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- DUNGEON MASTER TIPS
-
- Taken from an ST SEWER SOFTWARE docs disk. Tips by ??. Edited by Parasite.
-
-
- 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...)