LEVEL 1 Select one or more champions from the hall. If you resurrect a champion, he or she will retain their skills and physical attributes exactly as they are. If you reincarnate a champion, the skills are lost but physical attributes increase. Champions without MANA can not perform magic (but this can be remedied as explained later). This level is magically lit so get practicing those FUL spells for the lower levels! LEVEL 2 Nothing special about this level except one of the locked doors (the one near number 5) can actually be chopped down saving you a gold key for the next level. LEVEL 3 This level is where you will find the Wand. Give it to a champion who does not possess any MANA and it will give them 1 MANA point. Now keep practising a low level spell until they obtain a Wizard or Priest level. You will also find the compass on this level. You can save some time by using the gold key from the previous level. LEVEL 4 The dreaded Pink Worm level! The Teowand can be found here. It increases MANA like the Wand on level 3. This level also contains the Screamer Generating Room. Later on in your quest, you can come back here for more food. LEVEL 5 The only hard thing about this level is The Room of Pits. There must be a formula for opening and closing the pits but I can't find it. The best way is to go up the right hand side and then try the left. LEVEL 6 The only level which uses a chain ring to open a wall. Sneaky! Do not kill all the skeletons in the large room as you will need some to stand on the floor button to open the secret wall. LEVEL 8 The first thing to do on this level is to turn off the transporter near the fireball generator. This will let you explore the rest of the level in (relative) safety. The skeleton keys start appearing on this level. LEVEL 9 This is a better level for resting or increasing your skills. The Giant Rat Generating Room (you have to leave level 9 to make them generate) will provide food and the room where the RA key is will provide a safe haven and water. LEVEL 10 Don't forget to take the magnifier for use on the next level. LEVEL 11 You can only go through two of the X-key doors and I strongly recommend missing out the Giant Wasps! LEVEL 12 There are a couple of squares on this level that creatures will not go beyond when they are following you. Very handy if you are being chased by a couple of Chaos Knights and a few Giant Spiders! LEVEL 14 The Dragon... AAAAAGGHH!! Level 7 Don't bother trying to kill the Golems which are released from their alcoves when the Firestaff is lifted. Use a Magical Box to freeze them before getting the Firestaff then run away. LEVEL 13 If things really do get too rough, just drop down a pit (make sure you've killed the dragon) and take a rest before going back for more.