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- MUMMIES
-
- Not too bad to deal with, just be wary with low level characters.
-
- Combat with weapons and magic.
-
- SCREAMERS
-
- Practice your Ninja skills on these creatures as they are quite harmless.
- The flesh of the screamer is edible.
-
- OGRE
-
- Same as with the Mummies but be even more wary as they can kill quite quickly
- with those wooden clubs.
-
- ROCK MONSTER (Poisonous)
-
- Covered in debris found around the dungeon, Rock Monsters can soak up quite
- a lot of damage. A few fireballs soon take care of them especially if you
- let them attack you and get a quick fireball to the soft undersides. Prepare
- some anti-venom potions beforehand.
-
- PURPLE WORMS (Poisonous)
-
- Weapons and magic are used against these vicious monsters. The best way to
- deal with them is to attack, then side step and turn to face them, continuing
- in a square motion and constantly moving. Be careful of being trapped between
- two lots of worms as they are generated behind you as you progress through
- the level. The meat is very tasty (though not very nutritious).
-
- GHOSTS
-
- Magic (DES EW) and the Vorpal Blade are the only defences against ghosts.
- Closed doors won't protect you against them as they are non-material.
-
- GIANT WASPS (Poisonous)
-
- Very fast and very nasty. A poison cloud (OH VEN) soon puts paid to their
- antics. Count the Wasps and use the next power symbol up (4 wasps - use the
- fifth power symbol to start the spell).
-
- SLIME CREATURE (Poisonous)
-
- Not all that fast and not too dangerous either. A combination of weaponry and
- fire balls soon settles their hash.
-
- FLYING SNAKE (Poisonous)
-
- Nearly (but not quite) as bad as a Giant Wasp. Prepare some anti-ven potions
- and loads of VI potions. The one that is released from the small room is
- particularly powerful... and it also has you trapped!
-
- SKELETON
-
- Armed with Falchions and Wooden Shields, a group of Skeletons will sometimes
- give you a good run for your money. Straight combat usually deals with them.
-
- BEHOLDER
-
- The Beholder mainly uses magic to attack you. It can cast a ZO spell so it's
- no use hiding behind doors. Their favourite weapon is a lightning bolt so
- just return the complement with an OH KATH RA spell or two (or five).
-
- PIXIE
-
- These little fellows are more of a nuisance than a danger. They steal items
- from the champion's "ready" hand. A quick blow to the skull or a low level
- fire ball takes care of them.
-
- GIANT RATS
-
- It is best to deal with these vermin with high level fire balls as they can
- make short work of your lower level champions. When killed they leave behind
- nutritious drumsticks.
-
- MINI DINOSAUR
-
- A rare inhabitant of the dungeon, the Mini Dinosaur can take its fair share
- of punishment. They are cumbersome creatures and are quite easy to deal with.
-
- LITTLE MAGE
-
- The Mage as an annoying habit of disappearing when attacked. They are quite
- skilled in magic but not very hardy chaps and don't take much to kill. They
- are always in possession of useful items which are dropped when they die.
-
- GIANT SCORPIONS (Poisonous)
-
- These can take a heck of a beating and give one out as well! Fire balls,
- combat and an escape route are the order of the day here.
-
- WATER ELEMENTAL
-
- Very slow moving, the Water Elemental is at it's most vunerable when it rises
- from the floor to attack. As they are non-material, use the same weapons and
- magic used to combat ghosts.
-
- ETHEREAL TRIFFID
-
- The Triffid can fade from existence as well as being a solid creature. Use
- DES EW and the Vorpal Blade in the ghostly form, combat and fire balls when
- they are solid.
-
- GIANT SPIDER
-
- A few high level fire balls and a bit of combat is usually all that is needed
- to sort these creatures out. The Morning Star is reputedly the best weapon to
- use against them.
-
- CHAOS KNIGHT
-
- Carrying a couple of swords and covered from head to foot with plate armour,
- the Chaos Knight makes a formidable foe. Find yourself a door to hide behind
- because you are going to need plenty of sleep to rebuild your health, stamina
- and mana. Plenty of fireballs and lots of combat will eventually defeat them.
- Don't bother with the armour or swords as they are cursed.
-
- FIRE ELEMENTAL
-
- The Fire Elemental is non-material and can be dealt with in the usual manner.
- The only problem is most of them can relight themselves!
-
- FIRE DEMON
-
- These creatures attack with fire balls and also use their whip-like tendrils
- for close quarters fighting. He who lives by the fire ball shall die by the
- fire ball (in other words, give as good as you get)!
-
- DRAGON
-
- By far the toughest beast in the dungeon, the Dragon is going to take a while
- to kill. Take a good rest and make sure all your champions can recite the
- most powerful fire ball spell before going into combat. Use the pillars in
- the middle of the floor for protection and as soon as you run out of mana,
- have a quick go with weapons (always good for morale!) and run back upstairs.
- Repeat this procedure until the Dragon is defeated, then feast on ready roast
- Dragon steaks!
-
- STONE GOLEM
-
- Very tough but very slow, the Golem can absorb a lot of fire balls and combat
- before defeat. Luckily, there are only a few in the dungeon.
-
- DARK LORD
-
- This gentleman is waiting at the entrance of the dungeon (on level one) to
- take possession of the Firestaff.
-
- LORD CHAOS
-
- The only way to defeat Chaos is to trap him in a fluxcage and fuse him. This
- can only be carried out with the Firestaff and Powergem combined. Go to the
- small room in the corner, shut the doors and sooner or later he will come to
- you.
-
-
- GENERAL TIPS
-
- Any living (i.e. not non-material) creature can be persuaded to move with a
- good dose of poison cloud. If you are trapped in a dead end, just cast a few
- poison clouds until the creature moves out of the way.
-
- Stand in front of a door and wait for the creature to move under it. When it
- does, press the button and the door will repeatedly hit it on the head. Stay
- where you are until the creature is dead or moves back, allowing the door to
- shut.
-