Dungeon Master Hints Brought to you by The Ranger (A.link JimLNat) Call The GS EXPRESS 408-629-9846 Warning: Most Hints are Clues, but some are answers. Level Zero: Choose Caracters. Don't choose a character with out or low mana, you'll pay for it later if you do. Best Combination; a fighter/ninja, a fighter/wizard, a wizard/ninja and a priest/wizard. Level One: The best way to get by the mummies is to strike then retreat. Look closely for the iron keys (they distort slightly the ground). For a door that will let none pass, take your anger out on it. (cold steel might help) Level Two: As you start out walking, look to your left fro a surprise. A closeing door can hurt you as well as an ENEMY. Each Room has a key. The Guardian Chamber: Best way to kill the rock monster is with poison cloud. To get to the chest, use the buttons and follow the chest. The Vault: Spend a few bucks and earn its interest. Can't get to the BUTTON DOOR huh? CASTING a spell over the pit might help. The Matrix: Spinners abound in this maze. A compass or trail markers will make life easier. Check EACH wall for a surprise. Time is of the Essence: Hit the button and run fast. (4 left and 2 forward) The second obstacle needs two steps, hit something then wind up your throwing arm. Gem Room: Kinda easy. Gem, Gem hole. Place an object somewhere special to close pits. Creature Cavern: just survive. Level Three: Ever see the movie "DUNE", well those worms were wimps compared to these. But these worms are slow, so circle them while striking or running and you'll survive. Conserve water and food. Check the slime covered holes, maybe something is there. Dead ends aren't always. Jail sucks or better yet, FREE FREE SET THEM FREE- Sting. (in other words do a good deed once in a while) Level Five: In one room, life's the pits. In another, there's a clear wall except to the far left. Buttons, press one another pops up. After you've hit all of them, try it backwards. Blue Room a pain, follow this dance -> Rambo Bites Fried Legs Reluctantly Buddy. Load up on water, there maybe be a drought. Level Six: Again, each room has a key. Answers to Room of Riddles at bottom. One wall of the pit ceiling room is fake (no, not the blue one) Rooms after the the Riddle one; 1. This room requires you to listen to each of the three pressure plates. Some can only be triggerd by people, some (one) by objects. Before killing yourself, try this, turn on the forcefield then turn to it and throw something at it, it will make you feel better, then solve the puzzle. 2. Wanna be a safe-cracker, don't press all. Give up, press top button, then press left button twice and look all around. 3. Love money, so did (and does) he. Put yours in a safe place, where no one can see it. 4. Big maze room, look at each wall for a button. A pressure plate can open new realms. 5. After passing the third door, look for a secret one before the 4th one. An open door might close behind you. Can't get by the teleport-door-teleport, take care of the door first (fast hands) and then lighten your load. Take off your clothes, you'll move FASTER in the cold. 6. What better way to show your strength, than to throw an object. After go right then forward and look. 7. Always look for secret door. 8. Teleporters sometimes GO FAR. 9. ANSWER TO RIDDLES=================================== Mirror of Dawn, Bow, Blue Gem, and Gold Coin. 10. A closed/ing door can protect you from monster spells, sometimes a monster will cast open door, just close it after it starts to open. 11. Ever try throwing or shooting through grate-doors it will weaken monsters without harm to you. Level Seven: Can't do much except go down. Before that, try a Ra Key. Note you need 4 RA KEYS, 1 ruby key, and 1 master key before you can finish this level. The RA keys are on level 3,7,9,12 Level Eight: There is 7 secret doors lineing the arena. Each of them have buttons. Some are hidden behind teleports. There are two keys to be found, both at top half of the arena ( 1 to the far left, look out for fireballs, 1 to the right ) When in the Arena, keep an eye open for a small thief (leprachaun) that will take anything in your left hand, killing him will get your stuff, but he'll be back. Level Nine: When is a rock not a rock ? well... when is a wall not a wall. Try throwing stuff at walls to see the difference. The wall is VERY close to you. Beware of spinners. Look out for the fireball cannons. Fire shield can help. 2 key to be found in the level. Watch out for Rats, Metal Eaters and VERY VERY MEAN JAWAS (like the Star Wars Ones, except these cast Very well.) Level Ten: Watch out for spinners/transporters. Many secret doors, even one behind another. Only one key. Level Eleven: There is an unmappable clock wise room. There is something at the end of the poison path. Three Keys to be found. 1 is hidden by two secret walls. (Farthest top right room at the bottom is two fake walls.) Level Twelve: The Knight Level. Three Keys to be found. Plus a Kinght carries a fourth. Use steel to kill him, spells can't harm him. In one room, spiders regenerate. Level Thirteen: Black Lord Level. Small level, few secret doors, but Very Mean flame monsters. Level Fourteen: Power Gem Level. In the dragon room there is a key. Use Zokathra spell to free gem. Place Gem on Firestaff (you got it from level 7) Make sure you have some money. General Tips; 1. food creatures regenerate 2. always pre-set up an offensive spell when exploring. 3. the open button door is only needed once 4. Staves and wands have charges so be careful 5. try looking around a corner before moving onto it 6. chests can hold many things so hold on to them 7. lockpicks are useless 8. have each character carry his own healing potion 9. place objects in your right hand (to see its capabilities) 10. Try on necklaces then look at stats. then take them off. You'll see their special powers. 11. Have fun and resist temptation to burn FTL programmers at the stake. (which they deserve) 12. Down-load Maps to help you if get stuck. Useless or Little used Spells; 1. Wisdom potion 2. Vitality potion 3. Fireshield (not useful against DRAGON) 4. Light Spell (use torch spell instead) Warning: Never run into one of your spells or cast into a wall that your directly facing, to do so in effect casts a spell on you. (not to nice if its a fire ball or poison cloud.)