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- DUNGEON MASTER - A COMPLETE SOLUTION
-
- by Gordon Longley
-
- MAGIC
- To make creating and casting magic in a hurry easier to remember,
- number the symbols one to 6. So a low power light spell becomes "1 4"
- and a slightly higher power "2 4" and so on. The following spells are
- all written in their least powerful form. A character must have an
- empty flask in either hand before creating a potion.
-
- PRIEST SPELLS AND POTIONS
- Potions
- MA - 1 1 - Stamina DANE - 1 1 5 3 - Wisdom
- VI - 1 2 - Health NETA - 1 1 5 4 - Vitality
- YA - 1 1 5 - Shield ROS - 1 3 5 2 - Dexterity
- BRO - 1 2 5 - Poison antidote KU - 1 4 5 1 - Strength
- EE - 1 6 5 5 - Mana
-
- Spells
- 1 1 4 - Party shield 1 4 5 4 - Party fireshield
-
- WIZARD SPELLS AND POTIONS
- Potions
- VEN - 1 6 1 - Poison. The flask is destroyed when you use this, so use
- the Poison bolt spell instead.
-
- Spells
- 1 4 - Light 1 1 5 2 - Glowing footprints
- 1 6 - Open/Close doors 1 3 2 5 - see through walls
- 1 3 1 - Poison gas 1 3 2 6 - Invisibility
- 1 4 4 - Fireball 1 3 3 5 - lightning bolt
- 1 5 1 - Poison bolt 1 3 4 5 - Long lasting light
- 1 5 2 - non-material beings 1 5 4 6 - Makes it dark again
- (Does away with elementals) 1 6 3 5 - ZO KATH RA
-
- NB: Poison Gas and Poison Bolt spells can be fired through closed
- gates. Poison gas is very effective on Rock Monsters - 5 3 1 turns
- them to rubble - and is also useful against wasps. Multiple Strength
- and Vitality potions are essential for fighting Chaos Knights, though
- other magic spells are useless. This is also true for the Stone Golems
- on Level Seven.
-
- USEFUL ITEMS
- Delta = +1 to Mana
- Diamond Edge
- Dragon Spit = +7 to Mana
- Inquisitor = +2 to Mana
- Hard Cleave - you need to have attained high fighter levels to make
- the most of this.
- Vorpal Blade = +4 to Mana. Use against non-material beings.
- Teo Wand = +6 to Mana
- Wand = +1 to Mana
- Staff of Manar = +10 to Mana
- Snake Staff = +8 to Mana
- Moon Stone = +3 to Mana
-
- LEVEL ONE - HALL OF CHAMPIONS
- Select four characters from the mirrors. WUUF's a good choice because
- he carries a flask and you can start creating potions early. He also
- learns the spells quite quickly and has good Health and Mana points.
- GANDO and WU TSE are good too.
- Don't be too passive - you can start to develop your
- characters' attributes as soon as you resurrect them. Get them to cast
- simple spells - Light, Health or Stamina - while you search for your
- next character and their mana soons starts to recover. Initiallty, a
- character's Mana level recovers by one point at a time until it
- reaches 40, when the rate doubles. By the time your characters' Mana
- gets to 80 it recovers at three times the original rate, so it's worth
- using any object which enables Mana to be recovered more quickly.
- Try making priests learn wizard spells, and wizards learn
- priest spells - they're not very successful at first, but they can
- gain a character level before you enter the next part of the dungeon.
- You must also keep practising spells - the first fireball you throw at
- a monster is unlikely to work, so be prepared to fight your way out.
- You can also try throwing weapons through gates to avoid close combat.
- Be sure to master the Poison Gas spell early since you need it for
- Level Three.
- Always wear the best clothing/armour when it becomes
- available. If you get lost use the scrolls, discarded clothing and
- other junk to mark the passageways you've completed. It can be useful
- to mark your route, so you can avoid being trapped down a cul-de-sac.
-
- LEVEL TWO
- There's a gold key lying on the floor which opens the locked gate.
- Next you find a Topaz key. Now operate the levers to open a gate and
- close the pit. You find a gold key. Go back to the two gates and find
- the emerald key. Go through the room with two pressure pads avoiding
- the second to get past the gate. Find the solid and iron keys go back
- across the pressure pads. Use the keys on the doors to your right.
- The plain wooden door can opened by using the gold key which
- lies nearby. Alternatively, you can hack down the door if one of your
- characters has a Chop option and save the key for Level Three. This
- door leads to a large room with nine pressure pads on the floor and
- two gates at the other end. Walk up to the first gate which closes as
- you get to it. Step back one pace, then walk forwards to the second
- gate, back one step and through. You can find another gold key at the
- far end of the next room.
-
- Step inside take a ride
- Enter the transporter to find another gold key. Put a rock onto the
- pressure pad to close the pit, walk past the next gate and you come to
- a gate with a monster. There's an iron key behind you for this gate
- and a key of B inside for the previous gate. Enter a large room with a
- button on the wall and a pressure pad. The button opens your exit and
- the pad closes it again. Pull the levers at the end of both
- passageways to open the gate opposite, take the right passage first.
- "To close pit, drop valuable" - transport any object across the pit to
- close it, and find the gold key. Now pick up the copper coin in the
- next room.
-
- None shall pass
- There's a blue curtain round the corner, beyond that a chest which you
- can't reach. Simply chop the plain wooden door to get the chest.
-
- This fountain accepts one wish
- Use the copper coin to open the door. Ignore the gate to your left,
- but take the next left turn and pull the lever. Now go back to the
- gate, pull the lever inside and go back to the first lever to find a
- secret room. The next gate you come to leads to the stairs and Level
- Three.
-
- LEVEL THREE
- Walk eight paces down the corridor. On the left wall is a pressure
- switch which reveals a secret passage. Walk up to the curtain at the
- end of this passage and quickly take two paces forward when it fades,
- collect the compass and other items, then step into the curtain to be
- transported back up the passage.
- Keep walking down the main passage until you come to some
- gates which lead to Level Four, but first find the gold keys to get
- through. It's worth leaving any heavy items - chests, for example -
- here. Now go back to the turn-off you passed earlier.
-
- Choose your door, choose your fate
- The passage opens up to a large square with six doors leading off it.
- Each door leads to a gold key - the chest you find is useful for The
- Vault room. When you've got three keys it's worth going back to open
- the first gates because you find useful objects and some more food
- there. The RA key opens a door on Level Seven.
-
- The Matrix
- This is the easiest place to start. Walk down the passage until you
- come to a room with many junctions. Some of these rotate your
- orientation, so a compass proves useful. Walk into the room and turn
- left, walk four paces forward past the arrow, now walk into the wall
- and there's a secret space. Go in, turn right round and walk back
- eight paces, turn left and walk six paces. Turn left and walk four
- paces. Step right and press the switch. Step left and walk three
- paces. Step right and forward one to find the key.
-
- Time is of the essence
- "Hit and Run." If you have difficulty here drop any heavy items so you
- can move more quickly, or use Strength potions. Press the blue button
- and quickly take four steps to the left and two steps forwards. Press
- the next blue button, turn left and throw an object into the curtain
- to transport it on to the pressure pad which closes the pit. For the
- next pit press the button and quickly step backwards two paces.
- There's another button round the corner to close this pit for your
- return.
-
- Chamber of the Guardian
- Be careful the guardian doesn't get behind you and block your exit.
- There are seven gates with a chest behind one of them. Keep pressing
- the button to the left of the chest until it's transported to the
- bottom of the passage. Half way along this passage opposite the gates
- is a small blue eye - use the Mirror of Dawn from the chest on this to
- reveal a short passageway.
-
- Room of the Gem
- "Step right up, going down." Drop an object on the pressure pad to
- close the pit. When you press the blue button on the other side to
- open the door the object is transported across as well casuing the pit
- to reopen, so toss it back again. There's a switch at the end of one
- of the passageways which opens a wall to reveal the blue gem. Use this
- to open the door near the entrance.
-
- The Vault
- "You must pay for your entrance." Use the two gold coins from the
- chest to open the inner door. When you see "Cast your influence, cast
- your might" - cast ZO spell 1 6 to open the door beyond the pit, then
- throw an item onto the pressure pad. Replace the silver coin with any
- object to keep the next door open, then use the coin to open the door
- after that. Finally use one copper coin from the chest you find to
- open the wall to your right and look for a small button which opens a
- secret room.
-
- Creature Cavern
- Try to lure all the monsters to the gate and use Poison Gas or Poison
- Bolt spells. Don't leave the gate open or the monsters get everywhere.
-
- Before you leave the level use a gold key to open the wooden door.
- Inside is a small button to open a short passage two paces back. You
- may find it helpful to use spell 1 3 2 5 to see what's behind first.
-
- LEVEL FOUR
- "Prepare to meet your doom." If you're not already doing so, it's
- worth having Health potions prepared in advance. Use the most powerful
- you can create. The poison antidote should also be kept in readiness.
- "Don't let a closed door stop you, " so chop it down. Further
- on is a pressure button on the floor which opens the gate ahead when
- you trigger it. Turn left and press the button on the wall to be
- transported to the gate, then quickly step two paces right. now turn
- round and pull the lever to open the gate again. Turn left. On the
- wall in front of you is a cup with slime oozing out, click here for a
- gold key.
- When you get to the next wooden door turn round and go back up
- the passage. Keep walking in a straight line until you reach the wall
- opposite, step left and walk into the wall. Now go back to the door.
- Past the next door is a coin slot. This switches on a blue curtain.
- "Short cut." Use a gold key to switch on the transporter
- curtain. From "short-cut back" go through two more wooden doors and
- walk into the wall opposite the door, then turn to your right for some
- hidden objects.
- When you come to a room full of tree-like monsters, use
- magicdefensively - Magic Party Protection, Strength and Vitality
- potions - and fight them to boost your fighter and priest levels. The
- tree-monsters are also going to be your major food supply from now on.
- With your back to the gate step left and walk three paces into the
- wall ahead for some more hidden items.
- "This is my prisoner, let him suffer." Kill him to open the
- gate to Level Five. This also releases some worms - quite a lot
- actually - so it's worth exploring ahead before you do.
-
- LEVEL FIVE
- Walk five paces and climb the stairs on your left. Press the button
- for a short cut back to Level Four.
-
- Treasure stores
- Square room with four doors leading off. Turn right. The first
- door leads to a room full of blue transporter curtains. Step into the
- room, then step right, back, forwards, left, right and back.
- Second Door When you're half way down the passage turn left
- and you come to a room. Press the button and two walls move, revealing
- two more buttons. From the end of the passage walk straight to the
- opposite wall, turn right and press the button, step three paces right
- and one pace forward Press the button, step right, turn right round,
- walk to the opposite wall and press the next button. Provided you have
- ignored the other buttons take onestep back and three paces right to
- find a secret room.
- Third Door. When you come to a room turn right and walk to the
- wall, turn right and press the button. Now walk back past the passage
- you started from and round the edge of the room until you come to
- another passage. As you search the passages you step on a pressure pad
- which opens a secret passage for your return.
- Fourth Door. You enter a large room with 26 pressure pads
- which open pits as you try to cross the room, Some pads open several
- pits all round you while others may toggle one specific pit open and
- closed. I crossed using Z, W, X, Y, X, Y, T, O, J and E but was forced
- to use a slightly different route when I attempted to repeat it.
-
- --------------------
- ---A B C D E----
- F G H I K
- K L M N O
- P Q R S T
- U V W X Y
- ---------Z----------
-
- Try to reach the right exit first. If your way is blocked, look to see
- if you can return to the place you were forced to step back from,
- since this may close the offending pits. If you fail, try to reach C
- because this toggles the pit at A.with A closed try to reach the left
- exit in a similar manner.
- From the left exit turn left. Three paces down on your right
- you find manacles on the wall. Walk into the wall here, to your left
- is a water fountain. Turn to your right and step left into it - leave
- an object on the floor to mark your exits. Go back past the pit room
- and you come to stairs leading down. Look on the wall to the right of
- the stairs for another button, this opens the wall at the bottom of
- the short passage to your right. - on this is a short-cut through
- Level Six, but don't take it yet.
- Go down the stairs and press the button on the wall to reveal
- a large room under the pits. From the start of this room turn left and
- walk two paces and enter the wall here. The blue curtain transports
- you back to Z in the pit room.
-
- LEVEL SIX
- You now come to the Riddle Room. There are 4 alcoves here, each with a
- riddle inscribed nearby. You need three items to open the gate, the
- fourth riddle reveals a key.
-
- I am all, I am non = Mirror of Dawn.
- Hard as rock, blue as sky, twinkle in woman's eye = blue gem.
- I arch yet have no back = bow
- A golden head and tail but no body = gold coin
-
- You enter a room with a pit and a gate which shuts when you approach
- it - NB: the chamber under the pit room it a useful short-cut back
- through this level, see later.(*). Go to the lever and place an object
- on the floor behind you - the gate now opens when you pull the lever.
-
- "The grave of King Filius, explorer of combinations."
- There are four buttons around the room, only two are needed. Go to the
- inscription. Step right two paces, forward one and press the button on
- your left. Turn left, walk three paces, turn left again, step forwards
- one, press button on your left. You're now in the grave of King
- Milias. Place a gold coin in the tiny hole. "If you want to stay
- alive, you'd better turn and run" Take the right passage. "I don't
- like to be ignored." Walk to the bottom, step right two paces, walk to
- the bottom. There's a button on the left wall which opens the wall in
- the far corner behind you. When you find it look on the left wall for
- another button which opens the wall near the previous button. There's
- a button on the floor in this room which opens a wall when you step on
- it - get the skeletons to stand on this to enter the space behind - a
- Magic Box is useful here.
- Left passage "I hate cowards". After the next door is a door
- to your left, on your right there is a metal ring fixed to the wall,
- click this to reveal a secret passage opposite the door. Look for a
- button three paces from the end of the passage for another secret
- passage. When you go through the next door it slams shut behind you.
- There's a pressure pad past the door in front which opens it, but
- first you need the key. To your right is a blue curtain which prevents
- you reaching the gate beyond it. Cast a strong ZO spell to open the
- gate, drop any heavy items and armour so you can move quickly. Timing
- and speed are important here, two steps gets past the first curtain
- then take another two steps to get past the second. You find a solid
- key inside.
- "Test your strength." Throw a sword or dagger to open the gate
- at the other end. Anything else just hits the back of your head. Now
- go down the right passage. At the next junction look for a button on
- the wall, this reveals the other stairs from Level Five. There's a
- room further on with a transporter curtain which makes up more of the
- short-cut through this level. The transporter takes you to a room with
- a door leading off. The lever up the passageway opens this door, but
- pressures pads on both sides cause it to close again when either you,
- or monsters step on them, so it can take a number of attempts to get
- in and out again. The last room before the stairs to Level Seven has a
- pit in it, look down there for a Magic Box. The transporter takes you
- right back near the start (*).
-
- LEVEL SEVEN
- The Tomb of the Firestaff: use the RA key "The keys to passage lie
- hidden deep." The RA keys are on Level Nine and 12, you must retrieve
- them before you go any further on this level. Go on to Level Eight.
- Return with the RA keys and go through the next two doors. The Stone
- Golems on this level take some beating - fireballs are useless - so
- use priest skills to create lots of Strength, Vitality and Dexterity
- potions. Give the potions to two of your characters, who cant hen
- fight them while using Magic Party Protection. Make sure you have
- plenty of Health potions prepared too. There are four doors along the
- right wall - you can open one of these with the turquoise key you find
- later.
-
- Door One - Gem of Ages, Sceptre of Life, Illumley.
- Door Two - Dragon Spit, Boots of Speed.
- Door Three - Crown of Nerra, Magic Box.
- Door Four - Flamebain, Bolt Blade.
-
- "Danger enter with caution." Use the Ruby key from Level 11 to open
- this door. In the room at the end of the passage you find the
- Turquoise key under some ashes. Step left and press the button, a
- short passage opens to your left where you find a RA key. When you
- leave this room take four paces along the right wall and press the
- button to reveal a long passage further on. when this passage
- straightens out, walk seven paces forward to find a button on the left
- wall which reveals the Winged key at the end of the passage behind
- you. The other end of this passage leads to stairs down to Level 13.
- Take the stone club dropped by the Golem, go down and open the wall,
- drop the club here to mark the passage then return up the stairs.
- Use the RA key near the "danger enter with caution" door. At
- the end of the passage go left or right - they both end up at the same
- place - and the next junction you come to is the end of the other
- passage. Go down both passages here and kill the Stone Golems guarding
- the Firestaf - you need the Master key from the end of Level 12 to
- collect it.
-
- LEVEL EIGHT
- This is a large open area with numerous pits, fireball-spewing cannons
- and blue curtains. The curtains rotate the fireballs sending them all
- around the level. If you fall down one of the pits, explore it to find
- many useful items. From the stairs turn left, dodging the fireballs
- and turn left when you come to the wall. You find a chest at the end
- of a short passage - don't hang around or you get hit by the fireballs
- from the cannons. Look to the left of the blue curtain, opposite the
- cannons, for a button which reveals a space containing a green button.
- Use the green button to turn off the curtain.
- There are five more buttons to find around the walls which
- reveal secret areas. One of these has a very long passage - there's a
- transporter which sends you back to the start, making it seem even
- longer - walk 26 paces and wait, the wall behind you opens. The short
- passage with a door is your way to Level Nine. You need the solid key
- which can be found on the floor directly opposite the cannons and past
- the jutting wall. Near the stairs is a skull on a wall. Use the
- skeleton key from the chest to open up the master stairway to Level 14
- and the Winged key from Level Seven at the bottom.
- You can access the stairway via a skeleton key on each level.
- Unfortunately, there aren't enough keys to open each level, so leave
- out Level Ten, otherwise the monsters keep bugging you.
-
- LEVEL NINE
- "When is rock not rock" Step left and walk through the wall - mark the
- other side in case you want to return. There's a button in the room to
- the left which reveals a secret area. Cast the marks your footprint
- spell to help you with the passage to your right. After the next door,
- look for a button near the left far corner. Ignore the next door on
- your left and you come to a gate with a chest on the other side. The
- lever opens a pit, close the pit again then go back to the previous
- door and down the stairs to retrieve the chest.
- There are stairs leading up at the end of one of the passages.
- Look in the room above for a button. Drop any shields and swords down
- the pit as they're useful for solving the next puzzle. Drop down
- through the pit and you're on the outside of the gate.
- "What is under foot is soon over head." The pressure pads on
- the floor cause fireballs to be fired from the wall ahead. Drop an
- item on each pad, then avoid the fireball. You can now cross without
- triggering more fireballs.
- Down the left passage is a button which reveals a secret room
- at the end. The right route leads to the "lighter than a feather"
- gate. Place Corbanite in the alcove to open this. You should have
- found an open gate near here, close it. The room beyond is useful as a
- feeding station but unlike Level Four, these monsters are hard to
- kill.
-
- LEVEL TEN
- "Beware my twisted humour, the deceiver, the snake." Try to go
- straight ahead and you're transported back to the stairs. Go to the
- far left and forwards, then far right and forwards, far left and
- forwards.
- There are two wooden doors and a key of B lying nearby. Both
- routes end up at the same place. Inside both sides one of the monsters
- has the key of B which opens your exit. You can use this on the other
- door instead so completing both sides.
- "Zooooom." This sends you round in a circle and needs careful timing
- to get off at the right place. The blue curtain transports you back to
- the stairs.
- Gate with a "+" shape button on the wall - inside here there
- are loads of monsters, but they're unable to move very far. When you
- leave, the button or pressure pad releases them. From the gate walk
- five paces forward and look on the right for a button to open a space
- in the corner. Follow the passage round until you come to door on the
- left. This room is a useful resting place. Look for a button to open
- the wall in here - you can transport back to this room later
- ($).Outside the door the passage opens up to a small room. Look in the
- left corner for a button, turn right and walk to the wall, step right,
- forward one pace and right two for another button to open the wall
- back where the other button was. Walk into the wall there for another
- item. There are two open gates close together which lead to the same
- place. Further on are two more open gates spaced further apart.
- Outside the left gate, press the button in the alcove on the right,
- now look inside for another button to open the wall round the corner.
- There is a room off the passageway with a '+' shape button -
- press this to transport between the room mentioned earlier ($).
-
- LEVEL 11
- Go down the stairs and you find yourself in square passage which
- doubles back on itself. In fact, there are four of these and you're
- transported between them as you walk round. On one of the walls is the
- inscription "Turn back." In the corner opposite is the first
- transporter which is activated when you turn right to face the stairs.
- From the stairs walk to the opposite corner, turn right twice,
- then turn left to find an iron key in front of you. Now turn right,
- walk forwards and you come to another inscription "clockwise." Turn
- right and walk one pace forward, turn right round to see a brown
- keyhole in the wall, use the iron key to open the gate. Open the wall
- behind the gate. Inside the chest is a solid key. Go back through the
- gate turn left and walk to the wall, turn right, one pace forwards,
- turn round and walk anti-clockwise until you come to a gold keyhole,
- use the solid key to open the wall. Now walk clockwise from the
- keyhole, take one pace round the third corner and turn right round to
- see "turn back" in the very first passage.
- At the end of the passage to the right is a sword. Don't panic
- when you pick it up, stay where you are. When the gas clears leave the
- room one step at a time. Search the the passages until you hear a
- click. Go back and look for a button which opens the wall, revealing a
- skeleton key.
- Three Doors and a cross key on the floor. Pick one of the
- doors and look forthe two copper coins inside. The centre door is the
- shortest route. When you emerge from the exit, the two doors you can't
- open are the exits for the other routes. Go through the next door and
- search for a button at the end of the passage to reveal some armour.
- "Enlarge my view." Use the magnifier to reveal a Ruby key.
- Outside the door from here step right two paces and walk into the
- wall. Step right and forwards, now turn right.
- Past the stairs is a room full of coin slots for the copper
- coins you found earlier. Working anti-clockwise these reveal: a green
- Magic Box, a chest of food, a Cross key - so you can go back and find
- more coins - two copper coins, another green Magic Box, a FUL Bomb,
- another FUL Bomb and a final green Magic Box.
-
- LEVEL 12
- At the end of the passage from the stairs is a pressure pad, this
- opens and closes a line of pits in the room ahead when you step on it.
- Step into the room then back to close the pits. There are passages
- from here leading left and right. From the left passage is a large
- room with a door in the centre, rather like an island. Inside is a
- Topaz key.
- From the right passage, go past a gate. On the left is a small
- room. Enter it and you find a letterbox-shape button on you left.,
- press this to open the island room. First look round the wall opposite
- the entrance for a small button. Use the Topaz key on the gate you
- past earlier - kill what's inside to get the Emerald key. Use the
- Emerald key on the gate at the end of the passage. In an alcove on
- your left you find the RA key. Now go back to Level Seven. In the next
- room from where you found the RA key is a big green button, this opens
- a door at the end of a passage on the other side of the level.
- When you return, do the left side first. From the big room
- there's a passage with a door and a gate on the right, look on the
- opposite wall for a button to open the wall just after the door.
- Search all the passages. At the end of one passage is a door. Go
- through and down the passage to the left .Stand near the end of this
- passage for a moment and the wall opens. The last door from here is
- opened with the green button. Fight your way through the passages on
- the right.
- "Cowards will be hunted down and killed." There's a pressure
- pad here which opens all three doors when you step of it.
- Rotating pits stand on the left of the room. Run forwards when
- the pit moves away from you. Fnd the Master key. Go down the stairs to
- the right and you see the stone club marking the stairway back to
- Level Seven. Use the Master key to unlock the Firestaff.
-
- LEVEL 13
- This is the final level, so do level 14 first. The Dark Lord resides
- in the main chamber, but you're safe enough in the outer passageways.
- The chamber is divided in two by lines of fire elementals and one of
- the pits - if you get into serious trouble you can escape to Level 14
- by dropping down a pit. Use the Party shield and Fire shield spells,
- then beat down the fire elementals with the Vorpal blades and kill all
- the demons. Many attempts at this are needed as the fire elementals
- reform whenever Lord Chaos appears. Finally, trap Chaos in the
- fluxcage and fuse him with the Firestaff.
-
- LEVEL 14
- Use the Winged key to open a passage. At the end of this is a lever to
- open the wall to the dragon's lair. Be careful. Use the Horn of Fear
- in combination with Brandish from the Snake Staff to frighten the
- beast, you can now chase the monster round the chamber.
- Under a pile of ashes close to where you came in you find a
- square key, use this to open the door to the left. Cast the ZO KATH RA
- spell to release the power gem and click on it with the Firestaff. If
- you walk outside this room holding the Firestaff and Power Gem the
- main stairway seals, trapping you in the lowest levels - the dungeon
- doesn't like you taking it passed Level 13 and tries to stop you.
- Instead toss the Firestaff through the doorway. The stairs at the
- other end of this chamber lead up to Level 13.
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