home *** CD-ROM | disk | FTP | other *** search
- Dungeon Master II: The Legend Of Skullkeep - Complete Solution
-
- The Hall Of Heroes and Champion Selection
- As usual in multi-character adventures, it's a case of that old chestnut about opting
- for balanced parties, with at least one of each of the four character classes being
- represented. Magic is very important in Dungeon Master II and it's useful to have
- specialist Priests and Wizards, but don't neglect the beefy Conan-style bruisers
- because you'll need some raw muscle power too. If you can get away with having
- two main spellcasters supported by a third back-up magic user, then you're quids
- in. Of course part of the attraction of RPGs is choosing your own unique party,
- but just for reference (and this is by no means the definitive group) we chose
- Graen Ozbor (a serious Wizard mana-wise and useful multi-classer), Seri
- Flamehair (groovy Priest and Wizard combo) and Bane Blade Cleaver (crazy
- name, crazy guy) to accompany the all-round skills of Torham.
-
- Outside Skullkeep
- Your first task is to gather the scattered clan keys which will allow you access to
- Skullkeep itself.
- The village and the Sun Key: Although the manual covers this first section pretty
- comprehensively, there are a couple of tips worth noting. Use the shops to outfit
- your party with the best equipment you can afford and remember you can trade
- items for cash, to buy superior weapons and armour. Plan in advance for later
- hostilities and go well tooled-up. Also stock up on waterskins (bota) so that
- everyone can replenish their own supply.
- The Lightning Key: Go north as far as you can, passing the Lightning door until
- you come to the abode of the Thorn Demons. Take the path west by a large tree,
- then go north and you'll find an arch leading into a mist-enshrouded area. In the
- middle of a mysterious stone circle, you'll find the Lightning Key nestling upon
- the altar of Lightning, but be careful of the whirlwinds.
- The Moon Key: After you've opened the Lightning door, head east and pick up a
- path by a small tree which goes first north and then east, to enter the wolves'
- swampy lair. Try not to provoke them, otherwise you'll end up as a dog's
- breakfast! Head east and travel north via the left-hand path and either jump or use
- a rope to lower yourself into the pit. Push aside the boulder and climb the ladder,
- then grab the bone and hurl it at the wolves to keep them occupied (no tins of
- Pedigree Chum here, then!). The Moon altar can be found to the south-west,
- whereon rests the Moon Key and some other useful items. Grab them quickly and
- leg it back to the Moon door as fast as your little legs will carry you.
- The Energy Key: Saunter intrepidly through the Moon door and chug south until
- you come to a teleport pad. Nearby you'll find the Energy door, but head east into
- the axemen's domain and you'll discover the Energy altar sitting in the centre of
- this area. Use your magic map and dodge and weave to evade the axemen's
- murderous attentions and take all of the items from the altar. To the north you'll
- find three new shops and a whole new feast of consumer opportunities.
- The Fire Key: Through the Energy door and you should 'go west young man'
- until you find an arch, and a vorpral blade residing in a nearby niche. If ghosts
- aren't your thing, avoid the statue and the tomb in the eerie cemetery then go
- south, slipping past the haunted trees, to ultimately head east towards the ancient
- temple
- Once inside the temple, you'll discover a button on the right-hand side of a pit
- room that opens an alcove, to reveal the Fire Key. Close at hand is another room
- with moving pits; so cast 'Accelerate' and dash east and then south to get to the
- Fire door. If you take a tumble, pick yourself up and try again, but look for a
- secret button in a large subterranean room - this will yield a bucketful of gems.
- The Air Key and the last clan piece: Run down the hall of Mummies, open the
- door and get inside, then rip the tapestry from the wall and collect the Air Key, as
- well as a fury. As the Mummies begin their assault, use the fury to lob a few
- fireballs and watch as they 'Burn baby burn!'. Use the Air Key to open the other
- door in the moving pit room and, casting 'Accelerate', make a charge for the Air
- door. Once inside, a simple coin can be exchanged over the bartering table for the
- last clan piece. You're now ready to enter the grim bastion that is Skullkeep itself.
-
- Skullkeep
- Stage 1: Mucking about with minions
- A fiendish puzzle awaits, as Skullkeep's doors close behind you. First look at the
- tech eye but retreat sharpish to avoid the hail of fireballs. Enter the small alcove,
- face north and press the buttons on your left and right, then rush the gates as they
- open. You won't quite make it the first time, so return to the now deactivated tech
- eye, point south and cast 'Accelerate'. The best method here is to use the mouse on
- the button and the cursor keys to retreat backwards as rapidly as possible. Once
- you've cleared the third gate, they all remain open, but you can set guard minions
- to block the others and buy some extra time.
- Next, obtain the minion map and stand right on the Tempest square. Use the map,
- choose X and go back to the stairs. If you select the icon with the minion moving
- away, it will now bring the sword to you. You're now ready to tackle the fearsome
- Dark Vexirks, so use the bell rope to call them, then retreat east, using minions to
- slow the Vexirks down. Take the Numen staff, which you can then use to defeat
- the Vexirk king. The Numen staff is the hardest weapon in the entire game, and it
- can be recharged via the cauldron. It also opens both the outer gate and inner
- door.
- To reach the tech eye hall, you've got to use the minion map again. Mark the floor
- switch, stand next to the door and send a minion to drop a coin on the trigger.
- Then, as it opens, dive through and press the button to keep it open. Select the
- Ros button on the map to reveal some false walls and use one to get behind the
- first tech eye and open the plate to neutralise it. Concealed buttons will open the
- rest, but remember to dodge the fireballs by scampering behind false walls.
- Repeat the process until you've secured the area.
- You can find your way into the boiler room by getting the large gear and placing
- it on the device next to the door. You can stock up on extra gears at the magic
- shop, or, if you're quick, you can snatch the original gear and go on to each
- subsequent door.
-
- Stage 2: Hoist by his own petard!
- The next phase of your quest begins in the boiler room, but first you should
- slaughter the minions and get the Earth Key. Place it in the lock and pull the lever
- and a door will open, but the key will disappear into a pit and plummet two levels
- down. To retrieve it, pull the lever on the central ladder and go down, heading
- south. You'll come to an area full of boulders, so push one into a pit and take
- another ladder down. Head west and then north to enter the home turf of the
- dreaded Dru-Tan.
- Dru-Tan himself is quite hard and a bit tasty, so a spot of guile is required. Run
- west past the first door and open the next with the lever. Ducking inside, face the
- spiked wall and wait for big Dru to arrive, then run to the other end, springing the
- trap. A concealed button will open the second door, so jump through and close it
- behind you. Dru-Tan will be a goner! Open the door from the outside and use the
- lever to reset the mechanism. If the trap fails, you'll have to slug it out with
- sorcery.
- You can now get both the Earth and Blood Keys, so go through the Blood door
- and use the button. Follow the Rockies through the teleport, then head east and
- kill the enemy minion, allowing the Rockies to stoke the furnace. Then use your
- own minion to prevent it from being blocked again. A ladder will take you back to
- the boiler room and you should use the boiler switch, although you'll need to
- complete some other tasks before the boiler lights properly.
- Open the other Earth door and stand on the floor trigger. Now use your scout map
- to send a minion onto the other side of the pit to block the Zo balls, while leaving
- the pit open. Your way should now be clear and a ladder will allow you to
- proceed up and onto the next phase of your mission.
-
- Stage 3: Puzzles, pits and perdition
- The easiest way to get the Master Key is to buy a vacuum fuse from the magic
- shop. However, failing this, you're in for a bit of fun with a levitating chest, which
- you can blow away with fireballs. Once you've got the fuse, place it in the device
- next to the west door to open it and then check for illusionary walls once inside.
- A large gear and the Master Key will open up the lever puzzle room. Retrieve the
- key and fiddle about with the levers, leaving them in the up position before
- returning to the pump room. On the way, hack through the barrels and use the
- Master Key to open the final door. The pump room itself will yield the Iron and
- Cross Keys but you should then restart the pump, using another vacuum fuse
- before lowering the ladder. Return to where you found the Master Key and
- prepare to enter the next level.
- Loosen up your sword arm, smite your way through the table room and you'll end
- up facing the ram puzzle. Cast our old friend the Accelerate spell and, starting at
- the eastern-most ram, use your niftiest footwork to slide past as it retracts into the
- wall. The next double-ram requires an even defter touch. Wait until the first ram
- goes into the wall, then step forward, pausing for just the slightest moment before
- dashing past the second. You've made it, phew!
- The reflector room's problems can be approached in a couple of ways, but the
- simplest is to angle the centre and side reflectors and shoot a fireball north at the
- target ╨ this will get rid of the pits. Go east and you'll find a ladder going up.
- However, you've also got to deal with the mobile teleport fields, so move all of
- the reflectors into that room, aligning them south to north and use the reflectors to
- force the fields east, blocking them in. Be careful not to cut off your exits.
- The reflector room's locked door can be atomised by the judicious use of fireballs,
- but the next door, beyond the teleport fields, requires a bit more cunning. Send a
- scout minion to the middle of the pits and chuck a coin at it. It should deflect onto
- the floor trigger, which will then remove the pits and open the door, hey presto!
- The Master Key will then open the valve room's door.
-
- Stage 4: Toe to toe with Dragoth
- Your first problem is to get through the hall of lightning, so time things carefully,
- charge to the far end and a button will remove the threat. Take the Onyx Key but
- leave the Skull Key where it is for the moment (one key must remain in the niche
- at all times) and open the Onyx door. You're now ready to activate the Zo-link
- device and if you don't fancy messing around and want to opt for the brute-force-
- and-ignorance approach, simply go through the Onyx door, pull all four switches
- in the Zo-link chamber and fire the Numen staff straight at the central crystal to
- open the portal.
- However, if you prefer the more delicate, problem solving method, do the
- following... Open the Onyx door and you'll end up by the Zo-link chamber. Lower
- the ladder, return to the control room and retrieve the Onyx Key. Now swap the
- Onyx for the Skull Key and go back down to the teleport field room. Climb back
- up to the Zo-link chamber and you'll trigger a teleport field which you should then
- enter. Fireball the nearest deflector to blow apart a table then, pushing the brazier
- aside, destroy the other table and go through the door.
- Once you're in the storage room, shift the deflectors into the Zo-link chamber and
- put them onto the drain gates. Go to the short hall and push the switch to the
- portal, then use the switch on the south wall to send a stream of fireballs at the
- crystal. Repeat with the other fireball switch, then go to the north wall and release
- lightning bolts with the last switch to open the Zo-link (this won't work unless
- you've refuelled the burner).
- Whichever method you chose, you've now got to face Dragoth himself, so beef
- your party up to its full fighting fettle. Accelerate again past the moving platforms
- and when you reach Dragoth's lair, set guard minions straightaway, keeping them
- close to him. Dodge his spell attacks and ignore the attack minions, but don't be
- afraid to get in at close quarters; either sizzling him your heftiest fireballs or
- frying him with the Numen staff. Once Dragoth is no more, the realm is saved
- and, presumably, everyone lives happily ever after (until Dungeon Master III
- anyway).
-
- General Hints
- To raise your characters' experience levels, practice as they say, makes perfect.
- Keep extending the powers of your spellcasters by experimenting with unfamiliar
- spells and higher power levels while you're not engaged in combat. If you need
- fighting experience, find a large but lowly group of monsters and give them a
- good pasting with your warriors. Ninja skills can be improved similarly and you
- can even gain some extra experience by throwing things at inanimate objects.
- To drum up some extra money, sell any fairy cushions you find and the dead
- axemen's weapons can be turned in for a tidy profit at the first village. The magic
- shop offers handsome remuneration for any magic items and you can also buy the
- Kalan gauntlet here and sell it at the weapons shop to earn some extra lucre.
- Certain armours can enhance natural abilities; for example, the fire poleyn adds
- strength, the tech helm increases wisdom and the cloak of night aids dexterity.
- Shields are also useful because some of them cast spells and increase resistance to
- magic and fire-based attacks. The rule is to check out your stats before and after
- wearing a piece of armour or clothing, to see how it affects you.
- Weapons-wise, the Numen staff is probably the most potent piece of kit in the
- entire game but the NETA staff and emerald orb are valuable for both mana
- bonuses and healing. Vorpral weapons are pretty meaty but as far as swords go,
- the Excsymyr is your top melee cleaver, with both lightning fast attacks and
- chunky damage on offer. Happy hacking.
-
-
- Priest Spells
-
- Party Shield: YA IR
- Spell Shield: YA IR DAIN
- Aura of Strength: OH EW KU
- Aura of Dexterity: OH EW ROS
- Aura of Vitality: OH EW NETA
- Fire Shield: FUL BRO NETA
- Darkness: DES IR SAR
- Porter Minion: ZO EW ROS
- Reflector: ZO BRO ROS
- Guard Minion: ZO EW NETA
-
-
- Potions
-
- Stamina: YA
- Shield: YA BRO
- Wisdom: YA BRO DAIN
- Vitality: YA BRO NETA
- Health: VI
- Cure Poison: YA BRO
- Dexterity: OH BRO ROS
- Strength: FUL BRO KU
- Mana: ZOBRO RA
-
-
- Wizard Spells
-
- Magic Marker: YA EW
- Poison Cloud: OH VEN
- Invisibility: OH EW SAR
- Push: OH KATH KU
- Pull: OH KATH ROS
- Lightning Bolt: Oh KATH RA
- Accelerate Party: OH IR ROS
- Daylight: OH IR RA
- Firelight: FUL
- Fireball: FUL IR
- Poison Foe: DES VEN
- Harm Non-Material Being: DES EW
- Open Door: Zo
- Attack Minion: ZO EW KU
-
-