Walkthrough

Magic Cavern

Corak's Notes

Dangerous vapours steam through rifts in the floor of Magic Cavern. Spellcasters will find them particularly harsh. Even so, there is good reason to come here: the Altars of Learning, guarded by mages of the living, undead, and supernatural realms, teach spells unavailable anywhere else. The stone tombs of the ancient Brotherhood of Garroters guild lie scattered throughout the chambers, their dark secrets still lurking. The cavern also hides the Gold Master Key — the passage into the Maze from Hell.

Monsters in the area: Guardians, Liches, Sorcerers Magic Cavern is located in world map area E4 — Buzzard Bluff. No key required to enter.

Map of the area
Map of the area · click to switch to the guide version
  • 1Entrance/Exit.
  • 2Chest: Gold Master Key — 500,000 gold and the Gold Master Key (required to enter the Maze from Hell).
  • 3+10 Intellect bonuses (blue pools): X2 Y28, X5 Y2, X9 Y19, X22 Y24, X28 Y27. The pools are magically protected — approaching unprepared may cause harm.
  • 4Spell altars — 14 unique spells: Dancing Sword (X29 Y2), Disintegrate (X26 Y20), Dragon Breath (X30 Y22), Duplication (X22 Y15), Etherealize (X30 Y12), Feeble Mind (X16 Y16), Fireball (X13 Y29), Implosion (X11 Y2), Inferno (X13 Y2), Mega Volts (X5 Y0), Star Burst (X2 Y24), Super Shelter (X5 Y24), Teleport (X3 Y14), Time Distortion (X26 Y23).

Magic Cavern requires no key — the entrance is open. Find it in area E4 — Buzzard Bluff at X7 Y7.

The primary objective here is the Gold Master Key in the chest at X26 Y3 (point 2) — without it you cannot enter the Maze from Hell. The chest also holds 500,000 gold.

The blue pools (point 3) each raise Intellect by +10. Caution: they are magically protected — approaching without appropriate protection spells or high resistance stats may trigger a harmful effect. Prepare the party before stepping into a pool.

Magic Cavern is a genuine treasury of spells (point 4). Fourteen Altars of Learning teach spells unavailable anywhere else — including highly useful ones such as Teleport, Fireball, Disintegrate, Dragon Breath, and Time Distortion. Each altar can only be used once per character — plan in advance who learns what.

The Brotherhood of Garroters tombs are spread through chambers throughout the cavern. Regular tombs are marked with fighting dragon symbols; the tomb of Ransin Nor, the Brotherhood's master mage, bears a fighting wizard symbol. Disturbing them may not be safe.

Enemies here are magically oriented — Liches and Sorcerers both attack with spells. If your party has low magic resistance, consider visiting Cursed Cold Cavern first for the resistance bonuses, then come here.