Legend Here are some more puzzle rooms which have caused several readers problems. Fagranc Level 3/Dark Tower Level 1 ---------------------------------- When you reach level 3 of Fagranc, you'll find a door which you're told needs a skull key to open it. A notice near this door says 'Come and see me at The Dark Tower. K'. After exploring level 1 of The Dark Tower, you'll find that two puzzle rooms will stop you progressing any further. The first room, which is very close to the entrance, has a door in the centre of the room which 'will not budge' when you try to open it. There is a line of fire stopping you reaching the other side of the room where there is an exit door. The second room, the Secret Garden, has an area of grass, two sections of water and some spikes blocking your route north/south. There are also a green pad on the floor, a door that 'will not budge' in the west wall, a lever on the north wall and a healing rune on the floor by a pillar in the northeast corner. The rune is blocked by a table. Concentrate on this room first. Put the runemaster in the southwest part of the room and mix a 'missile surround healing' spell. Cast it at the tile east of the pillar so that its effects also strike the healing rune. The spikes will drop. Walk to the lever and pull it. Now return to the other room and you'll find that part of the fire has been extinguished, revealing a yellow floor switch ... Dark Tower Level 3 ------------------ One room on this level is divided into two by water. On the north side is a shooting pillar with four runes on the floor in front of it. Two damage runes go east/west, two healing runes go north/south. On the south side, where your party is, are four different runes; damage, heal, paralyse and dispel. There's a chest in the northeast corner, but you can't get to it because the water blocks your route. The aim is to reach the chest and get the key from inside it. You do this by guiding a skull tile around the water. To do this you'll need to cast lots of spells. If you're short of ingredients, don't worry - a nearby cauldron contains a collection of them. You'll need to cast the following spells: missile damage, missile damage damage, missile healing, missile healing healing, missile dispel and missile paralyse. Each spell has a different effect on the skull tile when cast on the correct rune on the floor. MD makes the direction the tile moves east. MDD makes the direction the tile moves south. MH makes the direction the tile moves north. MHH makes the direction the tile moves west. You must cast damage spells ONLY on the damage floor rune. The skull tile must be facing its own damage runes before you do the above. The healing spells work in the same way. The missile paralyse spell, when cast on the paralyse rune on the floor by you, turns the shooting pillar south to the damage runes or east to the healing runes as appropriate. Missile dispel, cast on the dispel rune by you, actually moves the skull tile in the direction set up. The first time you do this, an extra tile will appear in the water by the shooting pillar, showing the direction the skull tile will move in. Remember a character will have to hop on and off the skull tile as it moves because the tile won't move when someone's standing on it. Good luck!