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This is the first set of ten levels for Rhaknar's Mad.

Level 1Edit

Map Edit

Map rhaknarsmad 1

  • U = platform UP
  • D = platform DOWN
  • B = body with the Jewel-Studded Boots
  • E = engraving on the wall
  • G = ghost
  • H = random loot hoard
  • M = cloud of mist
  • O = eye/moon/skull dial
  • P = platform which can teleport you to B
  • R = piece of the Twisted Wooden Rod
  • S = sliding floor
  • T = platform with two impressions
    • The eastern impression teleports you directly to U
    • The northern impression teleports you to just east of the skull alcoves
  • 1-3 = alcoves with skulls, which can teleport you to T

Walkthrough Edit

Quite a few random enemies prowl this level. The following types were observed on one run:

  • Mechanical Goblin (9+ at MR ??-56 Approx, 46-47 SP, 9+ XP), you have to attack 1 time before you can flee, immune to mundane weapons
  • Mechanical Ogre (9+ at MR ??-56 Approx, 66-67 SP, 9+ XP), you have to attack 1 time before you can flee, immune to mundane weapons
  • Mechanical Serpent (9+ at MR 66 Exact, 76 SP, 9+ XP), you have to attack 1 time before you can flee, immune to mundane weapons

You can get a rough estimate of how many are left by checking your exploration status. There are also traps that trigger a Random check (1-100 + Thievery * 0.25 + Aura * 1 + Luck * 0.5). 60 or more needed to pass. You spot and disarm a trap if you pass. You get 16 Thievery experience for every trap you manage to disarm. Shifting floors in various locations make exploring this level rather tedious at times, until you've acquired the Jewel-Studded Boots, more on them later.

First you need to collect three rod pieces (R) scattered throughout the level. One is a few steps east from the ghost in the northwest corner, another is in the southeast corner near the cloud of mist and the skull chambers, but the top piece (far west) is the trickiest to find. The easiest way to get to it is to go to the northern section then go into the long corridor of shifting floor sections from the westernmost side. Then it is a matter of random floor shifts as the top piece is located in the first southern corridor you come to going west to east. Once you have the three pieces, pass through the cloud of mist (M) to complete the rod.

 Item 1941: Twisted Wooden Rod Misc 

Encumbrance: 0
This oaken rod is capped at each end by short lengths of rusted iron. You discovered the pieces of this rod on the first level of Rhaknar's Mad. When you passed through a cloud of silver mist, the rod was made whole.


There's an alcove near the entrance (P) that contains a stone slab with an engraving of an eye, you can do nothing here initially. South and east of it is a dial (O) that can point to an eye, moon or a skull. Set it to eye, then retrace your steps and step onto the slab you just activated. It will now teleport you to a body protected by a blue aura. Use the Twisted Wooden Rod, the body will vanish and leave its boots behind. They help a lot with the shifting floors on this level and a few others while equipped, so selling them is definitely NOT recommended.

 Item 1945: Jewel-Studded Boots (Magical) Value: 2,000 gold Armour, Feet 

Encumbrance: 2
Stamina Points: +5
Requires 15 Luck
Requires 15 Agility
These leather boots, studded with a large number of small emeralds, rubies, and garnets, appear to be magical, though you're not certain about the true nature of their enchantment.


Once you have the boots, go back to the dial and change it to skull. This will turn the three chambers in the southeast corner into teleporters. Then enter them in a 1,2,3 order based upon the number of skulls in each, this will take you to a previously inaccessible chamber with two hand impressions. (You only need to execute the sequence above once, any chamber will take you to this spot afterwards, as long as the dial is set to skull.) The eastern impression will take you back to the place where you entered the level. The northern one takes you back to the area near the skull chambers. Go one step west to find the place where you unlock the next level, you get 64 XP to General for doing so.

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 2Edit

Map Edit

Map rhaknarsmad 2

  • U = platform UP
  • D = platform DOWN
  • M = wall of mist
  • V = verse
  • 1-8 = guardian statues

Walkthrough Edit

Like the previous level there is a set number of random enemies you can encounter on this level. Examples:

  • Mechanical Goblin (9+ at MR ??-56 Approx, 48-49 SP, 9+ XP), brutal stroke deals around 6 damage, you have to attack 1 time before you can flee, immune to mundane weapons
  • Mechanical Ogre (9+ at MR 58 Exact, 69 SP, 9+ XP), you have to attack 1 time before you can flee, immune to mundane weapons
  • Engraved Stone Block (9+ at MR ??-56 Approx, 104 SP, 9+ XP), you have to attack 1 time before you can flee, immune to mundane weapons

And just like the first level at some random spots (unmarked on the map) you will have to pass a Random check (1-100 + Thievery * 0.25 + Aura * 1 + Luck * 0.5). 61 or more needed to pass. You spot and disarm a trap if you pass. You get 16 Thievery experience for every trap you manage to disarm.

The exit is in the south-east corner, but initially it is inaccessible, as the two paths to it are blocked by walls of solid mist.

In the south-west corner you will find this verse:

  • 'Seven keys of stone,
  • Three eyes in the dark,
  • A pair of iron hands,
  • Lay five upon my mark.
  • A lonely silver feather,
  • Four wings on the crown,
  • Eight cursed stalking shadows,
  • Seek six on your way down.'

On eight spots you will find Stone Guardians, numbered from I to VIII. Fighting them in the order mentioned in the verse (7,3,2,5,1,4,8,6) will make the fights easier and turn them into Stone Guardians (9+ at MR ??-56 Approx, 75 SP, 65+ XP), brutal stroke deals around 6 damage, you have to attack 1 time before you can flee, but since they are not scaled, you can fight them in any order if your MR is high enough (380 or so?).

Every time you defeat a Stone Guardian you find a Wisp Of Grey Mist When you have collected 8 such wisps (i.e. when you defeat the last Guardian) you get 128 XP to general and they join together to become the Cloak of Mist.

 Item 1947: Cloak Of Mist (Magical) Armour, Back 

Encumbrance: 1
This strange cloak, made entirely out of a ghostly, grey mist, took form from the eight wisps of mist you collected on the second level of Rhaknar's Mad.


Equip the cloak and attempt to pass through either one of the walls of mist. You will receive 32 general experience and both walls will vanish, allowing you to proceed to the next level, unlock it for 64 general XP.

If you approach the ghost on level 1 (G on that map) while the Cloak of Mist is in your inventory the ghost will take it and put it on, and then disappear. You will receive 128 general experience.

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 3Edit

Map Edit

Map rhaknarsmad 3

  • U = platform UP
  • D = platform DOWN
  • O = eye/moon/skull dial
  • S = sliding floor

Walkthrough Edit

You start at the east end of the level. As soon as you move to the west you will encounter Emblazoned Ogre (18+ Scaled, ~2000 SP, 154+ (using powers) XP), has a special attack that can do 4 damage, you have to attack 1 time before you can flee. Before you engage it note the different symbols on its different parts. The one on the head is identical to the symbol you set the dial on the first level to (if you have not touched said dial since unlocking level 2, then the symbol will be a skull). After taking note of the head symbol engage the ogre and FLEE as soon as possible. Then equip the Jewel-Studded Boots you found on level 1 (there are two corridors with shifting floors on this level).

Go to the four corners of the level. At each one you will find a dial almost identical to the one of the first level. Set each dial to the same symbol as the one on the Ogre's head (i.e. same symbol as the dial on the first level). Once all dials have been set to the correct symbol the Ogre becomes easy (if you encounter it before that - just flee again). Walk around until you encounter the now-weak Ogre and fight Emblazoned Ogre (9+ at MR 75 Exact, 150 SP, 65+ XP), you have to attack 1 time before you can flee. After defeating it you get 128 general experience.

There are no random enemies or any traps on this level, so once you have defeated the Ogre you are done here. Go to the west end, find the exit, and receive 128 general XP for activating the impression for the next level (if you try to do this before defeating the Ogre nothing happens).

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 4Edit

Map Edit

Map rhaknarsmad 4

  • U = platform UP
  • D = platform DOWN
  • B = the edge of a bridge
  • H = keyhole
  • K = key
  • R = reel with symbols
  • T = teleportation circle
  • V = verse
  • W = wooden wheel

Walkthrough Edit

Walk around fighting wandering mechanical monsters and stone blocks (there seem to be a total of 24 of them).

  • Mechanical Goblin (9+ at MR ??-56 Approx, 52-53 SP, 9+ XP), brutal stroke deals around 6 damage, you have to attack 1 time before you can flee, immune to mundane weapons
  • Mechanical Ogre (9+ at MR 60-64 Variable, 72-73 SP, 9+ XP), you have to attack 1 time before you can flee, immune to mundane weapons
  • Engraved Stone Block (9+ at MR 57 Exact, 106-107 SP, 9+ XP), brutal stroke deals around 5 damage, you have to attack 1 time before you can flee, immune to mundane weapons

After defeating one of them (in one instance, it was the 14th, so patience might be required) you'll find a Pouch Of Mist. Then go to the west side of the map and use the pouch on the keys (K). They will go in to the bag and for each one you'll get 16 general experience. Once you have all 7, go to the area around the circle of nine skulls and use the pouch on all of the keyholes (H). The keys will disappear and so will the pouch once you use all 7 keys. For each key you get 16 general experience.

Go back to the wooden wheel (W) north of your starting location and turn it. Go across the bridge (which will be where the red lines are, between two Bs on the map). A hint in the form of a short verse (V) is etched into the wall, once across the bridge: "Raise, then lower, to raise another. One across the chasm is all that can be." Then go south to the end of the corridor. As hinted by a part of the verse you found on level 2 ("A pair of iron hands") set the reel (R) to “2 gauntlets”. Go all the way north to the circle of nine skulls and step inside. You will be teleported to the south circle of skulls. Go to the wheel once more and lower the bridge, then go to the circle and teleport back to the other section. Go south one square and turn this wheel. A shorter bridge will rise up. Go across it to the other side. There you will find a location in the south that is inaccessible due to a powerful, invisible barrier blocking the way. On the west side you'll find another dial. As hinted by a part of the verse you found on level 2 ("Four wings on the crown") set the reel to “4 wings”. The barrier around the “elevator” down should be removed. If it isn’t you may have to defeat all wandering foes. Unlock the next level for 128 general XP

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 5Edit

Map Edit

Map rhaknarsmad 5

  • U = platform UP
  • D = platform DOWN
  • B = barrier
  • C = teleportation circle
  • L = lever
  • M = curtain of mist
  • P = pedestal with skull
  • S = sliding floor
  • X = Thievery trap
  • Z = NV drain trap

Walkthrough Edit

There are sliding floors all around the entrance, so it's a good idea to equip the Jewel-Studded Boots. The platform up remains accessible during the level, so you can leave to rest or save if you want to.

On many levels the traps seem to be random, but not here. The first time you visit any of the seemingly-empty map squares you encounter a trap that drains between 1 and 6 points of Nevernal Reserve (no check). Farther out there are some regular traps, like the ones seen on previous level. Again you have to pass a Random check (1-100 + Thievery * 0.25 + Aura * 1 + Luck * 0.5). 62 or more needed to pass. You spot and disarm the trap if you pass. You trigger the trap if you don't pass. If you trigger the trap you have to pass another Random check (1-100 + Agility * 1 + Luck * 0.5). 57 or more needed to pass. You manage to avoid taking damage if you pass. You lose some SP (19 seen) if you don't pass. You get 16 Thievery experience for every trap you manage to disarm. No experience if you trigger the trap even if you avoid taking damage.

At five different spots on the map you will find a stone pedestal with a stone skull on top. If the dials on the upper levels are all set to 'skull' then the skull on top of each pedestal will be emitting faint, reddish glow. You will also find circles of engraved skulls like the ones on the previous level. These circles are teleporters and are initially inactive.

Wander around and fight any foes that appear. One of them will be a Towering Skeleton (9+ at MR 65 Exact, 225 SP, 65+ XP), brutal strokes deals around 11-18 SP, you have to attack 1 time before you can flee. When you encounter it the text may say that "A faint, reddish glow emanates from the mechanical skeleton's crudely-angled skull." That line is there if all dials on the upper levels have been set to 'skull' (and so all pedestals are glowing red). The skeleton is much stronger if this is not the case, exact difficulty hasn't been documented. When you defeat the Towering Skeleton you will receive 512 general experience and will find a Solid Silver Feather. It has no use on this level, but you will need it later.

The rest of the random enemies are all the same: Mechanical Skeleton (9+ at MR ??-56 Approx, 55 SP, 9 XP), you have to attack 1 time before you can flee, immune to mundane weapons. After defeating one of them (seems to be completely random) you will find a Long Iron Bar. There are about 24 random foes (uncertain whether this number is random). You do not have to defeat them all to proceed, but it is suggested to do so for the experience. You may also want to trigger all the Thievery traps for the experience.

Four spaces north of the entrance, you will find a narrow slot cut into the floor. Use the Long Iron Bar you found for 64 general experience, then pull the lever for another 32 general experience. This will put an end to the shifting floors, will deactivate the barriers around the exit, and will activate the teleporters. You won't be able to pull the lever a second time.

Go to one of the teleportation circles and step into it. You will be teleported to another circle and the one you just activated will disappear. Step into the circle you just arrived at and you will be teleported again. Each time you step into one of the circles, you're teleported to another one, randomly, so simply keep stepping back into the one you've been ported to, and eventually you'll find yourself standing in the isolated spot of this level's map.

Once you have gotten to the isolated area head south and step through the curtain of silver mist. You will be fully healed and will receive 1024 general experience and 256 to all skills and powers. Then the mist vanishes. Go back north and activate the teleporter to go back to the main area. DO NOT leave until you get the experience rewards, as the teleporters disappear once you leave.

Go to the spot that was previously surrounded by barriers on all sides. This is the exit to the next level, unlock it for 192 general XP.

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 6Edit

Map Edit

Map rhaknarsmad 6

  • U = platform UP
  • D = platform DOWN
  • A = Large Metal Arm
  • C = combat with 12 Mist Warriors
  • M = cloud of silver mist
  • S = triangular socket
  • T = square that teleports you
  • V = engraved verse
  • W = web of mist
  • Z = NV trap

Walkthrough Edit

You start in the north part of the map. A bit to the west is a verse (V) that repeats the last line from the verse you found on level 2. To the east you will reach a cloud of silver mist. If you step into it the cloud vanishes and you notice a faint glow emanating from your hands. 16 general experience every time you step into the cloud.

To the south of your starting location is a web of mist. It is recommended that you avoid all such webs until you step into the cloud of silver mist. There are multiple webs on the level, and all seem to have the same stats: Web of Mist (9+ at MR 75 Exact, 3000 SP, 9+ XP), you have to attack 1 time before you can flee. You can fight all webs normally from the very beginning, but it takes a long time due to their high SP. If you use Quick Combat, the web will have between 40 and 60% SP left when you reach round 100 (which is when Quick Combat ends). Fighting a web normally can take over 200 rounds of combat.

[NOTE: Make your way to the bottom web, to be able to have recharges for all web mists.]

If you stepped into the cloud of silver mist, then when you encounter a web the glow emanating from your hands will intensify briefly. During the battle you will sometimes see this message:

  • A stream of silver mist pours out of your hands and assails the web!
  • Enemy loses X

"X" is a number between 500 and 800 and this special attack is quite frequent, making the battle MUCH faster and easier. The effect of the silver mist lasts for one battle only, after which the cloud reappears and you have to go back to recharge. When you defeat the last web the cloud does not come back.

For every destroyed web of mist you receive 64 general experience, regardless of whether you used the silver mist or not.

There are two types of random enemies you can encounter on this level:

  • Mist Warrior (9+ at MR 57-63 Variable, 61-62 SP, 9+ XP), you have to attack 1 time before you can flee - the more frequent type
  • Mist Champion (9+ at MR 70 Exact, 80 SP, 9+ XP), you have to attack 1 time before you can flee - the rare type
  • Note: Powers were not tested against these, they may have an anti-magic aura like the ones below.

On two different spots you will find small, triangular sockets set into the wall. For now there's nothing you can do with them, so just remember where they are.

In the south is a corridor that heads to the east and to the west. If you head east you will reach a teleporter that brings you to the NW corner of the map (west of the verse). If you head west along the south corridor you will reach another teleporter that brings you to the NE corner of the map (east of the cloud of silver mist). Both teleporters vanish when you defeat all wandering foes (you don't need to defeat all webs of mist).

Past each teleporter you will find a spot with a trap that drains 3-6 Nevernal (not marked on map), followed by a spot where you encounter a group of 12 Mist Warriors. If you engage them you can't flee, but you fight them one at a time:

  • Mist Warrior (1 of 12) (9+ at MR 49-54 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (2 of 12) (9+ at MR 50-56 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (3 of 12) (9+ at MR 51-58 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (4 of 12) (9+ at MR 53-59 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (5 of 12) (9+ at MR 54-61 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (6 of 12) (9+ at MR 55-63 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (7 of 12) (9+ at MR 56-64 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (8 of 12) (9+ at MR 57-67 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (9 of 12) (9+ at MR 58-70 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (10 of 12) (9+ at MR 59-72 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (11 of 12) (9+ at MR 60-74 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers
  • Mist Warrior (12 of 12) (9+ at MR 61-75 Variable, 55-65 SP, 5+ XP), can't FLEE, immune to mundane weapons, may prevent the use of powers

256 general experience for defeating each group of mist warriors. After this last obstacle you reach a raised slab of black stone, and on top of it you find a Large Metal Arm. Once you have taken both such arms you are ready to proceed to the next level for 192 general XP (you'll need the arms on a later one).

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 7Edit

Map Edit

Map rhaknarsmad 7

  • U = platform UP
  • D = platform DOWN
  • B = black stone with shapes
  • H = stone hand
  • L = Large Metal Leg
  • S = sliding floor
  • W = wall/barrier

Walkthrough Edit

You start in the middle of the west side of the map.

Equip your Jewel-studded boots and go to the SW or NW corner. The map is symmetrical, so it doesn't matter which way you'll go at first. In the corner you'll find a square of black stone. Touch it and the engraving of a square will appear. Touching it again will change the engraving to a circle, and a third touch will change it to a triangle. Touching it further will cycle through the three symbols in the order "square - circle - triangle".

Of the three symbols only the triangle should have any meaning to you (you do remember the triangle sockets on the previous level, right?). There are six squares of black stone (three on the north side and three in the south). Set them all to "triangle".

At some spots you will encounter the same type of trap you have seen on previous levels, and will have to pass a check: Random check (1-100 + Thievery * 0.25 + Aura * 1 + Luck * 0.5). 63 or more needed to pass. You spot and disarm the trap if you pass. You trigger the trap) if you don't pass. If you trigger a trap, you will be subject to a second Random check (1-100 + Body * 1 + Spirit * 0.5). 58 or more needed to pass. Take reduced SP damage from the trap (-1-4 observed) if you pass. Take SP damage from the trap(-3-13 observed) if you don't pass. As with all previous such traps you get 16 Thievery experience for disarming them.

The random enemies you can encounter appear to be similar to the ones on the previous level:

  • Mist Warrior (9+ at MR 60-65 Variable, 61-65 SP, 9+ XP), you have to attack 1 time before you can flee
  • Mist Champion (9+ at MR 70-75 Variable, 80-85 SP, 9+ XP), you have to attack 1 time before you can flee

In the center of the map you'll find a large stone hand. Initially it is closed, as if concealing something. When all six squares have been set to "triangle" the hand opens and you can take that, which was protected by it: Triangular Red Stone. There's a corridor heading east of the hand, but it is currently blocked by an invisible barrier, so ignore it for now.

Go back to the previous level and use the newly-acquired Triangular Red Stone at each triangle socket. Each time you'll get 256 general experience and the socket will vanish. After you're finished with both go back to level 7 and take the corridor that goes east from the stone hand. The invisible barrier will be gone, allowing you to reach the exit.

Before you leave visit the north and south dead ends. At each one you will find a Large Metal Leg. Once you've killed all wandering foes and taken both legs (you'll need them later) you are ready to go to the next level.

256 general experience when you unlock the next level.

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 8Edit

Map Edit

Map rhaknarsmad 8

Walkthrough Edit

There are 8 wandering foes on this level. Initially they are impossible to kill (3+ to hit at MR 325, but immune to all weapons, including magical ones, powerful anti-magic aura that renders magic useless) so if you encounter any of them just "FLEE IMMEDIATELY!" Note that while you can flee before combat (not engaging them at all), if you start the fight you have to attack once before you can flee.

You start at the center of the map. The corridors east and west are blocked by invisible barriers. At the ends of the south and north corridors are also such invisible barriers. Directly north of your starting spot is a verse that hints at what you need to do on this level.

Go to the north part of the map. You need to find and defeat each Spinning Stone Cube (9+ at MR 65 Exact, 125 SP, 1+ XP), you have to attack 1 time before you can flee. There are a total of 8 such cubes (4 in the east and 4 in the west), and for each one you defeat you get 64 general experience. When you have defeated them all go to the south map. (You can go south before defeating all 8, but then you'll have to come back later for the rest, so you'll basically waste a bit of time.)

At some spots of the map you will encounter the familiar traps you've seen before. To avoid each you have to pass a Random check (1-100 + Thievery * 0.25 + Aura * 1 + Luck * 0.5). 64 or more needed to pass. You spot and disarm the trap, gaining 16 XP to Thievery if you pass. You trigger the trap if you don't pass. If you trigger a trap, you will be subject to a second Random check (1-100 + Body * 1 + Spirit * 0.5). 59 or more needed to pass. Take reduced SP damage from the trap (-6 observed) if you pass. Take SP damage from the trap (-7-8 observed) if you don't pass.

In the south part of the map you need to find 8 wide squares of white stone. Each one corresponds to a stone cube in the north. If the related cube has not been destroyed, then each square of stone is just that - stone. If the related cube has been destroyed, then there will be a symbol emblazoned on the stone square (each symbol corresponding to a different shadow. The first time you visit a square with an emblazoned symbol you get 64 general experience. After that you can kill the related shadow even if the rest of the squares have not been activated yet.

If you encounter a stalking shadow after destroying its cube, but before activating its white stone square, it is no longer immune to magical weapons. However, it has at least 15,000 SP and an anti-magic aura that prevents all magic use, so it's still not exactly killable...

  • Stalking Shadow (hammer) (9+ at MR 220-285 Approx, between 15026 and 15047 SP, 1+ XP), you have to attack 1 time before you can flee, always prevents the use of powers

Once you have activated all squares walk around until you encounter and kill all Stalking Shadows (9+ at MR 50 Exact, 200 SP, 1+ XP), you have to attack 1 time before you can flee, sword, axe, skull, eye, staff, shield, hammer and moon all share the same stats.

Whenever you encounter a shadow you can defeat (i.e. if you have activated the related square) pale ghostly flames surround your hands. For every shadow you defeat you receive 256 general experience.

Once you have defeated all 8 shadows the barrier in the south disappears, allowing to reach a lever that has been thrown to the right. Move it to the left and the other three barriers will disappear.

At the end of the west corridor you will find a Large Metal Head. At the end of the east corridor you will find a Large Metal Torso. Once you have both you are ready to proceed to the next level. Go to the previously-inaccessible spot in the north - this is where the exit is.

256 general experience for unlocking the next level.

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 9Edit

Map Edit

Map rhaknarsmad 9

  • U = platform UP
  • D = platform DOWN
  • B = Hideous 7-Legged Beast (9+ at MR 75 Exact, 125 SP, 65+ XP), you have to attack 1 time before you can flee (potentially)
  • C = crescent moon engravings
  • H = Helm Of Four Moons
  • M = curtain of mist (eventually)
  • P = puddle of water
  • S = statue
  • T = raised stone tile
  • X = Thievery trap
  • Y = trap, uncertain type
  • Z = NV drain trap

Walkthrough Edit

You start in the middle of the north section. Initially there are no wandering enemies.

On a few spots you will encounter traps. There are two types:

  • Traps that drain 1 to 6 points of Nevernal Reserve
  • Traps that cause damage if triggered: Random check (1-100 + Thievery * 0.25 + Aura * 1 + Luck * 0.5). 64 or more needed to pass. You spot and disarm the trap if you pass. You trigger the trap if you don't pass. If you trigger the trap you have to pass another Random check (1-100 + Agility * 1 + Luck * 0.5). 59 or more needed to pass. You lose less SP (1 seen) if you pass. You lose more SP (2-19 seen) if you don't pass.
  • Not all traps are marked on the map.

There are four statues in this section: two to the west and two to the east. There's a faint blue aura around each one, and the color might remind you of the blue barrier protecting the Jewel-Studded Boots you found on level 1. In any case use the Twisted Wooden Rod that you found on level 1 on each statue. Each beast will come to life and run away. You'll get 64 general experience and will find a Thin Crescent Stone.

Go to the spot directly north of one of the corners (doesn't seem to matter which) and fight one Hideous 7-Legged Beast (9+ at MR 75 Exact, 125 SP, 65+ XP), you have to attack 1 time before you can flee, for each awakened statue. If you awaken all four statues, you fight all four at once, with time to heal between, receiving 64 general XP for the first three, and 256 general XP for the last. Each will however give 256 general XP if you awaken and fight them one at a time, so you get more experience if you're willing to run around a bit.

Note that you don't have to deal with the four beasts as soon as you wake them up - you can leave that for later.

The middle section consists of two corridors connecting the east and west sides of the level. There are four spots that connect the two corridors, and at each spot there's a stone square. In the middle of the north of these corridors is the exit to the next level, while in the middle of the south one is a puddle of water.

Go back to level 3 and set the four dials there to 'moon'. Then go back to level 1 and set the dial there to 'moon' as well. Then return to level 9 (it's fastest to just exit and reenter the Mad). Then visit each of the four stone squares. At each spot you'll get 64 general experience and an engraved moon will appear in the center of each square. After that go to the puddle of water and you'll notice something has changed. Step into the puddle and you'll be teleported to the southern area (this is the only way to get to it). In the center of this level's south side you'll find a wooden helm surrounded by a blue aura. Use the Twisted Wooden Rod and the barrier will be removed (you get 128 general experience for this). The helm is protected by a second barrier, though (unless you already did what is required to remove it), so you can't take it yet.

Go to the SW and SE parts of this area (the order is irrelevant) and use your Thin Crescent Stones at the correct spots (should be obvious enough which spots). The four stones will absorb the moonlight, which is reflected in their description: the line "The four stones emit a faint, white glow" gets added the first time, and then changes to "The four stones emit a bright, white glow" after the second moonbeam gets absorbed. Note that you can do this before going to the helm.

After that go to where the helm is, removed the blue barrier if you have not done so yet, and attempt to get it. You receive 512 general experience, and acquire the Helm Of Four Moons. The four Thin Crescent Stones become a part of it, so you lose them. Taking the helm also causes wandering enemies to appear on the level. Put on the helm, go back to the puddle of water, and return to the main area. Then walk around fighting the wandering enemies until all have been defeated. Some you'll have to fight (Shadow Warrior (9+ at MR 75 Exact, 100 SP, 5+ XP), you have to attack 2 times before you can flee), some the helm will take care of for you. While the helm rewards are random and low (4, 8 or 12 general experience have been seen; nothing higher has been reported) on average they are more than the combat xp you get from 3+ enemies. Plus the helm "fights" are quicker. Although at certain low MR levels that may not be the case with the rewards.

Once all the wandering monsters are cleared out go back to the SE and SW corners of the map (you'll have to defeat the four beasts if you have not done so yet). On each side you'll find a shimmering curtain of silver mist. Step through each - you'll get a full heal, 1024 general xp, and 256 to all skills and powers. That's a total of 2048 general and 512 to all skills and powers just from these two spots.

Then go activate the impression for 320 general XP and you're ready for level 10.

 Item 1959: Helm Of Four Moons (Magical) Value: 10,000 gold Armour, Head 

Encumbrance: 6
Melee Rating: +2
Stamina Points: +7
Spirit: +2
This is a grand wooden helm, adorned with four faintly-glowing, crescent-shaped stones. Now and again, the four stones fitted onto the iron band that encircles the helm's brow, emit a dazzling luminance that's reminiscent of moonlight.


Addendum: This helm would probably be your prime choice for non-Tallys head armor if you choose not to get Iakor's Crown in the first Runeskin Saga and the Warlord's Helm in A Haunting in Durnsig.

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

Level 10Edit

Map Edit

Map rhaknarsmad 10

  • U = platform UP
  • D = platform DOWN
  • E = engraved symbols
  • L = lever
  • P = Iron Plate of Dials
  • S = sarcophagus
  • V = engraved verse

Walkthrough Edit

You start at the south end of the west-most corridor. Go north as far as you can, then go east and you will reach a dead end where you'll see an iron plate surrounded by 5 engraved eyes. Go back to level 3 and set the four dials to 'eye', then go to level 1 and set the dial there to 'eye' as well. Then you'll be able to get the iron plate, which is in fact the Iron Plate of Dials - a remote that allows you to change the dials on levels 1 and 3 without going all the way up. You also get 64 general experience.

After that fight the wandering enemies (unless you have already defeated them all). All enemies seen were Mechanical Ogres (9+ at MR 69-75 Variable, 84-87 SP, 9+ XP), brutal stroke does around 11-12 damage, you have to attack 1 time before you can flee. After defeating one of them (probably a random one) you will find a Sparkling Gold Key (you'll need it on the next level).

In the center of the map is a massive stone sarcophagus. This spot is the only connection between the NW and SE parts of the level. West, north, east and south of the sarcophagus you will find sets of 5 engraved symbols. In the SE corner of the map you will find a lever that refuses to budge. Go north of the lever to reach the exit; go west of the lever and you will find a cryptic verse that hints at what you need to do on this level.

Get the remote, if you have not done so yet. Then, as hinted by the verse, start with the engravings west of the sarcophagus and set the dials on the upper levels in accordance with the images there (it is unknown if the images are the same for all characters, or selected at random). Then go to the sarcophagus - it will open and you'll get 128 general experience. Use one of the Ogre parts you found on the previous levels (it doesn't matter which one) and you'll put them all in the sarcophagus (you also get 256 general experience). Next set the dials according to the north engravings and go back to the center - the sarcophagus will close and you'll get 256 general experience. Next are the east engravings - set the dials and go back to the center - the floor below the sarcophagus will open and you'll get a third reward of 256 general experience. Finally set the dials according to the south engravings and go to the center. You'll hear a sharp, echoing click from somewhere south and east of where you are. Now go to the lever and push it to the left. You'll get 384 general experience. Go to the center and you'll see that the sarcophagus has disappeared (you feel certain you will see it and its contents again later).

Alternatively you can just stand in the center and change the dials without moving.

Finally you can go activate the impression and unlock the next level for 320 general XP.

Rhaknar's Mad
Levels 01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20
21 · 22 · 23 · 24 · 25 · 26 · 27 · 28 · 29 · 30 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40
More to come...

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