Crystal Dragon - Walkthrough Taken from the Internet Last modified on May 8th, 2002 Jens Bischoff's walkthrough has been computer translated into English from his German version by using Alta Vista with further clarification from GE Trans, a German to English translation program, and I then worked on altering each sentence so that it actually made sense in English. Thanks to Christian Berger for final translation corrections. Crystal Dragon - Walkthrough - Level 01 After having rested oneself somewhat, readied the appropriate weapons, scribed possible spells, placed weaker party members in the rear, and arranged the remaining field pack as otherwise is advisable, you can refresh yourself and fill your empty water bottles only once at one of the two wells in the immediate proximity. Freshly strengthened one should now enter the barracks, that is being loaded, in order to somewhat supplement your inventory. The barracks guards will not notice you for the time being, because they're not allowed to leave their posts. Push the eastern button, which grants entrance into a secret space. Once the loading has been completed, one can get involved in a few fights in the barracks, whereby one should calmly use the advantage of the guards not leaving their posts. Since you can't open the locked door here yet, you'll have to return later. After you've defeated Captain Sandar, the left door can be opened with the Opal key and a blue jewel can be obtained. The Gold key found within fits the other door. The door that's behind it stops the guards and guards an Onyx key, which enables admission to the two equipment chambers and further progress in the barracks. Subsequently, you can at times dare venture into the well populated areas, however except for experience in the arena, there's not much else to be gained by doing so. Also there's a door that can be opened with the Onyx key, which disappears when inserted in the lock. Hence it would be preferable to save the key for later. There are numerous guards in here, but since they don't leave the arena, one can simply withdraw and so not create a larger problem. The door to the east opens itself periodically and each time allows a new guard into the arena. Therefore quickly enter and shut it, before it opens again in front of your nose. You'll find an Iron key next to a Copper key. The Iron key opens the northern door in front of the arena. Wait there as there are still another few ruffians about. Afterwards you can press the button, that's present behind an illusionary wall, and open up the way into the next level. Here one of the guards is in the possession of a Rusty key, which opens the way into level 2 after a short endurance test. Crystal Dragon - Walkthrough - Level 02 If the door to the guard room is impacted, the guard therein can't get out. Get the Short Sword from the shelf then turn right and head through the illusionary wall to get the helmet. Push the button (at X:10009, Y:10000) to dissolve a wall (at X:10008, Y:09998) so you can gain access to the next area, where you'll have an immediate encounter. Further battles await in the barracks, where again the guards will not leave their posts to attack you. There's another button in here next to the apple, which causes one of the two columns in the previous space to disappear. Pull the decorated dagger from the half-open door or press the button in the space between the two columns. Now you can use the Opal key to open the southern door in the area where you began on this level. Go through and you'll encounter another battle. Before continuing on, you should go and vanquish the general and his minions. By means of an opening, the second column can be made to vanish, revealing a door, behind which is a green jewel. If you weren't fast enough, you can try again by placing an article briefly into the niche, in order to make the column disappear again. After defeating General Garrock and his guards, you can find a gold coin among other things. The door will shatter, and after further combat, we continue to descend into the darkness. If you want the Wand of Light or the Long sword here in the dust, you should immediately step to the side or rear of one of the two articles after seizing it, since you can thereafter take a nasty fall into the next depth below! Enter and use the rope you took from the storeroom on level 1 to descend into the open pit. After some arguments you should have obtained red and yellow jewels here. Be sure to jam the door with a dagger before heading back up the stairs. Then insert the yellow and red jewels into their suitable receptacles. Then climb downward and place the green and blue jewels into the suitable holes. Above the now freed stairs you see a staff above two additional closed doors. Blocking the doors saves you from some sparring partners. Moreover the push of a button allows you through there by way of a shortcut. The Opal key provides your admission to the Guardians of the Staff. As soon as you've looked around here, skillfully negotiated the moving pits, and dexterously overcome the flying skull, you can take the rope down to the next level. Here you immediately again get to deal with the skulls, before worrying about the three doors which can be bashed. Furthermore each of the four buttons opens up an elemental stone, which you should collect. Subsequently, teleport back upward again. With the four stones you've just obtained, go again to the Guardians of the Staff, and place the four elemental stones into their respective niches. When the last jewel is in place, a wall (at X:10004, Y:10007 on level 3) opens, and some flying skulls rush out against you! Now you must open the northern door here, from which stairs descend. Defeat the last flying skull and unlock a further door. Take the Rod of Resurrection and exit through the door to level 3. Crystal Dragon - Walkthrough - Level 03 If you need to rest up a bit during the clearing of the enemies in the immediate vicinity, you can retreat to the sanctuary of the room to the west. After you've overcome the reception committee of flying skulls and guards, you can close a pit to the northeast (at X:10012, Y:10007) by using the button directly around the corner (at X:10020, Y:10003). There're two doors, that can be bashed, behind the now closed pit. While the button in the northwest area causes another wall to disappear, and to block off some guards from attacking you, the button in the cells (there're silver coins in one of them) completely removes a wall to the north, which causes another button to appear. Search the grate (at X:10018, Y:09999) to find a Scroll of Light. Now go activate the most recently revealed button. Next vanquish the few effervescent skulls and grab the White Pearl key. Afterwards go far to the southwest, where you can open a secret space by pushing still another button, however a great many opponents reside within. The door which was situated somewhat more to the north can be smashed but it's rather tough. It's best to turn on the fireball centrifuge here using the push button (at X:10006, Y:10003) and then stand on the pressure plate to cause the wall (at X:10007, Y:10004) to disappear, which still protects the door from the fireballs. After you've heard approximately six fireball detonations, step off the pressure plate, as you don't want to give away experience points. When all of the creatures inside have been slain by the fireballs, stand on the pressure plate again to cause the wall to reappear, then head inside and pick up the Sacrificial Knife. The flying skulls waiting behind the door also bring additional experience. You can if you want, rope upwards and press the button, which causes a wall to disappear in the southern part of the above level. If you passed the endurance test, you'll encounter some weaponry material as well as a wall, which should slope downward. You'll reach the guardroom above the stairs and so close another upward experience donor. There you have all the time in the world to take care of any necessary cleaning up that you may need to do. A button here makes a Black Pearl key attainable in an alcove, and another one opens the door. If you still haven't done it, on your way to the northeastern stairs, you can still take a quick look in the sanctuary, but it contains nothing special. Thus the stairs descend a bit and in exchange for taking care of the Legions of Death behind the door, the Black Pearl key can be obtained. Here simply walk further down, and you'll soon stand before level 4. Crystal Dragon - Walkthrough - Level 04 The initial square that you're standing on when you enter the level is a "safe" area in that your enemies will not attack you on this space. You can retreat to it to rest if you need to rest. Scour the area and eliminate the guards, then hit the northern door (at X:10027, Y:10000) to cause a pressure plate to rise, which is the trigger mechanism for four traps! Move forward onto the pressure plate then quickly withdraw a step in such a manner that you are only met by a few weak fireballs, but exempted from damage by the poisoned blow darts, which can absolutely do you in. Push the button in this area to remove a wall behind you, which allows you access to the stone footsteps, where you can press a button to the north to open a door in the south. You'll find stairs leading downward behind the door and rather harmlessly make the acquaintance of your first Zombie, who quietly sneaks about there! Press the lone button so as to drop the Zombie into the best nearest pit, after which you can find Turen's skull, which can be used for teleportation spells. Return to the stone footsteps via the more southerly teleport and check your magic map for the location of the "safe" places to step, then skilfully meander to the east, until you have the Ruby key. If you wish, you can again tie and beat up another Zombie, then return on foot or via the teleporter, to where in the extreme southwest a wall has now disappeared. If you wish to evade some battles, as well as plentiful additional experience, you can immediately snatch the Marble key in the southeasternmost space and use it to disappear into level 5. You can however use the Ruby key in the door enclosing one or more zombies to get a good weapon (see below). However you might try to be a little more courageous and turn to the equally well strengthened guard room, which additionally however places high requirements upon your condition and limitations upon your possible retreat due to the formation of the walls, however the experience gained will be worthwhile! However don't quench your thirst here, because the well is poisoned! Still more experience is obtained as soon as you take the parchment from the niche in the southeast. Press the button only after the massacre, since otherwise even a berserker would be powerless against the immense onrushing attack! However one can lure the guards out into the small space behind the door and wisely fight them there, where you can at least now and then close the door, in order to rest. However since you're not the only one who can operate the doorknobs, this protection never lasts for a long time. Jam the door from the inside with a dagger if your party needs a rest. Under no circumstances should you leave the Marble key which can be found here! If you receive a beating by removal of the poisoned apple, you could have avoided it by using the Ruby key, which was already used a while ago... Finally you can enter the northern space via the right door. The steely Zombies are quite numerous and the just as numerous rats can taste delicious. By the way the doors can no longer be closed after opening them once. Finally we open the door to the level 5 with the Marble key and enter. Crystal Dragon - Walkthrough - Level 05 You'll be immediately attacked by a Skeleton Warrior as soon as you've entered this level. You need to deal with it quickly to prevent more of them from teleporting in to do battle with you. If you want a bit more experience, you can take your time fighting the Skeleton Warrior. After you've hung around here as long as you wish, smash the eastern door and step on the pressure plate. There's an illusionary wall to the left of the pressure plate behind which is a healing potion. You'll shortly thereafter see confusion spells being fired across the course containing numerous rotating spiked fields. In order not to lose control of the party here, your group leader should be placed in the second row and your other adventurer directly in front of him so that the adventurer will intercept and take the brunt of the confusion spells. On the way take the bronze coin from the Gulli and a few paces farther along you can find still another poisoned blow dart amidst some other inferior items. Open the door at the end of the course, and dispatch the Zombie, then press the button. On your return you can also press yet another button, which after a short fall, you'll arrive amidst some additional interesting articles. The teleport is the quickest way to return to the starting point. Hit the eastern door again and press the button to the south, then quickly step back to avoid the the fireball, then head through the open door. After struggling with one or more Zombies, jump in the Teleporter and push the button (at X:10044, Y:10014) to cause a wall to disappear. You'll find some Revive potions and another button. Push it then take the Emerald key from the niche, whereupon some fireballs begin to spurt from the hole in the northern wall. Remain in front of the niche until you recover your health, then again use one of the two teleports to return to the starting point. Now again hurry by the tattered door and turn to the northern fields. By stepping on the pressure plate a secret space opens in the east, which allows a whole horde Zombies to emerge. Be absolutely sure to steal the small statue in here and press the button. Subsequently, recheck the area beyond the pressure plate from awhile ago, because a few Zombies are likely to be roaming around there. While you can safely take the sapphire from the niche, the removal of the salted meat causes an attack of particularly strong fireball from behind. Thus you may find it safer and smarter to leave the meat alone. By means of a small Teleportation hopper, one finds a blue jewel among other things. Return to the starting area again, and the western tower can now be tackled. Press the button in level 5, place the sapphire into the hole in level 4, and the door can be opened with the emerald key. Pushing a button in the a wall in level 5, reveals a secret space with quite a few Skeleton Warriors, which finally offers the possibility of replenishing your water reserves. Now again near the end of level 4, where after flogging some Skeleton Warriors, you can climb the rope back up to level 5. The Skeleton Warrior confrontation continues here. You can open the door here if you have the Iron key from level 1 (again demonstrating the importance of not throwing away old keys)! Towards the stairs you arrive at depth 1, in which you free the way by fully squeezing the keywords on the door and descending on the rope by the pit to the south down to depth 3. After a short combat, press the button, hit the door, and take the western pit down into depth 4. Hopefully have you some insignificant article available, because after a short battle, such an item must be placed on the small pressure plate, in order to open a pit allowing you to continue. One depth further down you again have the agony of selecting such an item to be placed in the golden center in order to reach a Sapphire key. A protection ring will be received from a ("Gulli"). The teleport thus developed, beams you directly before the door, where by inserting the Sapphire key just found, frees the way to level 6. Crystal Dragon - Walkthrough - Level 06 Don't bash down any wooden doors on this level! If you've eliminated the sentries, hit the guard room door to also directly meet the attendants, which you also must dispatch. The fought for Amber key to the guard room door can be used here to allow the Drogs egress, where they can be vanquished on the spot. The Drog stable opens its gates, as soon as you push the button near the guard room door! Immediately retreat to the guard room and close the door before any Drogs have exited. Admit the Drogs into the guard room one at a time and dispatch them all in this manner. First arm your party with two weapons each and be prepared to cast Magic Missile spells. Now head into the Drog pit using the rope. It's best you first of all hasten into an alcove and keep to yourselves so that at least your backs are covered. After you've mastered the attack, go on a small excursion and open the store by force, then go further via the eastern door, which can be opened to gain access to depth 1, and after a short fight, push the button to create a connection with the previous premises. Head down again, and avoid the pressure plate to evade further Drogs, or your may wish to fight them. Moreover the Drogs' meat contains an incidental curative effect! Press the two buttons and after passing two pressure plates, you'll find another button, that activates a teleport, by which you come to the key room. Throw an unneeded article to the west to close the pit and gain access to the Topaz key. Subsequently again return by means of the Teleport, stalled on the quilted pressure plate the confusion has come to an end. Whomever has no desire for a rotating turn, should take a step forward and press the button. Then go through the wall that vanished. However be careful that you do not fall confusedly into one of the wandering walls that were dug! Should you nevertheless fall down, climb the stairs and again press the button. One who loots the niche, will again be punished with confusion! Somewhat west you'll find another scroll, with which you can shorten the return to the guard room. The door to level 7 can be defeated with the Topaz key, which opens into a secret space, which accommodates nothing earth shaking except for a pack of Drogs. However to the east of the pit still another secret space is located. Crystal Dragon - Walkthrough - Level 07 After you bash in the wooden southern door, enter the room and take the Lightning scrool and scribe it. You must first press the northern button and then the western button, or nothing will happen! Since this opened a door to the Drogs, you get to fight some more of them. In the Drog room an exclusive pressing of the eastern button, causes a wall to disappear in the south of the armory. After this it's again necessary to push a button causing a wall to crumble and to subdue those lurking flying heads behind it. Here there's a button, which dissolves a wall in the north, and a further button in the northwest, which briefly opens the door to the Fountain of Healing. Thus you'd be wise to hurry to the southeast, even if a fluttering skull wants you to stop! Since the fountain not only slakes thirst, but also regenerates hit points, you should fill all your water bottles with the healthful water. The button can be pressed again at other times to regain entry, however sometimes patience is required. Continue and cross over a vanished pit in the southwest to where again a button must be pressed. You now arrive somewhat east of the Granite key, with which the door (at X:10007, Y:10015) that can be found here can be opened. You can cause the eastern pit to disappear, by throwing away an unneeded article over the southern pit, never to see it again. Press the button and take the Bronze Breastplate from the niche. Now still another fine weapon can be skimmed from the north of the pit space. After the poison ball centrifuge grows silent, again return all the way back into the war dog room, wherein an Agate key waits, which by the way is a half jewel. Now is the latest that you should descend by rope into one of the many pits. You'll be set upon by Drogs and guards. There's a button to be pressed in the southwest, which opens a door in the northwest, and at the same time the door somewhat east, which can not be closed again. The fluttering pears stop short and you can, by pushing a button, dissolve still another wall to the east in this level. The attainable button would have done the same thing, but if you come from the armory it's thus equally functionless. Back in depth 1, return to the Drog's room, where you now arrive via Teleport into the aforementioned armory. After the flying skulls are also slain here, you can again go, properly fitted out, back to the starting space and use the Agate key to open still another door there. There's a pit behind the next door. In the hail of confusion spells and fireballs you need simply to deposit the gold coin on the small pressure plate before you. Hopefully you can acquire the four precious metals, or they'll otherwise be teleported upward again. One level down the unimpacted door can be quite normally opened (with pressure on the doorknob). You next come to Edrik's tomb. From here on you absolutely must open the doors by using the doorknobs, in order to be afterwards able to steal the two-handed sword and the shield from the burial ground problem free. You can also obtain Edrik's Teleportation bones. Cast your lightning only around the ears in the head of the dead warrior. Are you brave enough to allow it in the tomb? You can banish the field blocking the return by closing the door again. You can descend another level by placing the silver coin on the small pressure plate. Leave the bronze coin to continue. After you've placed your last coin here, as described at first in the Scroll, or pressed the button (which has the same function), return again with bags full gravel via Teleport to depth 1, where still wait two arms sections behind the now vanished column. Excellently equipped, you can leave the ugly yellow walls and rise by the last door into the nobler arch of level 8. Crystal Dragon - Walkthrough - Level 08 After the reception committee is smashed, press the button directly beside the stairs. If you head down the ropes into the first two pits on this level, you'll find dead rats, but who cares? If you place Edrik's armament into the appropriate niche(s), as has been noted on a scroll, the northern door opens and you can get the weapons therein. However before you steal the Bag of Holding, you should be aware that by stepping on the southern pressure plate and then pushing the button (negates/reduces the possibility of retreat?) and opens the way for Paroli Skeleton Warrior guards to attack. In an emergency you can retreat to the north where a quiet space or the stairs can be used as a safe haven. The reward of a Steel key beckons you to a successful quick battle celebration. With these you may now confidently nab the carrier bag nab. Then fight your way forwards through the guard room, which is only patrolled by one guard, and makes it a bit tougher. You are compensated for your trouble with an Ivory key. You can neglect the button here, since it would have closed only one pit, which you've already taken care of anyway by stepping on the pressure plate. Further experience donors are present to the southeast, after destroying a door or wastefully sacrificing the Steel key. The adjacent stores likewise can be broken open, save not only a longer rope, but also when you push a button, reveal still different useful things. Back in the rotary field area on level 5, a button to the north enables further progress here. If you first activate the adjacent eastern button, then the southern one, and finally the western button, a column disappears, and access is granted to a Quartz key and a wider button. The switch dissolves a wall, while the key continues to be of use only back in the southwest, where you are again confronted with some guards. Stepping on the pressure plate unloosens a centrifuge, so you should quickly move to the side to avoid it. Only the eastern impacted door should be hit. If you have enough hit points and want more experience points, you can hit the other one as well. Stepping on the pressure plate turns two rotary fields on to the right and left of you. You should now access the Bloodstone key, which starts up two more rotary fields, to spit and the holes along the walkway begin to spit fireballs, whereby take an escape route through the already smashed door, which brings you up against smaller fireballs. If both doors were opened by force, one should disappear immediately on the path above so as not to be confused by the rotating fields, because a false step could mean immediate death here! With the new key go afterwards again back to the northeast, where with its assistance the door into the next level can be opened. By the way, from here up to the southeastern fountain all other thirst quenchers are poisoned! First you run to the east, where after hitting a door and overwhelming some guards, you'll find a Copper key. Head northwest, beyond the walled pit, and use the Copper key in the door. Since you have sufficient time, rope smoothly around after two buttons and two walls will disappear. Overcome the guard to enhance your inventory somewhat. After the Teleport has again returned you, head behind the wider door. The Skeleton Warrior guards here under no circumstances want to leave and thus make light work of retrieving the booty from this space. One of the guards leaves a Brass key. Continue east and push a button to make a wall disappear, behind which the Brass key just fought for and the weapons to be used immediately thereafter are located. You receive a Platinum key for your trouble, which perfectly matches the door to the guard room in the south. After renewed force meter the button opens the door completely in the east. After further forceful encounters, open the button the door directly east. No matter how quickly you snatch the chrome key, you will fall unpleasantly into the depth below. Que sera sera! Who on the search for a few switchblades is, here only the dead rat needs to remove and to step better also to the page - voila! Whom that is on the quest for a few switchblades, needs only to lift the dead rat here and it's better also to tread on the side - and voila! Head back up the stairs again and push the button to return to familiar premises. The last door can now be opened with the Chrome key, where after a further fray, a poisoned arrow is absolutely to be taken along, before one descends to the eyes of Ariath. Crystal Dragon - Walkthrough - Level 09 The two doors can be opened with the Ivory key, however you should only open one door (preferably the western one), as both paths later converge, and even lead again to the starting location. Further by entering only one door, you'll prevent both pressure plates from being stepped upon and a wall from being created on the other path. By stepping on the western pressure plate, you can leave the poisoned well behind and access the button that frees your way onward. The switch now emerging would have been used to dissolve the same wall that was not created by not opening the eastern door and can be ignored. Only a little later we come to the stairs of the vault. Possibly you now have already encountered the first blue Beholder of Ariath, floating before you, who flings her malicious spells in all directions and thus circling her will not work unless you can confuse her beforehand. Make sure your characters are tooled up and STRENGTHENED to the maximum. It'll take you several hits to quell her, and helps during your offensive to be able to duck back behind a door or a rotary field, which throws back her own spells upon her. You can also confidently leave your shields in your backpack, as they will be of no use against her eyes. As already mentioned, if you keep to the north, you can make a connection with the area where you started this level by stepping on a pressure plate. You'll find a button on an individual wall further to the east, that switches off some rotary fields, which are however advantageous in fighting the Blue Eyes. After perhaps again to the weapon you had access to, can you to the space dare, which will enter here in the south equal by two doors can. If you perhaps still must again reach for the weapon, you can venture into the space here from either of two alike doors to the south. Send an aimed lightning salvo to hopefully destroy the Dripping eye behind the door, in order to be able to unimpairedly pocket afterwards the Rusty key and Stalwart's Relic. By the way Stalwart's Relic is an excellent weapon! After pushing a button and encountering some further Blue Eyes, you arrive not only at a ring of protection, but also finally again at a source of poison-free drinking water. There's a button behind the door in the east, which can no longer be closed once opened, which when pushed lets a wall in the south disappear and through which you can squeeze through to find some eyes tumbling about. Best to make use of the nearby rotary field or a door that can be locked again, in order to improve your initial situation. The painful rewards are a Malachite key as well as in the free chamber a worsely cursed Metal Shield, which can rust besides, and so you ought not to unnecessarily put it in your inventory. After leaving the eastern door, which cannot be reclosed, there's a button, which opens a door in the northeast, through which you can squeeze, to get lining for a weapon. Use the Malachite(?) key in the wider door in the northwest part of the large following space. Following another meeting with the Blue Eyes (the next rotary field is not far away) awards a Coral key to you. Now head back into the southwest part of the level, where the Coral key provides you admission to the last and also most intensively combative space. Fortunately rotary fields are in the direct proximity. Finally if all eyes have been blinded, and you have the power helmet, run down into the vault. Stand here for a long time on the pressure plate, until a path leads you to the south. The middle door at the end of the path can be opened with the Rusty key, but beware, the area is not empty! Press first the northwestern button and then the southeastern of the four buttons. You gain possession of a Feldspar key after still another battle with a Blue Eye. Enter the northern path via stepping on the pressure plate. In the meantime a wall has disappeared here and a button became accessible. By this button a door opens in the west, behind which a Gold key awaits you (by the way the magic fruit is an excellent food source). Now cross over the pressure plate to the east, and the northern area opens without problems as does the southern area, which contains a Gold key. If you defeated the Blue Eyes, you'll have received a Brass Key, which opens the last door in the northern path after recrossing the pressure plate. After a short fight here you'll get a Bronze key. Go over the pressure plate to the south in order to open the eastern door there. The button first uncovers only an unimportant alcove, after some time however a further apparently insignificant space also opens. After a successful battle, a silver key is revealed. Take the key and again pass over the pressure plate to the east, in order to unlock the last door here. Pay incalculable attention however to the wall that was dug! There are two buttons to be pressed in the first area, which cause two walls to disappear. Press only the southern button in the second area in order to reach the last space with an alcove. The eye released here by pushing the button is best fought in the second area, where through pushing the northern button causes another eye to show up, which carries a Vault key. Finally, if you're harried you can also use a rope, get back to the first area with the niche, feed a few rats, and beam yourself back with the Teleport, which is also operated with the push of a button. Subsequently, walk over the pressure plate to the south for the last time to the vault, whose access door should no longer represent an obstacle. Over the stairs you can extend the completion of the transaction by placing another unneeded article on the small pressure plate. Again you go down, step on the pressure plate, and afterwards defeat the very numerous vault guards (considerably beyond the stairway door). There're plenty of rewards after the battles are completed. The following directions refer to your character when standing in the southern part of the room. Identify the coins carefully, and then first put the three pieces of silver into the farthest eastern alcove, then also deposit the five golden pieces in the southern alcove. Now take a step to the north and one to the west, where you put the eight pieces of silver into the western niche. Take two more steps to the north and stow away the eleven pieces of gold in the eastern niche! Go behind the walls, which have now vanished, again to the thing. The push of a button and a the use of a Lightning key in the north open the entrance to the next level. Crystal Dragon - Walkthrough - Level 10 You'll find some very useful remnants amidst Jandar's carcass, (e.g. a double click on his cross refreshes hit points), but the apple is poisoned! Before you now indiscriminately shuffle over the pressure plate, you should close the developing pit by twice passing over the southwestern most plate and for the time being remain on this path. A rope will be to no avail here, since you land directly on a Teleporter, which sends you directly back again. However fear not for you'll be able to figure this out later! As soon as you make the next door, some poison balls fly at you around your unwashed ears. Thus head back around the corner and wait for the spook. You'll make the acquaintance of the Cyclops Trampler for the first time behind the next pressure plate... After some fights, you discover a few dark fields, against which the strongest "light" spell is powerless. Simply orient yourself with the help of your map and find your way through the darkness up to a pressure plate. After you have passed over it, can you use the Teleport to reach the other side of the dark fields. If necessary the Teleport there returns you again to the pressure plate. However before the released Cyclops appears to the south, give the best two spells to the foremost fighter, and use your best weapons from the second series (i.e. Jandar's Scepter +7 and Stalwart's Relic). While you gently satisfy your thirst in the Cyclops' space, you can find an "immune to heat" spell ring. The obtained Chrome key opens the other door. Push the button behind to cause the wall to the northwest to disappear. Beyond this wall you find a pressure plate, which dissolves another nearby wall and you thus gain access to the dark view helmet, which while cursed, will be however essential again at the dark fields (particularly in the eastern part of the level). If possible give it to the character, who controls the "view" spells, in order for the group leader to have complete control of the look related spells. The helmet also renders the "light" related spells unnecessary, but only for the character who's equipped with it! Take the helmet from the niche. There's another button due north, that must be pressed, in order to return to the start, where you should now continue across the southeastern most pressure plate. Behind the door some Cyclops again await, likewise behind door numero two. In any case you snatch the Gold key, which the Cyclops leaves, and then descend the stairs to the cross fire at the end of the course. After stepping on the pressure plate, the fire, which surely does not cause your path to the west to become simpler, begins (pay particular attention to it to ensure that no poison balls reach you). The two pressure plates switch on some Teleports, which further strengthen the effect of the cross fire. Additionally the eastern Teleport is switched off (beneath the pit at the start) so that you can take the Skull key out of the niche in the east, which causes confusion spells to be loosely hurled, in free ballistic curves at your party. So bounce quickly to the side where the elegant beacon of the cross fire can be seen, with the Teleport next to you. Again above, the Skull key opens the Hall of Shadows, into which you gaze calmly and extensively at the Cyclops strewn from end to end, that you can destroy. The button close to the pit closes it (if you have not been there, the lower fields do not need to be roped to yet and will be extensively discussed later). Pushing the button in the southeast causes the stairs to disappear in front of the wall to the north but leaves the wall intact. The door to the southwest can now be opened with the Gold key. When you have defeated those bum inhabitants behind, press the button and thus close one of the three northwestern pits. As soon as you walk past the four doors and press the button, another pit closes. Go a bit farther along to find a Square key, which opens the door to the northeast (the keyhole lies somewhat west of the door). Behind the opened door is the button, which closes the last pit. The first key to the boiler is beyond the pits. It only allows access to the stairs to the north and one level deeper. Annihilate the Cyclops and the thus fought for second key to the boiler is obtained. Return again via Teleport to the start, where the appropriate access to the pressure plates will now be available. Whereupon you open the two doors with the keys to the boiler, behind the force field, which has now disappeared. Subsequently, still another Cyclops must be overcome, before you have the chalice at full power. Now taking it from the niche and drinking from it, permanently increases your strength by two levels. You now suddenly find behind it the third Boiler key, which unlocks the door one level more deeply, to the Sorceress Elitia. Crystal Dragon - Walkthrough - Level 11 First you remove the two gold nuggets from the drain and put them into the niches of their respective spaces (afterwards you can bag them), whereupon a wall in the northeast disappears. Pushing a button in the northwest causes a further wall to disappear. You must now close the door of the western area in order to eliminate the still standing southern wall. The Sorceress Elitia is beside the Skeleton Warrior guards in the now attainable temple, which you must defeat. As she regularly confuses you, you must attack her only with weapons. It becomes substantially easier however, you still have the blowpipe and the poisoned arrows. With every shot the witch is thereby weakened. She eventually decides to let the Paladins from the next distant level take care of you (code of ethics, etc.)! The longer you allow the poison to work or continue mauling it with the poisoned projectiles, the more simply will Elitia be defeated. After getting more work done, you are assigned the code of the library among other things. First in the temple however you have two buttons to press, which permit a wall disappear in each case and enable us to find the second small statue. Afterwards you open the door with the library code and press the button (on the remaining open wall), so that you afterwards can go over and shamelessly plunder the premises. With the Boiler key you found go to the north and downward to the witch Sari. Crystal Dragon - Walkthrough - Level 12 As soon as meeting up with another of Sari's guards, who seem to be immune to any air magic, brought to you from behind once you passed over the pressure plate, press the button and use the eastern Teleport to open the gate to the journey. Again press a button to afterwards enter the eastern Teleport. Afterwards if the button is again pressed, the ninth Teleport develops, which should also have you murmuring directly. While a button in the northeast makes the connection to the library here, the button far to the south opens the door in the southwest, where one of Sari's priests already awaits you. If you take the apple from the niche afterwards, a wall opens itself somewhat to the north, which uncovers a button, which causes another wall further to the north to disappear, behind which still another button appears. When this is operated, a wall in the library opens and favors remaining so, whereby a pit is opened, into which you naturally immediately descend via a rope. After the guard was defeated down there, a Chrome key is left, with which the door in the west can be opened. Here you find a "banishment spell" among other things, which is applied to the force field in the southeastern part of this level. If you press the now attainable button, a wall disappears, and stairs come to light. After the ascent at times a priest must again be overwhelmed, in order to arrive at the key to the boiler. Even a gold key is hidden in a drain, which re-creates the connection to the library by using a keyhole in the northwest. Subsequently, go with the key to the boiler in Sari's temple, where you give a further lesson to their priests. In order to cause the column in the north to disappear, first the eastern and then the western button must be operated. Sari is immune as are her guards to air magic and poison. You know one convention however, that works quite well, to fight her (to circle and attack with everything thereafter), it represents rather a light obstacle. **time-out** becomes unpleasant at best, if the old witch herself comes charging forth and you may then graze over the whole level! Go again into the library with the Silver key you've achieved. Used in connection with the keyhole, it causes the columns in the north of Sari's temple system to disappear. Where you find a further key to the boiler among other things, which opens the door in the southeast of the level and thus enables the way into the next level. Crystal Dragon - Walkthrough - Level 13 Directly after the button at the start of the course was pressed, an article should be placed on the accessible small pressure plate, thus closing the pit, and the Tin key can be taken from the niche, which opens the door to the wall that was dug. Go into the cellar by the next best pit, where you'll find Thuds, a "bone crusher" weapon that spits out strong fireballs when you double click on it). Subsequently first press the western, then the eastern and finally the northern buttons. Thereupon you can reach a Copper key and pass over a pressure plate to a further button, which leads you one level more highly again to the wall they dug. If an individual pit is open and thus blocking your way, you must simply fling an article around it in order to be able to pass. After you've crossed the rest of the other pits, you reach the door to the area with the switch, which can be opened with the Copper key. The northern door however is unlocked by a button in the northwest. But first you rise from any pit, where after battling one of Sari's priests, a small key is left. You arrive back in the west and go again upward. Push a button at the wall they dug, and go to the east after using the small key at the keyhole in the center of the space over the stairs to the next key area, where a priest when overwhelmed leaves the Platinum key for the blue space. Whomever removes the meat, can thereby cause a wall to come into being, which can be again eliminated through pushing of the button due west. You arrive in the blue space by pushing a button at the first jewel after defeating another priest. A Boiler key can be achieved a pressing of the door knob in the northwest. Now return again all the way back and over the pits to the middle northern part of the switch area, in which only the southeast, southwest as well as the northeast buttons should be pressed in order to teleport the heavy rock onto the small pressure plate. Now retrace your steps, and head around the heavy rock sitting on the small pressure plate to the teleport. Thus the eastern wall opens itself up. When you take the amber jewel, a wall rises, which blocks your return. This is however not overly tragic! Obtain the Cross key from the priests, lurking behind the doors. Press the button in the south thereby freeing the keyhole in the north and when the Cross key is used, the eastern wall blocking egress to the red space vanishes. Pass over the secondary western most pressure plate here, in order to dissolve the force field (a "Sanctify" spell naturally may also be used), which is guarding the niche with the red jewel. Now it gets somewhat more complicated, because first of all must the west pressure plate in the northern series (10095, 10026), then the eastern pressure plate in the southern series (10096, 10028), the eastern pressure plate in the northern series (10096, 10026) and finally the western pressure plate in the southern series (10095, 10028) must be passed over. Once you've beaten the priest, that reappeared, you only still need to bounce around on the eastern pressure plate, to open the door to the east. The following green space must be made accessible, in order to receive a Marble key from a priest, which is used with the keyhole in the north after pushing the button in the southwest. Hereupon the south wall before the alcove with the last jewel disappears. When you take the jewel, a wider wall in the north comes into being. The Amber stone in the adjacent south hole can be found near the "Quest for the Stones" shield. Place the red jewel in the hole in depth 2, the green jewel in the hole in depth 3, and the blue jewel in the hole in depth 4, in order to be able to press the western button in depth 5 to cause the last wall to vanish in depth 1. The two doors behind this wall can be opened then with the Boiler keys (one of them was just obtained in the last level - you hopefully still have it?). The way to the witch Morag is now free (if you wish, you can repeat the last section to obtain the four jewels). Crystal Dragon - Walkthrough - Level 14 Since there is not one opponent on this level, you can calmly and comfortably scour the area and for the time being only press one button, which resolves a wall in the northeast. Behind it is concealed a hit points refreshing fountain. Subsequently, go through one of the two library doors and downward, where both pressure plates are to be stepped on once each. Head from above the stairs and in the proximity of the starting area again into the depths. Here again some of the unpleasant Eyes are romping about, which are best successively sent from the stairs behind the door into nirvana. One of them leaves a strong "Sanctify" scroll, which you will need to immediately use on the strong force field. The Brass Key received thereby fits the western most door in depth 1. Press the button behind it, some walls disappear in depth 3, and new Eyes emerge onto the courses. Fight them according to already proven principles again behind a stairway door. Afterwards taking the worthless scrolls from the niches (above all the northernmost), some walls disappear in depth 4, and the same racket begins from the front! Afterwards wait again for some message scrolls, which were however also frazzled to a large extent by the Papyrus Beetles. By the way absolutely take along the Copper key, and also the southern button should not remain unpressed! Now go over depth 1 again back into depth 2, where the Copper key can be used in the keyhole so the temple can turn. There it's again time to send some (Glubschaugen?) to their eternal hunting grounds. After more work done we again get a strong "Sanctify" scroll out of it, and thereby can cancel the force field in front of Morag's room, in order to immediately bring out the old guy. He's immune to water based magic and poison. Thus he should be quite conventionally circled and attacked. After destroying him you'll receive a Boiler key among other things. The Boiler key provides your access in the eastern part of depth 1 to the witch Zelda. Crystal Dragon - Walkthrough - Level 15 If you wish at the beginning of the loading, you can penetrate the job chambers to get a few parchments (with more or less interesting information) and some travel food supplies, but nothing special. However before going into the temple, get the Confusion Horn from the niche, which is useful against the Myrmidon (one of the warlike people of ancient Thessaly who accompanied Achilles their king to the Trojan War) Zelda, who is immune to fire spells, that you'll meet here. In the northern section of the temple you stumble over an invisibility drink, which you should absolutely take along, if you wish to completely solve the level! Behind the door in the northwest, which is opened by pushing a nearby button, you'll find the final remaining conventional magic spell. Pushing one of the two buttons in the extreme southeast causes a wall in the southwest to disappear, however doing so is unimportant as there's nothing much to be gained there (a pair of old trousers) other than some additional combat experience. Pushing the other one however eliminates a nearby wall, behind from which you are confronted immediately with further (Untieren?). In order to open the door to the Tomb, you must press the four buttons in the following order; northwest, southwest, southeast, and finally the northeast. When you have prevailed here, you'll find the first scrolls of the ancient magic. Hopefully there's still room in the spell book of your conjurer for the stronger ancient spells!). By using a stick overhead a wall in direct proximity disappears and reveals the last message scroll from the southern niche and provides admission to Zelda's Room, where some arguments with her domestic animals await you. But before you push ahead in the tomb, the fireball dispenser must remain in its niche on the northeast pentacle of the wall for the time being, in order to open a niche in the work room for later purposes. Before you personally meet with Zelda, you should descend the northeastern stairs. After you've defeated all opponents here, open any of the four doors and briskly hurry to the opposite door. Open it as well and you'll receive your reward from the niche. Repeat this procedure on the remaining three doors and you'll find a key to the boiler, the Avenger, an enormously strong weapon (only your Scepter +7 is stronger still), among other things in the other three niches. Now go back to the witch. On the way press the button that's somewhat south of Zelda's locked chamber door, whereby a wall in the east disappears, behind which there's again some combat experience for you. Now you fight forward toward Zelda! You must be invisible, so everyone should take a sip of the invisibility drink and then head off into the chamber of the witch, who is immune to poison and fire magic. If you can get Zelda into a corner (use confusion spells if necessary) and attack her with your four strongest weapons plus your strongest water spells, the victory may soon be yours. You'll receive an Amethyst key among other things as booty. Then quickly snatch the cup and empty the niches thereby opened. Press the button at the exterior eastern wall, in order to open the door to the remainder of the temple. So now you can go up again into the tomb and get the fireball dispenser. If you'd like to have the developed wall in front of Zelda's chamber disappear again, you can enter through the door in the magic square and push the button on the southern wall. Thus should the beasts stop flowing out of the open doors. You then can head from the temple and fight more pleasantly in the relative safety of the rotary fields. Once you've dispatched the beasts, get the Garnet key from the work room and open the door to the pharmacy, where some weapons can be found. Right after the the button is pressed for the door, a shop is revealed. If you open the door here, a great many fireballs fly at you (use of "heat immunity" spells is advisable). Head quickly inside and close the door. The message scrolls are mostly only old junk, therefore take a last look into the temple and depart. There are still three pits to consider and another button to be pressed, which causes a Teleporter in the south to develop. Throw an article into it in order to close the pit beside you. You'll then regain the thrown object after further combat ensues. Additionally a Topaz key can be had, which if necessary opens the locked passage door in the northeast. Additionally you can keep it, since the door is insignificant. Lastly a keyhole still remains in the wall due east, into which the Boiler key you found should obviously fit. It didn't for the original author, but you can at least try it out. In addition, the issue of entry into the next level is no problem, since the door can be opened due northwest with Zelda's Amethyst key and the remainder is only a formality. Crystal Dragon - Walkthrough - Level 16 Step courageously onto and off of the pressure plate by the open door in the north, where on the one hand a button causes the wall before you to disappear and touching the pentacle in the northwest, while at the same time acquainting you with the inhabitants of this level. A button in the north switches off the eastern force field allowing access to the weapons and where you must enter before you can also find a cursed Chaos ring, which pleasantly increases the armament class. The button causes the dissolved force field here to develop again if desired. Since however in the meantime you've determined that the two walls at the start disappeared, go there (further to the east), where after opening another door and some further combat, you can incorporate the third small statue into your collection. There's also a Metal key here. Pushing the button on the other door causes a southern wall to disappear, behind which extends an endless appearing passage. A guard must again be overcome there, before you can push a button beyond the rotary field somewhat to the south to cause a wall to disappear. Behind this wall the Scepter must be swung again, in order to afterwards achieve a cursed Chaos helmet. A wall on the other side of the course disappears, after the withdrawal of the helmet from the niche. After banishing the force fields there, you'll receive the first Chaos Sword, which although also cursed, as are all other chaos objects, is nevertheless the best weapon yet. The rotary field outside the course can be switched off by touching the pentacle. Now again go back a bit, where you can press a button by the scroll. You must quickly head to the north in order to make it through before the wall rematerializes and blocks you off. After entering through successive individual pieces of the southern wall, which disappear and grant you admission to various Teleporters, head to the pressure plate. Heading to the southwest you arrive at the second Chaos helmet. Teleported back again, you repeat the procedure, only to run this time straightforward along the coalesced walls to the south, until we spy the second Chaos sword behind a force field, which can be banished. On the silly way to the north turn at the second opportunity on the right and come so before the return beam for some good arrows for the archers among you. No matter how good a shape you're in, your next task will cause you to groan with exhaustion. Completely drag the (heavy, over 500 kg) Cursed key from the niche in the south up to the keyhole at the end of the passage in the north. You'll arrive after some 70 steps and can use the key in the keyhole and leave the key there. Since you need to regain your strength, disappear behind the wall in the south for some rest and recuperation. You'll now receive a feather light Chaos key. Withdraw with the key to the teleportation space, where a Teleporter develops, in which you can charge back to the start of the level with the Cursed key. Now you can dedicate yourself to the western half, where you penetrate directly into the deeper regions. Since you'll again soon access your weapons, you should be sure they're ready to be used. The door in the northeast can be opened either by stepping on one the two pressure plates or by simply pressing button. After the following fight, you can close the pit either by pushing the button in the northwest, followed by the one in the northeast, or by descending and pressing the button after the door in front of the leading back stairs was opened. You'll arrive at a pair Chaos splints behind it. Push the southwest button and go down the nearby stairs, where before again the collected "emphasis" is put into the niche, of them parchment after a "bad metal" it requires. Push the southwestern button and go down the nearby stairs, where up ahead some collected "dead weight" is again laid in the alcove, yielding a parchment concerning "evil metal". If this demand is fulfilled, a wall disappears, and a further Chaos arms section is revealed. Take the key and finally insert it in the keyhole beside the pressure plate, which causes the two stairs to disappear. Thus you can open the door in the northwest and divide a few more Skeleton Warrior guards into their component parts. Push the button and the western door opens and releases a crowd of enemies upon you. You'll receive a pair of Chaos gloves after defeating them. Hopefully you still have the two Pearl keys, because if you press the button in front of the guard room, you need to unlock the door to it with the White Pearl key. First step on the southern most pressure plate, then the northeastern one, followed by the southeastern one, and then finally the northern most plate. Thereupon you find three further Chaos articles behind the vanished wall to the west and touching the southern Pentacle also uncovers still another small parcel. By repeated pressing of the five raised keywords you return and can turn to the guard room, which opens after the use of the Black Pearl key in the keyhole nearby the gates and you are confronted with new weaponry. Further combat experience lurks behind the wall, which disappears directly upon stepping on the pressure plate beside it. Step on it a second time to cause the wall to reappear and another in the west to disappear. Press the button and step on the pressure plate. Also press the now accessible button, causing a wall between the pressure plate and the guard room door to disappear and revealing another button to be pressed. Now that two walls have disappeared: the first button is pressed past two northern force fields and the other button past three northwestern force fields. Thus the wall behind you disappears, where again a button can be attained. Pressing it causes a diagonal wall to disappear beside the pressure plate, which you will now again step upon, before pushing the last button, which opens the northwest niche in the guard room and presents you with the second Chaos key. You now can also open the southwest door in the guard room by inserting the Metal key in the keyhole on the northern side of the wall due north beside the pressure plate, where at times you'll use your weapons again. There's a small pressure plate in the southwest, on which any article may be placed, in order to eliminate a column in the north, behind which after some further combat is successfully completed, the third Chaos key awaits. After its withdrawal from its western niche a further opening is created, in which you again find a piece of jewelry for your Chaos collection. Now go back upward, where still another wall in the southeast has disappeared, which helps you to access a Chaos shield. Subsequently, go into the extreme northern part of the level, and use the three Chaos keys you found. You find another piece of armor from the Chaos series in the northern niche. Removing it causes a wall somewhat to the southwest to disappear. Situated behind it is a Skeleton Warrior guard who leaves a further Chaos key when defeated. By pushing the button there, a wall dissolves beside you, and you must use your weapons again, before a further piece of Chaos jewelry is yours. Now again to the walled pit, which you must you in the southeastern most field rope must, over after a further argument your Chaos collection to augment. Press the button in order to land on fixed soil by a step to the west and continue in the fight against the bad guys. In the roundabout behind the door you first press the western, then the northern, the southern. and lastly the eastern button. Go back further by a pit or your choice and downward, where already a hairy intermediate meal awaits. One of the two leftover bones is usable as a "Teleportation" spell invoker. After the you've banished force field and opened the Teleporter by pushing a button, you can use it. You should again rope to the end, in the west of the room with the wall they dug, in order to arrive after a further fight at the remaining missing piece of Chaos. Now return and you can open the door to the Dragon Lord with the remaining Chaos key and disappear. Crystal Dragon - Walkthrough - Level 17 After reading the Dragon Lord's message and as your retreat is blocked for the time being, go through the western door, pushing the button into the statue area, where you'll again meet your old acquaintances, the flying skulls. Here you can collect the last of the small statues and place it together with the other three into their appropriate niches. Also after you've pushed the button in the southwest, you can access the trophies area behind the eastern door likewise via the push of a button. Here you should expect a great many rats instead of flying skulls. You can refurbish your hit points at the two attainable southern wells. If you intend to go back up again into the higher levels, you can through withdrawal from the mortal remains of Leonalas to the necessary stairs, make them again accessible. Else go where the Dragon Lords have bidden you to, where you'll again find some fluttering pears on guard. The scrolls betray what you have still to expect in the next levels, while after withdrawal of the dragon fire from the niche in the staff area, and then turning the door knob from the inside, a wall disappears in the statue area. If you however remained in the staff area, do not bring the dragon poison as there's nothing at all waiting behind the wall that's disappeared - thus speedily fly under the closing door and with the fantastic weapon in hand, enter the Hall of Fate, where the Dragon Lord personally waits for you. Refrain from using magic against it, since it reflects all of your spells back onto you. Frontal confrontations are to be likewise avoided, since its blows can take you out quickly. However by using your quite conventional enemy circling technique and particularly by tossing the most effective dragon poison at it at the correct moment, you should not have an overly long time to victory. For an easier time of it, give one sip of an invisibility drink to both heroes, if you still should have them available. You'll find not only a "curative" weapon and a good shield, but also a Dragon key on the carcass of the Dragon Lord. Take everything with you! Subsequently press the western button, and go further behind a column that's disappeared in the southwest, where again a victim also directly awaits your weapons after which a new button is revealed in the southeast. Press it and a column disappears in the north, behind which a flying deaths head patrols at times. There's also a button in the southeast, which dissolves a column in the southwest, where your weapons are brought into play for the last time on this level. Press the button in the outermost ring, and another afterwards in the west, then the now attainable one in the southeast, whereby an effective arrow in the southwest can be bagged again, before unlocking the door to the next level in the southeast with the Dragon key and courageously descending to the Dragon hall. Crystal Dragon - Walkthrough - Level 18 You encounter persistent tougher adversaries here in newer graphical surroundings. In order to open the door in the west, only the old bone must be removed. Subsequently you'll encounter four green dragons, which are immune to air magic. They're surrounding a Dragon key for the door into the next level, which is due west. It's necessary to dispose of them to get the key. Destroying the ten green dragon eggs scattered about brings additional experience; additionally two ancient magic scrolls can be found... Crystal Dragon - Walkthrough - Level 19 Here you become acquainted with two lava dragons, which are immune to earth based magic. There are also five lava dragon eggs to destroy for additional experience. From the two ancient magic scrolls, one egg is behind a wall, which dissolves only if the pressure plate is stepped on in the northwest behind the door you entered. Use the fought for dragon key to open the door into the depth. Crystal Dragon - Walkthrough - Level 20 Now you can expect to encounter four water magic resistant dragons and destroy them and their seven blue eggs. The two ancient magic scrolls should also naturally be taken and carried forward, before going downward using the hard fought for Dragon key. Crystal Dragon - Walkthrough - Level 21 Two red dragons, that are immune to fire based magic, wait for their defeat behind the western door. The remaining Crystal key, that they were guarding, opens the northern vault door. Get the necklace from the northwest niche behind the series of walls that disappears. Doing so will release another dragon, which carries a Crystal key for the door in the southwest, which leads one level lower. Down here you can expect to again find three dragons plus eight red dragon eggs which can be destroyed. Head back upward again with the Crystal key found and a fought for in the south. Open the southern vault door with one of the two Crystal keys. While you can leave the coins lie, that are laying about, you should however still smash the five red dragon eggs scattered about in this area. After pushing a button in the southwest part of the southern vault you find the following two items behind a wall that's disappeared. A magic weapon of the extra class as well as a charm spell, with whose assistance someone other than a Conjurer can add the high-ranking scrolls of the ancient magic into their repertoire, if that character's spell book still has room in the appropriate places. If all useful articles and the two last still missing ancient magic scrolls have been obtained, head again downward, where you can use the second Crystal key in the keyhole on an individual wall block in the northeast, unlocking the door due east, behind which the stairs lead down into the labyrinth of level 22. Crystal Dragon - Walkthrough - Level 22 In this maze you again meet up with the unpleasant eyes, however after using a strong confusion spell, they're only half as dangerous. The flying skulls might however present more of a problem. The stairs behind the southernmost door bring you a more powerful staff. The Teleporter there beams you into the extreme southwest into a space with a Crystal key. With the southern Teleporter sends you near to the suitable keyhole, in order to cause the wall to disappear that blocked the still locked space of the Crystal Dragons. However before you can take the Legendary Statuette into possession, you still need a second Crystal key, which you can only find on the last level. Continue down the stairs in the northwest, ignoring the inscription. Crystal Dragon - Walkthrough - Level 23 Welcome to the last level, which is not insufferably difficult. At the magic watering place you can rid yourself of everything that you feel is excessive among your accumulated inventory objects, and do not even have to retrieve any of them for the final battle with Ariath, since he must (and can) only be defeated with the Crystal Dragon, which is not yet in your possession. Your starting situation: You must race over the pressure plates to the scrolls in the east to avoid the lightning trap. As soon as you remove the document, you can reach the four poisoned blowpipe darts, which you however must pull from your own body. If you do not wish to experience this dubious pleasure, leave the scroll lay, as it contains nothing important anyways. Head far past the next pressure plate to the east, without being hit by the ice pins. You should leave the poisoned apple in its niche because you want to be able to go a few floors deeper into the puzzle, where a further trap awaits you. You must again hurry over the next pressure plate to the east, in order not to come into a cross fire, and then go up to the door. Open the door and close it again before stepping on the next pressure plate, since you'll otherwise encounter a few poison balls from the rear. Pass over the next pressure plate by the second door in the east, which closes immediately again from the outside, since you eliminated the four walls in the previous area and thus freed the way allowing Ariath's priests to unite. Behind the door you can however push one button after the other, which thanks to your current powerful arms should make it a really short affair. Additionally if you again step on the pressure plate behind you, the priests are ambushed with ice pins. There's additionally a very pleasant "Hold Evil" spell to be obtained. Once you've mastered the cowl, press the revealed button, which causes two walls to disappear and permits you to enter the next area beside the work room in the south as well as achieve the larger hall to the east, which is blocked with a force field in the north. In the work room you arrive via the push of a button and "Sanctify" spells, at the desired second Crystal key. If you value your life, head as quickly as possible to the side after its withdrawal from its niche. Then return to the west to level 22 with the key safely within your inventory. If you took the poisoned apple from the niche beforehand and you thus are prevented from returning from the pit, you can do so by using the button at the corner again if you have a "Teleportation" spell. Back in level 22, teleport from the northeast to a keyhole in the southeast, where you'll find immediate use for the Crystal key. Subsequently, teleport back again and find the chamber of the Crystal dragon. However before you tear the sculpture from the nail, you should release the locked door from the inside by means of a push of a button, in order not to find a hot end in a hail of flames. If you have time, wait until the fireball centrifuge grows silent, then return to level 23. You can naturally teleport yourself there if you're in a hurry. Now you can head down into the large hall in the east with the Crystal Dragon in hand, and send the palsied praying brothers with their magic dragon's strength to Nirvana with some strong "Hold Evil" spells. A large accumulation of Ariath's helpers are located behind the door in the east. At the edge it is mentioned that the "God Strike" spell only functions if you are directly before the creature to be fought. You should be aware of it since it's the strongest attack spell, which the Crystal Dragon also uses. Thus you press the button in the northeast of the larger hall, while somewhat west you receive some further victims for your Crystal toy. By pushing of the button in the south (at the "nose of the death's-head moth") a wall disappears in the northwest, where beside a hit points refurbishing well, there're also stairs, which allow you to ascend over a deeper passage with a rotary field further to the east. There it applies again to destroy some of Ariath's minions. The attainable button resolves a wall somewhat to the west. You then find the room of the upper rogue behind a door in the south, which by the way, could also have been accessed by means of a push button in the north. You should avoid the pressure plate due to the danger of confusion if at all possible. Strictly speaking Ariath is quite easy to dispatch. You can best attack it closely from the rear or the side and let the Crystal Dragon complete the remaining work. If you click patiently and fast enough, your adversary may be unable to successfully do you any damage, and you can skim a Force key among other things from its remnants. Now the pentagram at the west wall must be only (betatscht?), and may open your way to the force fields area, admission provided to you by the Force key. You must carefully banish the force fields, in order to arrive at the four power gems. Enter the great hall with them. Here the Klunker, as noted on the two scrolls, are placed into the four niches of the crossed wall: blue in the south, amber in the west, red in the north, and green in the east. Whereupon a Teleporter key falls before your feet. Use it in the keyhole in the south (at the "chin of the death's-head moth" and a teleport into the extreme northeast of the level develops. You need to send a final priest into the other world at this teleport before you can securely beam off to enjoy the well deserved concluding sequence.