Key:

1: Exit to outside
2: Friendly priest
3: Stripped body, journal entry 26
4: Alchemist’s lab, experiment notes
5: Five lizardmen
6: Alchemical torture chamber
7: Vats of oily black stuff with mutated lizardmen
8: Password protected door - password is NokNok
9: Fountain room and pipes
10: Lizardmen slaves
11: Yarash & his mutant guards
12: Dial with four settings: gold, silver, blue, and copper - controls the teleport field in the corner of the office
13: Yarash’s desk: journal entries 33, 49, 27, 56, and 40
14: Storeroom of magical junk: Jo stick +3, mage scroll, broad sword +1
15: Storeroom of magical junk: Bo stick +1, broad sword +1, sling +1
16: Storeroom of magical junk: two mage scrolls and a longsword +1

To get across the lake to the Sorcerer’s Pyramid, travel to the northern shore of Lake Kuto and you may find a boat hidden in the reeds that you can use. Inside you will find several mazes linked together by teleportation fields. You may encounter driders, stirges, a band of 7th-level thieves with wands of magic missiles, a band of 7th-level human fighters, a band of 7th-level dwarven fighters with lucern hammers +1, or minotaurs.

In maze number 1 you may find a friendly priest in the southeast corner. If you speak to him meekly, he will reveal that he has been tunneling through the outer wall but lacks the strength to finish. If you finish the tunnel for him, he will be able to leave and you will have an emergency escape as well.

Maze number 3 is more of an alchemist’s workplace than anything else. You may run into a group of pissed-off lizardmen, but if you wait while they approach and then speak meekly, they will not attack.

At the top level of the pyramid, you may find another group of lizardmen slaves working away in the pipeworks. If you free them they will tell you journal entry 35. When fighting Yarash, remember to use Hold Person, it may save you a lot of pain. He carries bracers AC4, a wand of paralyzation, a potion of speed, and two potions of healing.

As far as reading the teleportation fields, each one is labeled with a letter and they are related as follows:

A goes to B
C goes to D
E goes to F
G goes to H
I goes to J, but throwing a rock first changes the destination to Jr
K goes to L, but throwing a rock first changes the destination to Lr
M goes to N, but throwing a rock first changes the destination to Nr
P goes to B, but throwing a rock first changes the destination to Qr
S goes to several destinations, depending on where the dial is set to. When the dial is set to blue, the teleportation field goes to Tb. When the dial is set to copper, it goes to Tc, when set to silver it goes to Ts, and when set to gold it goes to Tg