|====================== 6. Obtaining treasure ======================
Treasure is obtained in the following ways:
1-6. Killing monsters--6 of the 7 have a treasure.
7. Having the lamp on in room (12)
8. There is another, random, room on the first floor which will yield a treasure if your lamp is on.
9. Casting OKKAN in the room with the rocks glowing with an eerie green light.
10. On the second or third floors there is a room whose walls "are a very strange color!" Turn your LAMP OFF, and LOOK. (Just remember to turn it on again!).
11. On the fourth floor is a fake pit. If you see a pit where one doesn't belong, and you can't JUMP PIT, type LOOK PIT. Yet another treasure for you.
12-15. The spellbook and the three rings count as treasure.
This is all the treasure I know of, but there must be more, as I have never yet beaten the game, even when I have done all this. And 15 treasures * 10 points per treasure, + 7 spells * 10 points per spell, still only equals 220 points, out of a total 240. There are still mysteries which I haven't solved, so doubtless they result in treasure.
============ 7. Mysteries ============
1. The first floor room with music. What gives?
2. The packrat on the third or fourth floors. I've tried everything!
3. The room with mist in the little maze (10). Surely there is some significance!
============8. Walkthrough of early game ================
1. Explore the first floor thoroughly. Get the lamp first; you will always find it if you follow the progression, S, BACK, N, W, BACK, E, E, E, S, W, W, W, W, W, N. Turn the lamp on immediately when you find it. I've never had a game where I had to worry about oil too much; when you run out you can refill it from the urn, and when that runs out pools of oil start appearing everywhere. Now explore the rest of the floor. Note which room is crackling with enchantment. See if you can get the shield with the dagger. If you can't find something, it might well be in the Great Sloping Shaft, in the northeast corner, which is only accessible after a long trip through the second and third floors. Drop everything but the lamp in the room with the table and chair (1), or some other hoarding-room (see the hints section).
2. Get the mushroom. It is always on the third floor. The easiest way to explore a lot of it is to jump the great pit. From the room with the table and chair (1): W, W, N, D, JUMP PIT. Now you're on the third floor, you might find it on any of the following rooms. Pick up everything you find, as some of these places you won't be visiting much in the future. S, S, JUMP. Even if you found the mushroom, do not jump the pit in this room (5)! W, W, W, W, BACK. If you have the mushroom, you can go up twice here to get to the third floor. Otherwise, continue S, S, S, W, N, N, BACK, S, W, S, E, E, E, E, E. Now you've covered most of the third floor. If you still haven't found it, you'll have to go back to the second floor--the best route by returning to the large cavern, W, W, W, W, N. Then up twice to the east end of the marble portal. Put whatever you've found back in your hoarding-room, wherever that is, and return to the Great Pit room (2). From here: E, S, W, S, S, S, E, E, E, N, N, E, E, S, E, N, E, S, S, D. You'll never get all that way without some adventure; but if you use the maps at least you'll know where you're going. From here you can explore the rest of the third floor: N, N, JUMP PIT, W, S, BACK, N, E, BACK (very important, since there is no west), S, W, W, W, BACK, E, S, S, E, BACK (again very important), W, W, N, E, S. Hopefully you've found the mushroom by now. You can either return to the first floor by S, W, W, W, N, U, U, or by going south twice into the big maze, and getting to the room with the pit (9) the way I described above.
3. Return with the mushroom to your hoarding-room, take the food, and go to whichever room was crackling with enchantment. Congratulations, you have learned the secret of the magic spell VETAR!
4. Return to your hoarding-room, drop the food and mushroom, and go off again in quest of the parchment on the third floor! This is also a good time to explore the entire maze, picking up all the objects you can, and noting where there are magic objects and crackling rooms. The dark floors are a bit scary before you learn VETAR, since a gust of wind can easily end your game, but now you have nothing to fear!
5. You are now well on your way as long as you follow these general tips: