Stonekeep (Part 4) Walkthrough supplied by Bill Commons @~Continued from Issue 51 21.> Now go south to the wall, west through the door and take your first right, north to the wall, east 1, north 1, east to the wall, south 1, east 1, south 5 squares, west to the wall, south 1. Note the LARGE leg sitting there. Mark this spot as "REAR LEG." Unlock the lock on it with the dragon key. Now go north to the wall, east to the wall, north to the wall, east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east and take your first right, south to the wall (watch for the exploding fungus) east 1, south to the wall, west to the wall, north 1, west 1...see the OTHER big leg? Unlock it with the Dragon Key. Now walk to the spot marked "Fairy Realm Entrance." Go south 1, west 1, south 3, west through the door and to the wall, and south to the dragon. When she wakes up, unlock the neck chain. The dragon will go free, and you'll finally be able to get to the other half of this level! Walk west to the wall, south two, west to the wall, north and pick up everything in sight-green and red and blue gems, 18 gold coins, and a heal potion. Open the chest to find another heal potion, another blue gem, two more coins, and three scrolls - one with Healing (VERY useful, especially if you've been poisoned or diseased!), another Shrink rune, and a Tornado spell. Now walk all the way back to the spot that says "REAR LEG" on your map. Go south to the wall, east 1, south to the wall, west 1, south 1, west 1, south two, west through the door and down the stairs. Walk east to the wall, south to the wall, turn west and kill the fungi, then open the chest to find all sortsa good stuff, including the third Stone Shooter piece. Now go back through the passage to the upper level, and back out to the north-south corridor. Continue south to the wall. Turn west and go to the wall, go 1 south, 1 west, then turn south and walk up to the Sharga...but don't attack him. This is Skuz the Sharga, and he'll join your party. Remember that spear you took from Throggi? Give it to him; he uses it quite well. Mark this spot as "ICE." Now, head back through the passage to the Dwarven Fortress to Dombur's lab. Note Skuz won't go with you, but he'll be there when you go back to the grounds later. Give the third Stoneshooter piece to Dombur, who then gives you the completed Stoneshooter and instructions. Use as you please (aren't you glad you've been picking up rocks all along?) Now head back to the passage to the Dwarven Fortress (Skuz'll rejoin you). Walk to the "Fairy Realm Passage" square. Walk east two squares. Place five of those primroses you picked up a while ago on the ground and the passage to the Fairy Realm opens up. Go on through... 22.> Welcome to Level 8, land of the Fairies and things of insufferable cuteness. Note: While you could've picked up Karzak Hardstone again back in the Dwarven Fortress, he weakens on this level a lot...he doesn't like cute things at all. We'll go back for him later. For the time being, you can tough it out with just Skuz. Head due south, and prepare for a meeting with...Snort. Pick up all the flowers as you go along here; you may need them later. Actually, you WILL need them later. Take the left, go west to the wall, north to the wall, east 1, north to the wall, west (and get greeted by the Fairy Players), continue West to the wall, south to the wall, west 3 squares, south four squares, east to the wall, south 1, east to the wall, north to the wall, east to the wall - pick the mushrooms and grab the book. Then go west to the wall, south to the wall, west to the wall, north 1, west to the wall. Mark this spot as "COME BACK HERE!" Then go north, take your first left (mark the intersection with an "X"), west to the wall, south 1, west 1, south to the wall, west to the wall, north 1, west to the wall. Pause here a moment. When the Fairy Players show up, hand 'em a mushroom. You'll get a scroll with a rune that looks sort of like a duck. You'll need it much later. Now - north 1, west two squares, and turn north to grab the flowers and the moss. Head back to the "X." Then go north to the wall (and get an opportunity to buy a song if you wait here too long), west to the wall, south 1, west to the wall, south 1, west 1, south 1, west to the wall, north 1, west to the wall, north to the wall, west to the wall, north to the wall, west to the wall (you'll get a scroll from Murph that gives you the "Slow" Rune), south 1, west to the wall and grab the Cake and Fiddle. Now go east 1, south to the wall, west 1, south 1...give Binkle the fiddle to get the Faerie Pants. Put 'em on Drake. Yeah, he looks silly. So why do you do it? Because...every Fairy clothing piece you put on him gives him 20% protection against Troll attacks, cumulative. There are five pieces you can get. So, guess what all five gives you? Bingo! Invulnerability versus Trolls! Now go south 1 more, and grab the decanter. Keep picking flowers, by the way. You'll need five primroses eventually. Now go 1 west, south to the wall, east to the wall, south 1, east 1, south and take your second right. Go talk to Snort. Give him that decanter, the wild thyme you found, and the Brownie moss. Pick up the decanter with red brew he drops. DO NOT DRINK IT!!! Now go back east five squares (should be at a crossroads), head south, and take your next right. Go into the room to talk to Winkle. Mark this spot as "WINKLE." Exit & then re-enter. You'll get an iron spike (useful in stopping Trolls). Now walk back out to the corridor, and go south to the wall, then west to the wall and pick up the spike, flowers, and jester cap. Put the cap on Drake (yeah, now he looks REALLY silly. But he's up to 40%...) Head back to the north-south corridor, turn north, and take your right. Walk two squares east, turn north, & grab all the primroses. Then walk one more east, turn south to the wall, east to the wall, and turn south to talk to Surly, the...well...surly fairy. When she asks for the cake, give her the Faerie cake. She'll give you a silver key. Now exit back west to the wall, north to the wall, east to the wall, 1 north, east to the wall, north to the wall (getting another cake from Sweetie), then west to the flower patch. Take 'em all, especially the daisy chain. Walk back to where Sweetie was and give her the chain. She'll give you a choice - a prize or a kiss. Well, take the prize. Really. It's a four-leaf clover, and while you have it, Trolls are visible. Otherwise, they're not. How convenient. BUT...you still have more stuff to do. Mark this spot as "QUEEN" on your map. Go back to the spot marked "COME BACK HERE!" on your map. Go south 1, west 1, south 1, west 1, south to the wall, east three squares, turn north and grab the parchment, then continue east to the wall, then go south 3, west to the wall, north 1 (another song & dance), west to the wall, and south to the wall. Mark this square as "TROLLS". Now go west to the wall (get the flowers & berries), north 1, west to the wall, north 1, west to the wall (yet another song & dance), north 1, west 1, north two squares, east to the wall, give Chuckie the red decanter for another jester's cap (hey, put it on Skuz! He'll love you for it! Really!), then go back west to the wall, north to the wall, east 1, and north two squares to talk to Giggle. Give Giggle the book you picked up a while ago to get the Gold Key. 23.> NOW it's time to go deal with the Trolls for a little while. Not long. Go back to the spot marked "TROLLS" and go north two, east to the wall, north 1, east to the wall, south through the portcullis (after the silly conversation) to the wall, west to the wall-smash the bones & get the book. You COULD pick up a Fairy party member now, but why bother? Turn around and head back east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east and take your SECOND right, kill off Mr. Wasp (get in close - he has ranged attack!), then south to the wall, west 1, south to the wall, west to the wall, turn south, and be prepared to whack some trolls. Use the iron spike to keep 'em from teleporting too much. After you kill them (assuming they show up here), go south to the wall, and look around for some flowers (pick 'em) and a stick of drawing charcoal. They should be just to your east. Turn around so you face west. See that toadstool? Blast it into oblivion from a distance. Now walk west to the wall, north 1, west to the wall, south to the wall, and west until you find a drum on the ground. Grab it, then backtrack all the way to where the map says "TROLLS." Now walk to where the map says "QUEEN." Go north 1, west to the wall, south 1, west up to Chuckle again. Give him the charcoal stick and the parchment you found much earlier. He'll hand you a portrait and a Fairy Shirt. Yep. Put the shirt on Drake. 60%, but looks REALLY dumb now. Then go north 1. The gate is locked. Look around the walls for a keyhole. Use first the gold key, then the silver key on it. The portcullis unlocks. Go north, then around to the right. Check that alcove on the right; touching it recharges all your runecasters. Now continue north and then west 1, then north 1. The door is locked. You've probably heard a fairy or two say "Roses down, twice around" before. Put a primrose down, then back up one and walk around the 3 by 3 square (west, south, east, north) twice. The door will open. Go on through and walk up to the altar to meet the Queen of Fairies, who heals all your wounds. When she mentions the portrait, hand her the one Chuckle just did to get a Luckstone ring. Then listen to her first story. She's tired now, so it's time to go do more good deeds...Go back to the spot marked "Winkle." Walk in and give him the book. Let's see...you now have jester's caps, fairy shirt, fairy pants, luckstone ring. You're up to 80%. And the LAST Troll-defence item is right next to the one Troll you HAVE to kill...so, let's go get him! Walk back through the portcullis into the Troll realm south to the wall, then east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east 1, south (waste the trolls and REMEMBER THE SPIKE TRICK! Pound it into the ground to keep them from teleporting!) to the wall, west 1, south 1, west 1, south 1, west (when you become "paralyzed," use the Spoilspell rune to cancel it) to the wall, north 1, west to the wall, north 1, west 1, turn north & root through the flowers to grab the horseshoe. Put it on Drake...he is now immune to Troll damage! Turn around, walk back out of the alcove, and face west to fight THE TERRIBLE TROLL. This could take a while; he's not very nice. When you finally kill him, he drops The Orb of Yoth-Soggoth (okay, who's the wiseass who ripped off H.P.Lovecraft? Sort of, that is. Lovecraft's god name is Yog-Sothoth). Now continue west to the wall, go south to the wall, west to the wall, south 1, west to the wall (take the decanter if you want), south 1 (ignore the will o'wisp), west to the wall (take the mushrooms along the way), then north to the wall to find a bunch of flowers, red mushrooms, and another runecaster - the Elfwand. Cool. You'll need it, believe me. You're done here, so walk all the way back (ignore Will O' Wisps) to the Queen of Fairies. She'll tell you another story. Walk out and return in 30 seconds for a third story. Walk out and return in 30 seconds for a fourth story...and a magical pendant which you'll need later. Take it, of course, and put it on. Thank whoever, that is the END of the Fairy Realm! Remove the fairy stuff & put your real armor back on again (yes, this includes the Jester's cap you stuck on Skuz's head). Go back to where you started this crazy level to warp back to the Dragon Feeding Grounds, Upper Level. NOW, we go get Karzak again. 24.> Go to that passage to the Dwarven Fortress on the Lower Level. There? Good. From the entrance, go south through the door, take your left through the gates, east to the wall, south to the wall, east and take your first right, south to the wall, east 1, south three, west into the room, then go talk to the dwarf - it's Karzak, who'll rejoin the party. Exit back out to the Feeding Grounds. (Skuz will rejoin you once more). Now go to the Upper Level of the Dragon Feeding Grounds, and walk up to that spot marked "ICE" on the map. Turn east and go through the door...into the Ice Caverns. Also known as Level 9. Now, DO NOT KILL ANY SHARGAS ON THIS LEVEL! They're the Ice Shargas, and, believe it or not, they're good guys. So when you walk through the door, walk up to - but don't attack - the Sharga. (POINT OF NOTE: The Ice Caverns are frigid, and do 1-2 points of damage to party members every 30 seconds or so. You'll need magical protection - which unfortunately, requires you to get something first. Wonderful. Just keep an eye on your health meters & heal up when things look bad). Follow the Sharga when he finishes talking. Turn north up the corridor and go talk to Kandoc, the Ice Sharga King. After he finishes, turn west & go three spaces (do NOT walk up to the Sharga ahead - he's a healer, and will heal all damage, but he only does it once an hour, so unless you're in bad shape, don't do it), then turn north and go talk to the Advisor. He tells you about "different fire." Great. Now back out, take 2 steps east, and turn north to talk to Gorza. Hmmm. He needs scrolls. No problem ... yeah, right. You're getting cold, so let's move out. Back out, go 1 east, south to the wall, east to the wall, south 2, west to the wall, south to the wall, west 2, north 1, west 2 (kill the Ice Witches with Firebolts), south to the wall, east 1, south to the wall, west to the wall, south to the wall, east to the wall, north 1, east to the wall, north 1, east 2 (mark this spot with an "X"), south 2, east (and don't attack the Sharga. He's gone nuts. Use the curing rune on him to heal his insanity, and he'll tell you about an ice hammer). Keep going east to the wall, then north 1, east to the wall, turn north & kill the Ice Witches, north to the wall, west to the wall, north three squares, turn west. Hammer the wall a couple times to break it and clear the debris. Punch the snowpile a couple times to find a magic chain-mail skirt, an ice hammer, and a rune scroll with a Circleward spell on it. Hmmm - a fire trap. Might be useful. Now turn back north and continue north to the wall, east 1, north four squares, and turn east. Punch the snow pile to find the parchment. Okay, RACE back to that guy who wanted the scroll. Give the parchment to him, and you'll get an Ice Bolt scroll AND a Warming Rune Scroll! FINALLY! Inscribe it on a runecaster, then inscribe the Duration Metarune over it. Cast it, and you're immune to the Cold damage for 15 minutes. Great! Oh yeah, you get a couple others, too, but you already have those (Armor rune, Ball Meta-rune). 25.> Now head back to that spot marked "X" on the map. Continue east to the wall this time, then go north to the wall, and west to the wall. Note the frozen Dwarf. Use the warming rune to thaw him out. It's Nigel Hardstone, Karzak's clan brother. Note he knows your name...without you ever telling him what it is!! (That's not important, just a silly plot hole). Follow the Dwarf west to the alcove. After his little spiel (and when he takes off), bash open the north wall of the alcove. Go on through to the north wall, turn west 1, then north-uh-oh. A skeleton. When you step up to him to fight, however, since you have that magic pendant from the Fairy Queen (you DID save that, didn't you???), the skeleton collapses into a pile of bones. Cool. Now go east 1, north 2, west 1, pick up the Magic Armor Rings and the Magic Chainmail Shirt, then look north. Hmm. Blue fire? Grab it. And listen closely. Don't put it down. Inventory is okay, but don't put it down. It'll melt! This is called Coldfire, and it's the only thing that can make the Ice Queen vulnerable. Excellent! Okay, now back all the way out of this secret chamber to that place that Nigel just showed you. Head west 2, south 1, west to the wall, north 3, east to the wall, north to the wall, west 1, north to the wall, east to the wall, south to the wall, east to the wall (Karzak will give a warning, then three cave-ins will happen behind you so keep moving), north 1, and east up to the frozen elf. Thaw him out. A conversation takes place; Karzak gets warped back home, and Enigma the Elflord (who recognizes the Fairy Queen's Pendant) joins your party. Elf or no elf, this guy is one cool customer. Now turn around, go back west, 1 south, west (hack through the cave-ins) to the wall, north 2, east 2, north to the wall, east to the wall, north 2, west 3, north to the Ice Sharga king. He sees the Coldfire and goes nuts, telling you you can now kill the Ice Queen. Great. Now he shows you a secret passage - bash at it a couple times (that ice hammer you found works great), then go north to the wall, east to the wall, 2 north, east to the wall, 2 north, 2 east, 1 north, then east to the wall and bash it with the hammer to break through! Turn north & kill the Ice Witch. Now go north 1, east 2, south 1, east 1. Stop right here. If you look up ahead around the corner to the left, you can see what looks like an aerobics babe. This is the Ice Queen. Here's a nasty method of dealing with her problem. Grab a runecaster with a high charge. Inscribe the Warming rune on it, then inscribe the Ball, Power x3, and Duration Metarunes on it. Cast the spell (it'll cost about 8 Mana Points, but it's worth it!) and your entire party is now immune to all Cold damage for 15 minutes, which is all the Ice Queen uses. Kinda mean to these bad guys, aren't I? Take one step east, and walk one north. She'll go through her little speech. Then use the Coldfire on her. Boy, does that make her mad! She starts teleporting around and attacking ... and your entire party is immune to it! (Insert mad scientist's laughter here). Just keep hacking or blasting away whenever she's in front of you, preferably with a fire spell. When she finally goes down, pick up Helion's Orb. Once you pick it up, you're completely immune to cold attacks. Nice, huh? Go one north and blast the chair with a firebolt. Drink the remains (no, seriously. It'll heal you). Pick up the scroll and read it. Now turn around and head due south. Waste any ice witches that attack you - they can't hurt you any more anyway. A secret door has opened here - walk on through it...to the Gate Of The Ancients. As my time-travelling friend Sam used to say, "Oh boy..." @~The next part of this solution will be in Issue 53. - o -