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.