)
- In the Ready Room you can activate power using the switch on the wall
- You can access the PowerBook on the captain's desk for a secret term
- You can flip the switch behind the desk to open a malfunctioning holodeck image in the corner of the room
- In the observatory where the exit from this era is, you'll find a replicator which provides regenerating snyper ammo, dachron ammo, and invisibility potion
As the time approaches for you to face the hardest challenges, your subconscious mind takes action in you final rest, as your fears take the form of the Creature's Knightmare. Everyone wants your blood, so your goal is to survive, locate the key which unlocks the door to your salvation, then take the leap of faith.
- Jump to the south from the pillar you stand on to drink the 2x potion
- Jump towards the ledge in the west, and around the corner is a save terminal
- Jump back to the start pillar, and then jump north to the ledge opposite where the 2x potion was
- Jump back to the pillar you started on, then pillar hop directly to the east
- Follow that path to a wooden dead end, but as you approach, an opening will appear
- Pass through the opening, and immediately turn right and take the thin ledge up to that area with terminals and switches (prepare to do battle)
- Recharge, save, and flip the switch, then jump back down to the path and continue through the door that just opened
- Pillar hop towards the left, past the gargoyle on the right, and up to the green door (it opens upon approaching)
- The second green door has a delay opening, but will open eventually, and then continue your pillar hopping across to the stairway
- Go up the stairs, past the gargoyles, and to the left
- Take the center ledge, through the two gargoyles, and continue pillar hopping around to the left (you'll go by a terminal and a 1x recharge)
- After the 1x recharge is an alcove which has a shelf containing a key, grab the key
- Jump across to the ledge which leads to a wooden door
- Flip the switch next to the door, pass through and following the ledge around to the left
- Jump across to the stairs with the archers, and follow that corridor until it drops into a lower level, orange wall on right, and nook with save term and recharge on left
- Continue past nook, and return to the pillar you started the level on
- Again, pillar hop towards the east as before, through the wooden door which should be open now, towards the left where the green door is
- This time, instead of going through the green door, go to your right (due north), past the gargoyle through the small opening
- You want to go straight, but the corridor is elevated, so turn right, then do an about face to jump to the next higher ledge, then jump up on the path that continues north
- Follow that path directly back, and then use your key on the switch you'll find on the left
- Pass through the door, take a right, go down a ways, then take a left
- You'll now see a pod door in the distance, with space between you and the door, just ignore the door and jump into space to complete the level
Eye Candy / Extras
- A faster way to get the key is to jump north from the starting point, follow the corridor past the nook with the recharge and save term, turn left and follow the corridor, turn right past the long window out to space, follow this corridor past another window, a bunch of crystals, until you reach some hightech plasma ammo and the nook which contains the key
- On the shortcut to get the key, when you pass by the crystals, there is a secret door behind the actininum crystal which leads to all kinds of goodies (at the end is a teleporter to the ledge with the 2x recharge)
- After passing the crystals and reaching the hightech plasma, if you turn around and go back, a secret area will have opened up containing some ammo, a 2x potion and some nasty archers
- After reaching the key, if you take the ledge to the right instead of jumping across, you'll find a 1x recharge
- Continue on that ledge to the right, around the corner you'll enter the area with the gargoyle (there is a 2x potion directly across from the gargoyle, next to another gargoyle)
- If you drop into the pit between the 2x potion ledge and the ledge you came in on, you'll find a door to a secret area leading to a 2x recharge and a long stairway which dumps out into a corridor
- If you stay on the ledge you came in on and jump off the end into the pit, you'll find a door leading to a different secret area which dumps off on the opposite side of the corridor that the other secret area exits to
- If you drop off any of the other ledges, there are several platforms which can take you back up from the pit, as well as Merlin's Stairs
- When you start down the corridor which goes by the crystals, if you go straight instead of turning right past the first space window, you'll be in a long corridor which goes around the the bottom of the map, and eventually leads to a door which exits to the ledge with the 2x recharge and save terminal
- If you continue on that corridor past the door, you'll end up in a maze of different textured corridors (you can also enter the opposite side of this maze from where the keyhole switch is)
- Take the maze to the top right portion of the map to locate the switch room (contains actinium crystals, switches which activate platforms & lights, and a save terminal)
- Exit the switch room to the west and head straight down the corridor until you must turn left, and you'll find a pod with a terminal
- At the bottom of Merlin's Stairs is a 2x potion
Back aboard Kronos, you are tasked with helping in the fight against the invading GAT force, while at the same time invading the altar of the Black Knights. In this level you get to switch back and forth between starship and castle, sometimes making the line which divides them a bit vague.
- You start off in the engineering tubes on Kronos, so collect the ammo on the left and right, then take the platform down at the end of the center tube
- Flip both switches in the shuttle bay (one is for eye candy, the other provides access to the teleport pads)
- Get on the teleporter pad, and you'll be taken to a future pod near the castle of the Black Knights
- Enter the mining shaft, prepare for a heavy onslaught of bats, and locate and flip both switches in the mining shafts
- Take the tunnel which opens up out to a grassy courtyard in front of the Black Knight castle
- Fight your way into the castle, and either take the platform or the stairs up to the altar on the second floor
- Stand on the star to teleport back to Kronos
- You start in Sick Bay 3, save term in first room, and a 1x recharge in the operating room to the left
- Take the exit to the right to a main corridor
- Follow the main corridor around to the right, and enter the last room on the right (the baths)
- Grab the SAP card and then head 2 doors down and use the card to access the cafeteria lift
- Go up to the cafeteria and flip the switch next to the 2 replicators
- Head back down to the main corridor, and at the end of the corridor is a platform which is now activated
- Take the platform up, and quickly run past the window on the left while flipping the switch on the right
- The first switch activated a 2nd sunken switch also across from that window, so you need to quickly and carefully shoot a weapon at the switch as you run past the window avoiding the shots from the GATs
- Upon flipping the 2nd switch, the bay where the GATs had collected is separated from the ship, and a passage is opened up past the window
- Take the passage down and to the left where you'll find the final terminal to use to exit the level
Eye Candy / Extras
- In the castle of the Black Knights, go through the door opposite the big platform and a staircase will lead you to the rampart above
- In Kronos, the first door on the left in the main corridor is a storage room with some extra ammo
- The 2nd door on the left is the card room
- The 3rd door on the left is the guard sleeping quarters which includes a 1x potion
- The 1st door on the right is a holodeck which teleports you to the holo-maze in which you can find some extra phaser paks and a 2x potion
- The exit teleporter in the holo-maze is in the top left side of the maze
- In the second leg of the main corridor, the first door on the left is another holodeck running the Black Knight program
- In the Black Knight holodeck, take the door to the left down a corridor, flip the switch, then step back into the holodeck star to teleport to the actual castle of the Black Knights
- Back in the castle, the door next to the star altar is now open, giving you access to a secret room known as Creature's Visit (contains 2x potion mixed with the fish-eye potion)
- Flip the switch in the Visit room, then head down the cave passage leading back to the mining shafts
- The main platform in the castle takes you back to the mining shafts if you take it to the bottom
- The same platform takes you to the rampart if you take it to the top
- In the second leg of the Krono corridor, the 2nd door on the left leads to the whirlpool room (containing some missiles)
- The door off the whirlpool room leads to some lockers that hold some goodies
- The door past the whirlpool door is a corridor which leads to a connect door to the bay where the GAT force is invading (when you separate the bay, you get a nice view out of this door at what is left behind)
- In the second leg of the Kronos main corridor, the 1st door on the right leads to the cafeteria lift
- In the cafeteria, there are two replicators, one of which contains a 2x potion
- The door next to the cafeteria corridor door leads to an observatory/reading room
- The last door on the right leads to the bath area
- If you jump down to the last terminal area before visiting the cafeteria, you'll need to take the small side room teleporter to get back to the main corridor
The Black Knights seemed like easy pickings, so perhaps it's time to head for the blackest knight of them all... Mordred (okay, so he wears gold armor). Mordred is holding up in the tower of the Castle of Sorrows, and the castle is not easy to get to. Your task in this level is to climb the Cliffs of Graeden and find the underground passage which leads to the castle.
- Let yourself sink in the water so you can grab the 3x potion
- The challenging method is to climb the cliffs, but the easy way to get up to Gabriel's Tower is to swim out towards the deep water (avoid the piranha) and swim into the underwater cave in the side of the cliff
- If you climbed the cliffs, you'll pass by a future pod which you'll want to visit (if you came in the easy way, you'll want to climb down the cliffs just a tad to visit the pod)
- I find that the crossbow is most effective with the spider scouts
- In the tower, go through the 2nd door on the left (it's filled with barrels)
- Stand back and shoot the barrels, and their explosion will take out the skull snakes
- Directly to the right near the torch are two scrolls to read provide crucial hints
- The section of floor which seems lit is a platform, take the platform down
- Enter the pool of water and flip the switch on the wall to the right, then head back up the platform
- The door at the end of the corridor is now opened, so go through it
- Enter the maze and follow these steps: left, to end, then right, to end, then left, to end, then right, take very next right, to end, then right, to switch
- Flip the switch to open the locked door across from the barrel room, then exit the maze, exit the barrel room and enter the room across the hall
- Open the door, read the scroll on the right of the fireplace, then enter the fireplace (you may want to step back a little while you wait for the secret door to open so you don't burn)
- Enter the secret room, grab the key, drink the potion, then get out (if the door closed, use the switch to re-open it)
- From the hallway, head up the spiral staircase, out onto the porch, then run through the forest towards your right
- Take the passage extending through the forest wall to a cliff area, then turn left and enter back into another forest area
- Go to the furthest end of the forest area and you'll see a candleabra flickering through a transparent forest wall
- Take the candleabra path to a pool of water
- Hugging the wall, drop into the water, then step onto the platform in the center
- When the platform gets to the top, you can jump across to the other side into the guard house
- Head towards the front, then take the passage leading off to the left and follow that up the stairs
- At the top of the stairs, turn left after the door and follow the corridor to the switch
- Use your key to unlock the switch, and you've now opened up the grate in the underground passage leading to the Castle of Sorrows
- Go back down to the lower floor, exit through the door opposite where you entered the guard house, and take the cobblestone path to the cliffs
- Jump into the water and swim towards the left around the cliffs
- Climb the rocks to the future pod in the cliff wall, and recharge and save
- Jump back into the water towards the left, sink to the bottom and take the undergound path to the next level
Eye Candy / Extras
- If you didn't come up through the underwater cave, then be sure to visit the 1st room on the left in Gabriel's Tower (half the room has been washed away and crumbled down the cliffs)
- Across from the washed away room is a storage room containing a 2x potion (stand back because the barrels are exploding)
- There is a magic staff and some enchanted water to be found in the maze, as well as a hidden pod which teleports you to the future pod in the Cliffs of Graeden (there's a second switch in the maze which opens the hidden pod)
- After flipping the switch in the underground pool, you can swim through a tunnel which leads back up to the washed away room
- After climbing the spiral staircase, enter the room at the end for a nice view (you'll also see the top of a future pod hinting at where the next future pod can be found)
- From the porch area, run to the left around the wall and you'll find the future pod (terminal, save buffer and some ammo)
- Careful of the water garden next to the porch, as it's infested with hungry piranha
- After going through the forest path that leads out to the cliffs, you'll have another nice view, this time of the Cliffs of Graeden (and if you want, you can jump across to get to the future pod)
- In the second forest area, near the beginning on the opposite side of a forest column is a hidden future pod chock full of ammo goodies (and a terminal)
- When you drop into the pool of water after the candleabra, you can take a tunnel out to the ocean and play with the piranha if you like (or swim to the pod around the corner to the left)
- In the guard house, there is a room in the front (on the left when facing the guard house from the garden) that holds an oxygen potion
- In the view of the ocean, you'll notice a waterfall which starts upon opening the grate in the underground tunnel (must be some kind of land shift thing going on)
You've made it to Mordred's castle, but before fighting Mordred you need to take care of a few hurdles that stand in your way. Fight back the forces in the castle, free the Quest Knights, locate the Temple of Evil housing the Minister of Evil, Argantan, discover the Scroll of Diablo. This level has perhaps the most eye candy that you are not required to visit to complete the level, so I recommend exploring the level just for fun.
- Follow the underground passage and take the platform up to the Castle of Sorrows
- Go to the left, and you'll trigger a secret door housing a future pod with recharge, save buffer and terminal
- Continue down that corridor, turn right, then turn left (leads you to an open area split by a deep water passage)
- Enter through the door on the left, cross that room and enter through the door on the other side
- Take the door on the left and flip the switch in that room
- Go across the hall through the door that just opened and stand on the pedestal (that opens the door to the Hidden Keep)
- Enter the keep and grab the key from the last small room
- Back track to the corridor where the future pod is and save the game
- Now take the corridor which crosses the courtyard and moat, and turn left at the end
- Go down a short ways, then turn right to face a small alcove with a switch in it
- You can avoid an ambush by using a weapon to activate the switch (this switch opens the secondary gate)
- Turn around and go back past the corridor and turn to the left (there's a door on the right and a drop hole on the left)
- Jump into the drop hole, approach the flag on the wall, and a secret door will open
- Pass through the secret door and turn to the right to enter the inner courtyard
- Go to the right and flip the switch on the wall
- Now go back to the left and use the corridor passage to enter the guard house (flip both switches in the guard house)
- The door across from the guardhouse door is now open, take this corridor and open the first door on the right to free 2 Quest Knights
- Now enter the room across from that cell and go down the stairs to the dungeon
- Flip the switch to enter the dungeon, then go all the way to the back and open the door on the left
- Flip the switch in that cell (frees all prisoners and opens a secret passage back up to the inner courtyard)
- Take the secret passage back up to the courtyard
- Once again go down the corridor behind the guard house, and this time follow it all the way to the end
- Past the room with a table is the throne room, enter that room and climb the stairs along the back wall
- Go behind the wall behind the throne and use your key to unlock the lock (this opens the door to the Temple of Evil)
- Enter the Temple of Evil and either kill or avoid the Minister
- Go to the back of the tempe and read the terminal to move to the next level
Eye Candy / Extras
- Jump over the wall onto the courtyard near the beginning to collect some extra ammo and a 3x potion
- To the far left, jump across the moat to the doorway and take the stairs behind the door up to a switch which raises the drawbridge
- Cross the drawbridge and you'll find a switch on the right which opens the primary gate
- In the hallway between the primary and secondary gates are two walls with flags which are both secret doors
- Facing the secondary gate, step up to the flag wall on the left and climb those stairs up to the room with the fire pit
- Across the room is a door to a bedroom, and on the bed is a magic staff
- In the corner of the bedroom is a door to a secret room containing water vials and a 2x potion
- If you exit the fire pit room through the big wide door, you'll end up back on the West Hall (easy access back to the future pod)
- If you jump into the moat and go to the west, you'll find an alcove with bones that will teleport you to the West Courtyard
- If you take the moat to the east and follow the tunnel all the way, you'll reach 4 bars that can be opened with the action key
- Pass through the bars and swim to the top, and you're in the bath area of a room south of the Upper Courtyard
- Another way to get out of the moat is to swim up right before entering the underground tunnel, and there is a pebble rock staircase back up to the West Courtyard
- From the first pod area, take that corridor to the east to the South Tower, then turn left and look for a switch on the right wall, flip that switch to open the gate to the Upper Courtyard
- Now jump down into the West Courtyard and jump across the moat to the doorway by the pebble rock stairs
- Climb the stairs up to the Upper Courtyard (by the way, an easier way to get to the Upper Courtyard is simply to go through the door near the switch you just flipped to open the lower gate)
- The 2nd door in the Upper Courtyard leads to a south guard room
- The first corridor on the right ends at a secret door back out to the South Tower
- The corridor in the far end leads to the bath area (the bath drops down to the moat tunnel)
- The corridor in the right wall leads to a bedding area where you can find some arrows
- The stairway immediately to the right leads up to the balcony where you can grab the 1x potion and oxygen potion
- The passage past the balcony continues around to the north side of the Upper Courtyard, and halfway down the stairs on the other side is a window to the courtyard
- There are two nooks in the walls as you head towards the littel window room, and if you stand in the nook on the right, it will open a secret room behind the nook on the left revealing a 2x potion
- In the little window room is some water vials
- Continue down the stairs and you'll end up in the north guard rooms where you can find a 1x potion (the north guard room exits to the West Hall)
- After freeing the prisoners in the lower dungeon, there is a 2nd future pod revealed in the inner courtyard with a 2x recharge, save buffer and terminal
- Walk towards the north east corner of the inner courtyard to reveal a secret door to the east guard rooms
- Follow the secret corridor, climb the stairs, and you'll find a 1x potion in 2nd room
- Head back to the first room and exit through either door to the balcony in the banquet hall
- Jump down onto the banquest table to grab the 2x potion, then exit through the big doorway back to the inner courtyard
- Next to the seconday gate to the inner courtyard is a door which leads down to the skull snake pit (contains some arrows and a 1x potion)
- A door opens upon entering the pit, and if you step into that room, you'll be teleported to a secret alcove behind the stain glass in the banquet hall