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AMIGA DUNGEON MASTER
======================
CHAMPION LIST
---------------
# NAME CLASSES EQUIPMENT STATISTICS
------------------------------------------------------------------------------
1 Iaido Apprentice Fighter Samurai Sword 43/55/40/35/45/50/48/65/11
Novice Priest Ghi, Trousers
------------------------------------------------------------------------------
2 Zed Novice Fighter & Priest Torch, Hosen 40/40/40/50/40/40/60/60/10
Novice Ninja & Wizard Pants, Mail
------------------------------------------------------------------------------
3 Elija Novice Fighter Robe, Sandals 42/40/42/36/53/40/60/58/22
Apprentice Priest Magic Box
------------------------------------------------------------------------------
4 Chani Novice Fighter Shirt, Sandals 37/47/57/37/47/37/47/67/20
Apprentice Wizard Moonstone
------------------------------------------------------------------------------
5 Hawk Novice Fighter Leather Pants 45/35/38/55/35/35/70/85/10
Apprentice Priest Leather Jerkin
Boots, 2 Arrows
------------------------------------------------------------------------------
6 Boris Novice Ninja Leather Pants 35/45/55/40/45/40/35/65/28
Apprentice Wizard Leather Boots
Rabbits Foot
------------------------------------------------------------------------------
7 Alex Apprentice Ninja Leather Pants 44/55/45/40/35/40/50/57/13
Novice Wizard Leather Jerkin
Boots, Sling
------------------------------------------------------------------------------
8 Nabi Apprentice Priest Staff, Tunic 41/36/45/45/55/55/55/65/15
Novice Wizard Pants, Sandals
------------------------------------------------------------------------------
9 Linflas Apprentice Fighter Elven Boots 45/45/47/35/50/35/65/50/12
Novice Wizard Elven Doublet
Elven Huke, Bow
------------------------------------------------------------------------------
10 Gando Novice Wizard Leather Boots 39/45/47/33/48/43/39/63/26
Apprentice Ninja Leather Jerkin
2 Poison Darts
------------------------------------------------------------------------------
11 Syra Novice Priest Elven Doublet 38/35/43/45/42/40/53/72/15
Apprentice Wizard Tabard, Apple
------------------------------------------------------------------------------
12 Halk Journeyman Fighter Berzerk Helm 55/43/30/46/38/48/90/75/00
Barbarian Hide
Club, Sandals
------------------------------------------------------------------------------
13 Daroou Apprentice Fighter 50/30/35/45/30/45/100/65/6
Neophyte Wizard
------------------------------------------------------------------------------
14 Wu Tse Novice Ninja Silk Shirt 38/35/53/45/47/40/45/47/20
Apprentice Priest Tabard, Sandals
3 Throwing Stars
------------------------------------------------------------------------------
15 Tiggy Novice Ninja Kirtle, Gunna 30/45/50/35/59/40/25/45/36
Apprentice Wizard Sandals, Wand
------------------------------------------------------------------------------
16 Leif Apprentice Fighter Leather Jerkin 46/40/39/50/45/45/75/70/7
Novice Priest Leather Pants
Leather Boots
------------------------------------------------------------------------------
17 Azizi Novice Fighter Barbarian Hide 47/48/42/45/30/35/61/77/7
Apprentice Ninja Hide Shield
Halter, Daggers
------------------------------------------------------------------------------
18 Stamm Journeyman Fighter Leather Pants 52/43/35/50/35/55/75/80/00
Suede Boots
Tunic, Axe
------------------------------------------------------------------------------
19 Mophus Journeyman Priest Sandals, Robe 42/35/40/48/40/45/55/55/19
Cheese, Bread
Apple
------------------------------------------------------------------------------
20 Wuuf Apprentice Ninja Leather Jerkin 33/57/45/40/35/40/40/50/30
Novice Priest Empty Flask
------------------------------------------------------------------------------
21 Leyla Journeyman Ninja Leather Pants 40/53/45/47/45/35/48/60/3
Leather Boots
Silk Shirt, Rope
------------------------------------------------------------------------------
22 Sonja Journeyman Fighter Gunna, Halter 54/45/39/49/40/40/65/70/2
Choker, Sword
Sandals
------------------------------------------------------------------------------
23 Hissssa Apprentice Fighter 58/48/35/35/43/55/80/61/5
Novice Ninja
------------------------------------------------------------------------------
24 Gothmog Journeyman Wizard Cloak of Night 40/43/48/34/50/59/60/55/18
------------------------------------------------------------------------------
NOTES:
Statistics are in the following form -
STRENGTH / DEXTERITY / WISDOM / VITALITY / ANTIMAGIC / ANTIFIRE / HEALTH
/ STAMINA /MANA
Resurrecting a champion keeps stats. Reincarnating may lower or raise stats.
CREATURE/ITEM LIST
AND HINTS
-LEVEL ONE-
(Hall Of Champions)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Water Flask Torch
Cheese
Corn
Apples (2)
Bread (2)
==============================================================================
No monsters are encountered on this level. You should choose your party
members carefully. A well-balanced party may get you farther than four of the
most powerful champions of the same type. Use this level to practice wielding
weapons and casting spells. It will give you an idea of which champions you
may wish to bring along on your adventure. If you have no idea who to take,
try these four: Zed, Tiggy, Azizi, and Wuuf.
Be sure to monitor your champions' stats, fatigue, and hunger on this level
as well. Notice how much food and water it takes to restore stats, and bed
down for a while to monitor stat regeneration. Food and water are plentiful
in the early dungeon levels, but become very scarce as you go on. Conserve!
Make a note on your map where you may have left food so that you can return
there in a pinch.
As you encounter monsters in the lower levels, be sure to have all of your
party members participate in battles. Your champions experience levels raise
in proportion to how much they accomplish or attempt. Plan team efforts
before battling.
Conserve torches.
Use light spells when possible, and store your torches away for those times
when MANA is important.
Scrolls themselves have no use, other than to provide guidance and
instructions. You may wish to use the scrolls as path markers.
On this level, fill your water flask(s) and find/store all food.
If one of your champions dies, be sure to pick up their bones and equipment
if possible.
Learn which champion can cast which spells. Eventually, you will notice
which spells/potions kill each type of monster easily.
Learn which weapons work best with which champions.
CREATURE/ITEM LIST
AND HINTS
-LEVEL TWO-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Apples (5) Daggers (2) Gold (6) Boots (2) Screamers
Drumstick Arrow Emerald Torch (6) Mummies
Cheese (2) Sword Topaz Pants (2)
Corn Stars (3) Iron Shirt
Falchon (2) Solid Flask (4)
Magic Box Key Of B Water Flask
Buckler Copper Coin
Chests (2)
==============================================================================
Screamers make for a good meal. Mummies are dangerous, and you must hit and
move in order to kill them this early on (keep in mind where you saw an altar).
A couple of things to note on battles....closed gates can be an asset, and
what is dangerous to your party is also dangerous to monsters.
Recover any thrown weapons after a battle. If some are missing, a monster
may have picked it up. Find and kill it.
Do not be stopped by closed/locked doors. Where there is a will, there is a
way. Sound is as important as sight, so turn up the volume!
On this level you will encounter two seemingly impenetrable barriers: a
door and a force field. They have a lot to do with each other, and one of them
can be violated.
CAST YOUR INFLUENCE - This is a two-part obstacle.
You must use two distinct aspects of your champions
abilities in the correct order; the first is a spell.
GENERAL NOTES: Save the game position to disk regularly, especially before
dangerous moves and after a tough portion of the game. If your
champion has not enough MANA to chant a spell in total, chant as
many syllables as possible and then sleep. When you awaken you
can chant the remainder of the spell.
You may pre-chant a spell for each champion and keep them at the
ready in case you run into some surprising situations. You
should also know by now that objects/weapons to be used must be
placed in right hand. Best use of chests is to store one type
of item together in each chest (food in one, clothing and armour
in another, etc).
CREATURE/ITEM LIST
AND HINTS
-LEVEL THREE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Bread (2) Chain Mail RA Key Water Flask Screamers
Drumstick (3) Arrow Pants Blue Meanies
Cheese (3) Helmet Torch (2) Rock Creatures
Sword Flask (2)
Boots
Compass
Chest (2)
------------------------------------------------------------------------------
MATRIX ROOM
------------------------------------------------------------------------------
Bread Sword Gold Robe
Cheese
------------------------------------------------------------------------------
CHAMBER OF THE GUARDIANS
------------------------------------------------------------------------------
Apple Chest
Drumstick (2) Gold Shirt
------------------------------------------------------------------------------
CREATURE CAVERN
------------------------------------------------------------------------------
Cheese Gold
------------------------------------------------------------------------------
ROOM OF THE GEM
------------------------------------------------------------------------------
Cheese (2) Sling Gold Blue Gem
Apple (2) Rabbit Foot
Drumstick (2)
Bread
------------------------------------------------------------------------------
THE VAULT
------------------------------------------------------------------------------
Bread Helmet Gold Pants
Silver Coin
Chest
------------------------------------------------------------------------------
TIME IS OF THE ESSENCE
------------------------------------------------------------------------------
Apple Gold Shirt
Drumstick
==============================================================================
VAULT - Don't horde -all- the money you find. Key word in the phrase is
'cast'. Remember other means of opening doors besides keys, buttons,
switches, or pads. Some things cannot simply be taken, but must
instead be 'exchanged'.
TIME - Hit and run 4 left, 2 forward. Recall one aspect of CAST YOUR INFLUENCE.
Trap door works just like other encountered, except the trigger might
not be where you expect it to be.
GUARDIANS - Following the chest is one way of acquiring it. Think about what
you do with a mirror and don't leave the immediate area without
using it.
MATRIX - Remember, walls are important to notice. Use object you found upon
entering this dungeon level or you may become a bit disoriented.
GEM - Pits are the pits, so lose some of your less important objects. Again,
watch the walls.
GENERAL NOTES: It is often helpful to find a small room close by when you need
to sleep; simply close the door and your party will be
sufficiently safe.
Many times you will move so quickly that you will pass right by
wall switches which open doors and secret panels.
Remember that running and closing a gate may be the ticket to
killing monster parties. Doors and gates closing on a being
will cause much damage.
CREATURE/ITEM LIST
AND HINTS
-LEVEL FOUR-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick (2) Rapier Gold Water Flask Rock Monsters
Cheese Horn Of Fear Flask (3) Screamers
Chain Mail Shirt Bees
Axe Pants Worms
Bow Gold Coin Ghosts
Helmet Hosen
==============================================================================
A second staircase is around somewhere which leads back to previous level.
There is a room here which contains Screamers. Open door, kill Screamers, get
food. Close door, re-open door and Screamers are there again. Nice food
supply.
Purple Worms are just as dangerous to you as that first mummy you encountered
in level two. Circle and hit them. Move, hit, move.
Be sure to examine aqueducts.
Don't take short cut the first time. Come back to it later.
If you find the 'prisoner' you will be near staircase leading down a level.
Heed the writing or you will have more work to do. As long as prisoner is
imprisoned, so are you.
Bow raises Ninja level very slowly. Best use it later when you find slayer
arrows.
Lock Picks are worthless.
CREATURE/ITEM LIST
AND HINTS
-LEVEL FIVE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Torch Screamers
Bees
Green Octopus
Skeletons
Flying Snakes
------------------------------------------------------------------------------
BLUE TRANSPORTER ROOM
------------------------------------------------------------------------------
Poison Dart (3) Mirror Of Dawn
VEN Potion Gold Coin
Helmet Blue Gem
------------------------------------------------------------------------------
BUTTON ROOM
------------------------------------------------------------------------------
Dagger Gem Of Ages
Leg Mail Ekkhard Cross
Mace Blue Gem
Hosen
Gold Coin
------------------------------------------------------------------------------
NEVER ENDING ROOM
------------------------------------------------------------------------------
Corn Staff Illumulit
Helmet Choker
------------------------------------------------------------------------------
PIT ROOM (and lower)
------------------------------------------------------------------------------
Drumstick (3) VEN Potion (2) Chest
DAIN Potion Blue Gem
KU Potion
Large Shield
==============================================================================
TRANSPORTER - R-R-180-L-180-R
BUTTON - Push 5 of them. Mark them to keep track.
NEVER END - Button. Go back and look for room.
PIT - Secret rooms, magic walls.
CREATURE/ITEM LIST
AND HINTS
-LEVEL SIX-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick (2) Vorpal Blade Solid Wizard Eyes
Magic Box Iron Skeletons
Helmet Bees
Yew Staff Flying Snakes
Large Shield
------------------------------------------------------------------------------
KING FILIUS' ROOM
------------------------------------------------------------------------------
Mail Akelton Iron
------------------------------------------------------------------------------
FLOOR PANEL ROOM
------------------------------------------------------------------------------
Magic Box Iron
------------------------------------------------------------------------------
KING MIDAS ROOM
------------------------------------------------------------------------------
Iron
------------------------------------------------------------------------------
I DON'T LIKE TO BE IGNORED ROOM
------------------------------------------------------------------------------
Drumstick VI Potion Iron Torch
ROS Potion
Magic Box
------------------------------------------------------------------------------
AFTER DOUBLE DOORS
------------------------------------------------------------------------------
Corn Arrows (2) Mirth Akelton
Drumstick Stars (2) Mirth Pants
Crossbow Torch
Magic Box (2)
Vorpal Blade
==============================================================================
RIDDLES - All have something to do with your inventory of objects. Think.
OTHER HINTS: Transport a heavy object. Throw dagger or shoot arrow; if it
returns try again, if not then turn corner....Surprise!
Magic box - Wall ring.
CREATURE/ITEM LIST
AND HINTS
-LEVEL SEVEN-
(RA Level - Tomb Of Firestaff)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
FireStaff RA Key Water Flask Rock Monster
Carbomite Turquoise Flask (4)
FUL Bomb Winged Key Torch
VEN Bomb Lock Picks
INQUISITOR Magnifier
------------------------------------------------------------------------------
ROOM #1
------------------------------------------------------------------------------
Sceptre Of Lyf Gem Of Ages
Illumulit
------------------------------------------------------------------------------
ROOM #2
------------------------------------------------------------------------------
DragonSpit SpeedBoots
------------------------------------------------------------------------------
ROOM #3
------------------------------------------------------------------------------
FreezeLife Crown
------------------------------------------------------------------------------
ROOM #4
------------------------------------------------------------------------------
Bolt Blade
Flaimbain Mail
==============================================================================
Keys are important on this level. Needed are 1 Master Key, 1 Ruby Key, and 4
RA Keys. RA Keys are found on levels 3, 7, 9, and 12.
CREATURE/ITEM LIST
AND HINTS
-LEVEL EIGHT-
(The Arena)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Apple Yew Staff Solid Chest (2) Ghosts
Cheese FUL Bomb (5) Ring Of Time Thieves
Potions (2) Rabbit Foot Skeletons
Staff Of Manar Torch Mummies
Mace Of Order Jewel Symar
Star Copper Coin
Magic Box
Delta
==============================================================================
On long hallway, take 26 steps, turn around, and wait until door opens.
Chasing Thieves will most times lead you to nastier monsters.
CREATURE/ITEM LIST
AND HINTS
-LEVEL NINE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Cheese (2) Storm Ring RA Key MAG Armadillos
Apple Robe
Torch
==============================================================================
CREATURE/ITEM LIST
AND HINTS
-LEVEL TEN-
(The Snake Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Corn (2) SpeedBow Skeleton Water Flask Scorpions
Cheese (2) HardCleave Key Of B Chest Skeletons
Bread (4) FUL Bomb Torch Wizard Eyes
Drumstick Armour Moonstone Amulet Thieves
Magnifier
==============================================================================
CREATURE/ITEM LIST
AND HINTS
-LEVEL ELEVEN-
(Clockwise Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick Mace Iron Chest (2) Bees
Sabre Cross (2) Copper Coin (4) Thieves
Staff Skeleton Water Creatures
Armour Of Lyte Blue Creatures
Mornigstar Mace
Fury
Diamond Sword
VEN Potion
FUL Bomb
Magic Defence
FootPlate
==============================================================================
Portions of this level are not mappable.
Beware poison traps.
POISON ROOM: Get sword, stay till cloud clears, kick trap, move back.
CLOCKWISE ROOM: Start at writings, move counter clockwise.
CREATURE/ITEM LIST
AND HINTS
-LEVEL TWELVE-
(Knight Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Corn (3) Health Potion Topaz Water Flask Knights
Apple (4) VEN Potion Emerald Speed Boots Octopus
Bread FUL Bomb Master Spiders
Cheese Armour Of Darc RA Key Crystal Ball
Drumstick Arrow Skeleton
Helmet of Lyte
==============================================================================
One of the Knights has a key you need. Spells do not affect him.
Some spiders proliferate more than others.
A distinct monster boundary is in place. Use it to your advantage.
CREATURE/ITEM LIST
AND HINTS
-LEVEL THIRTEEN-
(Black Lord Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
NONE Flamit Hellion Necklace Black Lord (Wizard)
Tar Pits
Gargoyles
==============================================================================
Have a fire extinguisher at the ready.
CREATURE/ITEM LIST
AND HINTS
-LEVEL FOURTEEN-
(DRAGON LEVEL)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
NONE Eye Of Time Plain Crown Dragon
Power Gem Various Gems
Crown
Silver Coins
Gold Coins
==============================================================================
TO KILL DRAGON: Lead him back to stairway you came down and attack him. When
you see fireball coming, go up stairs.
POWER GEM IN LOCKED ROOM: Rebirthing chamber, so save coins...only way in.
TO GET POWER GEM TO MERGE WITH FIRESTAFF: Use the Zokathra spell.
Dungeon Master Spell List
Compiled By Michael Stetter
Note: The power symbols are required for all spells. Power effects
the strength and duration of the spell. All potions require
a empty flask.
Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON
Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO
Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR
Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR
Power Elemental Form Class Caster Effect
-----------------------------------------------------------------------
1-6 1 P MON Potion (Stamina)
1-6 2 P VI Potion (Healing)
1-6 4 W Light
1-6 6 W Open Button Doors
1-6 1 4 P Spell Shield
1-6 1 5 P YA Potion (Protection)
1-6 2 5 P BRO Potion (Cures Poison)
1-6 3 1 P Poison Potion
1-6 4 4 W Fireball
1-6 5 1 W Poison Cloud
1-6 5 2 W Weaken Non-Material Beings
1-6 1 5 2 P Magic Footprints
1-6 1 5 3 P DANE Potion (Wisdom)
1-6 1 5 4 P NETA Potion (Vitality)
1-6 3 2 5 P Look Through Solid Objects
1-6 3 3 5 W Lightning Bolt
1-6 3 3 6 P Monster Confusion
1-6 3 4 5 W Light
1-6 3 5 2 P ROS Potion (Dexterity)
1-6 4 5 1 P KU Potion (Strength)
1-6 4 5 4 P Fire Shield
1-6 5 4 6 W Darkness
1-6 6 3 5 W ZOKATHRA Spell
1-6 6 5 5 P EE Potion (Mana)
-----------------------------------------------------------------------
Attack Spells 1. Poison Cloud OH + YA
2. Ghost Killer DES + EW
3. Fireball FUL + IR
4. Lightning OH + KATH + RA
5. Poison Potion (VEN bomb) ZO + VEN
6. Cast a Poison Cloud OH + VEN
7. Poison Spell DES + VEN
Defence Spells 1. Shield Spell YA + BRO
2. Fire Shield FUL + BRO + NETA
3. Magical Group Shield YA + IR
Potions 1. Stamina YA
2. Health VI
3. Increased Mana ZO + BRO + RA
4. Strength * FUL + BRO + KU
5. Dexterity * OH + BRO + ROS
6. Wisdom * YA + BRO + DAIN
7. Vitality * YA + BRO + NETA
8. To Cure Poison VI + BRO
9. To Heal Wounds VI
General Spells 1. Open Door ZO
2. Light Spell FUL
3. Longer Light OH + IR + RA
4. Footprints YA + BRO + ROS
5. Darkness DES + IR + SAR
6. Long Lasting Darkness DES + IR + RA
Some Others 1. Magical Sight OH + EW + RA
2. Hides From Monsters OH + EW +SAR
3. Frees Power Gems ZO + KATH + RA
4. Leaves A Trail of
Poisonous Footprints YA + BRE + ROS
5. Zokathra Spell ZO + RATH + KA
Spells Marked with an * are temporary.
Most of the Potion Spells need an empty flask.
CONDENSED MAD MANS RAMBLINGS
------------------------------
In Dungeon Master there are a few secrets..If you want to play without
cheating stop right here..DO NOT READ ANY FARTHER.
Level One
-----------
All 24 characters exist here frozen in pictures. By clicking on one the
inventory will be displayed along with the option to resurrect or
reincarnate.
Resurrecting a character will return him / her to life exactly as
before death, retaining all attributes.
Reincarnating a character will return him / her to life, but
without previous attributes.
A few items are to be found before going to level 2.
Level Two
-----------
Items to be found: 3 Falchions 2 Daggers
1 Arrow 3 Throwing stars
2 Small rocks 1 Buckler shield
2 Blue magic boxes 1 Copper coin
4 Torches 5 Flasks
2 Chests 2 YA potions
1 Elven doublet 2 Pairs of leather boots
1 Pair of leather 1 Pair of Ghi trousers
trousers
Numerous keys.
`SMALL DETAILS CAN HIDE GREAT REWARDS' - Press button on the wall
for a Falchion.
Two pressure pads in room with gate - step on first pad, then step
right, two forward, one left,and out.
Large room with gate and 9 pressure pads - forward 3 steps, back
one, forward 2 steps, back 1, forward and out.
Pressure pad with rock laying nearby - place rock on pad to open
gate.
`STEP INSIDE, TAKE A RIDE' - step into transporter and search the
floor.
Pressure pad and tap door - place an item on the pad t close the
pit.
Pressure pad with writing on wall - it says nothing useful,
continue.
Large room with pressure pad and green button wall - press button
to open gate and step around pad to leave.
Blue transporter and open pit - place an item on floor to close the
pit and search the floor.
Wooden door closes as you approach - wall says "None shall pass" -
simply chop door with a sword to get a chest.
"THIS FOUNTAIN ACCEPTS ONE WISH' - Put a coin in fountain to open
door.
Unopenable gate with sword behind - continue around corner and
throw switch on wall. Go back to find gate open and throw switch to open
secret room in place you've just come from.
Level Three
-------------
Items to be found: Sword Sabre
Sling Numerous small rocks for sling
5 Arrows Wooden shield
Wand 2 Bezerker helms
Blue magic box Rabbit's foot
Blue gem Ra Key
2 Flasks 3 Chests
Mirror of dawn Compass
Numerous coins Mail Aketon
Suede boots 2 Leather pants
Elen huke 2 Fine robes
On entering level three, take 8 paces forwards, button on left wall
opens secret passage. A fast run is required to get through transporter.
`CHOOSE YOUR DOOR, CHOOSE YOUR FATE' - six cryptic rooms. One
golden key is to be looked for in each room.
The Matrix. Enter room, 2 steps right, 6 steps forward, turn left,
4 steps forward, turn right, press button in alcove, proceed the way you
were going to find a secret room.
Time is of the Essence: Blue button on the wall. `Hit and Run'.
Press button and quickly move 4 steps left, one forwards to get through
wall.
Blue button and open pit - press button and turn quickly to see a
transporter, throw a fairly heavy item into it to hut pit.
Second blue button and pit - Press button and immediately take 2
paces back while pit is shut (this pit can be opened for your exit by a
blue button further in).
Creature Cavern: Fight your way through the monsters to the gold
key.
Chambers of the Guardian: The last of the seven rooms contains a
chest. Press the blue button and a transporter moves the chest to another
room, repeat this until the chest appears outside the last room. Use
mirror of dawn to open secret room half way along corridor.
The Vault: `You must pay for your entrance' - 2 gold coins. `Cast
your influence, cast your might' - ZO spell to open door, then throw an
item onto pad to close pit.
Take silver coin and replace it with something to keep the door
open, use the silver coin to open the next door.
Open chest and use coins to open secret room on your right, enter
room and press button to open secret room back the way you came.
Room of Gem: Place an object on the pad to close pit. Blue button
opens gate and also open the pit behind you. Turn around and throw object
back onto pad.
Find secret button at end of passages. Press to open a secret room
and retrieve the gem. You can now return to the entrance and open the
door by placing gem in slot provided.
When all rooms have been completed you will have 6 gold keys, use
them to leave the level. Just before the stairs, to leave the level, you
will find a wooden door which can be opened by one of the gold keys. In
the room are some useful objects and a button on the wall. Press the
button to open a secret room a few paces back down the corridor.
Level Four
------------
Items to be found: Numerous coins Axe
Rapier Bow
Teo wand Hosen
Leg mail Elven boots
Leather pants Leather jerkin
Small shield Bassinet
2 Small rocks Blue magic box
3 Flasks Water bottle
(It is what it says in the texts --> ) Neta potion
Horn of fear
`DON'T LET A CLOSED DOOR STOP YOU' - Chop down with axe.
Coin slot in wall turn on blue haze, use unknown.
`SHORT CUT' and key hole - Use gold key to turn on transporter.
Step in and appear further on.
`THIS IS MY PRISONER, LET HIM SUFFER' - Throw something to kill the
prisoner, it opens your exit at the end of the level.
Chop closed door.
Level Five
------------
Items to be found: Mace 3 Poison darts
Dagger Staff of claws
Large shield 2 Helmets
Casque 'n' coif Mail Aketon
Hosen Leg mail
Choker Illumulet
Mirror of dawn Rabbit's foot
Ekhard cross 4 VEN potions
Gem of ages 3 Blue gems
DANE potions KU potion
chest FUL bomb
Blue magic box
The first turn on this level takes you into a large room containing
four doors, these are the treasure stores. Working anti-clockwise as you
enter the room:
First door: This room is full of transporters. Step into this room
and move in the following order: right, back, forward, left, right, back.
Keep an eye on the floor as you do this.
OPen pit: behind you is a lever to close pit.
Second door: Smaller of two rooms. Button in wall door. Larger of
two rooms. Buttons around the wall reveal more buttons until correct
combination is achieved and secret panel opens.
Third door: On entering the large room, turn right and walk into
corner where you will find a button. Press and walk back past the
entrance to the other corner. Turn right and walk to the next corner.
Turn right and walk until you find passage on left. Forget walking
straight across room as it ever becomes never ending.
Fourth Door: There are two passages on the other side of pits. The
one on the left cannot be accessed until level six. The one on the right
is reached by making your way through the pits on the right. A number of
attempts may be needed before the pits close in the correct order.
When all rooms have been explored, return to the starting corridor,
a few paces down where you will find a stair case. Climb and press button
to open wall to a corridor on level 4.
Level Six
-----------
Items to be found: Large shield Casque 'n' coif
Mail Aketon Torso plate
Mitheral Aketon Mitheral mail
Torches Crossbow
2 Throwing stars 2 Vorpal plate
3 Slayers 2 Green magic boxes
Blue magic box UNVEN potion
VEN potion Yew staff
Water flask
`I AM ALL, I AM NONE' - nothing.
`HARD AS ROCKS, BLUE AS SKY. TWINKLE IN A WOMAN'S EYE' - Blue Gem.
`I ARCH YET I HAVE NO BACK' - Bow
`A GOLDEN HEAD ANDY YET NO BODY' - Gold coin.
Room with pit and gate that closes as you try to get to it - throw
lever on right wall to turn on transporter, place an object in the
transporter to open gate. Step into transporter to retrieve object, green
button closes pit.
`THE GRAVE OF KING FILIUS' - Press 4 buttons around wall until
correct combination is found. This opens a secret panel.
`THE GRAVE OF KING MILIAS' - Place a gold coin in hole in the wall
to open secret room.
`IF YOU WANT TO STAY ALIVE YOU'D BETTER TURN AND RUN' - Right hand
corridor: On left wall soon after entering room is a button. Press this to
open a secret room on far left. In this other room is another button which
opens a room near the exit.
There is also a room which open when you step on a pressure pad and
closes when you step off. No amount of weight seems to keep the door
open.
Left hand corridor: After passing through the gate you will find a
door on the left. Nearly opposite is a metal ring set in the wall, press
this to open a secret passage. Towards the end of the passage is another
secret passage opened with a button on the wall.
Stuck between two gates with a blue haze turning on and off - cast
a spell to open the gate then take off armour to move faster and run through
the haze.
`TEST YOUR STRENGTH' - throw an item down corridor to open a gate
further on.
As you travel along you will find a room on your right with a
staircase leading up. This is the way to the restricted area on level 5 in
the pit room.
Do not enter the transporter saying "Ha Ha Ha", you will end up
back on level 5.
Towards the end of the level is a passage with a lever at one end
and a gate and transporter at the other. Ignore the transporter - it only
takes you to an earlier part of the level. To enter the room you must throw
the lever and move quickly to the gate and enter before it closes.
Level Seven
-------------
Items to be found: The firestaff Bolt blade
Flamebain Crown of Nerra
The Inquisitor FUL bomb
VEN potion Sceptre of lyf
Gem of Ages Illumulet
Dragon spit Boots of speed
2 Green magic boxes 4 Flasks
Water flask Orange gem
Corbamite Magnifier
Torch Ra Key
Winged key Turquoise key
Although all the following information guides you through level 7,
on first entering the level you can only open one gate (with a Ra key).
The other three Ra keys and other keys must be obtained from lower levels.
`THE TOMB OF THE FIRESTAFF' - after passing through the first 3
doors that require Ra keys, you ill come across 4 rooms on the right. Only
one of these can be opened with the turquoise key that you will find on this
level. A lift of items to be found within these rooms was given in an
earlier part of this guide (I hope, I only copied this document from the
beginning of `CONDENSED MAD MAN'S RAMBLINGS' Part One).
`DANGER, ENTER WITH CAUTION' - First you will find alcoves that may
prove rewarding. As you turn right along a corridor with short passages on
the right, a button will be found on the left wall (three and a half
passages along). Press this button to open a passage on your return
journey.
In the room at the end of corridor will be found a Turquoise key
under some ashes. To the left is a button that opens a passage at the end
of which are some scrolls and a Ra key.
On your alcove to the room with the alcoves you will find a passage
has opened in front of you. Enter, turn right, left and seven paces
forward to find a button on your left. Press the button and walk back the
way you came to find the winged key has been revealed. Travel down the
corridor, it is a direct route to level 13. Open pan and return.
Return to the `DANGER, ENTER WITH CAUTION' door. Opposite is
another corridor at the end of which are some very useful items. Leave
this corridor and open the door on your left with the Ra key. Walk along
this corridor for some distance taking many turns to find the Ra key.
Don't hang around when you find the firestaff You now need the Power Gem
from level 14.
Ruby key opens `ENTER WITH CAUTION' door.
Master key opens door to retrieve Firestaff.
Level Eight
--------------
Items to be found: Delta Rabbit's foot
4 FUL bombs 2 Chests
Mac of Order Staff of Manar
Yew staff Throwing star
Green magic box Jewel symal
Torch Copper coin
Level 8 consists of a very large room with a number of secret
passages, also numerous pits.
Around the wall you will find a short corridor with a chest and two
holes in the wall. The holes fire fireballs which pass through various
blue hazes and travel around the room. At the start of this passage you
will find a button on the wall. Press it to open a secret panel behind the
blue haze on your right. Press the green button behind this panel to
switch off the haze and thus stop the fireball from hitting you as you
search this level. If you stand with your back to the fireballs and walk
forwards you come to the end of the wall. Step around this to the other
side and take a further 10 steps forwards to find a key in front of you.
One of the buttons around the wall will reveal a series of passages
culminating in what seems to be an endless passage. In effect you are
being transported back to the start of the passage. Stand with your back
to the beginning and take 26 paces forwards, then turn right and wait for a
moment for a panel to open. You will find a gate behind which is a button
on the left wall. Press to open a secret room.
One passage you will find will end in a gate (you should have a
solid key on you to open it). At the end of the passage you will find a
skull on the wall. Use the skeleton key that you found in the chest to
open a secret panel. You will find a number of these in the levels to
come. Always open them to reveal access to the master staircase which
begins on level 8 and finishes on level 14., opening on all the levels in
between.
If you drop down one of the pits in the room you will find a series
of corridors. Search them to find another pit at the bottom of which is a
Yew staff.
Level Nine
------------
Items to be found: Storm ring Pendant feral
Green magic box Blue magic box
Rope 2 Chests
Corbamite Flask
2 Torches Skeleton key
Green gem
`WHEN IS A ROCK NOT A ROCK' - Take one step left and walk through
the wall. It is a good idea to mark this place in case you need to return
in a hurry. Turning left will bring you into a gated room. Search for a
button to open a secret room.
A short distance after you pass the wall you can walk through, on
your right, is an invisibly field which turns you through 180°. This can
be confusing, so don't rush.
After passing through a gate, keep to the left while searching for
a button to open a secret room.
The next gate you come to will lead to some downward stairs, ignore
these, there is nothing in the room below.
You will find an unopenable gate with a chest beyond and a lever on
the right. The lever opens a pit dropping the chest into a room below
(mentioned earlier). With the pit closed, explore the passage to your
right to find an upward staircase. Go up and you will find a pit to your
right which will will drop you behind the gate. Search for a button before
dropping down the pit.
`WHAT IS UNDER FOOT IS SOON OVERHEAD' - the passage ahead has 3
floor buttons on each side. As you step on each, a fireball is fired at
you. You must place an item on each floor button moving away quickly to
avoid being hit (this only needs to be done on one side).
Two exits are found on the other side of the floor buttons. The
left hand one takes you through a series of passages and rooms at the end
of which you will find a button to open a secret room.
`LIGHTER THAN A FEATHER' - Corbamite weighs nothing, use it to open
the gate by placing it in the alcove.
The last gated room on this level contains an important item.
Level Ten
-----------
Items to be found: 2 keys of B Hard cleave
Shield of Lyte Armet
FUL Bombs Speed bow
Water flask Moonstone
Boots of speed Torso plate
Leg plate Foot plate
Magnifier
`BEWARE OF MY TWISTED HUMOUR, THE DECEIVER, THE SNAKE' - you must
snake your way through the pillars, going first to the extreme left, the
right, left, and right again, to find an opening on your left. Which ever
passage you use the key of B to open, they both end up at the same point.
Check the items dropped by anything you kill, to find a second key of B to
get you out.
`ZOOOOOM' - as you step on the first pad you will be moved around
the room until you successfully step off into the passage on the other
side. Precise timing is required to get off the moving pads. Halfway
round the room you will find a blue haze with a space beside it. If you
decide to enter this space, be careful, as the haze will transport you to
the very beginning of the level.
The next gate you come to opens into a large irregularly shaped
room. If you press the button just after the gate you will release
monsters that are held in fields around the room. If you walk straight
ahead of you, you will come to monsters guarding a button to open a short
secret passage to the right.
As you leave this room, the fields containing the monsters will be
turned off releasing them. As you travel along the corridor you will find
a gated room on the left, enter and search for a button to open a secret
panel. This room may be transported back to a later stage.
A monster will drop a skeleton key when killed in the passages to
come, so look out for it.
Two secret rooms are to be found in the following corridors so
check in the following corridors so check the walls and back track to find
the rooms after pressing buttons which have no obvious immediate effect.
You will soon come to two gates almost side by side, these should
be closed to allow you time to plan ahead, and when threatened, to run back
and fight from.
Further along the passage you will find another two gates a little
further apart than the previous two, they should be closed as before.
A room will be found with a brown button on the wall, this button
transports you back to the room mentioned earlier. This could be useful if
trapped by some pursuing monsters.
Level Eleven
--------------
Items to be found: Fury Diamond edge
2 Poison darts Staff
Sabre Morning star
Boots of speed Foot plate
Plate of Lyte Greave of Lyte
Poleyn of Lyte VEN potion
2 FUL bombs 2 Green magic boxes
Skeleton key 2 Cross keys
Ruby key Chest
As you enter this level you will be confronted with a rectangular
passage room. There are four of these rooms and an invisible transporter
moves you between them. Figure 1 shows transporters (T), a staircase (S),
a gate (G), and a chest (C). W marks the location of the secret panel
Figure 1.
---------
1. +-------------+ 2. +------------------+
| | | |
+---+ ------- | | ------------ T |
| S T | | |
+-----------------+ +------------------+
3. +------------------+ 4. +-------------+
| | | T |
| T ------------ | +---+ ------- |
| | W C G |
+------------------+ +-----------------+
which is your key out. As you move around the rooms you must find a key to
open the gate in room number 4. This gate will not open immediately, step
back and wait for a moment. Open the chest and take out the key. This
must be turned in the keyhole on the wall of one of the rooms to open the
panel and allow you out.
When you finally escape the rooms, go down the corridor to the
right and through the gate. You are in the passage with many holes in the
wall. Go to the end of the passage, you will find a useful item. When you
pick up this item the corridor will fill with poison gas. Have plenty of
VI options handy and wait until the gas has gone while drinking the porions
to stay alive. Once you have survived the gas, regain your strength
because the next step forwards will release gas further along and fire 2
poison darts at you. Two more, more gas. Be patient, let all the gas
clear and you will survive this puzzle.
Search the next gated room to find a handy weapon.
As you search further you will come to a short passage just around
a right turn with another short passage behind you on your left. Step back
around the corner and wait a moment for the panel to open. You will find a
button on the right wall where the panel was. Press to reveal skeleton
key.
You will come to a gate behind which are three gates. On the floor
is a Cross key to open only one of them, they all lead to the same place.
You need to find copper coins in the passages to use later on. The centre
door is probably the easiest to get through. Search carefully for those
copper coins. When you have emerged from your chosen passage, find the
exit gate (far right). Search carefully in the corridors to come, for a
butt to open a secret room.
Later you will come to double gates. Beyond these is a left turn
leading to a gate after which you can use your skeleton key.
`ENLARGE MY VIEW' - Use the magnifier to open a secret panel, step
on the pad to find the ruby key.
Figure 2.
---------
+----------------------------------------------------
|
|
|
| +------------------------------------
| |
| |
| | 1
| +-----------------------------------+
| |
7 | | 2
| |
| |
| |
| |
6 | | 3
| |
+---------------------------------------------------+
5 4
At the end of the passage with the double gates is a room with 7
coin slots in the wall. Copper coins will open wall alcoves containing
useful items (listed below).
See figure 2.
1) VEN potion
2) FUL bomb
3) Green magic box, FUL bomb
4) 2 Copper coins
5) Cross key
6) Chest of food
7) Green magic box
Open number 4 first to reveal more copper coins. If you don't have
enough coins for all the slots, open 5, take the cross key and walk all the
way back to the start of the three gates where you first used a cross key,
and explore another passage for more copper coins.
Level Twelve
--------------
Items to be found: Greave of Darc Shield of Darc
Plate of Darc Poleyn of Darc
Helm of Darc Helm of Lyte
Morning star Slayer
Snake staff 2 FUL bombs
VEN potion Boots of speed
Torch Master key
Emerald key Topaz key
Skeleton key
At the end of the first corridor is a large room. Tow paces right
into room are a series of pits opened and closed by the pressure pad you
just stepped on. You can see a broken black line when the pit is open.
Taking the right hand exit from the pit room you pass a gate
requiring a key to open. Keep to the left and enter a small room, press
the large button found here on the left in an alcove and return to the pit
room. Now take the other exit, ignore the gate on the right and enter
another larger room. In the middle of this room is a small room with a key
in it. Take the key and return to the room you passed which required a key
(mentioned earlier). After this door has been opened, the monster within
must be killed to make it drop a key, dropping it down a pit in the other
room is advised. You must then climb down to retrieve the key. Use the
rope to get down, if you picked it up on an earlier level, if not, you will
have to drop down.
Level Fourteen
----------------
Items to be found: Square key Eye of time
Calista Numerous coins
Blue gems Green gem
Use the winged key to gain access to the Dragon level. This is
aptly named as it is guarded by only one dragon, which is the most
resilient monster you will ever encounter.
Travel along the corridor until you find a lever on the wall - this
opens a panel to the main room where you will find the dragon, to be
careful!
Just as you enter the room you will find a pile of ashes under
which is the square key. Carefully move to the left of the room where you
will find the door to open with the key. Near the door are scattered a
number of items, one of which (the eye of time) could prove extremely
useful. Pass through the door. in front of you is a power gem, encased in
a field which must be broken. Use a ZO KATH RA spell to get the gem.
When the gem is free, hold the firestaff up and click the mouse to join the
two. You now have the most powerful weapon to be found within the dungeon.
The door on your left is opened by placing a silver coin in the
slot provided - there is a coin on the floor to the left of the door. This
room only contains an alter of rebirth but is very useful for evading the
dragon.
You will find that the staircase you entered down is now closed.
You must go to the staircase at the opposite end of the dragon room, this
will take you to level 13.
Level Thirteen
----------------
Items to be found: The Hellion flamitt
You are now near the end of your quest. You must get rid of the
demons first. The passage you walk along cannot be entered by any
creatures, including Lord Chaos. You can use magic at range. The fire
elements can be done away with by repeated fusing with the Firestaff.
The best pace to take on Lord Chaos is in the room on the far left.
If you succeed you will be rewarded with an impressive show.
What kills the Creatures: As you get stronger in your wizard skills you will
be able to make stronger version of the same spell
as the creatures show up they each take a stronger
version of the same potion and it may take more than
one to kill it.
Mummies........Weapons at first when you wizard skills are stronger Fireballs
Screamers......Weapons..Poison clouds..Fireballs
Blue meanies...with/Clubs..Fireballs..Weapons
Rock creature..Poison clouds
Bees...........Fireballs
Worms..........Fireballs(level 4)..Poison cloud
Ghosts.........Vorpal blade..Yew staffs..staff of Manar..non material
being spell
Green octopus..Fireballs
Flying snakes..Fireballs
Skeletons......Fireballs
Wizard eyes....Fireballs
Rock Men.......Catch them in a door and then use your weapons
Thieves....... Fireballs..when you chase after them beware they will
always lead you to a larger enemy
Rats...........Fireballs
Armadillos.....Fireballs
Trolls.........Fireballs
Scorpions......Fireballs (lots of them)
Knights........Doors and Fighting skills
Floating Oct...Vorpal blade..non material spell
Spiders........Fireballs
Tarpits........Fireballs
Gargoyles......Fireballs
Wizard.........Firestaff after being merged with power gem
SPECIAL STUFF AND POWER CHARTS
--------------------------------
MAGICAL AND SPECIAL ITEMS
---------------------------
AMULETS
---------
Amulet of Duga - Causes magical earthquakes
Ekkhard Cross - P for wizards
Pendant Feral - Increases agility and wisdom (originally Wuuf's)
Spirit Eye - Protection from magic
Hellion - Combines magic, physik, and energy interchangeably into
any form.
RINGS
-------
Stormring - Propels lightning bolts
Eye Of Time - Stops time for all but those specifidexterity
Powertower - Leg braces which increase strength
Flamit - Gauntlet which casts flames
Speedboots - Enhances speed of the wearer
ARMOUR
--------
Armour Of Darc - Possibly the strongest armour in these worlds
Armour Of Lyte - Better and lighter than plate mail
Dexhelm - Increases wearer weapons
WEAPONS
---------
Bolt Blade - Lightning sword
Delta Sword - Thrusting weapon
Diamond Edge - Great against armour
Hardcleave - Finest battle-axe (capable of berserk attacks)
The Inquisitor - One of the finest weapons in the world (adds MANA too)
Vorpal Blades - For ethereal beings (possibly only usable by magic users)
Nerra - Provides special abilities
OTHER ITEMS
-------------
Horn Of Fear - Blowing it might instill fear in enemy.
Magnifier - Provides light/fire
Mirror Of Dawn - Good against the ethereal beings, and for some magic walls
Fluxcage + Invoke
- Invoke produces varying strengths of Fireball, poison bolt
& Spirit bolt (DES EW)
STAFFS AND WANDS
------------------
The Conduit - Creates storms and gives wielder ability to see through walls
Yew Staff - A twin staff of Manar (?)
Firestaff - +1 to all levels & Brandish, Spellshield, & Fireshield.
" + Powergem - +2 to all levels & Fuse.
ORDER OF STRENGTH AND POWER
-----------------------------
DAGGER CLOTHING METAL HELMET LEATHER BOOTS HIDE SHIELD
CLUB BUCKLER
SMALL MACE PLATE MAIL BASINET FOOTPLATE SMALL SHIELD
SWORD LARGE SHIELD
RAPIER
SAMURAI SWORD
SABRE
MORINGSTAR
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
To advance Ninjas a level, stand in a hall and throw all your weapons, then
get them and repeat.
This also works with magic and Fighter levels: Cast a spell at the air, or
slash and bash until you gain a
level.
There is nothing wrong with equipping your characters with cursed armour (so
says the person who wrote into the magazine).
This will cause you to have incredibly fewer injuries from the enemy.
Apparently this is why the enemy knights have such a low armour class.
_______________________________________________________________________________