550 lines
30 KiB
Plaintext
550 lines
30 KiB
Plaintext
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DUNGEON MASTER - A COMPLETE SOLUTION
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by Gordon Longley
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MAGIC
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To make creating and casting magic in a hurry easier to remember,
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number the symbols one to 6. So a low power light spell becomes "1 4"
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and a slightly higher power "2 4" and so on. The following spells are
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all written in their least powerful form. A character must have an
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empty flask in either hand before creating a potion.
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PRIEST SPELLS AND POTIONS
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Potions
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MA - 1 1 - Stamina DANE - 1 1 5 3 - Wisdom
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VI - 1 2 - Health NETA - 1 1 5 4 - Vitality
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YA - 1 1 5 - Shield ROS - 1 3 5 2 - Dexterity
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BRO - 1 2 5 - Poison antidote KU - 1 4 5 1 - Strength
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EE - 1 6 5 5 - Mana
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Spells
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1 1 4 - Party shield 1 4 5 4 - Party fireshield
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WIZARD SPELLS AND POTIONS
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Potions
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VEN - 1 6 1 - Poison. The flask is destroyed when you use this, so use
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the Poison bolt spell instead.
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Spells
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1 4 - Light 1 1 5 2 - Glowing footprints
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1 6 - Open/Close doors 1 3 2 5 - see through walls
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1 3 1 - Poison gas 1 3 2 6 - Invisibility
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1 4 4 - Fireball 1 3 3 5 - lightning bolt
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1 5 1 - Poison bolt 1 3 4 5 - Long lasting light
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1 5 2 - non-material beings 1 5 4 6 - Makes it dark again
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(Does away with elementals) 1 6 3 5 - ZO KATH RA
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NB: Poison Gas and Poison Bolt spells can be fired through closed
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gates. Poison gas is very effective on Rock Monsters - 5 3 1 turns
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them to rubble - and is also useful against wasps. Multiple Strength
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and Vitality potions are essential for fighting Chaos Knights, though
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other magic spells are useless. This is also true for the Stone Golems
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on Level Seven.
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USEFUL ITEMS
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Delta = +1 to Mana
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Diamond Edge
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Dragon Spit = +7 to Mana
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Inquisitor = +2 to Mana
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Hard Cleave - you need to have attained high fighter levels to make
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the most of this.
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Vorpal Blade = +4 to Mana. Use against non-material beings.
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Teo Wand = +6 to Mana
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Wand = +1 to Mana
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Staff of Manar = +10 to Mana
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Snake Staff = +8 to Mana
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Moon Stone = +3 to Mana
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LEVEL ONE - HALL OF CHAMPIONS
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Select four characters from the mirrors. WUUF's a good choice because
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he carries a flask and you can start creating potions early. He also
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learns the spells quite quickly and has good Health and Mana points.
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GANDO and WU TSE are good too.
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Don't be too passive - you can start to develop your
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characters' attributes as soon as you resurrect them. Get them to cast
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simple spells - Light, Health or Stamina - while you search for your
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next character and their mana soons starts to recover. Initiallty, a
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character's Mana level recovers by one point at a time until it
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reaches 40, when the rate doubles. By the time your characters' Mana
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gets to 80 it recovers at three times the original rate, so it's worth
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using any object which enables Mana to be recovered more quickly.
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Try making priests learn wizard spells, and wizards learn
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priest spells - they're not very successful at first, but they can
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gain a character level before you enter the next part of the dungeon.
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You must also keep practising spells - the first fireball you throw at
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a monster is unlikely to work, so be prepared to fight your way out.
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You can also try throwing weapons through gates to avoid close combat.
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Be sure to master the Poison Gas spell early since you need it for
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Level Three.
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Always wear the best clothing/armour when it becomes
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available. If you get lost use the scrolls, discarded clothing and
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other junk to mark the passageways you've completed. It can be useful
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to mark your route, so you can avoid being trapped down a cul-de-sac.
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LEVEL TWO
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There's a gold key lying on the floor which opens the locked gate.
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Next you find a Topaz key. Now operate the levers to open a gate and
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close the pit. You find a gold key. Go back to the two gates and find
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the emerald key. Go through the room with two pressure pads avoiding
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the second to get past the gate. Find the solid and iron keys go back
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across the pressure pads. Use the keys on the doors to your right.
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The plain wooden door can opened by using the gold key which
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lies nearby. Alternatively, you can hack down the door if one of your
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characters has a Chop option and save the key for Level Three. This
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door leads to a large room with nine pressure pads on the floor and
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two gates at the other end. Walk up to the first gate which closes as
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you get to it. Step back one pace, then walk forwards to the second
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gate, back one step and through. You can find another gold key at the
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far end of the next room.
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Step inside take a ride
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Enter the transporter to find another gold key. Put a rock onto the
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pressure pad to close the pit, walk past the next gate and you come to
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a gate with a monster. There's an iron key behind you for this gate
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and a key of B inside for the previous gate. Enter a large room with a
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button on the wall and a pressure pad. The button opens your exit and
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the pad closes it again. Pull the levers at the end of both
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passageways to open the gate opposite, take the right passage first.
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"To close pit, drop valuable" - transport any object across the pit to
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close it, and find the gold key. Now pick up the copper coin in the
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next room.
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None shall pass
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There's a blue curtain round the corner, beyond that a chest which you
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can't reach. Simply chop the plain wooden door to get the chest.
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This fountain accepts one wish
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Use the copper coin to open the door. Ignore the gate to your left,
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but take the next left turn and pull the lever. Now go back to the
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gate, pull the lever inside and go back to the first lever to find a
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secret room. The next gate you come to leads to the stairs and Level
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Three.
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LEVEL THREE
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Walk eight paces down the corridor. On the left wall is a pressure
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switch which reveals a secret passage. Walk up to the curtain at the
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end of this passage and quickly take two paces forward when it fades,
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collect the compass and other items, then step into the curtain to be
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transported back up the passage.
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Keep walking down the main passage until you come to some
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gates which lead to Level Four, but first find the gold keys to get
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through. It's worth leaving any heavy items - chests, for example -
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here. Now go back to the turn-off you passed earlier.
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Choose your door, choose your fate
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The passage opens up to a large square with six doors leading off it.
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Each door leads to a gold key - the chest you find is useful for The
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Vault room. When you've got three keys it's worth going back to open
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the first gates because you find useful objects and some more food
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there. The RA key opens a door on Level Seven.
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The Matrix
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This is the easiest place to start. Walk down the passage until you
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come to a room with many junctions. Some of these rotate your
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orientation, so a compass proves useful. Walk into the room and turn
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left, walk four paces forward past the arrow, now walk into the wall
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and there's a secret space. Go in, turn right round and walk back
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eight paces, turn left and walk six paces. Turn left and walk four
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paces. Step right and press the switch. Step left and walk three
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paces. Step right and forward one to find the key.
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Time is of the essence
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"Hit and Run." If you have difficulty here drop any heavy items so you
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can move more quickly, or use Strength potions. Press the blue button
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and quickly take four steps to the left and two steps forwards. Press
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the next blue button, turn left and throw an object into the curtain
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to transport it on to the pressure pad which closes the pit. For the
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next pit press the button and quickly step backwards two paces.
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There's another button round the corner to close this pit for your
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return.
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Chamber of the Guardian
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Be careful the guardian doesn't get behind you and block your exit.
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There are seven gates with a chest behind one of them. Keep pressing
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the button to the left of the chest until it's transported to the
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bottom of the passage. Half way along this passage opposite the gates
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is a small blue eye - use the Mirror of Dawn from the chest on this to
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reveal a short passageway.
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Room of the Gem
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"Step right up, going down." Drop an object on the pressure pad to
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close the pit. When you press the blue button on the other side to
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open the door the object is transported across as well casuing the pit
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to reopen, so toss it back again. There's a switch at the end of one
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of the passageways which opens a wall to reveal the blue gem. Use this
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to open the door near the entrance.
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The Vault
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"You must pay for your entrance." Use the two gold coins from the
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chest to open the inner door. When you see "Cast your influence, cast
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your might" - cast ZO spell 1 6 to open the door beyond the pit, then
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throw an item onto the pressure pad. Replace the silver coin with any
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object to keep the next door open, then use the coin to open the door
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after that. Finally use one copper coin from the chest you find to
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open the wall to your right and look for a small button which opens a
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secret room.
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Creature Cavern
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Try to lure all the monsters to the gate and use Poison Gas or Poison
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Bolt spells. Don't leave the gate open or the monsters get everywhere.
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Before you leave the level use a gold key to open the wooden door.
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Inside is a small button to open a short passage two paces back. You
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may find it helpful to use spell 1 3 2 5 to see what's behind first.
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LEVEL FOUR
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"Prepare to meet your doom." If you're not already doing so, it's
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worth having Health potions prepared in advance. Use the most powerful
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you can create. The poison antidote should also be kept in readiness.
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"Don't let a closed door stop you, " so chop it down. Further
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on is a pressure button on the floor which opens the gate ahead when
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you trigger it. Turn left and press the button on the wall to be
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transported to the gate, then quickly step two paces right. now turn
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round and pull the lever to open the gate again. Turn left. On the
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wall in front of you is a cup with slime oozing out, click here for a
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gold key.
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When you get to the next wooden door turn round and go back up
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the passage. Keep walking in a straight line until you reach the wall
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opposite, step left and walk into the wall. Now go back to the door.
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Past the next door is a coin slot. This switches on a blue curtain.
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"Short cut." Use a gold key to switch on the transporter
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curtain. From "short-cut back" go through two more wooden doors and
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walk into the wall opposite the door, then turn to your right for some
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hidden objects.
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When you come to a room full of tree-like monsters, use
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magicdefensively - Magic Party Protection, Strength and Vitality
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potions - and fight them to boost your fighter and priest levels. The
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tree-monsters are also going to be your major food supply from now on.
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With your back to the gate step left and walk three paces into the
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wall ahead for some more hidden items.
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"This is my prisoner, let him suffer." Kill him to open the
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gate to Level Five. This also releases some worms - quite a lot
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actually - so it's worth exploring ahead before you do.
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LEVEL FIVE
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Walk five paces and climb the stairs on your left. Press the button
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for a short cut back to Level Four.
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Treasure stores
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Square room with four doors leading off. Turn right. The first
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door leads to a room full of blue transporter curtains. Step into the
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room, then step right, back, forwards, left, right and back.
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Second Door When you're half way down the passage turn left
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and you come to a room. Press the button and two walls move, revealing
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two more buttons. From the end of the passage walk straight to the
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opposite wall, turn right and press the button, step three paces right
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and one pace forward Press the button, step right, turn right round,
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walk to the opposite wall and press the next button. Provided you have
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ignored the other buttons take onestep back and three paces right to
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find a secret room.
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Third Door. When you come to a room turn right and walk to the
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wall, turn right and press the button. Now walk back past the passage
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you started from and round the edge of the room until you come to
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another passage. As you search the passages you step on a pressure pad
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which opens a secret passage for your return.
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Fourth Door. You enter a large room with 26 pressure pads
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which open pits as you try to cross the room, Some pads open several
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pits all round you while others may toggle one specific pit open and
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closed. I crossed using Z, W, X, Y, X, Y, T, O, J and E but was forced
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to use a slightly different route when I attempted to repeat it.
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--------------------
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---A B C D E----
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F G H I K
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K L M N O
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P Q R S T
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U V W X Y
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---------Z----------
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Try to reach the right exit first. If your way is blocked, look to see
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if you can return to the place you were forced to step back from,
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since this may close the offending pits. If you fail, try to reach C
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because this toggles the pit at A.with A closed try to reach the left
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exit in a similar manner.
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From the left exit turn left. Three paces down on your right
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you find manacles on the wall. Walk into the wall here, to your left
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is a water fountain. Turn to your right and step left into it - leave
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an object on the floor to mark your exits. Go back past the pit room
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and you come to stairs leading down. Look on the wall to the right of
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the stairs for another button, this opens the wall at the bottom of
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the short passage to your right. - on this is a short-cut through
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Level Six, but don't take it yet.
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Go down the stairs and press the button on the wall to reveal
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a large room under the pits. From the start of this room turn left and
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walk two paces and enter the wall here. The blue curtain transports
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you back to Z in the pit room.
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LEVEL SIX
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You now come to the Riddle Room. There are 4 alcoves here, each with a
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riddle inscribed nearby. You need three items to open the gate, the
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fourth riddle reveals a key.
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I am all, I am non = Mirror of Dawn.
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Hard as rock, blue as sky, twinkle in woman's eye = blue gem.
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I arch yet have no back = bow
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A golden head and tail but no body = gold coin
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You enter a room with a pit and a gate which shuts when you approach
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it - NB: the chamber under the pit room it a useful short-cut back
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through this level, see later.(*). Go to the lever and place an object
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on the floor behind you - the gate now opens when you pull the lever.
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"The grave of King Filius, explorer of combinations."
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There are four buttons around the room, only two are needed. Go to the
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inscription. Step right two paces, forward one and press the button on
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your left. Turn left, walk three paces, turn left again, step forwards
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one, press button on your left. You're now in the grave of King
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Milias. Place a gold coin in the tiny hole. "If you want to stay
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alive, you'd better turn and run" Take the right passage. "I don't
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like to be ignored." Walk to the bottom, step right two paces, walk to
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the bottom. There's a button on the left wall which opens the wall in
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the far corner behind you. When you find it look on the left wall for
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another button which opens the wall near the previous button. There's
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a button on the floor in this room which opens a wall when you step on
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it - get the skeletons to stand on this to enter the space behind - a
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Magic Box is useful here.
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Left passage "I hate cowards". After the next door is a door
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to your left, on your right there is a metal ring fixed to the wall,
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click this to reveal a secret passage opposite the door. Look for a
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button three paces from the end of the passage for another secret
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passage. When you go through the next door it slams shut behind you.
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There's a pressure pad past the door in front which opens it, but
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first you need the key. To your right is a blue curtain which prevents
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you reaching the gate beyond it. Cast a strong ZO spell to open the
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gate, drop any heavy items and armour so you can move quickly. Timing
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and speed are important here, two steps gets past the first curtain
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then take another two steps to get past the second. You find a solid
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key inside.
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"Test your strength." Throw a sword or dagger to open the gate
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at the other end. Anything else just hits the back of your head. Now
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go down the right passage. At the next junction look for a button on
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the wall, this reveals the other stairs from Level Five. There's a
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room further on with a transporter curtain which makes up more of the
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short-cut through this level. The transporter takes you to a room with
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a door leading off. The lever up the passageway opens this door, but
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pressures pads on both sides cause it to close again when either you,
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or monsters step on them, so it can take a number of attempts to get
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in and out again. The last room before the stairs to Level Seven has a
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pit in it, look down there for a Magic Box. The transporter takes you
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right back near the start (*).
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LEVEL SEVEN
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The Tomb of the Firestaff: use the RA key "The keys to passage lie
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hidden deep." The RA keys are on Level Nine and 12, you must retrieve
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them before you go any further on this level. Go on to Level Eight.
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Return with the RA keys and go through the next two doors. The Stone
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Golems on this level take some beating - fireballs are useless - so
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use priest skills to create lots of Strength, Vitality and Dexterity
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potions. Give the potions to two of your characters, who cant hen
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fight them while using Magic Party Protection. Make sure you have
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plenty of Health potions prepared too. There are four doors along the
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right wall - you can open one of these with the turquoise key you find
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later.
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Door One - Gem of Ages, Sceptre of Life, Illumley.
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Door Two - Dragon Spit, Boots of Speed.
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Door Three - Crown of Nerra, Magic Box.
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Door Four - Flamebain, Bolt Blade.
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"Danger enter with caution." Use the Ruby key from Level 11 to open
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this door. In the room at the end of the passage you find the
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Turquoise key under some ashes. Step left and press the button, a
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short passage opens to your left where you find a RA key. When you
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leave this room take four paces along the right wall and press the
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button to reveal a long passage further on. when this passage
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straightens out, walk seven paces forward to find a button on the left
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wall which reveals the Winged key at the end of the passage behind
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you. The other end of this passage leads to stairs down to Level 13.
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Take the stone club dropped by the Golem, go down and open the wall,
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drop the club here to mark the passage then return up the stairs.
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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.
|
||
|
|
||
|
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
|
||
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
|
Burn This Flag Zardoz 408/363-9766
|
||
|
realitycheck Poindexter Fortran 510/527-1662
|
||
|
Lies Unlimited Mick Freen 801/278-2699
|
||
|
The New Dork Sublime Biffnix 415/864-DORK
|
||
|
The Shrine Rif Raf 206/794-6674
|
||
|
Planet Mirth Simon Jester 510/786-6560
|
||
|
|
||
|
"Raw Data for Raw Nerves"
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|