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** The Gate
- Teleporter. Switch @(6,21) activates alternate teleporters,
one teleports from (4,17) to (4,14), the other
teleports from (10,20) to (10,21)
- Single-square room at the top of pit @(13,25) - south wall is
illusionary.
- Spear gate @(14,9). Plate @(13,10) starts/stops gate opening.
A button or plate somewhere on these levels deactivates it,
permanently locking the spear gate.
- False walls @(12,9)-(11,9), (13,25)-(13,26), (13,16)-(14,16)
(14,15)-(13,15)
- Button @(9,22) opens door @(8,21)
- Button @(8,23) opens door @(7,22)
- Button @(13,34) disables spear traps @(13,37)
- Button @(21,35) unlocks the two one-way doors
- Button @(25,13) ???
- Plate @(1,27), (13,18) ??? (these don't seem to actually do anything)
- Manna circles @(10,8), @(13,14)
- Silver runestaff @(13,14) - 120 charges, 6 runes
- Eagle key in fire pit @(22,14)
- Very sturdy key @(25,13)
- Rune scroll - Scare @(4,34)
- Rune scroll - Freeze from very cold parchment
- Rune scroll - Stoptrack rune @(25,13)
- Ring of poison resistance @(3,11)
- Magical set of plate armor, chest leg & helm, @(14,18)
- Chain chest, leggings, & dwarf helm @(25,21)
- Black slayer arrows - 2 @(2,32), and 1 @(11,31)
- Dagger of piercing @(15,9)
- Hammer @(25,21)
** The Pits
- Three door puzzle @(9,19). You have three doors, N, S, and E.
Find the key first before you take anything else, or you will need
to restart from a previous savegame.
- Plate @(18,8). To activate, you have to jump into the pit from the
floor above. This opens a one-way secret door to the north, leading
to Saffrini's Orb.
- Duck Statue. Cast 'duck' (from the faerie realm) or a heal spell
on the duck statue, and it and the wall behind it vanish.
- Trap reset plates @(2,31), (2,29), (2,27). These reset the
traps and puzzles on both floors.
- Button @(7,19) opens door behind you
- Buttons @(13,14) open doors @(13,13) & (13,15)
- Button @(12,13) heals the party
- Button @(14,15) doesn't appear to do anything
- Saffrini's Orb @(19,4)
- Manna circle @(17,6)
- Rune scroll - Sphere attack @(13,33)
- Rune scroll - Read languages @(13,33)
- Wolf key @(13,19)
- Magic horn @(13,33)
- Ring of poison resistance @(9,16)
- Ring of ducking (blue ring) @(13,33) This is a ring of protect x3
- Chain shirt, chain leggings, slightly battered helm @(21,23)
- Magical shield @(9,19)
- Magical black arrow quiver @(13,33) for black slayer arrows
- Warhammer @(21,23)
7 <P16> <L16> Palace of Shadows
Start @(17,12) One-way entrance only - cannot go back via this
route.
Exit @(20,29) Cast fireball into this square to reveal the door
to the next level.
Mirror @(24,27) Teleports you to the Temple of Throggi,
@(2,25). A mirror there teleports you back.
Mirror @(11,27) Teleports you to The Pits, @(19,5). A mirror
there (it used to be a plaque on the wall - honest!) teleports you
back.
- Farli @(19,20) joins party. Sparkle leaves. If you avoid Farli,
sparkle stays with you.
- Wahooka @(5,29) joins party.
- Shadow King @(16,11)
- Scourge @(23,29). He CAN be beat up, but I think he's immune to
magic. If you can't beat him up, lure him through the mirror
@(19,29), then take the long way back. He'll stay over there.
- Illusionary walls @(15,1) (19,1) (5,35) (21,36) (15,36) (5,25)
- Mirror teleport pair @(20,11) & (14,11)
- Mirror teleport pair @(15,36) & (19,36)
- Mirror teleport pair @(19,29) & (15,29)
- Weird teleport mirrors. Go through each of these at least twice.
Mirror @(4,15) goes to (11,25)
Mirror @(30,15) goes to (23,25)
- Teleporter @(10,11). E-W to (3,3), N-S to (3,38).
Teleporter @(24,11). E-W to (31,3), N-S to (31,38).
* Go through illusionary walls in a circle around the teleport
square to get to the spot in the center.
- Yin-Yang pieces @(20,5) & (14,5). Putting them both into one holder
reveals a door into the central passage.
- Secret 1-square room @(17,21). Anybody know how to get in there?
- Buttons open doors nearby @(16,12) (18,12) (16,18) (18,18) (18,24)
(16,24) (18,32) (16,32) (9,29) (25,29)
- Button @(11,31) opens door @(11,27)
- Button @(23,31) opens door @(23,27)
- Green glowing portholes @(3,38) & (31,38). These seem to be
a one-use heal(???)
- Mirror @(20,21) attacks! Attack it back, shattering it.
You can take a mirror shard (Why? I have no idea why).
- Marif's orb @(17,17). Cast shrink on it. Use it (at least once)
on yourself to strengthen yourself enough to go down the corridor
to the exit.
- Shadow weapon @(13,37), shadow weapon base @(21,36).
place weapon on base, and it transforms into a variety of weapons.
- Rune scroll - Quickness rune @(7,19)
- Scroll @(27,19) - Must be an in-house joke.
7 <P17> <L17> 1st level Khull Khuum's Tower
Start @(13,18) - If you don't have 7 orbs, the Gatekeeper will not
let you through. Say 'no' by pressing red square, 'yes' by
pressing green triangle. Say 'no' to wanting to enter, but 'yes'
to needing to enter. You get some good advice.
Direct route up @(13,12) - wrong way
Indirect route up @(9,15) - right way
Down to evil dwarves @(17,5)
Silver cross teleporter @(11,17) goes to/from tower2 @(10,10)
- Evil dwarf @(20,6). If you kill him, you need to take the metal
bar he was carrying to open the route to the evil dwarf lair.
You need a dwarf NPC to open the route. If you do not kill him,
he runs downstairs and warns the dwarves that you are coming, leaving
the door open behind him.
PS: If Enigma is with you, he will kill the dwarf before the dwarf
can set the trap in the corridor. You then *NEED* a dwarf NPC.
- Wall plaques covered with a poisonous dust. Cast a wind spell
at them to blow the dust off, or wash the dust off with water
from the evil dwarf level (you still have the bucket you found
in the throggi temple, don't you?)
- Invulnerable floating spike cylinder. Cast shield & protection
on party, then you can ignore it or use it for target practice.
Someone else suggested that you can lure the thing through the
spear gate, then lock the gate behind it. I haven't tried this.
- Locked & trapped door @(12,15) - It causes damage, casts a
weakness spell on you, but increases your strength (temporarily).
Weird. Solve the puzzle (below) to unlock door and negate trap.
- Button puzzle behind panel @(16,15). The solution is on a scroll
from the evil dwarves lair (downstairs).
O O X X 'O' is pressed
X X X O 'X' is not
O X X X
X X O O
- Secret panel @(1,9) hides a white slab. I heard that it may have
something to do with raising your maximum HP (after causing damage).
I also heard that it can LOWER your maximum HP (after doing damage).
A third rumor says that it can recharge runecasters.
I couldn't get it to do anything for/to me (v1.2), but my maximum HP
were already at 220.
- Illusionary walls @(12,9) (13,8) (19,9) (11,4) (5,7) (5,11) (11,18)
(6,4) (16,3)
- Silver ankh @(6,4) (cross with a circle on top)
7 <P22> <L21> Lair of the Dark Dwarves
Start @(8,2)
Stairs back to tower @(8,12)
- Evil dwarf @(4,6) will give you a scroll, after the altar is
destroyed, and if he is still alive.
- The hole in the roof is sealed, and nobody has yet found any
way through it or a reason for it to be there.
- Button @(5,3) opens passage behind you
- Button @(6,8) opens secret door @(4,6)
- Manna circle @(2,2)
- Scroll with puzzle solution @(2,8), and on dwarf @(4,6)
- Well @(5,1)
- Magic black slayer arrows @(2,3) (9,11)
- Dagger of piercing @(4,6)
7 <P19> <L18> 2nd level Khull Khuum's Tower
Start @(2,13)
Teleporter up @(8,5)
- Teleporter pair (13,9) to/from (14,7)
- Teleporter pair (4,4) to/from (7,2)
- Ankh teleporter @(14,8) to/from (3,11)
- Crescent teleporter @(8,5) to/from tower3 @(10,7)
- Cross teleporter @(10,10) to/from tower1 @(11,17)
- Door @(15,3) magically barred - cannot be opened?
- Silver Crescent @(14,5)
- Silver Cross @(4,12)
- Scroll @(14,6) - Another 'in' joke?
- Green porthole @(11,13) - Any ideas on what this does?
7 <P20> <L19> 3rd level Khull Khuum's Tower
Start @(10,7)
- Crescent teleporter @(10,7) to/from tower2 @(8,5)
- 4-item teleporter @(6,1) to/from tower4 @(6,6)
- Button @(8,4) opens secret door @(9,5) - (useless???)
- Silver Circle @(1,5,19)
7 <P21> <L20> 4th level Khull Khuum's Tower
Start @(6,6)
- 4-item teleporter @(6,6) to/from tower3 @(6,1)
- 4-item teleporter @(5,14) to Thera's Temple. You can only use
this after you have all 9 planetary orbs, and are also carrying
all 4 of the silver objects.
- Khull Khuum @(5,10). You cannot kill him (Kill a god? Not likely!).
You must visit him to win, as he is carrying the last two orbs.
I have finished the game two different ways, one by running away,
the other by trapping KK.
Method 1. Approach KK from the N. After he finishes his first
speech, take the orbs. When he finishes his second speil, and
is quite upset, run past him, to the S, and through the
teleporter to Thera's temple.
Method 2. Place silver items on the small circles to the N, E,
and W of the square KK will appear on. Do this from the outside,
not from the square he appears on. Step onto his square from
the S. When he finishes his first speil, take both orbs. When
he finishes talking again, take 1 step back and place the last
silver object on the small circle in front of you. This traps
KK and places him in his own orb (just like the other gods).
- There are other ways of trapping and misleading Khull Khuum.
7 <P18> <L22> Thera's Temple
Start @(8,9)
This is it. You can't go anywhere else from here (not even back)!
Place the orbs onto the pedestals in order. The lit pedestal is the
active one, waiting for the next orb. See below for a list of the
orbs, and the order they should be used (ignore Khull Khuum's orb,
if you have it).
------------------------------------------------------------------------
Section 8. List of Gods (orbs)
NAME MATCHING PLANET SPECIAL POWER
---------------- ----------------- ----------------------------------
Khull Khuum The Sun (?) ???
Helion Mercury Same as a warming spell
Aquila Venus Completely heals & cures party
Thera Earth ???
Azrael Mars Casts quickness
Marif Jupiter Gives strength to character
Afri Saturn Projects map of immediate area
Safrinni Uranus Levetates party up a pit
Yoth-soggoth Neptune/Pluto(?) Recharges all runestaffs
Kor-soggoth (sp?) Neptune/Pluto(?) ???
NAME LOCATION (<F8> X,Y,LEVEL) DESCRIPTION
----------------- ---------------------------------- ------------------
Khull Khuum Tower4 @(5,10) Swirling dark blue
Helion Ice Realm (31,3) on the Ice Queen Reddish tan w str.
Aquila Mines1 (18,28) Splotchy tan
Thera Tower4 @(5,10) Dark blue & tan
Azrael Temple2 (18,14) red eye of statue Reddish
Marif Castle (17,17) Splotchy red & tan
Afri Upper keep (14,13) on a sharga Tan ringed
Safrinni The Pits (19,4) Green ringed
Yoth-soggoth Faerie (15,29) on a troll Blue striped
Kor-soggoth (sp?) Tower4 @(5,10) Blue & smokey grey
------------------------------------------------------------------------
Section 9. List of comestibles (edibles) & rings
** POTIONS
All effects from potions/herbs etc are temporary. The only permanent
change is that from the double-effect Throggi-holding-a-boulder
vials (see below). Oh yeah - some temporary things last longer
than others.
Healthy potion (short blue) 1 x Healing
Healthy potion (tall blue) 2 x Healing
Small vial (fancy blue) 3 x healing
Light green bottle Restores lost str & dex,
Increases str & dex
Dark green bottle Restores lost strength points,
increases strength
Smelly throggish brew Cures poison
Throg-holding-a-boulder vial Increases strength, 2nd one
within a minute increases str
to max, and also increases str
permanently by one point
Bubbling blue potion (tan jar) Increases strength, 2nd one
increases dex
Decanter with a red brew 1 x healing, drunk
Red mushroom Increases strength & agility
Green mushroom Cures poison, weakness, and ???
Spotted mushroom Removes magical effects?
Good smelling root 1 x healing
Really good smelling root 2 x healing
Musty smelling root ??? (no effect when eaten?)
Bad-smelling throg food Lowers strength by 1?
A home-cooked meal 1 x healing
Some faerie cake 1 x healing
Fine faerie cake 2 x healing
Rowanberries 1 x healing, drunk
Gladiola ??? (no effect when eaten?)
Foxglove ??? (no effect when eaten?)
Wild thyme ??? (no effect when eaten?)
St John's Wort Full cure & heal
** RINGS
Plain ring - Magic armor ring
Green ring - Ring of poison resistance
Red ring - Luckstone ring
Blue ring - Ring of ducking
------------------------------------------------------------------------
Section 10. Comments and Gripes
- Afri is not mentioned in the book THERA'S AWAKENING in the list of
gods (at least not in the one I have). I'm not certain if this was a
book-bug, or if this god was left out to confuse us poor mortals.
- Khull Khuum, in the book, is named as the sun. In the scrolls in
the dwarven library, it seems to be regarded as the 'lost planet',
in between mars and jupiter, where the asteroid belt is now. Maybe
they are suggesting that he was 'destroyed' by the other gods after
they were freed?
- Kor-soggoth (Ko-soggoth?) is spelled differently in different
places (book & game).
- The faeries spell Khull Khuum as Khull Khumm (?)
- I wish the inventory would tell you what the items are. It is hard
to tell which orbs are which when comparing the (color) picture in
inventory with the (B&W) picture in the journal. I also have four
different quivers, one of which is magical, and I can't tell which
one.
- I wish the game had some method for 'sliding' sideways. It would
make checking for secret panels/buttons/fake walls much faster and
easier.
- The endgame STINKS! Ok, you're teleported back to the surface,
everything turns green, etc, but WHAT HAPPENED? Is Khull Khuum
defeated or destroyed? What happened to my companions, left in the
tower? What What What?!? Unless these questions are answered in the
sequel (ha ha ha), I think the finish of the story needed some
definite help. This is especially disappointing after the *great*
opening scene video, and some of the sequences within the game.
30 seconds (or less?) of video , mostly looking at plants grow,
falls short of my expectations at this point.
- (I'll add more gripes as I think of them)
------------------------------------------------------------------------
Section 11. Credits for help/hints from the newsgroup
Most of the credits given here are for things that I picked up from
the newsgroup after I finished the game. The three exceptions to this
are: 1-help finding the real daisy chain, 2-finding out about the
v1.2 update/patch, and 3-using Afri's Orb.
I give credit to the first person I have record of mentioning the
hint/clue/problem. A couple of them are from before I kept records,
and several are so frequently mentioned that giving credit to one
person would be difficult.
- Miki (Michael Turk) - Practice on the piece of rock in the blacksmith's
room in the Dwarf Fortress. (This led me to try 'practicing' on other
things as well)
- (Unknown) - Place Afri's Orb on the square in front of you to bring
up a map of the area.
- (Unknown) - How to get into that secret room in the starting tower.
- (Unknown) - Using the <shift>F8 to display your current location.
- Brian Murph - Stonekeep music problems with the GUS sound card.
- Rick Wells - Giving a feather token to the dwarven trader, rather
than money.
- D.D. Johnston / Adventur (Chicago) - Malfunctioning runecaster when
in the Faerie Realm (and other places?).
- Chris Taylor (GRUPS Chris) - Upgrade to v1.2 available from Interplay.
- (Many) - Problems with handing Dombur the 3rd piece of the stoneshooter.
- Julia - Casting a heal spell on the Duck Statue also works.
- (Many) - Can't get Afri's Orb to work.
- Allison Floyd - Another person (besides me) got the 'speech missing'
error, but in a different place.
- (Many) - Problems solving that 4x4 puzzle on the first level of
Khull Khuum's tower.
- Thomas Stockheim - The Ice Queen can be killed without the Coldfire.
- Wyvern (Cheung Kwok Leung) - How to kill the Ice Queen without
the Coldfire.
- Greyjack - Shopkeeper dwarf has the key to the locked room in the
Dwarf Fortress.
- (Many) - Problems getting into the Faerie Realm, esp. after going into
the Ice Caverns.
- John Hoffman - Solution to out-of-memory problem when running under
Win95.
- Antos Dragon (Ike Miller) - Getting that unopenable door near the
uncrossable pits open (Temple of Throggi, if I recall correctly).
- Ken (Kenc) - Drinking 2 Throg-holding-a-boulder potions within a minute
ups your strength permanently by 1 point.
- Craig Davis / Wolf Schneider - Getting the Faerie Players to perform
War of the Ice Realm / For Whom the Bells Troll.
- Lonewolf (Wolf Schneider) - Uses for several runes in the Faerie
realm, a use for the iron spike, a use for the other statue in the
Throggi Temple, the uses for the green potions, and general
critiques of this document.
- Robert Becka - Game crashing when trying to get past the first guard
sharga in the ice caverns.
I've most likely missed some people, and possibly mis-quoted some others.
My apologies in advance ...
End of this document
------------------------------------------------------------------------
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