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Play it and find out! That's the only way to know for sure. Unfortunately, the odds are probably stacked against you: I could only include 200 parties from the tens of thousands of saved game files that exist for Murkon's Refuge as of this writing. The majority of the characters were taken from those created and advanced in the first few months after Murkon's Refuge months after it came out in 2002.
Using up checkpoints too quickly. If you use up all the checkpoints immediately available to you, then you might have to play through multiple difficult portions of the game before finding another. This can be very frustrating and sometimes very difficult. Ration the available checkpoints so that at no point do you have to replay very much when you die to get back to where you were.
When you begin a new game and only have the 3D view of the labyrinth to navigate by, you can't see where the checkpoints are until you hit them. There's no helping that, so don't sweat it. The first level was designed with this taken into account.
This is the Principle of the Translocating Freeborns. It's an oddity of the game engine. Only one freeborn party is defined at a time, so if you leave one, then encounter another, it will act as if you just encountered the the same freeborn party a second time.
Monsters can only attack the first three characters in hand-to-hand combat, because the adventurers arrange themselves into a defensive position such that the rear characters are protected. This restriction applies to Murkon as well, unless he is equipped with a long range weapon. Long range weapons carry a steep agility penalty (just as they carry a speed penalty when used by adventurers), so use long range weapons with discretion.
Fortunately, these restrictions apply the other way around as well. The characters in the back three positions can't attack you or your monsters directly unless they're equipped with long range weapons.
There are a couple different ways to launch attacks against the rear characters. One is to dispatch the front characters first; then the rear characters will move up in the ranks. Another is to target the rear characters with magic spells or item invocations.
Ten, just like in Murkon's Refuge. Although the terrain of the labyrinth has changed drastically since Murkon was dispatched at the end of Murkon's Refuge, the idea is that this is the same labyrinth.
Find the right kind of magical pool to bathe in. Not all of them restore magic points, but a large number of them do.
If it's a piece of equipment, hit the 'Examine Inventory' button while viewing Murkon. If it's an invokable object, then the only way to know what it does is to invoke it and see. Note that some items may only be invoked outside of combat, while others may only be invoked during combat. Still others may be invoked at any time.
Murkon doesn't have I.Q. or Wisdom attributes, so equipment that boosts these stats for hostile adventurers isn't going to benefit you in the same way.