Level 4 Northeast Solar - The stairway disappears, and here you are. Open the chest, then walk clockwise around the room, stepping on the four floor tiles that depress. You'll be awarded an Unlock Door Spell. The chest contains a Super Fast Potion and a Read Language Spell. Take them. Exit west. Kings Passage - Use a spell to unlock the door. Royal Chamber - The chest contains a Dispel Evil Spell. Take it and go south. Store Room - The chest contains a ripe chicken, an urn with Pickled Eyes written on it, a book of tips on dealing with Demons, a heavy iron key bearing the Royal Crest, and a small copper urn holding cured meat delicacies. Read the book and take the key. Return to the Royal Chamber and take the west door. Unnamed Passage - The key with the Royal Crest unlocks the north door. Kings Bedroom - Get Finvar's Casket of Recharging from under the pillow. The lever unlocks the west door. Queens Bedroom - A small brass key is hidden in the tree closest to the door. The right tapestry rises to reveal a button. Push it. Queen Shallop's diary makes interesting reading. There's a prayer book, too. The chest (unlocked with key from tree) contains an Unlock Chest Spell and two bottles of wine. Grab everything and return to the Store Room. That button opened a passage in the west wall to the Secret Store. Secret Store - Here is an urn containing a human ear, a ram skull, some soft cheese, a bottle of human tears. Inside the chest are four bombs for demolishing stonework. Take all but the urn. Use one of the bombs to blast out the blocked-up doorway in the west wall. Step that way carefully. Pit Room - You want to arm a bomb, then throw it onto the ledge on the far side of the pit to open another hole. More on this later. Now return to the Unnamed Passage and take the west door. Unnamed Passage - (west) Be sure to save here; this is an extremely difficult manuever. You want to pile four objects on this side of the pit, and get them as close to the pit as possible. Use the two books, the cheese and one of the wine bottles. Now jump onto the pile and swig some Super Fast Potion. This will let you jump right over the pit and stakes. Once across, use the Unlock Door Spell to continue. Guards - Search the pillow for a weapon. If you read the Queen's diary, you know that the guard was given a key to the King's Chapel. Check out the wall next to the bed. Ignore the levers for now; take the door to the north. Guard Post - Don't pick up that key yet! It's covered with poison. You can rinse it clean by dropping the bottle of tears onto it. Now go ahead and pick it up. Untrap the chest, then open it. Inside is Finovar's Famous Strengthening Brew and a prayer book that needs translating. Translate it; you'll use it in the King's Chapel. Grab the bones and return to the Unnamed Passage. Unnamed Passage - (north) Now you have to recross that pit. Build a pile of bones, hop up and take another hit of Super Fast. Now jump across and return to the King's Bedroom. King's Bedroom - Unlock the east door. King's Chapel - Place the Ram Skull on the altar, then read the prayer book from the Guard Post. A casket will appear with the message "Tanume ve tahule nigo." It contains a key. You can now open the chest here. Take the Massacre Spell. The triangle on the side of the altar is a button. Push it to create steps in the Trophy Room, which you'll reach shortly. Now return to the Secret Store. Secret Store - Go west carefully. Pit Room - Sidle around the pit and go south. Queen's Shrine - Use the Unlock Chest Spell to open the chest and get a Bless Potion Spell, a Giant Jump Potion, and a Dispell Trap Spell. Drop a bottle of wine onto the altar and the gods will award you a key with an emerald heart. Put the Bless Potion Spell into Finvar's Casket of Recharging; remove it and Bless Finvar's Famous Strengthening Brew. Drink the Brew and drag the altar into the center of the room. This reveals a button. Take the candles and push the button. Return to the Pit Room. Pit Room - The pit is gone! Go up the steps. Trophy Room - Examine the trophy. Read the note to learn that the key from the gods you just received is for this room at midnight. Blow up the wall at the top of the stairs to reveal a door. Use the heart key when the light is in the 12 o'clock position. Now take the west door. North Passage - Throw the lever, but examine the sacks before grabbing them. One has runes on it and is a trap. You can shuffle it around, but don't pick it up! Get the Guard Key, the other two sacks and throw the second lever to make a new opening to the west. Take it. Bedroom - Get the key from under the pillow. Open the small chest and take a Magic Missile Spell, a flask, and a Cure Poison Potion. Untrap the large chest and open it to get a weapon and gold. Check out the lamp in the alcove. Push the button you find to raise the tapestry. Exit to the passage. North Passage - Do you have any Shot Shield Potion left from Level 3? It'll come in handy now. Drink some and ready the Dispel Evil Spell. Go south. Central Hall - Turn toward one of the demons and fire the Dispel Evil Spell. Now quickly grab a shirikan and mow down the demons! When the room is clear, return to the Guard Post. Guard Post - Examine the keyhole. It's blocked by a metal shutter. Throw both levers in the Guards so the keyhole is uncovered, then use the Guards Key. This is another good spot for some Shot Shield Potion! Now head west. Northwest Solar - If you've been doing your reading, you know that candles and circles are a bad combination for demons. Drop the candle into the circle, then use a weapon on the demon. Continue on through. Little Passage - Continue on through. Royal Gaol - Ignore that chest. It's a red herring. Continue south up the steps. Cistern Room - Continue south. West Hall - Turn east. Upper Kitchen - Take the bowl, two chickens and two pickle jars. Note that a vials of Giant Jump and Super Fast are now bad, so abandon them, then go up the steps. West Passage - Don't throw the lever; it'll lock the door. Read the book to get an Unlock Chest Spell. Now return to West Hall. West Hall - Head south. Wulf's View - Use the two chickens to reach the lower pedestal, then drop a pickle jar on the lower pedestal so you can reach the key. Use the Unlock Spell on the NW and south doors; go NW. Pump Room - Put the bowl under the pump, then pump water into it until you can see some in the bowl. Retrieve it. Untrap the chest and use the Unlock Chest Spell. Get the Magic Missile Spell, the Mind Blast Spell, the key and the Stamina Potion. Take the Stamina now, as needed. Back to the Cistern Room. Cistern Room - Unlock the east door. Drop the bowl of water into the cistern. Take the east door. Oil Store - Put the flask under the tap and jump onto the barrel to turn the tap. Fill the flask with oil, then return to the Upper Kitchen. Upper Kitchen - Drop the flask of oil onto the flame in the floor. It will cause a fireball to rise up and consume part of the shelf the ball is rolling on. When the ball drops, it shatters and you can grab the Gold Key that was inside. Return to Wulf's View and go up the steps. Carvers Hall - Unlock the bars and take the Unknown Potion and the rolling ball. Have any more Shot Shield left? Drink it and take the south door. Southwest Hall - Take out this demon with the candle procedure, and pick up the key left behind. Take the south exit. Small Store - Untrap the large chest and open it. Untrap the small chest and use the Unlock Chest Spell to open it. Finally, untrap and open the casket to get the key. Throw the lever down and up on the way out. Return to the Southwest Hall and go up the steps. Little Passage - Unlock and go up the steps. Box Room - Throw the lever down and up. Continue through. Halbs Delight - Drop the rolling ball against the north door, then move the boxes one at a time until you can jump down to that door. Go through it. Inner Passage - Throw the lever to unlock the east door. If it won't open, you must fiddle with the three recent levers until it does. Drop a pickle jar onto the top step, then another object on top of it. Climb onto these, then jump onto the platform to get an Immortal Potion and casket. Head east. South Passage - Jump onto the pickle jar and the casket and then leap over the spikes toward the south. Throw the lever. Pick everything up and head south. South Chamber - Here you must move the name DIANOS from a vertical to horizontal configuration. I did it by moving the N and A to the right, the I and D to the left, moved the O and S up, moved the D down, the I up, then slid everything into the right order from there. Open the chest and get a Gold Key and a book telling you about the pits in a nearby room. Exit east. Helms Doom - Take the bottle for alkaline balance and pull the lever. Exit north. Gamblers Den - Open that casket you found in the Inner Passage. Save first, because this is a random game...Gamblers, you know! Take a token and drop it in the rotunda farthest from the steps. Then drop one in the center rotunda, then the one closest to the steps. Now drop the tokens in the opposite direction. Pick up any tokens that dropped and repeat until you get a Stamina Potion to drop from the rotunda farthest from the steps. Now keep feeding this rotunda. Good luck! I got 4 Stamina Potions and a key to the lock in the South Passage (connecting the Central Hall). Pick up the Magic Missile Spell that is under the steps. Exit east. Malladins Pits - The book in the South Chamber gave hints about what lies down each of these pits. The east and south pits have nothing you want. Take the north pit first. Great Pit - That wasn't too bad! No spikes and five sacks of gold. Take the east exit. Unnamed Junction - Go south. Great Stair - Up you go. Upper Chamber - Exit south to the Inner Passage. Return to Malladins Pits. Malls. Malls. Malls. Malls. Mallks, the cheese and one of the wine bottles. Now jump onto the pile and swig some Super Fast Potion. This will let you jump right over the pit and stakes. Once across, use the Unlock Door Spell to continue. Guards - Search the pillow for a weapon. If you read the Queen's diary, you know that the guard was given a key to the King's Chapel. Check out the wall next to the bed. Ignore the levers for now; take the door to the north. Guard Post - Don't pick up that s will rise, giving you access to the now-unlocked door. Whew! Now go back and collect the Potion to Aid the Journey to Eternal Rest. Exit. Great Pit - Return to the South Chamber. South Chamber - Take the door in the north wall. Wardens Room - There is a dying thief here with important information. He's got acid poisoning, so give him the bottle that restores alkaline balance. This will start him talking. Note carefully what he tells you. At the end he asks for a quick death. Administer the Potion that Aids the Journey to Eternal Rest, and note his final clue. You already have two of the gold keys. Back to Maladins Pits and exit east. Lobby - Ready the Dispel Evil Spell and continue east. Southeast Hall - Fire the Spell, then drop the two demons with weaponry. Exit north after using the Unlock Door Spell. By the way, those were the last opponents you'll meet on Level 4, so you can dump all your weapons and offensive spells - only your diary goes to Level 5. Learned Hall - As far as I could tell, none of the single levers in any room in this area did a thing. I left them alone in the end. Continue north. Learned Hall - (center) Take the east door. Quadratica - Don't bother fooling with the chest. It's empty. Note the two clues and grab the Sandy Model Planet. Return to Learned Hall (south). Learned Hall - (south) Take the west door. Symbolists Hall - (west) Note the locations of the four symbols atop the poles. Now cross to the other side of the Learned Hall. Symbolists Hall - (east) Manipulate the two levers to align the symbols in the same positions as the ones in the west hall. The combination is LRRL. Correct alignment causes a button to appear between the levers. Push it. Go east. Book Store - Read the clues and proceed to Symbolists Hall (west). Symbolists Hall - (west) Push the button and go west. Sealed Chamber - Don't push the buttons! Open the chest and get the planet model. Return to Learned Hall (center). Learned Hall - (center) Go north. Learned Hall - (north) Take the east door. Dianoss Library - Catch up on your reading; you'll need your Read Languages Spell, and you get an Unknown Spell. Now search the tapestry. Take the key and cross the hall to the west. Side Chamber - Ignore that casket and lever. They are a trap. Go up the stairs. Unnamed Landing - Open the chest to get a Map Spell and a Read Magic Spell. Head to Quadratica. Quadratica - That hint about four along and five up was for this room. Drag the empty chest over to the fourth wall tile from the left, then climb up. A jump from here will net another model planet. Exit. Learned Hall - (center) One of the books in the library revealed the four numbers you need to total with the levers: 29,32,16,7. Set the four numbers and take the west door. Queens Library - Continue through to the west. Wisdoms Hall - Get the planet model and return to the Queens Library. Queens Library - Use the Read Magic Spell to decipher the Unknown Spell. It is an Unlock Chest Spell! Use it here to get the Solaris model. Go north. Planetarium - Note the heights and positions of the rods, and remember the clues you've found. Return to the Unnamed Landing and take the south door. Upper Room - Now you want to drop the four planets (NOT the Sand Planet) into the appropriate four holes. 'Solaris is farthest from Earth' was a clue. This is not accurate, because the 'glowing' planet actually goes closest to the door. The planet with two moons does go on the tallest rod, down the hole closest to the SW window. The planet with the symbols actually goes farthest from the Earth, in the SE corner. Drop the small, moonlike planet closest to Earth. Now return to the Planetarium. Planetarium - Notice that the Earth has stopped spinning. Examine it and push the button you find. The last two Gold Keys! Yes! Return to the Upper Room. Upper Room - Drop the Sand Planet down any hole. Back to the Planetarium. Planetarium - Push the Black globe where the Earth has been to get another key to the Central Hall. Move on to Wisdoms Hall. Wisdoms Hall - The fastest way out is up the stairs. Take the four planks and carry them up those stairs. East Passage - Throw a plank off of the platform. Drop a plank off the platform, step onto it, and throw another. Now drop the last plank out across the electric area of the floor. Finally, unlock the far door with the key you found and exit west. Central Hall - Remember one of the thief's clues? He gave you the order to use the locks in. Check each lock for a number, then open 1432. Once you turn the last key, you can go to Level 5. Step into the center of the room to do so.