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- Subject: Re: Stonekeep - Khul Kumm's tower, L.4
- Date: 7 Dec 1995 18:41:34 GMT
- From: robl@sr.hp.com (Rob Laddish)
- Organization: Division of the month club
- Newsgroups: comp.sys.ibm.pc.games.rpg
- References: <1995Dec6.230135.109710@kuhub.cc.ukans.edu>
-
- Aaron D. Brown (aaronb@falcon.cc.ukans.edu) wrote:
- : I've cleaned out all 4 tower levels (as far as I know) and have the 4 silver
- : artifacts, and my save game now stands one step away from the Big Bad Guy
- : himself. My question is, what do I do with him?
-
- Spoilers follow:
-
- Hooray, I finally killed Stonekeep! To help you out, I wrote up:
-
- * spell costs
- * spoiler warning
- * endgame walkthru
-
- Spoilers:
-
- I found it easy to reach level 5 magic ability by casting fireball, then
- entering a mana circle & repeating. This took about 5 minutes. I then tried
- casting spells of various strengths to see how much mana they used. Be aware
- that the mana costs I list are for level 5 magic ability.
-
- In my journal, I wrote the costs next to the spells. Since there wasn't much
- room, I had to be somewhat cryptic. Spell costs are listed a 3 comma
- separated values. The first value doesn't have a strength meta rune, the
- second is with the x2 meta rune, and the third with the x3 meta rune. The
- "x" list is the otherwise unmodified spell costs. The "b" list also has
- the "ball" meta rune which causes an area effect. The "d" list uses the
- "duration" meta-rune, and the "db" list has both duration and ball meta
- runes. The "p" list also has the red dot "potency" meta rune. I've only
- tested a few combinations, as this is tedious to chart out. In some cases,
- I list the value for "dbp3", which means that the spell was modified with
- the "duration", "ball", "potency", and "times 3" meta runes respectively.
-
- cure x1=1
- heal x=1,2,3 b3=3
- read x=1,2,3 b3=3
- spoilspell x=8,10,13 b3=22
- scare x1=1
- go home x=10
- armor x=2,6,8 b=4,12,14 d=3,11,13 db=9,17,19
- fire ball x=1,1,1 b=1,2,2 d=1,2,2 db=1,3,4 dbp3=5
- energy bolt x=1,6,8 b=4,12,14 d=3,11,13 db=9,17,19 dbp3=25
- float x=2,6,8 b=4,12,14 dbp3=25
- fire wall x=1,6,8 b=2,6,8 d=3,11,13 dbp3=19
- wind x=1,4,5 b=3,8,9
- heal+cure x=1,4,5 b=3,8,9
- shrink x1=1
- ice x=1,3,4 b=2,6,7 db3=27?
-
- Note that the costs are NOT linear. Fireball3 at a cost of 1 was one of
- my favorite spells, but be careful of close range combat. For difficult
- fights, Try casting armor db3 and shield db3 next to a mana circle, then
- go into the mana circle & teleport (or run quickly) to the fight. This
- can be tedious, but works well.
-
- Endgame spoilers follow:
-
- I'll give brief clues thru the endgame, one at a time, so hopefully you
- can read only to the part where you are stuck & come back later when
- you get stuck again. Some of this info was gathered from other postings:
-
- Hall of the ancients hints:
-
- Near the spear area is a secret wall. Use Afri's orb to find possible
- locations and try walking thru them. This area has a mana circle as
- well. Go to the nearby pit & jump in. Explore a bit & you will find a
- green orb that lets you fly. To use it, stand under a pit, and cast the
- orb at your picture. Move fast, or you'll fall again. I mapped out
- both this level and the pits using 2 different colored pencils. I
- explored all areas, and it was fairly straight forward ONCE I found the
- first secret door. Before you go thru the gate, go thru the secret door
- nearby and get a 99 charge runecaster. It's sweet. I also cast a homing
- circle rune near the entrance so I could come back if needed & fill up
- at the mana circle. If you have a funny spell from the fairy players,
- you can cast it on the statue to reveal a secret room with a spell scroll.
-
- Shadow palace hints:
-
- The palace is hard at first. I used my armor+shield combo's to protect
- myself for a short time. With this, I was able to clean out the monsters.
- You will find a shadow item that can be morphed into a weapon. This weapon
- is great against the nasties here. You can kill all the bad guys & keep them
- from returning. Place the yin/yang symbols together on the one of their
- circles. If you find a big orb, can you make it smaller? The teleport
- hallways work different depending on what direction you are walking when
- you walk into the center. If you see a green porthole, it will recharge
- your mana staff's. Finally!
-
- Tower lvl 1 hints:
-
- There are lots of secret doors! There is one gear shaft that can't be
- killed. Mark on your map places where walls glow with symbols. If you
- have the items shown, they will teleport you to a new spot. One door will
- shock you. You can't get thru until you go to dwarf land, and come back
- and fill out the symbol panel.
-
- Evil dwarf land:
-
- If you run past the bad dwarves and kill their statue, they will come to.
- If you kill them, that's ok too. Either way you will get 2 scrolls that
- show how to fill out the symbol panel. There is a mana circle here (sweet).
- There is also a pit, but you can't go up it.
-
- Tower lvl 1 symbols:
-
- The symbol panel is hidden behind a brick on one of the short E-W passages
- off the main passage. Fill out the symbols, and the other door that shocks
- you will unlock. Here are the symbols:
-
- o o x x o = press the button, x= leave it alone
- x x x o
- o x x x
- x x o o
-
- Tower lvl2-3:
-
- You must get all 4 silver items. There is one locked door that I couldn't get
- thru. Some of the dead end hallways will teleport you, but it won't look like
- it. See your map often to see when this happens.
-
- Tower lvl4 (kill mr kk):
-
- Go to the center & grab the orbs. KK will start following you around, but he
- moves slow. I led him to the staircase that leads down and came back up the
- secret way. He was stuck up north & it gave me time to map out the level and
- a strategy. Still stuck? Remember how this area was used on the other gods?
- Read on if you're still stuck.
-
- Go to the center area (where kk was initially) and step OUTSIDE it by one
- square. Now place a silver item on each dot, but one and it will raise up.
- I got stuck here for a long time because I was inside the area & nothing
- happened. Now SAVE! next lead kk back down and into the center area. Place
- the last silver item down & whoosh. Canned kk. You might be able to raise
- all 4 spots before you lead him down, but I didn't try. Get the silver items
- again and kk's orb. Note the glowing symbols ...
-
- Thera's temple:
-
- Go south after you get kk, and go through the symbol wall. You will be alone
- & you must arrange the orbs. Remember that There=earth and KK=sun. What do
- you think the rest are? Arrange the orbs starting in the upper left with
- mercury. There were 2 scrolls in the pits that listed each god & gave an
- idea who was what.
-
- Warning: the ending sucks!
-
- Order spoiler:
-
- I figured this with mars being the "red warrior", earth, jupiter, and
- saturn I remembered from pictures. This left blue orbs & yellow orbs.
- Blue seemed good for colder outer planets, and mercury is tiny.
-
- Helion - mercury - small yellow & orange
- Aquila - venus - larger yellow
- Thera - earth - duh
- Azrael - mars - deep red
- Marif - jupiter - largest, dark red & yellow lines
- Afrii - saturn - yellow w/ horizontal stripes
- Safrinni - uranus - green with vertical rings
- Yoth-Soggoth - neptune - blue w/ green dots
- Kor-Soggoth - pluto - solid blue with yellow dots.
-
- I hope this has helped some. There is a lot more info in the FAQ that
- get's posted here every so often.
- ------------------------------------------------------------------------
- Robert Laddish, Hewlett-Packard (Santa Rosa) robl@sr.hp.com 707-577-3767
- "A hundred thousand lemmings can't be wrong." ... Author unknown
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