The objects

As you travel through the levels, you may find various useful items. To take an item, just walk onto it. Some items will have immediate effects; others may be retained (up to 3 bombs or wands at a time, and up to 8 keys, may be in your pack) and used later. Note that when your pack is full, you may NOT walk onto an object’s square! 

Treasure consists of a pile of gold on the floor. Amazingly enough, you can gather as much of it as you want and it will not fill your pockets. Treasure serves no purpose except to increase your score (each pile you gather gives you 100 points). Of course, if you leave it there, it will block monsters… Gems are another form of treasure; gathering a handful of gems is worth 250 points.

Keys are used to open locked doors and chests. You can only have 8 keys at a time. If you are full of keys, you will not be able to walk onto a square that contains a key.

Healing potions are found in jugs bearing a cross symbol. They will restore 100 Life points when drunk. Healing Salves come in small bottles; they restore 25 points of Life. Super-healing potions restore Prince Argonn to 500 Life points when they are drunk. If his Life is already 500 points or more, they have no effect.

Unknown potions are potentially dangerous. They come in three varieties, but those cannot be distinguished from one another. The good variety will cure 25 to 175 points of damage (this amount is determined randomly at the time you drink it). The neutral variety may cure up to 75 points, or hurt you for as much as 75 points. The bad variety takes away between 25 and 175 life points.

Poison is found in large jars. If you drink a jar of poison, you will lose 50 Life points. It is a much better idea to shoot a jar of poison, which will then release a cloud of poison gas in a 5-by-5 area. The gas will cause 3 points of damage to all monsters, except undead. Generators will not be affected. If you are caught in the cloud, you will take 20 points of damage. The cloud instantly dissipates.

Magic arrows come in quivers of 10. They are automatically shot (you cannot choose to use a normal arrow instead) until they are gone. Their effects are detailed under “The weapons”. You can have an unlimited number of magic arrows at a time.

Bombs

Bombs are quite useful. You can fit up to three bombs (and/or wands) in your backpack. A bomb may be launched at any time. It does damage in an area that varies according to its type. Normal bombs do damage in a 5-by-5 square. Strong bombs have a 7-by-7 area of effect, and super bombs do their damage in a 11-by-11 square! Prince Argonn takes no damage when he is within the area of effect of a bomb.

                 Bomb damage charts

Normal       Strong             Super-bomb

1 1 1 1 1  1 1 1 1 1 1 1  1 1 1 1 1 1 1 1 1 1 1
1 2 2 2 1  1 2 2 2 2 2 1  1 1 1 1 1 1 1 1 1 1 1
1 2 3 2 1  1 2 3 3 3 2 1  1 1 2 2 2 2 2 2 2 1 1
1 2 2 2 1  1 2 3 3 3 2 1  1 1 2 2 2 2 2 2 2 1 1
1 1 1 1 1  1 2 3 3 3 2 1  1 1 2 2 3 3 3 2 2 1 1
           1 2 2 2 2 2 1  1 1 2 2 3 3 3 2 2 1 1
           1 1 1 1 1 1 1  1 1 2 2 3 3 3 2 2 1 1
                          1 1 2 2 2 2 2 2 2 1 1
                          1 1 2 2 2 2 2 2 2 1 1
                          1 1 1 1 1 1 1 1 1 1 1
                          1 1 1 1 1 1 1 1 1 1 1

There are two other kinds of bombs. The Poison gas bomb creates a 5-by-5 cloud of poisonous gas. Any monsters susceptible to poison within the cloud will take 3 points of damage. If Prince Argonn is caught in the cloud, he suffers 20 points of damage.

The last type of bomb is the Earthquake bomb. Such a bomb affects a 5-by-5 area. Within this area, all monsters take 3 points of damage. In addition, all normal walls, damageable walls, or trapped walls become damaged walls; damaged walls become crumbling walls; crumbling walls, breakable walls, and fading walls disappear; pillars break; and any square that was an empty floor at the moment the bomb was used has a 20% chance of growing a crevasse. Earthquake bombs should thus be used carefully, as they may accidentally create obstacles.

Wands

There are 12 kinds of wands in Infinity Quest II. You can have as many as 3 wands (and/or bombs) at one time in your pack. Wands may be fired at any target square on the board (although some wands cannot be targeted into darkness). Once a wand is used, it vanishes.

Passwall wands may be used to obliterate any one wall square in sight (except sealing walls, see above). This includes pillars, phasing walls, and invisible walls.

Wall-making wands will create a normal wall on an empty floor square.

A Wand of Annihilation is the most potent wand of all: it can be used to destroy anything that occupies a single square—with the exception of the Void. Monsters, walls, gates, objects, whatever, will disappear and leave an empty floor behind.

Exit-making Wands create an exit on an empty floor square. Sometimes the only way out of a level may be to create your own exit.

Wands of Gating allow Prince Argonn to teleport anywhere on the visible screen, as long as it is to an empty square.

A Phase Wand may be used two different ways. First, if it is used on a phasing wall, it will change that wall’s phase. Out-of-phase walls will get into phase, in-phase walls will go out of phase. Second, if it is used on an empty floor, it creates an out-of-phase wall on that square.

Wands of Light are useful when the light is dim. A cast from the wand causes a 5-by-5 square region to be brightly illuminated; the illumination lasts indefinitely, until Prince Argonn exits the level.

Flame Wands create an explosion of flame in a 5-by-5 area. Any monster in the center square takes 2 points of damage, while monsters in the outer squares take 1 point. A monster immune to bombs will be immune to flame wands. All other objects are unaffected, except webs, which are cleared away instantly.

A Wand of Death is a fearsome device which brings forth a field of negative life energy. All monsters caught in the 5-by-5 area of effect will die, no matter what their Life points are. This includes Fire Mages, but it excludes undead, which do not suffer from the effects of the Wand. Thus, Ghosts (and their generators), Shades (and their generators), Deaths and Specters will not be affected by a Wand of Death. If Prince Argonn is caught within the area of effect of the wand, he will take 25 points of damage.

Wands of Webs, when they are used, fill the entire screen (a 6-square radius around Prince Argonn) with webs wherever there is an empty floor. It does not matter where the wand is targeted, the effect is always the same. The wand of webs is obviously a purely defensive object, but it can be quite helpful.

A Wand of Remote Action has many uses. Basically, it allows Prince Argonn to act upon objects without being next to them. If applicable, it automatically picks up an object as if Prince Argonn had walked upon it. It will unlock chests, doors, and portcullises (using up a key in the process, of course). It will also activate wall generators, magical barrier generators, metal door triggers and phase wall triggers from a distance.

Wands of Shielding are used to create a defensive ring around Prince Argonn. This ring consists of magical energy shields, which appear in the 8 squares that surround Prince Argonn, as long as these squares are empty floors. If a square is not empty, no energy shield will appear there. The energy shields block the passage of monsters as well as their shots, but they allow the passage of Prince Argonn’s arrows—and of Prince Argonn himself should he wish. Energy shields only last 12 turns, after which they vanish. If a wand of shielding is used while energy shields already exist, the old shields vanish and a new set of shields instantly appears. The target square chosen for a wand of shielding is irrelevant.