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- DUNGEON MASTER HINTS & LISTS & STUFF
-
-
- 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, Daggars
- ------------------------------------------------------------------------------
- 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.
-
-
- 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 alot 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
- armor in another, etc).
-
-
- 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 closeby 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.
-
-
- 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 shortcut 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.
-
-
- 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.
-
-
- 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.
-
-
- 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
- ------------------------------------------------------------------------------
- Scepter 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 AMIGA DUNGEON MASTER
-
-
- LEVEL EIGHT - (The Arena)
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Apple Yew Staff Solid Chest (2) Ghosts
- Cheese FUL Bomb (5) Ring Of Time Theives
- 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 Theives will most times lead you to nastier monsters.
-
-
- LEVEL NINE
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Cheese (2) Storm Ring RA Key MAG Armadillos
- Apple Robe
- Torch (3)
-
- ============================================================================ AMIGA DUNGEON MASTER
-
- LEVEL TEN - (The Snake Level)
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Corn (2) SpeedBow Skeleton Water Flask Scorpians
- Cheese (2) HardCleave Key Of B Chest Skeletons
- Bread (4) FUL Bomb Torch Wizard Eyes
- Drumstick Armor Moonstone Amulet Theives
- Magnifier
-
- ==============================================================================
-
- LEVEL ELEVEN - (Clockwise Level)
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Drumstick Mace Iron Chest (2) Bees
- Sabre Cross (2) Copper Coin (4) Theives
- Staff Skeleton Water Creatures
- Armor Of Lyte Blue Creatures
- Mornigstar Mace
- Fury
- Diamond Sword
- VEN Potion
- FUL Bomb
- Magic Defense
- 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 counterclockwise.
-
-
- 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 Armor 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.
-
-
- 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.
-
-
- 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
- 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)
-
-
- CONDENSED MAD MANS RAMBALINGS
- In Dungeon Master there are a few secrets..If you want to play
- without cheating stop right here..DO NOT READ ANY FARTHER
-
- FIRST LEVEL:
- CAST YOUR INFLUNCE..You throw a 1/6 spell to open the door, then you
- throw an object thru the door.
- LOCKED DOOR..BLUE SHIELD YOU SEE A CHEST: Find the door and
- strike it down with your sword
-
- SECOND LEVEL:
- After going downstairs face the left wall go 6 or 7 spaces and
- you will find a switch opens secret panel. Where you will find a
- compass to use with the Matrix room.
- Vault room: remove coin and replace with something else door will
- now stay open
- Time is of the Essense: push button and move very quickly to get
- through fist passage way..push button turn around and throw
- something through the blue field the pit will then close..push
- button and walk backwards
- Chamber of the Guardians: push the button next to the chest until
- the chest appears outside..In chest use the mirror of dawn to open
- secret passage next to blue eye
-
- FOURTH LEVEL:
- Transporter Room: The way through to get to the room is a you
- land you turn RIGHT..RIGHT..180..LEFT..180..RIGHT
- Buttom Room: you push the button as they show up until you have
- pushed 5 of them you may have to push them more than once..mark
- them as you push them so that you can keep track
-
- Neverending Room: Find the button on the wall push it..then go
- back to where you came in the big room.turn left and follow the
- wall to get to the next room
- Pit Room: In the room to the left there are many secret room
- starting to left by walking thru the wall while facing the arm
- and wood shackles...there are 3 secret rooms in all after entering
- On level 3 there is another staircase that leads back to level 2
- there is a room that has a closed gate in that room you will find
- screamers that when you leave the room the door will close and
- they will be reborn therefore a endless food supply
-
- FIFTH LEVEL:
- Riddle room:
- I am all- I am none: mirror of dawn
- An arch but no back: bow
- Hard as a rock..Blue as the sky..Twinkle in a woman eye: blue gem
- A golden head but no body: gold coin
-
- Midas room: you place a coin in the hole in the wall
-
- Room with locked gate and no way to open it: Place a heavy object
- where the Transporter appears and turn it on
- After going through the locked door you will come across a room
- that is locked and in it you will find a magical box as you leave
- you will see a ring on the wall push it..you will open a secret
- passageway
-
- Strength Hall: shoot the green arrow or throw a dagger if it comes back
- try again if not go around a corner and a gate will be open
-
- SEVENTH LEVEL:
- The easist way to shut off the Fireballs is to drop down into the
- pits and then drop into the next one and bring yourself back to
- the surface and walk foward in front of you will be the shut off
- for the deflector and the fireballs
-
- EIGHTH LEVEL:
- When is a rock not a rock: when it is nothing
- step to the left one step and walk thru the wall as you get
- through the wall mark it so that you can find your way back
-
- Also on that level there is a area in the hallway that spins you
- 180 degrees so you end up going back where you came from. Use
- magical footprints or throw things down the hallway when they come
- back you are there mark that area and when you get there turn 180
- as you get there
-
- What is at your feet is overhead: you step on switches and
- fireball hit you
- The easiest way is to put something on the switches as you get
- out of the way of the fireballs..with something on the switches
- they will only fire once and you can pass right threw..there are 6
- floor switch 3 on both sides
-
- What is lighter than air.. The corbomite you found earlier
-
- Beware of my twisted fate: The room is set up like a snake you
- have to go thru in a winding fashion
-
- Vooommm: 2 places to go
-
- Clockwise room: go counterclockwise to get to all the different
- area of the room you must start at the sign that says clockwise
- and move to a different section by going counter clockwise
- Poison Room: get the sword and stay where you are until the cloud
- clears when the cloud clears step foward and kick off another trap
- and move back to the clear area until out the door
-
- To get the power gem to merge with the firestaff you must use the
- Zokthra spell..a little advice have everything you want in the
- dragon area before you do this for afterwords there is no way out
-
- Next to the power gem in the locked room is a rebirthing chamber
- so save those coins it's the only way in
-
- What kills the Creatures: As you get stronger in your wizard
- skills yopu 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)..Posion cloud
- Ghosts.........Vorpal blade..Yew staffs..staff of Manar..non material
- being spell
- Green octopus..Fireballs
- Flying snakes..Fireballs
- Skeltons.......Fireballs
- Wizard eyes....Fireballs
- Rock Men.......Catch them in a door and then use your weapons
- Theives....... 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
- Flaoting 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
-
- ARMOR
- Armor Of Darc - Possibly the strongest armor in these worlds
- Armor 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 armor
- 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
-
- STAFFS AND WANDS
- The Conduit - Creates storms and gives wielder ability to see thru walls
- Yew Staff - A twin staff of Manar (?)
-
- 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
-
-
- SOME IDEAS ON SELECTION OF CHARACTERS
- Whether or not you resurrect or reincarnate your characters is a
- choice you must make at the beginning of the game. The benifit of
- resurrection is that you get the skills of a character
- immediately. The benefit of reincarnation is that you get to
- evolve your characters the way you want them. Reincarnation also
- allows you to name them.
-
- It is more important to gather a "blend" of characters. You
- will need two good fighters in front and a priest and a wizard at
- the beginning. Later, all characters can be made to be multiple
- characters having both fighter, wizard and priestly spell
- abilities.
-
- It is best to have multiple skilled characters. Strength is fine
- in the upper levels, but the lower levels require more and more
- magic. Use characters which have both capabilities.
-
- If, after a while, you don't like the characters you have, try
- again with a new set of characters.
-
- SOME ITEMS OF INTEREST
- Inquisitor sword: mana +3, swing, thrust, berzerk attacks
-
- Vorpal Blade Sword: mana +4, jab, cleave, disrupt attacks
- Good against non material beings.
-
- Diamond Edge Sword: stab, chop, cleave attacks
- Good against armor and hard shell monsters.
-
- Falchion Sword: swing, parry, chop attacks
-
- Hardcleve Axe: chop, cleave, berzerker attacks
- Good against armor and hard shell monsters.
-
- Flamit Gauntlet: swing, fireball attacks.
-
- Hellion Amulet: Unknown
-
- Shield of Darc: Block, hit attacks when in right hand.
-
- Ullumulet Amulet: Unknown
-
- Boots of Speed: Increase carrying ability
-
- Calista Head Band: Unknown
-
- Jewel Symal Amulet: Unknown
-
- Ekhardt Cross: Helps priests learn spells.
-
- Shield of Lyte: Light in weight armor.
-
- Gems : Unknown except where specificaly needed for puzzles.
-
- Stone Club: Throw, club attacks
-
- Bow: shoots arrows and slayer arrows.
-
- Speedbow: same as above with more damage and reload speed.
-
- Rapier Sword: jab, parry and thrust attacks
-
- Sabre Sword: jab, parry, melee attacks
-
- Tech Wand: mana +4, calm, spellshield, fireshield abilities.
-
- Yew Staff: mana +4, parry, light maker, dispell attacks
-
- Delta sword: Mana +1, chop, melee, thrust attacks
-
- Fury Sword: chop, melee, fireball attacks
-
- Bolt Blade: jab, chop, lightning attacks
-
- Axe: swing, chop, melee attacks
-
- Mace of Order: swing, bash, stun attacks
-
- Rabbits foot: none
-
- Mirror of Dawn: Unknown
-
- Moonstone: mana +3
-
- Gem of Ages: Helps non mana characters start casting spells.
-
- Storm Ring: lightening attacks
-
- Eye of Time Ring: freeze monster attacks
-
- Horn of Fear: Sometimes it works and sometimes it doesn't.
-
- Staff of Manar: Mana +3, fireshield and dispell elementals
-
- SPELLS
- Using magic in this game is like exercising your muscles. The more
- you use it the bigger and more efficient it becomes. Use magic in
- this game anytime you can. If done properly, you can get all four
- characters using magic. It will be of immense assistance in the
- lower levels of the dungeon.
-
- NOTE: Some items increase the "Mana" of your magic users and will
- allow non-magic users to begin casting spells. Place these items
- in their hands and start casting easy spells like "light or heal".
- They will begin to gain mana (casting ability) more and more.
-
- "Light" spells should be used by all members and allow you to save
- up on using the torches. Besides, the practice of casting this
- spell will help your characters move up in levels and their
- casting abilitys.
-
- If you are running out of food, don't fret, a "stamina" spell will
- allow your characters to continue to exist till food is found.
- Don't be afraid to "back-up" to where there was food to get more.
- Screamers and Worms tend to regenerate.
-
- Sometimes it is best to save a game, then try different spells or
- weapons at a particular monster (like the rock creatures) to see
- what has the best effect against them. Try everything on the
- "right hand" to see what it is capable of doing.
-
- The following is a partial list of spells used in this game, It is
- by no means total or completely accurate. Play with the different
- spell combinations, you may find something you can use.
-
- All spells start with a "power" symbol. At first all you will be
- able to use is "lo", but as your character becomes more proficient
- he will be able to incease the power of the spell. This means that
- the spell will be stronger and last longer.
-
- PRIEST SPELLS: (prefix with a power symbol)
-
- ya Stamina Potion. Great when you run low on food, or a
- character becomes overburdened and loses a lot of
- stamina.
-
- ya bro Magic shield potion. Cast into a empty flask to place a
- shield around an individual character. Useful when one
- character cannot handle another blow. (I did not use
- this spell at all.)
-
- ya bro dain Wisdom potion. Cast into an empty flask and given to
- a character inceases his wisdom for a while. (Another
- spell I never found a use for.)
-
- ya bro neta Vitality Potion. Cast into an empty flask and given
- to a character increases his "vitality". (I never found
- a use for this spell.)
-
- vi Heal potion. Cast into an empty flask and given to a
- character restores lost hit points. (I had one character
- who only carried these flasks. They are used a lot.)
-
- vi bro Cure Poison potion. Cast into an empty flask and given
- to a "poisoned" character stops the loss of hit points.
- (Use the lowest power setting for this spell. Higher
- power levels do not increase its abilities.) Carry at
- least one for each character when in the upper levels.
-
- oh ven Poison Cloud. Cast into a monster party causes continual
- damage to take place as long as the cloud is evident and
- they do not move from the square it was cast on.
-
- oh ew ra See through walls. Allows you to see through one square
- of wall. Higher power settings only make the spell last
- longer.
-
- oh kath sar Monster confusion. (Never needed by my characters.)
-
- oh bro ros Dexterity potion. Cast into an empty flask and given
- to a character increases his dexterity. Good for giving
- your fighters the "edge" when fighting monsters. (They
- get more attacks per turn.)
-
- ful bro ku Strength potion. Cast into an empty flask and given
- to a character increases his strength. Good for fighters
- when attacking creatures of high hit points. (A potion
- I never used much.)
-
- ful bro neta Fire shield. Protects the party from minor fire
- spells like the ones the Beholders cast. (Forget using
- it for the Dragon. It won't help if you hits you with
- one of his breaths.
-
- zo bro ra Mana potion. Cast into an empty flask and given to a
- character replenishes his mana (ability to cast spells).
- (Priest has nothing to do and lots of mana? Empty a
- flask and cast this. You can always use this to cast
- heal potions, if needed. Nothing increases mana except
- time and this.)
-
- WIZARD SPELLS
-
- ya ir Shield whole party. Good for the upper levels. Usualy
- not needed in lower levels if your characters have lots
- of hit points.
-
- ya bro ros Leave footprints. Useful in finding "spinner" plates
- but why use it when you have our maps?
-
- oh ew sar Invisibility. Obvious use. (Never thought of trying
- it. How dumb of me.)
-
- oh kath ra Lightening bolt. Good killing power.
-
- oh ir ra Light spell. Not worth the mana it costs.
-
- ful Torch spell. The first and most used spell in the game.
-
- ful ir Fireball. Good general kill-all spell. (But, some
- monsters are not effected or require several hits.)
-
- des ven Poison ball. Great for the stand and fight technique. It
- does continual damage until the cloud dispells. NOTE:
- don't walk into it or you will take damage also.
-
- des ew Weaken Non-Material beings. This is useful against the
- strange see-through monsters you encounter and the floor
- monsters. (You'll know them when you see them.)
-
- des ir sar Darkness spell. (Never needed this spell.)
-
- zo Open button doors. (Needed at one puzzle. This opens
- only doors with buttons. Only used once.)
-
- zo ven Poison potion. Cast into an empty flask and thrown at a
- creature creates a poison cloud (green looking) that
- does continual damage as long as the creature doesn't
- move from that spot.
-
- zo kath ra Zokathra spell is used to remove the gem from the
- wall on the lowest level. Leave alone until needed.
-
-
- DUNGEON MASTER BUGS
-
- This describes three bugs in Dungeon Master which can happen near the
- end of the game. Not everyone will experience these bugs, and it is easily
- possible to complete the game with a bugged version. Unfortunately, it is
- necessary for us to give away a bit of the ending puzzle to describe the
- bug solutions. If this bug has detracted from your enjoyment of Dungeon
- Master, as president of FTL games please accept my sincere appology.
-
- In order to complete the game you must face Lord Chaos (The black robed
- figure found on the level with the Black Flames.) The bugs relate to him.
-
- Bug 1: You should not close a door while Chaos is standing in it. This can
- freeze the game. Chaos cannot be killed anyway, so this is not useful to do.
-
- Bug 2: Chaos can teleport to escape you, but sometimes he teleports into
- one of the Black Flames where he becomes invisible. If Chaos vanishes on
- this level, you should try "Fusing" the Flames to find him.
-
- Bug 3: In order to win the game you must "Fuse" Chaos. But, Chaos wants
- to escape from this fate. You use the "Fluxcage" power to trap him. Chaos
- is trapped when he is surrounded on all four sides by Fluxcages. However,
- ONCE YOU TRAP CHAOS YOU MUST NOT PUT A FIFTH FLUXCAGE ON TOP OF HIM. Doing
- so will prevent the game ending from working.
-
- This has been corected in later versions.
-
-
- SPELL LIST
-
- When you cast a spell it requires at least two symbols. You can use any of
- the power symbols with any of the other spells. The following list does not
- include the power symbols so just use whatever power level your champion can
- use.
- I don't know what three of the spells do. I also don't know what the
- Zokathra spell is for but it does create an object that you can pick up and
- throw. The caster column is not completely accurate. I have not found a
- spell that uses the GOR symbol.
-
- Symbols Effect Caster
- --------------------------------------------------------------
- YA = Stamina potion (you need a empty flask) Priest
- YA IR = A shield that covers the whole party Wizard
- YA BRO = Magic shield potion (flask) Priest
- YA BRO ROS = ? Wizard
- YA BRO DAIN = Wisdom potion (flask, temporary) Priest
- YA BRO NETA = Vitality potion (flask, temporary) Priest
-
- VI = Restore health potion (flask) Priest
- VI BRO = Cure poison potion (flask) Priest
-
- OH VEN = Poison cloud Priest
- OH EW RA = See through walls Priest
- OH EW SAR = ? Wizard
- OH KATH RA = Fireball ? Wizard
- OH IR RA = Light Wizard
- OH BRO ROS = Dexterity potion (flask, temporary) Priest
-
- FUL = Torch Wizard
- FUL IR = Fireball Wizard
- FUL BRO KU = Strenght potion (flask, temporary) Priest
- FUL BRO NETA = A shield that covers the whole party ?
-
- DES VEN = Poison missle Wizard
- DES EW = Weakens non-material beings missle Wizard
- DES IR SAR = ? Priest
-
- ZO = Opens doors missle Wizard
- ZO VEN = Poison potion (flask) Priest
- ZO KATH RA = Zokathra spell Wizard
- ZO BRO RA = Mana potion (flask) Priest
-
-
- I compiled this all in one sitting. I will not guarantee that the list is
- complete but it is awful close.
-
- Hint
- ----
- If your champion does not have enough mana, cast as many symbols as you can
- then let your party sleep( be sure you are in a safe place before sleeping),
- when your mana recovers you can complete the spell and then cast it when you
- need it.
-
-
- HELP
-
- Level 1:
-
- Be careful of the evil mummies that fill these dark halls, if you must
- fight them strike and move or you will surely perish. If you find a chest
- that lies behind a field of force, be assured that you will not get through
- this defense; however, not far away is another way to get to the chest if
- your swing is strong and your blade is sharp.
-
-
- Level 2:
-
- The closing gate may be your best weapon...
-
- GEM ROOM:
-
- Watch out for pits! If you leave something in the right place they won't
- be a problem. Many vile creatures inhabit this dwelling so be on your guard.
- If you observe the walls closely you'll find what you need to get past the
- gem door at the start...
-
-
- THE MATRIX:
-
- Examine each wall very carefully and your reward will become apparent.
-
-
- TIME IS OF THE ESSENCE:
-
- Smack that button and run 4 left and 2 forward and you will be past your
- first obstacle. The second requires you to do two things. The first is
- obvious, the second, well... wind up the old throwing arm...
-
-
- THE VAULT:
-
- The key word in the phrase you will find is "Cast", you should have also
- found out by now that the ZO spell opens some (HINT) doors. So here's a coin
- slot...don't be stingy!
-
-
- THE GUARDIAN:
-
- So you want to know how to get past those gates don't you? I'll guarantee
- you that can't be done. Yeah, I know, so now how do you get that chest?
- Those buttons are there for a reason. Follow the chest, be patient, and you
- will be rewarded soon enough.
-
-
- Level 3:
-
- It is here you will meet the monsterous purple worm, so prepare for death!
- If you are swift, however, you may survive. Circle the worms quickly or
- strike and move and you may live to see another day. Make sure to run under
- falling gates QUICKLY! Check those little slime covered aquaducts, you never
- know what you might find. I recommend avoiding the the shortcut at first
- because you'll miss a few items and some badly needed experience. It may
- come in handy later though. Near the end of the level you'll find a
- prisoner. I need say only this, as long as he remains a prisoner so will
- you.
-
-
- General notes:
-
- Lockpicks are useless (straight from FTL) throw them away if you like.
- Keep 4 or more chests to store extra food, water, and items. The bow seems
- to raise the Ninja level VERY slowly so I recommend you use thrown weapons
- until you gain a few levels or find the slayer arrows; then the bow is a good
- choice. As for what is the best party combination, I don't think there is a
- "best" combination. It all depends on what you like. If you like throwing
- fireballs all over the place then get lots of mana, if you'd rather slug it
- out and can't be bothered with mana and spells concentrate more on fighter or
- fighter/mage type characters. Personally, I prefer the slug it out strategy.
- I use magic only for light, healing, and defense. However, when forced I do
- cast an occasional fireball or zap an unfriendly non material being. The
- best advice here is EXPERIMENT and find out what YOU like.
-
-
- HINTS:
-
- I know so much about this game I'm starting over. WANT A TIP? Leave
- a trail of objects (not valuable) so you know how to get back to the
- surface.
- -------------------------------------------------------------------------
- Has anyone found a way to get past those open pits with no way to
- close them up?
-
- Think about what causes the pits to open. They are not always
- open - something CAUSES them to open. You can simulate what causes them to
- open, and what causes them to close.......
- -------------------------------------------------------------------------
- Another hint for everyone - what appears dangerous to you and your
- characters (and is bad and dangerous for them) can also be bad and
- dangerous for monsters! What causes damage and strange, hurtful things to
- happen to you can do the same to monsters. This hint will help out!
- --------------------------------------------------------------------------
- I found an easy way to kill those purple worms, move around in a circle
- hitting and then moving, hitting and moving, they won't be able to touch
- you and you can kill them with little damage to yourself.
- --------------------------------------------------------------------------
- For the door where none shall pass, get mad at it. Some trips must be
- held down in order to work. To work magic, read the scrolls and mathch
- words with the table on page 26 of the manual.
- --------------------------------------------------------------------------
- The first iron gate - Examine the walls next to the pressure plates.
- You will have to move very fast.
- --------------------------------------------------------------------------
- The best way to get the worms is to move in circles. Hit them and then
- move to the left and turn right. They will move in front of you, and then
- you can hit them again. If you do it long enough, you will kill them.
- I found the Firestaff not too long ago, but I'm short one RA key.
- According to a scroll I will have to go down a level to find it. The
- Staff is around the 6th or 7th level. If you think the worms are hard,
- wait til you reach the flying snakes!!
- --------------------------------------------------------------------------
- I'm stuck at the gate with the sword behind it. I haven't solved the
- glimmering gate with the treasure chest but have completely explored the
- entire area. I used the copper coin to open the other gate (to give you an
- idea of where I am). Can someone tell me how to get through the gate?
- both sides are flanked with water fountains but otherwise there isn't
- anything special -- no buttons, keys, etc, to open the gate.
- --------------------------------------------------------------------------
- HT, I'll try to go back and see how I made it through level three. I
- sometimes go back there for food. Those worms aren't very filling,
- but they do the job. Basically, as far as I remember, you have to
- fight your way through. Watch for secret passages and hidden buttons.
- Dead ends aren't always dead ends.....
- --------------------------------------------------------------------------
- You don't use the scrolls - the writing on them tells you what you need.
- then you can discard the scrolls, try using them as return trail marks.
- ---------------------------------------------------------------------------
- If you use a character with too much kill ability like Ganhu with his
- darts, then when you get to a door with 8 things behind it none of you
- other champions has any experience (if you use the darts to kill all the
- prior monsters).
- --------------------------------------------------------------------------
- If you can get to that "prisoner" mummy, you will be just about
- near the staircase that goes down a level. I also suggest you do what the
- writing says. You will have to do a little more fighting if you don't.
- ---------------------------------------------------------------------------
- In the "gem" door you have to insert the gem to open the door.
- ---------------------------------------------------------------------------
- It says,"show us your INFLUENCE and your MIGHT." Think on that, it is a
- two step puzzle, using two different aspects of your champions power.
- Also, it must be done in the correct order.
- --------------------------------------------------------------------------
- To keep that on and off wall open you should remember that you aren't
- the only 'people' who can step on pressure plates.....It isn't
- necessary to figure it out, but you still get a few prizes.
- --------------------------------------------------------------------------
- "Don't let a closed door stop you."
- --------------------------------------------------------------------------
- Keep an eye open in the wide open arena for the Leprechaun that steals
- you items and hauls a%&.
- --------------------------------------------------------------------------
- Use each chest to carry only one type of item, food is a good choice.
- Save your torches as a last alternative for lighting, and save often!
- --------------------------------------------------------------------------
- Conserve food! In the beginning there is an overabundance, but very
- quickly you find that where you go is dictated by whether you have the eats
- to get there.
- --------------------------------------------------------------------------
- Also! On your save game disk, there is a backup automatically made of the
- previous save file. Look at the save game disk from DeskTop and you'll see
- what I mean. An undocumented feature.
- --------------------------------------------------------------------------
- The healing potions are of course probably the most important, and so is
- the cure poison potion. I assume everyone can make those?
- I also have a SURE FIRE strategy against purple worms.
- --------------------------------------------------------------------------
- Magic boxes -> hold them in your ready hand to use them.
-
- Anyone besides me figure out the poison gas spell? It starts as a dart
- kind of thing, then when it hits a wall it explodes into a cloud of
- poison gas.
-
- Also, here is something that I just figured out, maybe it'll help someone
- else. Too cast a spell that requires more mana then you have, select the
- first parts, but don't cast it, these parts will be held at the ready, then
- when your mana regenerates, you can add the rest, then cast away.
- also you can use the same principle to go into battle with spells
- "at the ready".
- --------------------------------------------------------------------------
- OK, here are my suggestions. I don't like the way the quiver thing works.
- firing a bow, I can pull arrows out. This is how it should be, of
- course. But I can also set it up so I can fire one arrow, then pull a
- sword out of the quiver (because the upper left-hand spot will accept
- and it is the first to be pulled from.) Now, why can't I shoot
- all my arrows first, then pull the sword? But no, I gotta pull up
- the character, grab the sword and replace while being bashed by critters.
- detests mapping.
-
- Anyone figured out the spell of magical protection? It's like the
- potion you find in the chest behind the force field, but it covers
- the whole party.
- --------------------------------------------------------------------------
- I've figured out a bunch of weird spells, I've made that green ball
- one...(thanks for the tip on Mana)...I've also made a spell that makes a
- green 'barrier' (it doesn't move) that justs explodes from where it
- was cast and does MUCH damage!
- --------------------------------------------------------------------------
- I think I can help some with character strategies. First of all, your
- front 2 characters should be fighters first and foremost, to absorb
- and fight well, use their wiz and priest power for things like light
- spells and the weaker healing potions. Why waste your real magic users
- on these things?
-
- Your third character should be NINJA/WIZARD. A Ninja shoots the arrows.
- If one of the front fighters is in trouble, you can switch with the
- Ninja. Develop the Nina's wizard spells so he can cast fireballs.
-
- Your last character should be Wizard/Priest for taking care of everyone
- else. However, he's weak so I always give him a shield.
-
- Finally, Wuuf has the highest mana (I think he starts with 30 or 35) so I
- use him as my wizard/priest. He's been very effective. (that's the dog by
- the way).
-
- And I like the character who has skills in all the areas - NINJA, FIGHTER
- WIZARD and PRIEST. He's the Duke of Zed.
-
- Finally, I've also had GREAT success with Azzizzi. She's the black
- barbarian woman. She's mean as *&&* with an axe, I tell you. I've gotten
- 122 hits from her with an axe and one of the more powerful commands
- that she gets later with the axe.
- --------------------------------------------------------------------------
- Time is of the Essence and The Matrix both serve the same purpose as
- the other rooms in that series - they have key in them somewhere.
- For the Matrix, you need a compass. Ditto for Time, It's a quikc trick
- to get over that pit _once_ To use sthe shortcut, manipulate the
- thing on the wall nearby in the obvious way, then look around.
-
- As for characters, I found Gandu to make a great wizard/ninja, with his
- darts backed up by throwing stars. Also, Linfolas (?) the elf comes
- equipped with a bow. I usually reincarnate one person (I think - which one
- brings you back with no abilities? I do that to one) and they usually
- end up with a pretty balanced list of skills. Except the she devil who has
- a mana rating of 2! Great fighter tho.
- --------------------------------------------------------------------------
- The ZO spell only works on some doors! In fact, I'm pretty far down and
- it's only worked on 1 door so far.
-
- Fireballs - this is pretty obvious! What is a fireball? It's FLYING
- explosive light, right? (read the manual for more). One more hint -
- EVERYTHING is equally dangerous to both sides, which is realistic.
- fireballs can kill you. And other things that hurt you (like slamming
- will hurt them. There's something else that hurts you and that you
- and instinctively run away from that will hurt THEM too.
-
- Some parts of this game are so *(&$# obvious that it makes them hard.
- That's just a general hint.
- --------------------------------------------------------------------------
- By the way! I found a weapon today that's best used by a magic user.
- Really odd - try all your weapons with all your characters!
- --------------------------------------------------------------------------
- ... I actually started over tonight and reinc. Leyla with the rope. The
- rope allows you to climb down into the pits without injury. Except you
- can't go up without the blue transport mist. Maybe this is useful
- elsewhere.
- --------------------------------------------------------------------------
- As for the trap door in the time is of the essence area, it works
- pretty much like the other trap doors, the only difference is where
- the trigger is!
- --------------------------------------------------------------------------
- Rabbit's foot - notice that it goes somewhere on your charcter. I think
- that it increases your character's luck in combat, I don't know for sure.
- ---------------------------------------------------------------------------
- Henry for TEST YOUR STRENGTH do you remember "cast your might"?
- --------------------------------------------------------------------------
- GREEN - you don't open any of those doors to get to the chest. HINT!
- ---------------------------------------------------------------------------
- I have the compass...I thought it was some more corn the first time I saw
- it, (until I saw it was blue)...
- --------------------------------------------------------------------------
- I made a big error at the start -> I chose a character with low mana, the
- she-devil). Don't do this! As you get further down, every member of your
- party must contribute to the potion pool. You can be crippling your high-
- power magical types with always having to cast full spells and healing
- potions.
-
- jeff -> I don't think anyone has gotten through that force field, but a lot
- of us have gotten the chest [HINT!]
- --------------------------------------------------------------------------
- HELP WITH THE ROOM AFTER THE ROOM OF RIDDLES.
-
- First of all, go around that room and place objects on the floor and
- NOTICE WITH YOUR EAR which pressure plates are affected by objects.
- Some are only
- Some are only affected by people. When you figure this out, you've
- got it about 1/2 way.
-
- You have to figure this out (what I just described) and combine what your
- learned from TIME IS OF THE ESSENCE.
- --------------------------------------------------------------------------
- Hmm, about the "When is a rock not a rock", have you thought about those
- rock monsters?
- ---------------------------------------------------------------------------
- What about the little stone you get way back on the level before the worms?
- (or wherever)
- ---------------------------------------------------------------------------
- Whoever asked about the wall that says "When is a rock not a rock?"
- Well, when is a walll not a wall? [HINT!]
- ---------------------------------------------------------------------------
- Henry, the two buttons in that section are interconnected. The first one
- reveals the second one which reveals the key and other goodies. In the
- grave of Filius, I only found a key and other items. I ended up with one
- key and two locked doors. I skipped both of the doors and kept the key.
- Got past WHEN IS A ROCK NOT A ROCK finally. I always knew how
- to solve it but didn't believe myself since I was looking in the wrong
- place (but the solution was VERY close by...).
- --------------------------------------------------------------------------
-
- HALL OF CHAMPIONS
-
- The following is a list of the characters to be found in the Hall of
- Champions in the game dungeon master. They are numbered corresponding to the
- map of the Hall of Champions.
-
- This list may help you in deciding which characters to take with you on
- your next adventure and find them with the minimum amount of searching on
- your part.
-
- NUMBER: Position on DM Hall of Champions map
- NAME: Character's name
- TITLE: Character's title if any
- CLASS: Character's level and skill; for example, novice ninja
- EQUIPMENT: Equipment possessed by character including clothes
- STATISTICS: Numeric values for the traits are in the following order:
- Strength/Dexterity/Wisdom/Vitality/Anti-magic/Anti-fire/Health/
- Stamina/Mana
-
-
- NUMBER NAME TITLE CLASS EQUIPMENT STATISTICS
-
- 1 IAIDO RUYITO AF/NP GHI 43/55/40
- CHIBURI GHI TROUSERS 35/45/50
- SAMURAI SWORD 48/65/11
-
- 2 ZED DUKE OF NF/NN MAIL AKETON 40/40/40
- BANEVILLE NP/NW BLUE PANTS 50/40/40
- TORCH, HOSEN 60/60/10
-
- 3 ELIJA LION OF NF/AP ROBE 42/40/42
- YAITOPYA MAGIC BOX 36/53/40
- 60/58/22
-
- 4 SYRA CHILD OF NP/AW ELVEN DOUBLET 38/35/43
- NATURE TABARD 45/42/40
- APPLE 53/72/17
-
- 5 HALK THE JF BERZERK HELM 55/43/30
- BARBARIAN BARBARIANHIDE 46/38/48
- CLUB 90/75/0
-
- 6 WU TSE SON OF NN/AP SILK SHIRT 38/35/53
- HEAVEN TABARD 45/47/40
- 3 THROW STARS 45/47/20
- SANDALS
-
- 7 DAROOU AF/NEOW 50/30/35
- 45/40/45
- 100/65/6
-
- 8 TIGGY TAMAL NN/AW WAND 30/45/50
- KIRTLE 35/59/40
- GUNNA 25/45/36
- SANDALS
-
- 9 LEIF THE AF/NP LEATHER PANTS 46/40/39
- VALIANT " JERKIN 50/45/45
- " BOOTS 75/70/7
-
- 10 AZIZI JOHARI NF/AN HIDE SHIELD 47/48/42
- 2 DAGGERS 45/30/35
- HALTER 61/77/7
- BARBARIAN HIDE
-
- 11 STAMM BLADE CASTER JF AXE, TUNIC 52/43/35
- LEATHER PANTS 50/35/55
- SUEDE BOOTS 75/80/0
-
- 12 MOPHUS THE HEALER JP ROBE, SANDALS 42/35/40
- CHEESE, APPLE 48/40/45
- BREAD 55/55/19
-
- 13 WUUF OF BIKA AN/NP LEATHERJERKIN 33/57/45
- EMPTY FLASK 40/35/40
- 40/50/30
-
- 14 LEYLA SHADOWSEEK JN ROPE 40/53/45
- SILK SHIRT 47/45/35
- LEATHER PANTS 48/60/3
- " BOOTS
-
- 15 SONYA SHE DEVIL JF SWORD 54/45/39
- SANDALS 49/40/40
- GUNNA, HALTER 65/70/2
- CHOKER
-
- 16 GANDO THURFOOT NW/AN 2 POISON DART 39/45/47
- LEATHER BOOTS 39/45/47
- " JERKIN 59/63/26
- BLUE PANTS
-
- 17 LINFLAS AF/NW ELVEN HUKE 45/45/47
- " DOUBLET 35/50/35
- " BOOTS 65/50/12
- BOW
-
- 18 NABI THE PROFIT AP/NW TUNIC, STAFF 41/36/45
- BLUE PANTS 45/55/55
- SANDALS 55/65/15
-
- 19 ALEX ANDER AN/NW LEATHER PANTS 44/55/45
- " JERKIN 40/35/40
- SUEDE BOOTS 50/57/13
- LOCK PICKS
-
- 20 HISSSSA LIZAR OF AF/NN 58/48/35
- MAKAN 35/43/55
- 80/61/5
-
- 21 GOTHMOG JW CLOAK OF 40/43/48
- NIGHT 34/50/59
- 60/55/18
-
- 22 BORIS WIZARD OF NN/AW TUNIC 35/45/55
- BALDOR LEATHER PANTS 40/45/40
- " BOOTS 35/65/28
- RABBITS FOOT
-
- 23 CHANI SAYYADINA NF/AW SILK SHIRT 37/47/57
- SIHAYA GUNNA 37/47/37
- MOONSTONE 47/67/20
- SANDALS
-
- 24 HAWK THE FEARLESS NF/AP LEATHER PANTS 45/35/38
- " JERKIN 55/35/35
- SUEDE BOOTS 70/85/10
- 2 ARROWS
-
- The abbreviations for the classes are as follows:
-
- First letter: Neo = Neophyte
- A = Apprentice
- N = Novice
- J = Journey man
-
- Second letter: F = Fighter
- N = Ninja
- W = Wizard
- P = Priest
-
- A character can have several classes at different levels separated by /.
-
-
- Leave a trail of objects so you know how to get back to the surface.
-
- Think about what causes the pits to open. They are not always open -
- something CAUSES them to open. You can simulate what causes them to open,
- and what causes them to close.
- Another hint for everyone - what appears dangerous to you and your
- characters (and is bad and dangerous for them) can also be bad and
- dangerous for monsters! What causes damage and strange, hurtful things to
- happen to you can do the same to monsters. This hint will help out!
- I found an easy way to kill those purple worms, move around in a circle
- hitting and then moving, hitting and moving, they won't be able to touch
- you and you can kill them with little damage to yourself.
- For the door where none shall pass, get mad at it. Some trips must be held
- down in order to work. To work magic, read the scrolls and match words with
- the table on page 26 of the manual.(Or write to Sewer Software for further
- information).
- The first iron gate - Examine the walls next to the pressure plates. You
- will have to move very fast.
- The best way to get the worms is to move in circles. Hit them and then
- move to the left and turn right. They will move in front of you, and then
- you can hit them again. If you do it long enough, you will kill them. I
- found the Firestaff not too long ago, but I'm short one RA key. According to
- a scroll I will have to go down a level to find it. The Staff is around
- the 6th or 7th level. If you think the worms are hard, wait 'til you
- reach the flying snakes!!
- I'm stuck at the gate with the sword behind it. I haven't solved the
- glimmering gate with the treasure chest but have completely explored the
- entire area. I used the copper coin to open the other gate (to give you an
- idea of where I am). Can someone tell me how to get through the gate? Both
- sides are flanked with water fountains but otherwise there isn't anything
- special -- no buttons, keys, etc, to open the gate.
- HT, I'll try to go back and see how I made it through level three. I
- sometimes go back there for food. Those worms aren't very filling, but
- they do the job. Basically, as far as I remember, you have to fight your way
- through. Watch for secret passages and hidden buttons. Dead ends aren't
- always dead ends.....
- You don't use the scrolls - the writing on them tells you what you need.
- Then you can discard the scrolls, try using them as return trail marks.
- If you use a character with too much kill ability like Ganhu with his
- darts, then when you get to a door with 8 things behind it none of you
- other champions has any experience (if you use the darts to kill all the
- prior monsters).
- If you can get to that "prisoner" mummy, you will be just about near the
- staircase that goes down a level. I also suggest you do what the writing
- says. You will have to do a little more fighting if you don't.
- In the "gem" door you have to insert the gem to open the door.
- It says,"show us your INFLUENCE and your MIGHT." Think on that, it is a
- two step puzzle, using two different aspects of your champions power. Also,
- it must be done in the correct order.
- To keep that on and off wall open you should remember that you aren't the
- only 'people' who can step on pressure plates.....It isn't necessary to
- figure it out, but you still get a few prizes.
- "Don't let a closed door stop you."
- Keep an eye open in the wide open arena for the Leprechaun that steals
- your items and hauls ass.
- Use each chest to carry only one type of item, food is a good choice. Save
- your torches as a last alternative for lighting, and save often!
- Conserve food! In the beginning there is an overabundance, but very quickly
- you find that where you go is dictated by whether you have the eats to get
- there.
- The healing potions are of course probably the most important, and so is
- the cure poison potion. I assume everyone can make those? I also have a
- SURE FIRE strategy against purple worms.
- Magic boxes -> hold them in your ready hand to use them. Anyone besides
- me figure out the poison gas spell? It starts as a dart kind of thing, then
- when it hits a wall it explodes into a cloud of poison gas.
- Also, here is something that I just figured out, maybe it'll help someone
- else. Too cast a spell that requires more mana then you have, select the
- first parts, but don't cast it, these parts will be held at the ready, then
- when your mana regenerates, you can add the rest, then cast away. also you
- can use the same principle to go into battle with spells "at the ready".
- OK, here are my suggestions. I don't like the way the quiver thing works.
- firing a bow, I can pull arrows out. This is how it should be, of course.
- But I can also set it up so I can fire one arrow, then pull a sword out of
- the quiver (because the upper left- hand spot will accept and it is the
- first to be pulled from.) Now, why can't I shoot all my arrows first,
- then pull the sword? But no, I gotta pull up the character, grab the sword
- and replace while being bashed by critters. Anyone figured out the spell of
- magical protection? It's like the
- potion you find in the chest behind the force field, but it covers the
- whole party.
- I've figured out a bunch of weird spells, I've made that green ball
- one...(thanks for the tip on Mana) ...I've also made a spell that makes a
- green 'barrier' (it doesn't move) that just explodes from where it was
- cast and does MUCH damage!
- I think I can help some with character strategies. First of all,
- your front 2 characters should be fighters first and foremost, to absorb
- and fight well, use their wiz and priest power for things like light
- spells and the weaker healing potions. Why waste your real magic users on
- these things?
- Your third character should be NINJA/WIZARD. A Ninja shoots the
- arrows. If one of the front fighters is in trouble, you can switch with the
- Ninja. Develop the Ninja's wizard spells so he can cast fireballs.
- Your last character should be Wizard/Priest for taking care of
- everyone else. However, he's weak so I always give him a shield.
- Finally, Wuuf has the highest mana (I think he starts with 30 or 35) so I
- use him as my wizard/priest. He's been very effective. (that's the dog by
- the way).
- And I like the character who has skills in all the areas - NINJA,
- FIGHTER WIZARD and PRIEST. He's the Duke of Zed.
- Finally, I've also had GREAT success with Azzizzi. She's the black
- barbarian woman. She's mean as *&&* with an axe, I tell you. I've gotten
- 122 hits from her with an axe and one of the more powerful commands that
- she gets later with the axe.
- Time is of the Essence and The Matrix both serve the same purpose as the
- other rooms in that series - they have key in them somewhere. For the Matrix,
- you need a compass. Ditto for Time, It's a quick trick to get over that
- pit _once_ To use the shortcut, manipulate the thing on the wall
- nearby in the obvious way, then look around. As for characters, I found Gandu
- to make a great wizard/ninja, with his
- darts backed up by throwing stars. Also, Linfolas (?) the elf comes
- equipped with a bow. I usually reincarnate one person (I think -which one
- brings you back with no abilities? I do that to one) and they usually end
- up with a pretty balanced list of skills. Except the she devil who has a
- mana rating of 2! Great fighter though.
- The ZO spell only works on some doors! In fact, I'm pretty far down
- and it's only worked on 1 door so far. Fireballs - this is pretty obvious!
- What is a fireball? It's FLYING
- explosive light, right? (read the manual for more). One more hint -
- EVERYTHING is equally dangerous to both sides, which is realistic.
- Fireballs can kill you. And other things that hurt you (like slamming
- will hurt them. There's something else that hurts you and that you and
- instinctively run away from that will hurt THEM too.
- Some parts of this game are so obvious that it makes them hard.
- That's just a general hint.
- By the way! I found a weapon today that's best used by a magic user.
- Really odd - try all your weapons with all your characters!
- ... I actually started over tonight and reinc. Leyla with the rope. The
- rope allows you to climb down into the pits without injury. Except you can't
- go up without the blue transport mist. Maybe this is useful elsewhere.
- And for the trap door in the time is of the essence area, it works pretty
- much like the other trap doors, the only difference is where the trigger
- is!
- Rabbit's foot - notice that it goes somewhere on your character. I think
- that it increases your character's luck in combat, I don't know for sure.
- Henry for TEST YOUR STRENGTH do you remember "cast your might"?
- GREEN - you don't open any of those doors to get to the chest. HINT!
- I have the compass...I thought it was some more corn the first time I saw
- it, (until I saw it was blue)...
- I made a big error at the start -> I chose a character with low mana, the
- she-devil). Don't do this! As you get further down, every member of your
- party must contribute to the potion pool. You can be crippling your high-
- power magical types with always having to cast full spells and healing
- potions.
- I don't think anyone has gotten through that force field, but a
- lot of us have gotten the chest [HINT!]
- HELP WITH THE ROOM AFTER THE ROOM OF RIDDLES.
- First of all, go around that room and place objects on the floor and NOTICE
- WITH YOUR EAR which pressure plates are affected by objects. Some are only
- affected by people. When you figure this out, you've got it about 1/2 way.
- You have to figure this out (what I just described) and combine what your
- learned from TIME IS OF THE ESSENCE.
- Hmm, about the "When is a rock not a rock", have you thought about those
- rock monsters?
- What about the little stone you get way back on the level before the
- worms? (or wherever)
- Whoever asked about the wall that says "When is a rock not a rock?"
- Well, when is a wall not a wall? [HINT!]
- Henry, the two buttons in that section are interconnected. The first
- one reveals the second one which reveals the key and other goodies. In
- the grave of Filius, I only found a key and other items. I ended up with
- one key and two locked doors. I skipped both of the doors and kept the
- key. Got past WHEN IS A ROCK NOT A ROCK finally. I always knew how to
- solve it but didn't believe myself since I was looking in the wrong
- place (but the solution was VERY close by...).
-
-
- SOLVE
-
- Our little rescue force consisted of four. First there was Axident
- Brownmold, race undescript (we name them Horoou but they aren't up to the
- point where they have a name for themselves) but strong and tough and when
- he went berzerk all you saw was a brown haze next to you; dangerous as
- death itself but I'm not complaining 'cause he never really hit me.
- In our second rank we had Snoutzy Foxtrot, a small cute female Bika with
- much more mana than strength. She was our best priest and although everyone
- agreed with me that we should all get as much experience as possible in
- each of the major fields (even Axident realised the logic) she always
- stayed one step ahead of us with potions and the like. An invaluable asset
- to the party, she was.
- And then we had Barbanq the Bald, a male Human - of all races - and he was
- a good man, strong, a perfect aim with missile weapons and soon an
- outstanding wizard. Such was our company. As you see, a strange
- combination of creatures; a Horoou, a Bika and a Human. I was the only
- decent Lizar in town. And by the way, I'm Slither Smith.
-
- Passing through the Hall of Champions, gathered there for the purpose of
- restoring balance in the world, we held a long meeting. I was choosen as
- chairman or something (meaning I was immediately put in the most vulnerable
- position) and decided on a policy. Seeing how we were bound to have a long
- and hard trip, we should train to a maximum - the Hall was filled with
- those who had taken their plight to lightly.
- From the very first minute on, I ruled that mana should änever reach its
- maximum. Completely filled mana just sits there; I was our duty to use it
- as much as possible. So every time someone could make a potion (Snoutzy had
- a flask) or do a spell such as Lo Ful, whether this particular spell was
- needed or not, it would be cast. The only way to gain experience is to
- train, and we started training before we were out of the Hall.
- Beyond the Hall, we soon found a staircase, but passed it. There was more;
- we read some scrolls with simple advice, and then we opened a door. At this
- point, I thought it necessary to give everyone's backpack a destination:
- Snoutzy wasn't too strong so she could keep all things magical - flasks,
- wands and other gear. Barbanq would stow away all the food, and Axident
- would take spare weapons and the like. Me, I took the torches and scrolls.
- And down we went.
-
- The first level was relatively easy; perhaps it was my earlier incarnation
- playing tricks on me but there seemed little difficulty fighting Mummies
- and Screamers once we had some experience. As far as keys were concerned,
- it was just a matter of locating them. There were two things that weren't
- immediately clear to us: a door that said "none shall pass"; Axe solved
- that problem with his falchion. And then we found a lever that seemed to
- have no direct purpose, but after a thorough search we found an extra room
- with a pleasant surprise.
-
- Things started getting interesting on level two. Apart from some gadgets
- and the secret rooms that held a compass (in the beginning) and a sword
- (near the end) there were six major "caves", all branching off the main
- hall where it said "choose a door, choose your fate."
- The thing was, we cleared out the creature cavern (where Snoutzy surprised
- us all with her first successful fireball) and found a gold key. Seeing how
- at least four doors obstructed progress between our present location and
- level three, we figured there would probably be a key in each of the six
- caverns. And we figured right - finding hidden knobs, opening a door from a
- distance with a Lo Zo spell, reflecting an Eye in the wall and retrieving a
- gem were some of the things that kept us busy for many hours. Also at this
- point, we found out that lots of puzzles could be solved by throwing or
- putting something in the right place.
- Like I said, we only needed four keys to get to level three; the fifth we
- used for a little extra at the end of level two. And the last we used on
- level three for a shortcut.
-
- Monsters were getting more ingenious - on level two they were nasty with
- poison and clubs, but they could all be killed if you took the right tactic
- (mostly hit & run, we took a lot of steps backwards). On level three there
- were some surprises; it was only the use of the proper spell (as found in a
- scroll) that killed a Wraith. The wasp was easy, but it seemed there would
- never come an end to the multitude of worms. These worms were good for
- one thing, though: we killed so many of them that their dried remains could
- no longer be carried. So I figured that we might as well excercise a
- little, and by the time we came at the end of level three we had all gained
- three ninja levels by throwing the stuff ahead of us all the time. And by
- the way, throwing stuff in front of our faces revealed three hidden rooms,
- unseen behind illusionary walls. And each room held an interesting surprise
- in the form of potions or magical boxes and the like.
- Onto level four and here at last we found some worthy opponents, though my
- scales still creep when I think of Axident, so fascinated by the
- magnificent twists of a flying Couatl that he just stood there and gawked -
- while the rest of us swallowed fireballs and tried to save our skins.
- Puzzles were getting harder to solve. Some of them needed Barbanq's logical
- deductions, others required Snoutzy's hunches or Axe's straightforward
- disbelief. Many solutions were done in more than one step; it was the level
- where the first complex combinations occured. And things could often be
- brought down to a process of trial, error and elimination. For instance,
- getting to know just what our location was in the Blue Hall was simply a
- matter of leaving large items on several floor spaces. Not hard, just a lot
- of work.
- Level four yielded its prizes reluctantly, but some things we found were
- valuable indeed.
-
- Beholders and skeletons lived on level five, where the access was gained
- through "The Riddle Room". Four items were needed, three to open the door
- and one more to gain the first of five iron keys. The other keys were
- gained by pushing buttons, giving gold to a long-dead King and putting (not
- throwing) an item in a blue screen (by the way, here's where we discovered
- that a älot of interesting things could be found by jumping or climbing
- down trapholes).
- The keys opened the most magnificent gold doors, and I remember vividly how
- Axident remarked, "Well, these doors look like the bad guy is right behind
- them. I think we're almost there." It was not until level seven (where we
- found stairs to level 12) that Axe swallowed that remark.
- Behind the doors, a junction. We took the right side, and had some trouble
- guiding a couple of skeletons to the place where they would trigger a
- secret door. And when we found some torso plate, I knew that we had only
- just begun our explorations.
- We also found two vorpal blades on this level, as well as some slayers and
- a crossbow. Nice equipment for the right foes.
-
- We got down the stairs to level six and found that this was the Tomb of the
- Firestaff. Our use of the first Ra key opened a magic door and beyond it we
- found an ominous message on a scroll. Finding no further entrance, we
- descended onto level seven and were attacked with swords, undead screams
- (here our vorpal blades proved very efficient), zig-zagging fireballs and,
- finally, thieving Imps. After we had lost our shields and arrows for the
- second time (and retrieved them after chasing the little rascals all across
- the enormous cavern) we made it a rule to have a fireball and a magical box
- ready. Just in case; it was no good running across a room where a dozen or
- more direction-change devices transported fireballs from one corner to the
- other.
- But the fireball machinery could be stopped, and after we got some rest we
- found a Mace of Order, a Delta (that was a tricky corridor; we had to walk
- slow and turn back at the right point) and several less exclusive items,
- such as a key carelessly left on the floor.
-
- Onto level eight where we puzzled a long time solving "when is a rock not a
- rock" until Axe once more tried the easy way - disbelief - and got us to
- the next piece of trouble. A direction changer almost had us fooled but
- Snoutzy noticed something weird in the length of a hallway and soon we were
- deep into the corridors. Giant rats formed little trouble because they
- hated fireballs - we built up a good supply of drumsticks from these
- animals, which we could use well as we'd all but run out of food. Then
- there were crazy creeps that looked too much like rust monsters to let them
- get anywhere near us so we never really did find out what tricks they had
- up their tails, and finally the Gnome magicians yielded a good many cheeses
- and corn ears which, with the help of our ever voracious Snoutzy, soon
- turned into cobs.
- The only interesting puzzles on the level were a gate that needed either a
- gem or a jump to open, a fireball mechanism that could be tricked with
- small items and a gate that was opened by putting something on it that
- weighed nothing - found elsewhere. And then there was the skeleton key,
- and we came back to our seven-level staircase.
-
- Level nine started with a warning "Beware my twisted humor - the Deceiver,
- the Snake" but the route that had to be followed was hidden in the warning
- so we had little trouble, except for the fact that a couple of skeletons
- and spell-casting beholders needed a stern lesson in manners.
- A Key of B opened one of two doors, behind the door could be found another
- Key which opened the one not initially selected, and then (after killing
- the first vicious, poisonous, far-too-quick and well-armored giant
- scorpion) a third key brought us to "Zoooooom". It took us a long time
- before we got the idea to make a right turn and then step forward. We
- entered a room filled with all kinds of nasties and by the time we were
- finished Axe and I had both gained some fighting experience. We found a
- speedbow and a helmet, and further down in the bowels of the twisted stone
- passages we found mail, a Shield of Lyte and a Hardcleave - not to
- mention all the less spectacular items hidden in secret rooms.
-
- Down the stairs and here we got to a point where Axe, had an exit been
- present, would have given up and gone back. But then we all got a little
- irritated, it didn't matter because with some logic and some testing we
- soon found out how to "turn back" "clockwise", it all depended on how you
- interpreted the words; you could do a lot of turning without moving. Of
- course, you did need to do it all on the right places, but then I honestly
- admit I never did quite find out whether our solution was pure logic or
- just plain luck.
- Anyway, old acquaintances had made some new friends on level ten and armed
- with a Fury and a Diamond Edge (don't ever move) we cleared out one of the
- Cross Caverns. Never seen so much blue in my life. Later on we finally used
- that magnifier and still later a second Cross Key; we cleared out another
- cavern and were once more very grateful for the existence of our vorpal
- blades; elementals are a nuisance.
-
- Level eleven and here's where we trained our leg muscles; we did a whole
- lot of running from one side of the dungeon to the other just to push
- buttons and find keys and open doors. Our efforts were rewarded with both
- armored opponents (Knights wearing cursed armor, as we soon found out) and
- immaterial whatchamacallums, they were either dispelled or disrupted but
- anyway very noxious and fiery.
- We did find a lot of goodies and while Axe wore Lyte's armor I donned
- Darc's. Heavy protection any way you looked at it; after a lot of running
- to and fro and discovery of the third Ra key we came near the end of the
- level where "cowards will be hunted down and killed"; remember Kesey: Never
- Give an Inch.
- The approach for the giant spiders was locked off by pushing a button and
- without too much trouble (there was something tricky with a moving traphole
- but a quick step was all it needed) we opened the skeleton door onto the
- staircase and then went to the Tomb of the Firestaff.
-
- The Firestaff Tomb held guarding stone golems only; beyond that it was
- deserted. Useful and, indeed, essential items could be found in abundance
- once the correct door was opened with the Ruby Key. After that it was
- merely checking walls to see what secret passages (one entire multi-level
- stairway came in handy) could be found and what lay behind them. We found
- the winged key and some very interesting scrolls; also the last Ra key and
- then we went to the Firestaff itself.
- Once we held the - incomplete - Firestaff, we studied how it should be used
- and went to level twelve.
-
- Level twelve seemed much like the elemental plane of fire; we killed some
- devils or demons or whatever they were but soon we heard a sound like a
- massive electric discharge and then we stood eye to eye with Chaos
- incarnated. We managed to walk around him for a short while but this guy
- was äfast ; the only way to survive was jumping down a hole in the
- ground - no time to use rope.
- From the frying pan into the fire: we plunged right into the dragon's lair
- and it was chase and be chased, we drank lots of Vi potions and just when
- we were all healthy again I heard a great belch and we managed to escape
- his breath weapon by inches.
- The thing that saved us in the start was a single pillar in the hall; it
- was relatively easy to hide behind. Seeing how we didn't feel up to
- fighting a monster of such gargantuan proportions, we took the easy way
- out - a staircase, and we once more found ourselves in the "Fire Hall". To
- the left was the original entrance and we made it before fireballs hit us
- again. For several hours, we didn't do anything but rest.
- Finally we got up, opened the last Skeleton passage, went downstairs and
- used our winged key. This time we knew the danger we would face, and we
- were prepared.
- After we slayed the dragon we found the Power Gem, firmly fixed in the
- mountain's flesh. Barbanq remembered the right spell and Snoutzy set if
- free; when she held the Firestaff on the radiating Power Gem they both
- seemed to melt. In the end, we held the real, complete, flaming Firestaff
- in our hands. Although every way up was now blocked, we feared not: armed
- with the Firestaff and the knowledge how to use it, we did not hesitate to
- confront Chaos and end its reign of terror.
- And I say, we do look kinda pretty in the History Gallery.
-
- Thats it!
-
- end.
-