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- DUNGEON MASTER CREATURE/ITEM LIST AND HINTS
-
- Typed in by ???. Edited by PARASITE.
-
-
- CHAMPIONS 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.
-
- -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)
-
- -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 COMPILED BY MICHAEL STETTER
-
- Note: The power symbols are required for all spells. Power effects
- the strength and duration of the spell. All potions require
- a empty flask.
-
- Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON
-
- Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO
-
- Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR
-
- Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR
-
- Power Elemental Form Class Caster Effect
-
- 1-6 1 P MON Potion (Stamina)
- 1-6 2 P VI Potion (Healing)
- 1-6 4 W Light
- 1-6 6 W Open Button Doors
- 1-6 1 4 P Spell Shield
- 1-6 1 5 P YA Potion (Protection)
- 1-6 2 5 P BRO Potion (Cures Poison)
- 1-6 3 1 P Poison Potion
- 1-6 4 4 W Fireball
- 1-6 5 1 W Poison Cloud
- 1-6 5 2 W Weaken Non-Material Beings
- 1-6 1 5 2 P Magic Footprints
- 1-6 1 5 3 P DANE Potion (Wisdom)
- 1-6 1 5 4 P NETA Potion (Vitality)
- 1-6 3 2 5 P Look Through Solid Objects
- 1-6 3 3 5 W Lightning Bolt
- 1-6 3 3 6 P Monster Confusion
- 1-6 3 4 5 W Light
- 1-6 3 5 2 P ROS Potion (Dexterity)
- 1-6 4 5 1 P KU Potion (Strength)
- 1-6 4 5 4 P Fire Shield
- 1-6 5 4 6 W Darkness
- 1-6 6 3 5 W ZOKATHRA Spell
- 1-6 6 5 5 P EE Potion (Mana)
-
- 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
-
- Eigheth 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
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