Demon's Winter (DOS) [04] Qoorik For Real This Time
1:15 Black wand
3:00 Spectacles
3:40 Blank papyrus
4:29 A mystery
9:51 Skeleton key
11:27 Black coins
15:20 Microscope and vials of blood
19:36 Into the Gypsy Room
24:13 Saving a human from Slavers
26:47 Jade torch
27:28 Silver pen and tiny scroll
30:45 Reading the tiny scroll under the microscope
32:42 Entering the tomb proper
33:30 Navigating the tomb maze
39:33 The ferryman
42:19 The Gravekeeper
46:00 Mysterious statue?
51:31 Underwhelming battle against the guardian
53:48 Xeres at last!
And back at Qoorik. I did a ton of grinding offscreen, so I'm way overleveled and geared for this section. I've also acquired Fire Runes for my Wizard so I'll be using Magic Torch to illuminate this area for maximum visibility. I actually had that option previously as Ice Runes had Crystalight, but I forgot about it.
So for the most part, I'm wandering around the entire map to show off everything. If you're impatient though, this can be summarized as follows:
Floor 1: Head to the northeast to get the black wand, then back to the stairs and head slightly southwest towards the archway. Use the black wand on the archway to teleport you into the room in the southwest side of the floor that you couldn't enter due to the unseen force. After the fight, take the door to the south and head down.
Extras: the 3 room section directly to the east of the stairs up to Idlewood has stairs down to a section of floor 2. This entire block has spectacles, a blank papyrus as well as a mysterious location which is an important point which will return again later in other sections.
Floor 2: Enter the first door to the west and pick up the skeleton key after the battle is over. In the room to the east, Move the altar to open a secret door and pick up the black coins. Head north and down the stairs.
Extras: The apprentice's room actually has red dust which I forgot to look for, I'll cover that in a separate video. This map has 3 teleporters, two of which are as meaningless corridors in the northeast and another to the east, with the third blocking access to the southwestern most room (the Gypsy Room). You can use the teleporters to get into the room (I think I went in through the west side of the northeastern most teleporter corridor). Once you're there, use use the scryer on the ouiji board for a clue regarding a ferryman.
The southeastern most room has a microscope and vials of unicorn and goblin blood. You can use the microscope with a tiny scroll which you'll get from the next floor for a clue (of sorts).
Floor 3: Head to the northeast and use the skeleton key on the tomb door. From your new position, head east. You'll step on a tile that causes the map to shift, you need to repeat this until there's a path to the east with a similar tile, then once more. For the last time, you need to reveal a path to the north. If you need to leave this place quickly, head to the southeast and go up the corridor to drop back to floor 1. Otherwise head up north, then hug the river eastwards until you find the ferryman. Use the black coins on him to cross the river, then head towards the center of the new area to a cave. Beat the Gravekeeper and enter the cave to reach floor 4.
Extras: There's a magic circle in one of the rooms in the north, I've not figured out what you can do there. You can free a human from two slavers at the very bottom of this floor and he'll reveal the existence of a secret door in the east wall nearby. Head through and find a jade torch to use on the serpent pillar. Go through and grab the tiny scroll. Head back up to the microscope
Floor 4: Head down south till you hit a wall, then walk around the perimeter of the structure until you find an entrance. After defeating the guardian, head in and turn left, left, straight, right, left, right and you'll reach Xeres. Head through the entrance behind him and you'll be back right outside Idlewood.
I noted that my Wizard with a +10 dagger is doing damage more reliably than my Monk. I'd say the Monk is not worth your time if you're willing to grind for an optimal strength party. Their best armour is Leather which provides an armour value of 2 vs 4 for the Ranger's Scale and 6 for the Barbarian and Paladin's Plate. They also have to pay 9 Intellect for a Rune if you ever want to use their SP compared to 6 for a Barbarian with Ice Runes, 7 for a Paladin with Spirit Runes and 6 for a Ranger with Wind Runes. Their cheapest skills are Karate at 1 and Kung Fu at 3, but you'll not be able to benefit from the hit bonus of an enchanted weapon, as well as the reliable damage bonus a +X weapon will give you. While you can stun enemies with Kung Fu, it'd be better to just outright kill the enemy instead.