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2021-04-15 11:31:59 -07:00
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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