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- STONEKEEP: COMBAT FAQ Version 2.0
-
- By Barry Brook (brook@mso.anu.edu.au)
- 4th January 1996
-
- Note: This FAQ is not intented to cover every aspect of Stonekeep. Combat,
- weapons, armor and monsters are the concern of this document. If you want
- general game hints, or solutions to puzzles, try Doug Swarin's STONEKEEP FAQ,
- or Dave's Semi-official walkthrough of Stonekeep. I'll post this FAQ every
- two weeks on the newsgroups, and will probably post it on a web page soon.
- Stay tuned. Now read on, fellow Stonekeepers!
-
-
- INDEX
-
- 1. Importance of good combat knowledge
-
- 2. Frequently Asked Questions
- a) What is the best weapon to use?
- b) What is the optimum armor configuration?
- c) When should I use missile weapons?
- d) Who are the best NPC fighters?
- e) How can I increase my skills?
- f) Which is better, magick or hack-n-slash?
-
- 3. Weapons
- a) Missile weapons
- b) Cutting (slashing) weapons
- c) Crushing weapons
- d) Piercing (stabbing) weapons
- e) Miscellaneous weaponary
-
- 4. Armor
- a) Body armor
- b) Leg armor
- c) Head armor
- d) Rings
- e) Shields
-
- 5. Denizens of the dungeons
- a) Dungeon items
- b) Ants
- c) Sharga
- d) Green slimes
- e) Snakes
- f) Otyughs
- g) Hornets
- h) Triffids
- i) Ettins
- j) Squealing fungi
- k) Throgs
- l) Mummy (undead)
- m) Golden Dragon
- n) Trolls
- o) Ice witches
- p) Ice Queen
- q) Skeletons
- r) Flying Skulls
- s) Scourge
- t) Fire Elementals
- u) Spinning spikes
- v) Dark Dwarves
- w) Khull-Khuum
-
- 6. Revision notes and copywrite
-
-
-
- 1. THE IMPORTANCE OF GOOD COMBAT KNOWLEDGE
-
- Stonekeep is a dangerous place. Numerous untold horrors (well actually they
- are told in this FAQ) await, ready to send you to your doom. Are you ready
- for the challenge, the blood, the gurgles, carnage, of combat in Stonekeep?
- The realm of Stonekeep provides a wide variety of weapons and armor for
- Drake and his companions to use in their quest. They are found scattered
- throughout the game, generally with the more powerful items found in the
- later stages. Search diligently, for new and more powerful items only
- increase your chances of getting through the dungeons in one piece. A good
- grasp of combat tactics is essential for completing Stonekeep. The aim of
- this FAQ is to give this basic grounding for all you prospective Drakes out
- there. Read on, and soon you'll know what weapons to use, what armor to
- equip, how to get out of trouble, and how to cause some!
-
-
-
- 2. FREQUENTLY ASKED QUESTIONS
-
- 2a) What is the best weapon to use?
-
- I.M.H.O., the best weapon in the game is the Shadow Hammer. It packs a
- clout equal to the Shadow sword or dagger, but hits like lightning. On
- maximum agility, I was able to strike at twice a second with the Shadow
- hammer! (c.f. Shadow dagger, about 2/3 that speed). For missile weapons,
- you can't beat the magickal throwing axe. Stick it in your left hand, and
- it magickally reappears there after being throw. No collecting ammo here!
- It hits very hard too.
-
-
- 2b) What is the optimum armor configuration?
-
- The best armor configuration I've been able to achieve is:
- Cut(34) Crush(29) Pierce(28)
- Can anyone do any better (without spells)?
- This is done by equipping the following:
- Ancient Breastplate, leggings and helm, three armor rings, and the ring of
- ducking. Add the magickal wedge-shaped shield, the spells "shield" and
- "armor", and you're pretty darned near impregnable!
- Note: the magickal chain mail shirt affords better protection than the
- ancient breastplate against cutting attacks, but falls down in the crush
- and pierce categories.
-
-
- 2c) When should I use missile weapons?
-
- Missle weapons are ideal for softening up opponents before engaging in
- hand to hand melee. If you hear footsteps, try to spot the monster and
- hit them with a few ranged attacks before they arrive. Enigma is REALLY
- good at doing this. Missle weapons are best utilized when staring
- through an open door. The monsters stupidly wait for you to enter. All
- you have to do is keep chucking those missiles through the door, and
- you'll eventually kill them, without ever getting hurt. The exception
- which proves the rule are the flying skulls. Those meanies blow this
- tactic out the window, by firing magic bolts at you. So watch out.
- Consistent use of light missile weapons will increase agility.
-
-
- 2d) Who are the best NPC fighters?
-
- All have their good points. Farli is good with the hammer, and gets better
- with time. Stick a shield in his other hand. Karzak does well with an axe.
- Both are great stand and deliver guys. Enigma is brilliant for ranged
- attacks, but he won't fire through a door. Sparkle is useless in combat, but
- does heal you from time to time. Skuz is a bit of a wimp, but lets you watch
- that ballista bolt work! Dombur...give up on Dombur. Wahooka casts some nice
- magic bolts, but doesn't do much else but groan in melee. Don't rely on NPCs,
- trust only your own ability to see you through the day.
-
-
- 2e) How can I increase my skills?
-
- Patience. Attack anything that's attackable (i.e. barrels, beds, mats,
- skeletons etc.). Go to one of the parapets of the Entrance to Stonekeep,
- where you'll find a drain that provides a ready supply of ants to defeat.
- Similar situation in one three of the rooms of the second level of Stonekeep,
- except this time it's snakes coming out of the drains, so you have to be a
- little bit tougher. The large glorystone in the dwarven blacksmith's area is
- the best for weapons practice. It lasts forever, and each blow to it is
- acknowledged as a hit.
- Consistently use a particular weapon to increase your skills with it (an
- increase in weapon skill increases your accuracy). Remember though, that a
- newly found weapon of the same basic type (e.g. Standard hammer -> Stone
- hammer) will feel different in your hands, and thus will require a bit of
- use to hone your skills back to their old levels. The increase in damage
- most often makes it worth it. Use of heavy weapons will increase your
- strength, use of light weapons increases your agility. An increase in either
- of these stats will add to your vitality, leading to a life point gain.
-
-
- 2f) Which is better, magick or hack-n-slash?
-
- I find this is a personal choice. Your steel is always with you, but mana
- needs recharging. Magickal bolts can deliver quite a punch, especially when
- charged with meta-runes. The best ones to use are firebolt, icebolt or
- lightning, enhanced with meta-runes (potency, area, triple). A shrink rune
- works too, making some opponents (e.g. otyughs) a more manageable size. Scare
- sometimes makes them flee, allowing you to peg missiles at their back!
- A weapon in both hands however, can give you a more rapid attacking rate.
- Just remember, all your mana might be drained, but like a faithfull dog, your
- weapons will always be by your side (you can probably tell where my biases
- lie ;-) I think protection spells are the best use of magic in combat
- situations.
-
-
-
- 3. WEAPONS
-
- The following tables provide details on the weapons usage (one or two
- hands, missle, slashing, crushing, stabbing), and on the amount of damage
- they inflict. The damage index used is based on the initial strength of
- Drake (3 points). As Drake's strength increases (to a maximum of 10 points),
- the amount of damage the weapon inflicts increases from the standard table
- values in the following way:
- Strength increased to: 4 (+3 to damage), 5(+6), 6(+10), 7(+14), 8(+18),
- 9(+22), 10(+27).
- So when Drake's strength has reached 10 points, he will inflict up to 107
- points each hit with the Shadow weapon. Now that's quite a body blow!
-
- Different weapons are better at inflicting different types of damage.
- Monsters may be more susceptible to a particular type of force. For
- instance, slimes are hurt more by slashing than crushing, whereas skeletons
- take much more damage from crushing weapons than slashing ones. Don't
- concentrate on only one type of weapon, be flexible (get some skill in
- hammer and sword work!). Over all, I've found crushing weapons to be most
- useful, especially in the later stages of the game, so make sure you
- specialize in the hammer! More on this in the monsters section of this FAQ.
-
-
- 3a) MISSLE WEAPONS
-
- WEAPON # HANDS CUT CRUSH PIERCE
- Throwing axe (magickal) 1 27 0 0
- Bow (short) & arrow 2 0 0 20
- Mechanimagickal device 1 0 17 0
- Crossbow (sharga) & bolt 2 0 8 15
- Throwing axe (standard) 1 12 9 0
- Dart 1 0 0 9
- Dagger (warm) 1 0 0 9
- Stone 1 0 9 0
- Dagger (simple) 1 0 0 7
-
-
- 3b) SLASHING WEAPONS
-
- WEAPON # HANDS CUT CRUSH PIERCE
- Sword (shadow) 2 80 0 0
- Axe (shadow) 1 43 43 0
- Axe (stone) 1 18 14 0
- Sword (ice) 1 18 0 0
- Sword (stone) 1 16 16 0
- Axe (battle) 2 15 12 0
- Sword (long) 1 15 0 0
- Axe (dwarven) 1 14 11 0
- Sword (dwarven) 1 11 9 0
- Sword (broad) 1 9 8 0
-
-
- 3c) CRUSHING WEAPONS
-
- WEAPON # HANDS CUT CRUSH PIERCE
- Hammer (shadow) 2 0 80 0
- Hammer (stone) 2 0 30 0
- Hammer (war) 1 0 24 0
- Hammer (ice) 1 0 17 0
- Hammer (standard) 1 0 15 0
- Quarterstaff 2 0 12 0
- Fist 1 0 7 0
-
-
- 3d) STABBING WEAPONS
-
- WEAPON # HANDS CUT CRUSH PIERCE
- Dagger (shadow) 1 0 0 80
- Spear (shadow) 2 43 0 43
- Dagger (of penetration) 1 0 0 30
- Spear (stone) 2 0 12 15
- Pick (dwarven) 2 0 0 16
- Dagger (throggish) 1 0 0 13
- Pick (sharga) 2 0 0 13
- Sword (throggish) 1 10 0 10
- Ballista bolt 2 9 0 10
- Sword (sharga) 1 8 0 8
-
-
- 3e) MISCELLANEOUS WEAPONARY
-
- There are lots of items Drake can simply pick up and throw, although they
- can't be equipped in his hands. Some of these make really good weapons. Oil
- flasks for instance, explode in a fireball when they hit the ground (or an
- opponent), and do quite a bit of damage. They can be thrown through a door.
- You can also throw skulls, broken swords, parchments etc. but I don't vouch
- for their effectiveness!
-
-
-
- 4. ARMOR
-
- Armor stops Drake from taking as much damage. So does a high agility. The
- better the armor he is wearing, the less likely he is to be hit, and if he
- is he, he will sustain proportionally less damage. Some forces are more
- easily deflected by armor than others. A general rule to follow is that armor
- is most effective against slashes, and least effective against stabs. Some
- magickal armor, such as the faerie clothes, will grant magickal resistance
- to certain types of creatures (Trolls in the case of faerie clothes). Other
- non-armor rings will grant resistances e.g. poison immunity.
- Armor can be divided into five categories, detailed in the tables below.
-
-
- 4a) BODY ARMOR
-
- ARMOR TYPE CUT CRUSH PIERCE
- Breastplate (ancient) 15 10 10
- Shirt (magickal chain) 11 7 4
- Breastplate (plate) 10 7 7
- Shirt (faerie) 3 3 7
- Shirt (chain mail) 5 3 1
- Breastplate (leather) 2 1 1
- Nothing 0 0 0
-
-
- 4b) LEG ARMOR
-
- ARMOR TYPE CUT CRUSH PIERCE
- Leggings (ancient) 8 8 8
- Skirt (magickal chain) 8 5 3
- Leggings (plate) 7 5 5
- Pants (faerie) 7 3 3
- Skirt (chain mail) 3 2 1
- Leggings (leather) 1 1 1
-
-
- 4c) HEAD ARMOR
-
- ARMOR TYPE CUT CRUSH PIERCE
- Helm (ancient) 5 5 4
- Helm (From the far east) 3 3 2
- Hat (Jesters) 2 2 2
- Helm (dwarven) 2 2 1
- Helm (battered) 1 1 0
-
-
- 4d) MAGICKAL RINGS
-
- ARMOR TYPE CUT CRUSH PIERCE
- Ring (ducking) 3 3 3
- Ring (armor) 1 1 1
-
- 4e) SHIELDS
-
- Shields are a bit of a problem area. I haven't been able to quantify the
- their defense bonus, so I think they don't work quite the same as regular
- armor. Instead, I believe successful use of a shield actually deflects a
- blow completely. The better you are with a shield, the less likely you are
- to be hit. Since NPCs only seem to utilize a weapon in one hand, I tend to
- alway equip their other hand with a shield, to give them a bit of extra
- protection. Shields range from wooden types, to leather throggish ones,
- circular metal (dwarven?) types, to the wedge-shaped magickal one given to
- you by Torin, the dwarven chief. I think I've listed them here in order of
- effectiveness.
-
-
-
- 5. DENIZENS OF THE DUNGEONS
-
- a) Dungeon items
- Description: Skeletal corpses, piles of refuse, mats, beds, barrels, grain
- sacks, snow drifts, tables, chairs etc.
- Location: Every level
- Attack characteristics: Stationary
- Combat tactics: Hit them with a weapon to destroy. Good idea, as they often
- conceal useful items, in addition to giving a little extra weapon practice.
- I do suggest however, that you don't destroy this sort of stuff in the
- Dwarven clanhalls...they might get a little upset with you!
-
- b) Ants
- Description: Large black insects, ~1' high at the shoulder.
- Location: Entrance, Stonekeep lv1, Feeding grounds lv1
- Attack characteristics: Rear on back legs and bite.
- Combat tactics: Aim low. Better to hit them from a distance with a missle
- weapon, as your usually weak in the early stages of the game, and want to
- avoid too much hand to hand combat.
-
- c) Sharga
- Description: Small, yellowy-green humanoids similar to goblins, generally
- about 4' tall (note: there are exceptions!).
- Location: Entrance, Stonekeep lv1 & lv2, Sewers, Sharga mines lv1 & lv2,
- Temple Entrance, Temple of Throggi, Feeding grounds lv1 & lv2, Ice caverns.
- Attack characteristics: Like to stab or slash with a short sword. May fire
- crossbows. Sharga in the ice caverns posess ice swords.
- Combat tactics: Aim your blows for the eyes; you can sometimes blind them.
- The head is generally a good place to attack. Ranged attacks through doors
- works excellently. If they run (after taking damage), pull out the missle
- weapons quickly, and punish them!
-
- d) Green slimes
- Description: Sluggish, green and gooey, slither on the ground.
- Location: Stonekeep lv2, Sewers.
- Attack characteristics: Crushing attacks with pseudopodia.
- Combat tactics: Use slashing or stabbing attacks, put away the hammer!
- Magickal fire scares them; hit them with missiles when they retreat.
- Aim low, and move around, they're not very fast.
-
- e) Snakes
- Description: large green serpents, about 6'-8' long.
- Location: Stonekeep lv2, Sewers, Sharga mines lv2.
- Attack characteristics: Rear and strike...quickly. They hurt, but they're
- not poisonous.
- Combat tactics: Slash at the body, the belly is the weakest area. Move
- around, so you're only facing one at a time.
-
- f) Otyughs
- Description: Squat, large mouth with 'orrible brownish teeth (there is
- obviously no Otyugh dentist in the sewers), three pinkish tentacles with
- suckers.
- Location: Sewers, Temple entrance.
- Attack characteristics: Strike with all three tentacles, and bite.
- Combat tactics: Be careful. These garbage guts are tough! Ranged attacks
- work fine, and since they are slow, you can generally stay out of harms way
- and attack with missles. When forced into melee, slash the tentacles with
- a sword or axe, you can chop them off after a while, and thereby reduce the
- amount of damage the Otyugh can inflict. Be careful. Did I say this already?
-
- g) Hornets
- Description: Small flying hymenopterans, with a nasty great stinger.
- Location: Sharga mines lv1, Feeding grounds lv2, Faerie realm.
- Attack characteristics: Standard hornets just try to sting you, the ones in
- the Faerie realm spit magickal fire, so watch it.
- Combat tactics: Don't attack the sentry hornet at the beginning of Sharga
- mines, an incessant flow of insects will proceed to attack you if you try.
- There is a nest near the stairs to the mines second level; stand back with
- your missile weapons an party on...they won't come after you, and it's a
- great way to increase your skills. In the faerie realm, charge those fire
- spitters and hack them to bits quickly, don't stand back and try to hit them
- with missles...you'll get toasted.
-
- h) Triffids
- Description: Green-red plants, with a stalk. 3' tall. Immotile.
- Location: Sharga mines lv1 & lv2, Feeding grounds lv1 & lv2.
- Attack characteristics: Envisceration (I assume). Anyway, parts of the plants
- insides hurtle out towards you. Pretty slow missiles.
- Combat tactics: Back up two squares and fire away with missiles. Their slowly
- flung attacks will be in vain, and never reach you. Sitting ducks if you don't
- approach them, since they're anchored to the ground. Vulnverable to crushes.
-
- i) Ettins
- Description: Two-headed giant, dressed in a loose skin. One head is a dog, the
- other a man. Wields a massive spiked club, snores really loudly.
- Location: Sharga mines lv1.
- Attack characteristics: One hit and you're history.
- Combat tactics: Don't try to fight this fellow. It simply does no good. If he
- wakes up, you free, he talks, then you die. I know it's not fair (I felt like
- kicking his ****) but that's life...or death. Cast a silence spell on your
- party and attack his barrels with throwing daggers from a distance.
-
- j) Squealing fungi
- Description: One large toadstool (looks like the Fly Agaric) surrounded
- by two smaller ones.
- Location: Sharga mines lv1 & lv2, Feeding grounds lv1, Faerie realm.
- Attack characteristics: Doesn't attack you, but squeals it's head off if you
- step next to it. This calls other denizens of the area (sharga, throgs,
- trolls), and they to the fungi's dirty work.
- Combat tactics: When you see one, stand back and hit it hard with a ranged
- weapon. Choose a powerful one, as if you don't kill it first blow, it'll
- scream it's hyphae off!
-
- k) Throgs
- Description: Tall humanoids (around 6'), generally dressed in red, with large
- eyes and a pig-like nose. Throg shamans wear cloaks and/or feathers. Look
- similar to the classic orc.
- Location: Temple entrance, Temple of Throggi, Feeding grounds lv1 & lv2,
- Dwarven clanhalls.
- Attack characteristics: Throg warriors carry a leather shield in one hand, and
- a curved, wicked looking sword that slashes and stabs. Shamans are magickal,
- and delight in hurling lightning bolts with a runewand, which unfortunately
- dies along with the caster.
- Combat tactics: They're tough, but don't like you moving about in combat (why
- don't you just stand still so I can hit you??). Aim for the face or the legs,
- they generally are pretty good at blocking body blows with their shield.
- Ranged attacks work well, but they move fast, and will run to engage you.
- Whatever you do, don't stand back to face the shamans (e.g. Gorga Karn),
- they'll toast you. Instead, charge these fellows and engage them at point
- blank range, they're pretty weak at melee. There is a dwarf in the clanhalls
- working on a wall. He's actually a throg, so make sure you slaughter him.
- Remember, I've met a few good shargas, but I've NEVER met a nice throg. Show
- no mercy.
-
- l) Mummy (undead)
- Description: Tall (7') undead humanoid wrapped in bandages, which emerges
- from a sarcophagus. Mean!
- Location: Dwarven clanhalls.
- Attack characteristics: Gropes at you with great effectiveness, hurting, and
- giving you a form of mummy rot, which continues to slowly drain your life
- points.
- Combat tactics: He's slow, so you can stand back and hammer him. When he
- approaches, run back into the corridor and contiue to punish him from a
- distance. If you want to go toe to toe, use slashing weapons. He takes a lot!
-
- m) Golden Dragon
- Description: Huge ancient lizard, squashed into mineshafts (can you imagine
- how uncomfortable that must be). Name is Vermatrix Goldenhide.
- Location: Feeding grounds lv2.
- Attack characteristics: Will wack you with her tail, or breath a deadly column
- of flame, which toasts you instantly.
- Combat tactics: Don't attack her, she's nice. Just do what she says.
-
- n) Trolls
- Description: Green humanoids with long noses, dressed in cloaks. ~5' tall.
- Location: Faerie realm.
- Attack characteristics: They move fast, and hurl magick.
- Combat tactics: To begin with, make sure you've got a four-leafed clover from
- Sweetie, otherwise they're invisible. The iron spike you found will help to
- stop them wizzing about the place. If you're wearing all the faerie gear,
- you're laughing, their magick just bounces off you. If not, move in close and
- bash, they generally don't last too long. This especially applies to the troll
- shaman, get close to him and force him into melee. Warning: don't go past the
- troll gate until you have the right gear, okay!
-
- o) Ice witches
- Description: Small floating spiky iceballs, sort of like the head of a
- morning star. White-blue in colour.
- Location: Ice caverns.
- Attack characteristics: Spits magickal icebolts with great accuracy and effect.
- Combat tactics: Don't stand back, dash in and engage them at close range. If
- you've stolen Helion's orb, you'll be immune to their attacks. If cast a
- warming spell on your party and you're laughing.
-
- p) Ice Queen
- Description: Tall woman (6') with black hair and bluish skin, dressed in a
- leotard and black boots. Don't let looks fool you.
- Location: Ice caverns.
- Attack characteristics: She'll blast away with magickal icebolts, at a very
- rapid rate.
- Combat tactics: Cast a warming spell on the party. Then fling the coldfire at
- her, which will disrupt her immunity. The chase is then on. She can't hurt you
- but you'll have trouble hitting her...she dashes about like an olympic
- sprinter, which can get rather frustrating. I've found a good way to get her.
- Stand in the corner of one of the squarish sections of her domain. When she
- comes along, throw some oil flasks at her. She'll occasionally freeze you
- solid, don't worry, this is only temporary, and won't drain life points. When
- you're out of flasks, arm yourself with Dombur's mechanimagickal device, then
- machine gun ahead of her. As she dashes around the corner to engage you,
- she'll be blasted by a volley of rocks. This soon saps her life! If you run
- out of rocks, pick up, and continue in trigger happy mode.
-
- q) Skeletons
- Description: Skeletal (obviously), with a helm and a longsword. One type is
- short, the other is tall. You can guess which is tougher. Shadowy forms exist
- on the eastern side of the Palace of Shadows.
- Location: Feeding grounds lv1, Ice caverns, Palace of Shadows.
- Attack characteristics: They slash away manically with their longsword. Once
- destroyed, they'll reanimate in around five seconds (once only).
- Combat tactics: Ranged attacks if possible, using something that crushes. In
- hand to hand melee, a good crushing weapon inflicts the most damaging blows
- (you can almost hear that bone crunch). There are no real weak spots, so
- just aim for the ribcage. Once you've dropped it, grab some part of its
- anatomy (in the nicest way possible), and keep it. This stops them
- re-animating. You may grab the skull, sword or helm. Another technique, is
- to smash the bones before they re-animate; this works well when you're
- attacking through doors and can't reach, but can be dangerously time
- consuming if you've still got another skeleton to deal with (they often work
- in pairs).
-
- r) Flying Skulls
- Description: Large mobile skulls, with nasty red eyes and gaping jaws.
- Location: Palace of Shadows, Tower of Shadows lv1.
- Attack characteristics: They bite, and they spit magic. Be careful with these
- creatures, as their magickal bolts fire through open doors.
- Combat tactics: Forget ranged attacks. They're hard to hit, and will punish
- you with their magick bolts. Instead, dash up to them, and hit them with a
- crushing weapon (a hammer, esp. the Shadow Hammer works best). There is a
- technique for fighting these monstrosities through doorways. Stand at the
- door and chuck you're magickal throwing axe (remember, it'll always reappear
- in your hand). You'll be safe until their eyes start to glow. When this
- happens, back up, the door will shut, and their magickal bolt will harmlessly
- dissapate on the door. They are then easy pickings. The main thing is...watch
- their eyes!
-
- s) Scourge
- Description: Large flying skull, with smaller ones whizzing around the main
- skull leaving colourful magickal trails. He likes to talk.
- Location: Palace of Shadows.
- Attack characteristics: Same as Flying skulls, he bites and he hurls magick.
- Combat tactics: Contrary to popular belief, you don't NEED the shadow
- weapon to kill this guy. I've slaughtered him with the warhammer. It does
- help greatly however, since it hits so dammed hard, and you need to hit this
- guy hard. There are three skulls to kill in all; he say something about
- revenge as each one snuffs it in turn, and will warn his master after you
- finally cave in his last temple with your hammer. Stay close to him, swing
- fast, and he'll be no problem. He lasts a long while, that's all.
-
- t) Fire Elementals
- Description: Pillars of orange flame with a vaguely humanoid form.
- Location: Tower of Shadows lv1, lvl2 & lv3.
- Attack characteristics: Well, they just touch you with hot fingers really, but
- boy, that can hurt!
- Combat tactics: Ice magick works well, as do ice weapons. I use the ice sword
- or ice hammer I picked up in the ice caverns, that seems to deal with these
- guys pretty well. They are tough however, and do take a lot of beating. Don't
- need to aim anywhere in particular, but as always with tough monsters, keep
- moving around! A shield rune activated on your party sure helps cut down the
- damage you'll sustain.
-
- u) Spinning spikes
- Description: Bronze coloured cylinders, armed with lots of spikes.
- Location: Tower of Shadows lvl.
- Attack characteristics: They float in front of you and spin those spikes. They
- also deliver a nasty little suprise when they die, by exploding in fire ball,
- with a similar magnitude to an oil flask.
- Combat tactics: They hate to be crushed, so use a hammer or axe. Since they
- tend to explode, it's better to run back a few squares and hit them with
- missiles. Watch out for a big nasty invincible one; you'll have to use a bit
- of trickery to trap him out of harms way. No good going toe to toe with this
- fellow, he'll grind you into pulp.
-
- v) Dark Dwarves
- Description: Short (4'), wear helms, have beards, carry axes...your standard
- dwarves really, except they're nasty and grunt like animals (possessed).
- Location: Tower of Shadows lv1, Lair of the Dark Dwarves.
- Attack characteristics: Throw oil bombs, and slash with their battleaxe.
- Combat tactics: Enigma deals with the first one. In their lair, don't stand
- back. They'll fry you with a barrage of oil bombs. Get in close and aim for
- the face or the legs; they'll soon be gurgling their last gurgle. If you want
- to be the nice guy, run straight past them into a square room, and wack the
- hell out of the idol you'll see (It has the head of a polearm on top). See
- what happens.
-
- w) Khull-Khuum
- Description: The Shadow King. A god. Nasty. Unmerciful. Dressed in plate
- armor, with a flowing cape. He's missing arms, those gauntlets just float in
- the right place. He's magickal, and likes to blast you in the Palace of
- Shadows. He's the angel fallen from grace. Get the picture?
- Location: Entrance to Stonekeep, Palace of Shadows, Tower of Shadows lv4.
- Attack characteristics: He can do what he likes. He's a god remember.
- Combat tactics: One word. Intelligence. You'll have to outwit him to beat
- him. This is one place where steel will let you down. Use that squishy thing
- in your head. He can't handle that power!
-
-
- 6. REVISION NOTES AND COPYWRITE
-
- This FAQ has been heavily reworked since the last version. After a number
- of suggestions, the format has been altered to make it appear more like
- other FAQs (especially Doug Swarin's complete STONEKEEP FAQ) for ease of
- reading. A number of weapons and armor items have since been added, and the
- values for a few corrected. A section on monsters has been included. I think
- that I've now listed every weapon, piece of armor and monster in the game.
- However, if anyone knows of any others, PLEASE e-mail me, and I'll update
- the FAQ to include the new item(s) or monster(s). Your contribution will be
- duly acknowledged!
- Feel free to distribute this document where ever you want, but please don't
- change anything. Just tell me about any errors in the information, and I'll
- make sure they're corrected.
- Thanks for reading this far....enjoy combat in the brilliant game STONEKEEP!
-