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- DUNGEON MASTER II
-
- The Legent of Skullkeep
-
-
-
- GENERAL HINTS AND TIPS FOR YOU INEXPERIENCED PLAYERS
-
- Gaining experience in combat, without fighting!
-
- A quick and painless way of gaining experience without fighting is by simply
- practising. Stand directly in front of a large tree, or a closed door, and give
- darts, daggers and arrows to the current leader to throw. Don't worry about
- losing any of the weapons as they just hit the tree and fall on the floor in
- front of you. Keep picking them up and throwing them until you think you've
- gained enough experience. You don't get as much ninja experience as in real
- combat, but it makes a significant difference to the party members that stay in
- the rear and don't fight very often. Spellcasting works much the same way, but
- it takes much longer since it requires mana. When it looks like a skill won't
- rise any more, go out and slay some monsters before you try again. Your be
- pleasantly surprised at the results.
-
-
- Making money
-
- Unfortunately there is no known way to cheat for cash (sorry folks!) but
- these are the best normal methods at gaining a quick buck. In the third area
- outside, collect fairy cushions and sell them. In the fourth area, collect axes
- from the Axe men and sell them in the weapons shop in the first area, not in the
- nearby town. in the fifth area, the magic shop pays extremely well for many
- magical items. Purchase the Kalan Gauntlet here, then take it to the weapons
- shop in the fourth area, you'll be able to sell it for a large profit. You will
- also find a well hidden chest full of gems beneath the ancient temple. Once
- your party enters the keep, money will no longer be an object, sice the keep is
- full of valuable gems and items.
-
-
- Magic Armour
-
- Some armours can increase certain abilities if properly worn. Although
- they aren't necessary to complete the quest, they do help an awful lot. Here
- for your playing pleasure is some of the best examples: The tech helm increases
- wisdom, fire poyeyn increases strength, and the cloak of night increases your
- dexterity. Almost all of the more expensive shields cast spells, and some
- increase magic and fire resistance. Although some are very obvious, others are
- not. Keep an eye on your stats when wearing a new piece of armour, you may
- discover many more.
-
-
- Magic Weapons
-
- The Numen staff is far the best weapon in the game, since you can
- recharge it as many times as you so desire in the Vexirk cauldron in the keep.
- the staff of NETA and the Emerald Orb are also very valuable since they can
- transfer Mana directly into healing without bothering with potions. They also
- raise the wielder's Mana a fair bit. The Excsymyr ranks top among melee weapons
- due to its high speed double attacks, and considerable damage.
-
-
- COMPLETE LIST OF SPELLS AND POTIONS
-
- Refer to the manual to find out which symbols are described here.
-
-
- Nine Priest Spells
-
- The Party Shield Spell is YA IR.
- The Shield Spell is YA IR DAIN.
- The Aura of Strength spell is OH EW KU.
- The Aura of dexterity spell is YA IR DAIN.
- The aura of Vitality spell is OH EW NETA.
- The Fire Shield spell is FUL BRO NETA.
- The Darkness spell is DES IR SAR.
- The porter Minion spell is ZO EW ROS.
- The Reflector spell is ZO BRO ROS.
- The Guard Minion spell is ZO EW NETA.
-
-
- Nine Potion spells
-
- Only the Priests can create potions.
- The Stamina potion is YA.
- The Shield potion is YA BRO.
- The Wisdom potion is YA BRO DAIN.
- The Vitality potion is YA BRO NETA.
- The Health potion is VI.
- The Cure Poison potion is VI BRO.
- The Dexterity potion is OH BRO ROS.
- The Strength potion is FUL BRO KU.
- The Mana potion is ZOBRO RA.
-
-
- Fourteen wizard Spells
-
- The Magic Marker spell is YA EW.
- The Poison Cloud spell is OH VEN.
- The Invisibility spell is OH EW SAR.
- The push spell is OH KATH KU.
- The Pull spell is OH KATH ROS.
- The Lightning Bolt spell is OH KATH RA.
- The Accelerate Party spell is OH IR ROS.
- The Daylight spell is OH IR RA.
- The Firelight spell is FUL.
- The Fireball spell is FUL IR.
- The Poison Foe spell is DES VEN.
- The Harm Non Material spell is DES EW.
- The Open Door spell is ZO.
- The Attack Minion spell is ZO EW KU.
-
-
-
- THE SOLUTION
-
- OUTSIDE THE KEEP
-
-
- Solving the first area with the Sun key
-
- So you've chosen your elite team of professionals. Now climb up the
- ladder into the room above you, there are many things to help you in your quest.
-
- Go to the door that doesn't require a key and enter that room.
-
- When you pick up and read the scroll which is laying on the altar it
- will reveal that this room is used for the resurrection of fallen Champions.If
- one of your team happens to die then pick up his/her/its bones and place them on
- the altar in this room to bring them back to the living. Now collect the
- torches which hang on the wall and head back into the other room.
-
- Pick up the torches in this room, the gold coin and the bota which lie
- on the table. Open the chest on the floor and pickup the two potions. Now move
- the table back and pick up the painting behind it. You will find hidden behind
- the painting a bag containing several food items, a Magic Map, that when
- activated will show you an overhead view of the current area, a money box to
- organise coins and gems in, and a solid key in which to open the locked door.
-
- Before you unlock the door that leads into the unknown make sure you're
- ready for combat. There are some glops outside just waiting to rip you in half,
- watch out, these globs are nasty pasties.
-
- Insert the key in the door, open the door and head down the corridor.
- The globs you come across once outside will give your team some combat
- experience. If a team member dies then pick the bones and take them back to the
- altar to resurrect them. They will lose all previous possessions and have
- weakened health, but the experience they gained up to the point of death will be
- retained.
-
- When you have finished with the globs you will find many useful items
- lying around. Minor weapons, coins and debris are scattered about. Although
- many items are picked up by the globs, they are left behind when they are
- killed. In the centre of the opening you will see two landmarks. One a
- fountain, the other is a mysterious black and red star pattern on the ground.
- The pattern reveals itself much later on in the game, but the fountain can be
- used immediately. If you place a bota in the churning water it will come out
- filled, plus it also contains a few hidden coins.
-
- Nearby on the ground you will find a staff. Spellcasters who hold it
- gain five points to their maximum mana. The staff allows unlimited casting of
- weak Magical torch spells. The second spell on the staff has an incantation to
- open or close a door from a distance (this will prove very useful). Keep a note
- of the symbols they use as they can be duplicated. Every shop has a sign
- outside its entrance, this depicts the wares they deal in.
-
- Head towards the dark keep on the horizon. There is a shop that sells
- food items furthest from the hall in this area. There are also several tables
- as well as a small fountain which is set in the wall. Click on the fountain,
- your entire party can drink there without the use of their botas. Buy a compass
- from the food shop, this will help you on your journey. The Sun key is on a
- table in the food shop furthest west. Take the key to the lock near the door,
- drop it in, and then press the switch. Be careful as more creatures await you
- outside. So prepare your weapons, take a deep breath and enter the second area.
-
-
- Solving the second area with the Lightning key
-
- Proceed as far as possible north, past the Lightning door, through an
- archway that leads into the Thorn Demon area. You will come across a large
- tree, go west and find a path north through another archway which leads into a
- foggy area. The Lightning altar lies in the middle of a ring of monoliths, on
- it is the Lightning key necessary to go on to the next area.
-
-
- Solving the third area with the Moon key
-
- Once through the Lightning door keep going east until you run into a
- small tree. Follow the path nearby north, then east through an archway into the
- swampy domain of the wolves. Don't attack the wolves (unless you need to defend
- yourself) because they howl to the rest of their pack for help. More wolves
- join the fight and soon enough you will find yourself out numbered and being
- torn into itsy bitsy pieces. Proceed east, then north on the left path, then
- west a few spaces to a pit. Jump in and receive some damage or use Grayen's
- rope, now keep pushing the large boulder until it moves. Take the ladder up and
- go west a few spaces, take the bone from the niche. Now go back to the wolves
- and throw them the bone to keep them busy while you continue west and south
- towards the Moon altar. Collect all the items, then get out of the swamp
- quickly. Open the Moon door and continue onto the next area.
-
-
- Solving the fourth area with the Energy key
-
- Go through the Moon door, keep going south until you get to the teleport
- pad. Head east through an archway into the Axe Man Domain. Move swiftly as you
- will be harder to hit by thrown axes. Near the middle of this area lies the
- Energy altar, just north of it is another archway into a town with three new
- shops. Use a magic map to avoid being cornered by the Axe Men, and grab the
- keys from the altar. You will find the Energy door is near to the teleport pad,
- go through into the next area.
-
-
- Solving the fifth area and retrieving the last Clan key piece
-
- Proceed through the Energy door and continue west until you see a niche
- and an archway nearby. Grab the vorpal blade from the niche and enter the foggy
- cemetery. To avoid releasing nasty spirits keep away from the statue and the
- tomb in the middle. Go south into the swampy area, whilst at the same time
- avoiding the haunted trees. Now head east into the ancient temple.
-
-
- Moving pits and fire Doors
-
- Once inside the temple locate the button on the right side of the room
- with covered pits, press the button to open a hidden alcove. Inside you will
- find the fire key. Make your way over the pits on this side of the room, get
- the key and prepare to cross the nearby room. Move the pits by casting
- Accelerate and activating a magic map to keep an eye on the pits. Go quickly
- east and south to the Fire door, open it with the key and enter. If you should
- fall into a pit, wait for the gates to reopen and take the stairs back up and
- try again. Look out for another hidden button in the large underground room to
- find a chest packed full of expensive gems.
-
-
- Air key
-
- Just past the Fire door is a twisting hallway full of mummies, cast the
- Accelerate spell again, then sprint to the Air door. Open it and proceed
- through. Inside you will find a bartering table with the last Clan piece.
- Place any coin on the table and the key is yours (there's no catch!)
-
-
-
- INSIDE THE KEEP
-
- Solving the first stage of puzzles leading to the boiler room
-
- After passing through the entrance to the keep the door closes behind
- you. Nearby is the gold lock which opens it, but first you must get through a
- series of gates. Take a step up to the tech eye, then take step back to avoid
- the incoming fireballs (this happens only once). Enter into the small alcove
- with buttons in it, now face north. Press the button on the left, then the
- button on the right, now run forward into the gates as they open. Your find
- that the third gate is closed, so go back to the harmless tech eye. Face south,
- without entering the alcove, and cast Accelerate. Aim the mouse pointer on the
- button directly ahead of you and use the keyboard to move faster. Step up to
- the button, press it and run backwards as fast as you can. Set the guard
- minions in each of the five spaces which lead to the last gate, this will keep
- the gates open a little longer than usual. The closing gates may cause some
- damage to you, but once your past the third gate they all stay open.
-
-
- Tempest
-
- Get the minion map from the niche and stand on the space where the
- Tempest is lying. Activate the map, select the X and then walk back to the
- stairs. Select the icon that shows a minion moving away from the X, and the
- minion brings you the sword.
-
-
- Dark Vexirks
-
- First things first, pull the bell rope to summon a Vexirk to open the
- outer gate, be patient as they usually take there time. Don't bother with the
- items in the niches or provoking the Vexirks. Head east into the smaller room
- and wait for them to wonder out into the main room. Set as many guard minions
- as you can before they attack. Avoid the Vexirk king with the Numen staff.
- Keep setting minions until all the Vexirks are dead, now grab the staff. The
- Numen staff is the only magical item you can recharge in the cauldron. The
- staff also opens the outer gate and inner door as long as you walk up to them
- with it.
-
-
- Tech Eyes
-
- To get to the hall with the tech eyes, use the minion map to place an X
- on the floor trigger. Stand next to the closed door and send a minion to drop a
- coin on it. Once the minion drops an item on the trigger the door opens just
- long enough for you to dash in. Press the button on the other side to keep it
- open. Press the ROS button on the map to see the false walls. Get behind the
- tech eye through one of the false walls and open the plate to remove it. Nearby
- you will find a hidden button which will open a wall to another tech eye. Head
- back to the long hall and quickly enter through another false wall before a
- fireball reaches you. Deactivate the last two eyes the same as the first and
- the hall will become safe for you to travel through.
-
-
- Opening Boiler Room
-
- Get the large gear from the niche, place it on the device next to the
- door, now press the button to open it. Grab the gear quickly and go on to the
- next door, or buy extra gears from the magic shop near the ancient temple
- outside. If you take too long the pits will open up under you so speed is of
- the essence. If you fall down the pits, simply walk to the ladder, climb up and
- try again.
-
-
- Solving the second stage of puzzles in the catacombs
-
- Once your inside the boiler room kill all the enemy minions and get the
- Earth key from the niche. Put the key in the lock which is located in a nearby
- alcove, now step out and pull the lever beside it. A pit will open and drop the
- key two levels down. This also unlocks the door beside the entrance, but you
- will need the Earth key again to go further. There's two routes to reach the
- Earth key, the first is using Grayen's rope (this will cause you a lot of
- damage), the second is to walk down. If you decide to walk down pull the lever
- near the central ladder to lower it. Proceed downwards and then head south to
- an area with bats and boulders. Push a boulder into a pit, and take a one-way
- ladder down. Now go west, then north into Dru-Tan's domain.
-
-
- Dru-tan
-
- Dru-Tan is hard to kill, but no means impossible. The easiest way in
- which to dispose of him is to catch him in his own trap. Dodge your way west,
- past the locked door with the Rockies in, to the next door with a strange lever
- beside it. Open the door and enter, go down the hall two spaces and turn to
- face the spiked wall. Wait for Dru-Tan to enter. As soon as he enters quickly
- turn around and run to the other end, this will set the trap in motion,
- hopefully trapping Dru-Tan with you. Press a concealed button to open the
- second gate, it only works once. Exit the trap and close the door behind you.
- After he dies open the door again from the outside, go back to the other door
- and pull the strange lever to reset the trap. Finally, go back around and get
- the Blood key. If the trap should fail, you'll have to kill him the
- old-fashioned way, with spells.
-
-
- Activating Furnace
-
- When you've killed Dru-Tan, get the Earth key and the Blood key. Open
- the Blood door and go through. inside you will find a button on the wall which
- activates a teleporter. The Rockies will enter through it so follow them.
- Proceed east toward the furnace and exterminate the enemy guard minion so that
- the Rockies will be able to toss some fuel into the fire. Place your own guard
- minion nearby to prevent any enemy minions from blocking the furnace again. Go
- back to the boiler room via the ladder. Pull the switch beside the boiler, but
- it won't work until you finish more quests.
-
-
- Crossing the Pit
-
- After opening the second Earth door, you need a scout map to cross the
- pit that opens and closes. Stand on the floor trigger and activate the scout
- map. Select the minion icon and click on the map which is on the other side of
- the pit to send the minion there. The trick is to block the Zo balls with your
- minion and leave the pit open, so keep at it. Go up the ladder to begin the
- third stage.
-
-
- Solving the third stage of puzzles leading to the pump room
-
- You will find that you need a vacuum fuse to unlock the door where the
- Master key is kept. The easiest way is to buy one from the magic shop outside
- near the ancient temple. Or you can chase a floating chest around and destroy
- it with fireballs to get one. Place the fuse in the device near the door to the
- west to unlock it. look for some false walls inside.
-
-
- Level Puzzle
-
- To open the door to the level puzzle you need the Master key and a large
- gear. Once your inside get the Master key from the lock. Go to where the
- levers are and pull each one several times. Leave them all in the up position,
- and all except the last door to the pump room will stay open. On your way to
- the pump room destroy the large barrels and get the items within. Use the
- Master key to open the last door, then take it back. Once inside collect the
- Iron key, and place another vacuum fuse in the slot. activate the pumps and
- lower the ladder. Take the Cross key back to where you got the Master key, and
- lower the ladder to stage four.
-
-
- Solving the fourth stage of puzzles leading to the valve room
-
- The easiest and quickest way in which to deal with all those tables is
- to hack through them one by one with weapons.
-
-
- Rams
-
- This requires speed and timing in rather large quantities. First cast
- your Accelerate spell, then carefully watch the movements of the rams. If the
- ram is extended on the way in or on the way out then you will get pushed into
- the pit. Start off with the ram furthest to the east. Wait until the ram is on
- the in-stroke, and when it's almost reached the wall you can rush past. After
- the first ram you will encounter two more in a row. Once again watch for the
- instroke, step safely in front of the first one, wait a fraction of a second,
- then hurry past the second one.
-
-
- Reflector Room
-
- You have two ways of solving this one, the easy way or the hard way.
- The easy way is to angle the centre and one side reflector so you can cast your
- own fireball north, to strike the target and remove the pits. You find the
- ladder up to the last stage is east of this room. The hard way however requires
- you to position the reflectors with levers, so that a fireball bounces all the
- way around the room, back to the centre reflector and then into the target.
- This requires using a magic map to see all the reflectors. Use the middle lever
- to move the centre reflector while the fireball is flying around to change the
- angle.
-
-
- Teleport Fields
-
- When you've solved the reflector room puzzle move each reflector one at
- a time into the room with the moving teleport fields. Place them in a straight
- line, south to north, with the fields on the other side. Then move
- thereflectors east until they are boxed in. Be careful not to block any
- passages.
-
-
- Locked doors
-
- Throw fireballs at the locked gate in the reflector room to open it.
- The other door past the teleport fields is not quite so easy. Activate the
- scout map, send the scout to the space in the middle of four pits and throw a
- coin at it. The coin will bounce off the minion and onto a floor plate,
- removing some of the pits and opening the nearby door. Last of all you need the
- Master key one final time to open the door to the valve room.
-
-
- Solving the top levels of the keep and opening the portal to Dragoth
-
- Face the hall with the lightning bolts and cast the Accelerate spell.
- activate a map, watch for a pause in the lightning, then move down the hall. On
- the other side is a switch to turn off the lightning. Two keys rest in a nearby
- niche, but you can only take one at a time. If you take both keys, a suction
- trap in the floor holds the party helpless, presumably until Dragoth arrives to
- kill you. If you pick up the Skull key first, put it back and click the pointer
- directly on the Onyx key. This key must stay in the lock for the Onyx door to
- stay open.
-
-
- Skull Key and Storage Room
-
- Past the Onyx door you will find the Zolink chamber, before that you
- must get the Skull key. Lower the ladder near the entrance, then head back to
- the control room and get the Onyx key, closing the door. Take this key back to
- the niche and take the Skull key. Make sure that you leave one key in the niche
- at all times. Go back to the reflector room via the ladder and out to the
- teleport field room. Now climb back up the ladder into the Zo-link chamber, the
- Skull lock will activate a teleport field. Enter and cast fireballs at the
- nearest reflector to destroy a table. Now move the brazier, destroy the table
- and open the door.
-
-
- Reflectors and Zo-link
-
- Once you've opened the storage room move the reflectors out into the
- Zo-link chamber and then place them on the drain gates. Pull the switch inside
- the short hall to the portal. Now pull one of the switches on the south wall to
- release a stream of red hot fireballs that strike the central crystal. Next,
- walk around the room and pull the other fireball switch. Finally pull the last
- switch on the north side of the chamber to the lightning bolts at the crystal.
- If this doesn't do the job you will have to go back all the way down to the
- catacombs to refuel the furnace. When all the devices are fully working the
- Zo-link will open.
-
-
- Opening Zo-link
-
- Open the Onyx door, go straight into the Zo-link chamber and pull the
- four switches inside. Fire the Numen staff at the central crystal to open the
- portal. You don't need to bother with the reflectors or the boiler which lies
- far below.
-
-
- Defeating Dragoth
-
- Cast the Accelerate spell to cross the moving platforms. As soon as
- you've reached the area where Dragoth lurks start setting guard minions and try
- to keep Dragoth near them. If you must, fry him at point blank range with large
- fireballs or the Numen staff to help prevent him from dodging. Keep moving to
- avoid his spell attacks and ignore the attack minions he summons against you.
-
-
- Congratulations Dungeon Master.
-
- You have completed your long and tiring quest.
-
- Now you can rest until called upon again...
-
-