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DUNGEON MASTER HINTS
-LEVEL ONE- (Hall Of Champions)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Water Flask Torch
Cheese
Corn
Apples (2)
Bread (2)
No monsters are encountered on this level. You should choose your party
members carefully. A well-balanced party may get you farther than four
of the most powerful champions of the same type. Use this level to practice
wielding weapons and casting spells. It will give you an idea of which
champions you may wish to bring along on your adventure. If you have no idea
who to take, try these four: Zed, Tiggy, Azizi, and Wuuf.
Be sure to monitor your champions' stats, fatigue, and hunger on this level as
well. Notice how much food and water it takes to restore stats, and bed down
for a while to monitor stat regeneration. Food and water are plentiful in the
early dungeon levels, but become very scarce as you go on. Conserve! Make a
note on your map where you may have left food so that you can return there in
a pinch.
As you encounter monsters in the lower levels, be sure to have all of your
party members participate in battles. Your champions experience levels raise
in proportion to how much they accomplish or attempt. Plan team efforts
before battling.
Conserve torches. Use light spells when possible, and store your torches away
for those times when MANA is important.
Scrolls themselves have no use, other than to provide guidance and
instructions. You may wish to use the scrolls as path markers.
On this level, fill your water flask(s) and find/store all food.
If one of your champions dies, be sure to pick up their bones and equipment if
possible.
Learn which champion can cast which spells. Eventually, you will notice which
spells/potions kill each type of monster easily.
Learn which weapons work best with which champions.
-LEVEL TWO-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
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Apples (5) Daggers (2) Gold (6) Boots (2) Screamers
Drumstick Arrow Emerald Torch (6) Mummies
Cheese (2) Sword Topaz Pants (2)
Corn Stars (3) Iron Shirt
Falchon (2) Solid Flask (4)
Magic Box Key Of B Water Flask
Buckler Copper Coin
Chests (2)
Screamers make for a good meal. Mummies are dangerous, and you must hit and
move in order to kill them this early on (keep in mind where you saw an
altar). A couple of things to note on battles....closed gates can be an
asset, and what is dangerous to your party is also dangerous to monsters.
Recover any thrown weapons after a battle. If some are missing, a monster may
have picked it up. Find and kill it.
Do not be stopped by closed/locked doors. Where there is a will, there is a
way. Sound is as important as sight, so turn up the volume!
On this level you will encounter two seemingly impenetrable barriers: a door
and a force field. They have alot to do with each other, and one of them can
be violated.
CAST YOUR INFLUENCE - This is a two-part obstacle. You must use two distinct
aspects of your champions abilities in the correct order; the first is a
spell.
General Notes: Save the game position to disk regularly, especially before
dangerous moves and after a tough portion of the game. If your champion has
not enough MANA to chant a spell in total, chant as many syllables as possible
and then sleep. When you awaken you can chant the remainder of the spell.
You may pre-chant a spell for each champion and keep them at the ready in case
you run into some surprising situations. You should also know by now that
objects/weapons to be used must be placed in right hand. Best use of chests
is to store one type of item together in each chest (food in one, clothing and
armor in another, etc).
-LEVEL THREE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Bread (2) Chain Mail RA Key Water Flask Screamers
Drumstick (3) Arrow Pants Blue Meanies
Cheese (3) Helmet Torch (2) Rock Creatures
Sword Flask (2)
Boots
Compass
Chest (2)
------------------------------------------------------------------------------
MATRIX ROOM
------------------------------------------------------------------------------
Bread Sword Gold Robe
Cheese
------------------------------------------------------------------------------
CHAMBER OF THE GUARDIANS
------------------------------------------------------------------------------
Apple Chest
Drumstick (2) Gold Shirt
------------------------------------------------------------------------------
CREATURE CAVERN
------------------------------------------------------------------------------
Cheese Gold
------------------------------------------------------------------------------
ROOM OF THE GEM
------------------------------------------------------------------------------
Cheese (2) Sling Gold Blue Gem
Apple (2) Rabbit Foot
Drumstick (2)
Bread
------------------------------------------------------------------------------
THE VAULT
------------------------------------------------------------------------------
Bread Helmet Gold Pants
Silver Coin
Chest
------------------------------------------------------------------------------
TIME IS OF THE ESSENCE
------------------------------------------------------------------------------
Apple Gold Shirt
Drumstick
VAULT - Don't horde -all- the money you find. Key word in the phrase is
'cast'. Remember other means of opening doors besides keys, buttons,
switches, or pads. Some things cannot simply be taken, but must instead be
'exchanged'.
TIME - Hit and run 4 left, 2 forward. Recall one aspect of CAST YOUR
INFLUENCE. Trap door works just like other encountered, except the trigger
might not be where you expect it to be.
GUARDIANS - Following the chest is one way of acquiring it. Think about what
you do with a mirror and don't leave the immediate area without using it.
MATRIX - Remember, walls are important to notice. Use object you found upon
entering this dungeon level or you may become a bit disoriented.
GEM - Pits are the pits, so lose some of your less important objects. Again,
watch the walls.
GENERAL NOTES: It is often helpful to find a small room closeby when you need
to sleep; simply close the door and your party will be sufficiently safe.
Many times you will move so quickly that you will pass right by wall switches
which open doors and secret panels.
Remember that running and closing a gate may be the ticket to killing monster
parties. Doors and gates closing on a being will cause much damage.
-LEVEL FOUR-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick (2) Rapier Gold Water Flask Rock Monsters
Cheese Horn Of Fear Flask (3) Screamers
Chain Mail Shirt Bees
Axe Pants Worms
Bow Gold Coin Ghosts
Helmet Hosen
A second staircase is around somewhere which leads back to previous level.
There is a room here which contains Screamers. Open door, kill Screamers, get
food. Close door, re-open door and Screamers are there again. Nice food
supply.
Purple Worms are just as dangerous to you as that first mummy you encountered
in level two. Circle and hit them. Move, hit, move.
Be sure to examine aqueducts.
Don't take shortcut the first time. Come back to it later.
If you find the 'prisoner' you will be near staircase leading down a level.
Heed the writing or you will have more work to do. As long as prisoner is
imprisoned, so are you.
Bow raises Ninja level very slowly. Best use it later when you find slayer
arrows.
Lock Picks are worthless.
-LEVEL FIVE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Torch Screamers
Bees
Green Octopus
Skeletons
Flying Snakes
------------------------------------------------------------------------------
BLUE TRANSPORTER ROOM
------------------------------------------------------------------------------
Poison Dart (3) Mirror Of Dawn
VEN Potion Gold Coin
Helmet Blue Gem
------------------------------------------------------------------------------
BUTTON ROOM
------------------------------------------------------------------------------
Dagger Gem Of Ages
Leg Mail Ekkhard Cross
Mace Blue Gem
Hosen
Gold Coin
------------------------------------------------------------------------------
NEVER ENDING ROOM
------------------------------------------------------------------------------
Corn Staff Illumulit
Helmet Choker
------------------------------------------------------------------------------
PIT ROOM (and lower)
------------------------------------------------------------------------------
Drumstick (3) VEN Potion (2) Chest
DAIN Potion Blue Gem
KU Potion
Large Shield
TRANSPORTER - R-R-180-L-180-R
BUTTON - Push 5 of them. Mark them to keep track.
NEVER END - Button. Go back and look for room.
PIT - Secret rooms, magic walls.
-LEVEL SIX-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick (2) Vorpal Blade Solid Wizard Eyes
Magic Box Iron Skeletons
Helmet Bees
Yew Staff Flying Snakes
Large Shield
------------------------------------------------------------------------------
KING FILIUS' ROOM
------------------------------------------------------------------------------
Mail Akelton Iron
------------------------------------------------------------------------------
FLOOR PANEL ROOM
------------------------------------------------------------------------------
Magic Box Iron
------------------------------------------------------------------------------
KING MIDAS ROOM
------------------------------------------------------------------------------
Iron
------------------------------------------------------------------------------
I DON'T LIKE TO BE IGNORED ROOM
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Drumstick VI Potion Iron Torch
ROS Potion
Magic Box
------------------------------------------------------------------------------
AFTER DOUBLE DOORS
------------------------------------------------------------------------------
Corn Arrows (2) Mirth Akelton
Drumstick Stars (2) Mirth Pants
Crossbow Torch
Magic Box (2)
Vorpal Blade
RIDDLES - All have something to do with your inventory of objects. Think.
OTHER HINTS: Transport a heavy object. Throw dagger or shoot arrow; if it
returns try again, if not then turn corner....Surprise! Magic box - Wall
ring.
-LEVEL SEVEN- (RA Level - Tomb Of Firestaff)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
FireStaff RA Key Water Flask Rock Monster
Carbomite Turquoise Flask (4)
FUL Bomb Winged Key Torch
VEN Bomb Lock Picks
INQUISITOR Magnifier
------------------------------------------------------------------------------
ROOM #1
------------------------------------------------------------------------------
Scepter Of Lyf Gem Of Ages
Illumulit
------------------------------------------------------------------------------
ROOM #2
------------------------------------------------------------------------------
DragonSpit SpeedBoots
------------------------------------------------------------------------------
ROOM #3
------------------------------------------------------------------------------
FreezeLife Crown
------------------------------------------------------------------------------
ROOM #4
------------------------------------------------------------------------------
Bolt Blade
Flaimbain Mail
Keys are important on this level. Needed are 1 Master Key, 1 Ruby Key, and
4 RA Keys. RA Keys are found on levels 3, 7, 9, and 12 AMIGA DUNGEON MASTER
-LEVEL EIGHT- (The Arena)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Apple Yew Staff Solid Chest (2) Ghosts
Cheese FUL Bomb (5) Ring Of Time Theives
Potions (2) Rabbit Foot Skeletons
Staff Of Manar Torch Mummies
Mace Of Order Jewel Symar
Star Copper Coin
Magic Box
Delta
On long hallway, take 26 steps, turn around, and wait until door opens.
Chasing Theives will most times lead you to nastier monsters.
-LEVEL NINE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Cheese (2) Storm Ring RA Key MAG Armadillos
Apple Robe
Torch (3)
-LEVEL TEN- (The Snake Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Corn (2) SpeedBow Skeleton Water Flask Scorpians
Cheese (2) HardCleave Key Of B Chest Skeletons
Bread (4) FUL Bomb Torch Wizard Eyes
Drumstick Armor Moonstone Amulet Theives
Magnifier
-LEVEL ELEVEN- (Clockwise Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick Mace Iron Chest (2) Bees
Sabre Cross (2) Copper Coin (4) Theives
Staff Skeleton Water Creatures
Armor Of Lyte Blue Creatures
Mornigstar Mace
Fury
Diamond Sword
VEN Potion
FUL Bomb
Magic Defense
FootPlate
Portions of this level are not mappable.
Beware poison traps.
POISON ROOM: Get sword, stay till cloud clears, kick trap, move back.
CLOCKWISE ROOM: Start at writings, move counterclockwise.
-LEVEL TWELVE- (Knight Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Corn (3) Health Potion Topaz Water Flask Knights
Apple (4) VEN Potion Emerald Speed Boots Octopus
Bread FUL Bomb Master Spiders
Cheese Armor Of Darc RA Key Crystal Ball
Drumstick Arrow Skeleton
Helmet of Lyte
One of the Knights has a key you need. Spells do not affect him.
Some spiders proliferate more than others.
A distinct monster boundary is in place. Use it to your advantage.
-LEVEL THIRTEEN- (Black Lord Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
NONE Flamit Hellion Necklace Black Lord (Wizard)
Tar Pits
Gargoyles
Have a fire extinguisher at the ready.
-LEVEL FOURTEEN- (DRAGON LEVEL)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
NONE Eye Of Time Plain Crown Dragon
Power Gem Various Gems
Crown
Silver Coins
Gold Coins
To Kill Dragon: Lead him back to stairway you came down and attack him. When
you see fireball coming, go up stairs.
Power gem in locked room: rebirthing chamber, so save coins...only way in.
To get power gem to merge with firestaff: Use the Zokathra spell
DUNGEON MASTER SPELL LIST COMPILED BY MICHAEL STETTER
Note: The power symbols are required for all spells. Power effects
the strength and duration of the spell. All potions require
a empty flask.
Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON
Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO
Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR
Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR
Power Elemental Form Class Caster Effect
1-6 1 P MON Potion (Stamina)
1-6 2 P VI Potion (Healing)
1-6 4 W Light
1-6 6 W Open Button Doors
1-6 1 4 P Spell Shield
1-6 1 5 P YA Potion (Protection)
1-6 2 5 P BRO Potion (Cures Poison)
1-6 3 1 P Poison Potion
1-6 4 4 W Fireball
1-6 5 1 W Poison Cloud
1-6 5 2 W Weaken Non-Material Beings
1-6 1 5 2 P Magic Footprints
1-6 1 5 3 P DANE Potion (Wisdom)
1-6 1 5 4 P NETA Potion (Vitality)
1-6 3 2 5 P Look Through Solid Objects
1-6 3 3 5 W Lightning Bolt
1-6 3 3 6 P Monster Confusion
1-6 3 4 5 W Light
1-6 3 5 2 P ROS Potion (Dexterity)
1-6 4 5 1 P KU Potion (Strength)
1-6 4 5 4 P Fire Shield
1-6 5 4 6 W Darkness
1-6 6 3 5 W ZOKATHRA Spell
1-6 6 5 5 P EE Potion (Mana)
CONDENSED MAD MANS RAMBALINGS
In Dungeon Master there are a few secrets..If you want to play
without cheating stop right here..DO NOT READ ANY FARTHER
FIRST LEVEL:
CAST YOUR INFLUNCE..You throw a 1/6 spell to open the door, then you
throw an object thru the door.
LOCKED DOOR..BLUE SHIELD YOU SEE A CHEST: Find the door and
strike it down with your sword
SECOND LEVEL:
After going downstairs face the left wall go 6 or 7 spaces and
you will find a switch opens secret panel. Where you will find a
compass to use with the Matrix room.
Vault room: remove coin and replace with something else door will
now stay open
Time is of the Essense: push button and move very quickly to get
through fist passage way..push button turn around and throw
something through the blue field the pit will then close..push
button and walk backwards
Chamber of the Guardians: push the button next to the chest until
the chest appears outside..In chest use the mirror of dawn to open
secret passage next to blue eye
Fourth Level:
Transporter Room: The way through to get to the room is a you
land you turn RIGHT..RIGHT..180..LEFT..180..RIGHT
Buttom Room: you push the button as they show up until you have
pushed 5 of them you may have to push them more than once..mark
them as you push them so that you can keep track
Neverending Room: Find the button on the wall push it..then go
back to where you came in the big room.turn left and follow the
wall to get to the next room
Pit Room: In the room to the left there are many secret room
starting to left by walking thru the wall while facing the arm
and wood shackles...there are 3 secret rooms in all after entering
On level 3 there is another staircase that leads back to level 2
there is a room that has a closed gate in that room you will find
screamers that when you leave the room the door will close and
they will be reborn therefore a endless food supply
Fifth Level:
Riddle room:
I am all- I am none: mirror of dawn
An arch but no back: bow
Hard as a rock..Blue as the sky..Twinkle in a woman eye: blue gem
A golden head but no body: gold coin
Midas room: you place a coin in the hole in the wall
Room with locked gate and no way to open it: Place a heavy object
where the Transporter appears and turn it on
After going through the locked door you will come across a room
that is locked and in it you will find a magical box as you leave
you will see a ring on the wall push it..you will open a secret
passageway
Strength Hall: shoot the green arrow or throw a dagger if it comes back
try again if not go around a corner and a gate will be open
Seventh Level:
The easist way to shut off the Fireballs is to drop down into the
pits and then drop into the next one and bring yourself back to
the surface and walk foward in front of you will be the shut off
for the deflector and the fireballs
Eigheth Level
When is a rock not a rock: when it is nothing
step to the left one step and walk thru the wall as you get
through the wall mark it so that you can find your way back
Also on that level there is a area in the hallway that spins you
180 degrees so you end up going back where you came from. Use
magical footprints or throw things down the hallway when they come
back you are there mark that area and when you get there turn 180
as you get there
What is at your feet is overhead: you step on switches and
fireball hit you
The easiest way is to put something on the switches as you get
out of the way of the fireballs..with something on the switches
they will only fire once and you can pass right threw..there are 6
floor switch 3 on both sides
What is lighter than air.. The corbomite you found earlier
Beware of my twisted fate: The room is set up like a snake you
have to go thru in a winding fashion
Vooommm: 2 places to go
Clockwise room: go counterclockwise to get to all the different
area of the room you must start at the sign that says clockwise
and move to a different section by going counter clockwise
Poison Room: get the sword and stay where you are until the cloud
clears when the cloud clears step foward and kick off another trap
and move back to the clear area until out the door
To get the power gem to merge with the firestaff you must use the
Zokthra spell..a little advice have everything you want in the
dragon area before you do this for afterwords there is no way out
Next to the power gem in the locked room is a rebirthing chamber
so save those coins it's the only way in
What kills the Creatures: As you get stronger in your wizard
skills yopu will be able to make stronger version of the same
spell as the creatures show up they each take a stronger version
of the same potion and it may take more than one to kill it
mummies........Weapons at first when you wizard skills are stronger
Fireballs
Screamers......Weapons..Poison clouds..Fireballs
Blue meanies...with/Clubs..Fireballs..Weapons
Rock creature..Poison clouds
Bees...........Fireballs
Worms..........Fireballs(level 4)..Posion cloud
Ghosts.........Vorpal blade..Yew staffs..staff of Manar..non material
being spell
Green octopus..Fireballs
Flying snakes..Fireballs
Skeltons.......Fireballs
Wizard eyes....Fireballs
Rock Men.......Catch them in a door and then use your weapons
Theives....... Fireballs..when you chase after them beware they will
always lead you to a larger enemy
Rats...........Fireballs
Armadillos.....Fireballs
Trolls.........Fireballs
Scorpions......Fireballs (lots of them)
Knights........Doors and Fighting skills
Flaoting Oct...Vorpal blade..non material spell
Spiders........Fireballs
Tarpits........Fireballs
Gargoyles......Fireballs
Wizard.........Firestaff after being merged with power gem
SPECIAL STUFF AND POWER CHARTS
MAGICAL AND SPECIAL ITEMS
AMULETS
Amulet of Duga - Causes magical earthquakes
Ekkhard Cross - P for wizards
Pendant Feral - Increases agility and wisdom (originally Wuuf's)
Spirit Eye - Protection from magic
Hellion - Combines magic, physik, and energy interchangeably into
any form.
RINGS
Stormring - Propels lightning bolts
Eye Of Time - Stops time for all but those specifidexterity
Powertower - Leg braces which increase strength
Flamit - Gauntlet which casts flames
Speedboots - Enhances speed of the wearer
ARMOR
Armor Of Darc - Possibly the strongest armor in these worlds
Armor Of Lyte - Better and lighter than plate mail
Dexhelm - Increases wearer weapons
WEAPONS
Bolt Blade - Lightning sword
Delta Sword - Thrusting weapon
Diamond Edge - Great against armor
Hardcleave - Finest battle-axe (capable of berserk attacks)
The Inquisitor - One of the finest weapons in the world (adds MANA too)
Vorpal Blades - For ethereal beings (possibly only usable by magic users)
Nerra - Provides special abilities
OTHER ITEMS
Horn Of Fear - Blowing it might instill fear in enemy.
Magnifier - Provides light/fire
Mirror Of Dawn - Good against the ethereal beings, and for some magic walls
STAFFS AND WANDS
The Conduit - Creates storms and gives wielder ability to see thru walls
Yew Staff - A twin staff of Manar (?)
ORDER OF STRENGTH AND POWER
DAGGER CLOTHING METAL HELMET LEATHER BOOTS HIDE SHIELD
CLUB BUCKLER
SMALL MACE PLATE MAIL BASINET FOOTPLATE SMALL SHIELD
SWORD LARGE SHIELD
RAPIER
SAMURAI SWORD
SABRE
MORINGSTAR