The Hall Of Heroes and Champion Selection As usual in
multi-character adventures, it's a case of that old chestnut about
opting for balanced parties, with at least one of each of the four
character classes being represented. Magic is very important in
Dungeon Master II and it's useful to have sp ecialist Priests and
Wizards, but don't neglect the beefy Conan-style bruisers because
you'll need some raw muscle power too. If you can get away with having
two main spellcasters supported by a third back-up magic user, then
you're quids in. Of course p art of the attraction of RPGs is choosing
your own unique party, but just for reference (and this is by no means
the definitive group) we chose Graen Ozbor (a serious Wizard mana-wise
and useful multi-classer), Seri Flamehair (groovy Priest and Wizard co
mbo) and Bane Blade Cleaver (crazy name, crazy guy) to accompany the
all-round skills of Torham.
Outside Skullkeep
Your first task is to gather the scattered clan keys which will
allow you access to Skullkeep itself. The village and the Sun Key:
Although the manual covers this first section pretty comprehensively,
there are a couple of tips worth noting. Use the shop s to outfit your
party with the best equipment you can afford and remember you can
trade items for cash, to buy superior weapons and armour. Plan in
advance for later hostilities and go well tooled-up. Also stock up on
waterskins (bota) so that everyone can replenish their own supply. The
Lightning Key: Go north as far as you can, passing the Lightning door
until you come to the abode of the Thorn Demons. Take the path west by
a large tree, then go north and you'll find an arch leading into a
mist-enshr ouded area. In the middle of a mysterious stone circle,
you'll find the Lightning Key nestling upon the altar of Lightning,
but be careful of the whirlwinds. The Moon Key: After you've opened
the Lightning door, head east and pick up a path by a small tr ee
which goes first north and then east, to enter the wolves' swampy
lair. Try not to provoke them, otherwise you'll end up as a dog's
breakfast! Head east and travel north via the left-hand path and
either jump or use a rope to lower yourself into the p it. Push aside
the boulder and climb the ladder, then grab the bone and hurl it at
the wolves to keep them occupied (no tins of Pedigree Chum here,
then!). The Moon altar can be found to the south-west, whereon rests
the Moon Key and some other useful it ems. Grab them quickly and leg
it back to the Moon door as fast as your little legs will carry you.
The Energy Key: Saunter intrepidly through the Moon door and chug
south until you come to a teleport pad. Nearby you'll find the Energy
door, but head eas t into the axemen's domain and you'll discover the
Energy altar sitting in the centre of this area. Use your magic map
and dodge and weave to evade the axemen's murderous attentions and
take all of the items from the altar. To the north you'll find three
new shops and a whole new feast of consumer opportunities. The Fire
Key: Through the Energy door and you should 'go west young man' until
you find an arch, and a vorpral blade residing in a nearby niche. If
ghosts aren't your thing, avoid the statue and the tomb in the eerie
cemetery then go south, slipping past the haunted trees, to ultimately
head east towards the ancient temple Once inside the temple, you'll
discover a button on the right-hand side of a pit room that opens an
alcove, to reveal the F ire Key. Close at hand is another room with
moving pits; so cast 'Accelerate' and dash east and then south to get
to the Fire door. If you take a tumble, pick yourself up and try
again, but look for a secret button in a large subterranean room -
this wil l yield a bucketful of gems. The Air Key and the last clan
piece: Run down the hall of Mummies, open the door and get inside,
then rip the tapestry from the wall and collect the Air Key, as well
as a fury. As the Mummies begin their assault, use the fury to lob a
few fireballs and watch as they 'Burn baby burn!'. Use the Air Key to
open the other door in the moving pit room and, casting 'Accelerate',
make a charge for the Air door. Once inside, a simple coin can be
exchanged over the bartering table for the last clan piece. You're now
ready to enter the grim bastion that is Skullkeep itself.
Skullkeep
Stage 1: Mucking about with minions A fiendish puzzle awaits, as
Skullkeep's doors close behind you. First look at the tech eye but
retreat sharpish to avoid the hail of fireballs. Enter the small
alcove, face north and press the buttons on your left and right, then
rush the gates as they open. You won't quite make it the first time,
so return to the now deactivated tech eye, point south and cast
'Accelerate'. The best method here is to use the mouse on the button
and the cursor keys to retreat backwards as rapidly as possible. Once
you'v e cleared the third gate, they all remain open, but you can set
guard minions to block the others and buy some extra time. Next,
obtain the minion map and stand right on the Tempest square. Use the
map, choose X and go back to the stairs. If you select t he icon with
the minion moving away, it will now bring the sword to you. You're now
ready to tackle the fearsome Dark Vexirks, so use the bell rope to
call them, then retreat east, using minions to slow the Vexirks down.
Take the Numen staff, which you c an then use to defeat the Vexirk
king. The Numen staff is the hardest weapon in the entire game, and it
can be recharged via the cauldron. It also opens both the outer gate
and inner door. To reach the tech eye hall, you've got to use the
minion map agai n. Mark the floor switch, stand next to the door and
send a minion to drop a coin on the trigger. Then, as it opens, dive
through and press the button to keep it open. Select the Ros button on
the map to reveal some false walls and use one to get behind the first
tech eye and open the plate to neutralise it. Concealed buttons will
open the rest, but remember to dodge the fireballs by scampering
behind false walls. Repeat the process until you've secured the area.
You can find your way into the boiler ro om by getting the large gear
and placing it on the device next to the door. You can stock up on
extra gears at the magic shop, or, if you're quick, you can snatch the
original gear and go on to each subsequent door.
Stage 2: Hoist by his own petard!
The next phase of your quest begins in the boiler room, but first
you should slaughter the minions and get the Earth Key. Place it in
the lock and pull the lever and a door will open, but the key will
disappear into a pit and plummet two levels down. To retrieve it, pull
the lever on the central ladder and go down, heading south. You'll
come to an area full of boulders, so push one into a pit and take
another ladder down. Head west and then north to enter the home turf
of the dreaded Dru-Tan. Dru-Tan hi mself is quite hard and a bit
tasty, so a spot of guile is required. Run west past the first door
and open the next with the lever. Ducking inside, face the spiked wall
and wait for big Dru to arrive, then run to the other end, springing
the trap. A conc ealed button will open the second door, so jump
through and close it behind you. Dru-Tan will be a goner! Open the
door from the outside and use the lever to reset the mechanism. If the
trap fails, you'll have to slug it out with sorcery. You can now get
both the Earth and Blood Keys, so go through the Blood door and use
the button. Follow the Rockies through the teleport, then head east
and kill the enemy minion, allowing the Rockies to stoke the furnace.
Then use your own minion to prevent it from bei ng blocked again. A
ladder will take you back to the boiler room and you should use the
boiler switch, although you'll need to complete some other tasks
before the boiler lights properly. Open the other Earth door and stand
on the floor trigger. Now use your scout map to send a minion onto the
other side of the pit to block the Zo balls, while leaving the pit
open. Your way should now be clear and a ladder will allow you to
proceed up and onto the next phase of your mission.
Stage 3: Puzzles, pits and perdition
The easiest way to get the Master Key is to buy a vacuum fuse
from the magic shop. However, failing this, you're in for a bit of fun
with a levitating chest, which you can blow away with fireballs. Once
you've got the fuse, place it in the device next to the west door to
open it and then check for illusionary walls once inside. A large gear
and the Master Key will open up the lever puzzle room. Retrieve the
key and fiddle about with the levers, leaving them in the up position
before returning to the pum p room. On the way, hack through the
barrels and use the Master Key to open the final door. The pump room
itself will yield the Iron and Cross Keys but you should then restart
the pump, using another vacuum fuse before lowering the ladder. Return
to wher e you found the Master Key and prepare to enter the next
level. Loosen up your sword arm, smite your way through the table room
and you'll end up facing the ram puzzle. Cast our old friend the
Accelerate spell and, starting at the eastern-most ram, use y our
niftiest footwork to slide past as it retracts into the wall. The next
double-ram requires an even defter touch. Wait until the first ram
goes into the wall, then step forward, pausing for just the slightest
moment before dashing past the second. You 've made it, phew! The
reflector room's problems can be approached in a couple of ways, but
the simplest is to angle the centre and side reflectors and shoot a
fireball north at the target п this will get rid of the pits. Go east
and you'll find a ladder going up. However, you've also got to deal
with the mobile teleport fields, so move all of the reflectors into
that room, aligning them south to north and use the reflectors to
force the fields east, blocking them in. Be careful not to cut off
your exit s. The reflector room's locked door can be atomised by the
judicious use of fireballs, but the next door, beyond the teleport
fields, requires a bit more cunning. Send a scout minion to the middle
of the pits and chuck a coin at it. It should deflect ont o the floor
trigger, which will then remove the pits and open the door, hey
presto! The Master Key will then open the valve room's door.
Stage 4: Toe to toe with Dragoth
Your first problem is to get through the hall of lightning, so
time things carefully, charge to the far end and a button will remove
the threat. Take the Onyx Key but leave the Skull Key where it is for
the moment (one key must remain in the niche at all times) and open
the Onyx door. You're now ready to activate the Zo-link device and if
you don't fancy messing around and want to opt for the brute-force-
and-ignorance approach, simply go through the Onyx door, pull all four
switches in the Zo-link cham ber and fire the Numen staff straight at
the central crystal to open the portal. However, if you prefer the
more delicate, problem solving method, do the following... Open the
Onyx door and you'll end up by the Zo-link chamber. Lower the ladder,
return t o the control room and retrieve the Onyx Key. Now swap the
Onyx for the Skull Key and go back down to the teleport field room.
Climb back up to the Zo-link chamber and you'll trigger a teleport
field which you should then enter. Fireball the nearest defl ector to
blow apart a table then, pushing the brazier aside, destroy the other
table and go through the door. Once you're in the storage room, shift
the deflectors into the Zo-link chamber and put them onto the drain
gates. Go to the short hall and push the switch to the portal, then
use the switch on the south wall to send a stream of fireballs at the
crystal. Repeat with the other fireball switch, then go to the north
wall and release lightning bolts with the last switch to open the
Zo-link (this won' t work unless you've refuelled the burner).
Whichever method you chose, you've now got to face Dragoth himself, so
beef your party up to its full fighting fettle. Accelerate again past
the moving platforms and when you reach Dragoth's lair, set guard min
ions straightaway, keeping them close to him. Dodge his spell attacks
and ignore the attack minions, but don't be afraid to get in at close
quarters; either sizzling him your heftiest fireballs or frying him
with the Numen staff. Once Dragoth is no more, the realm is saved and,
presumably, everyone lives happily ever after (until Dungeon Master
III anyway).
General Hints
To raise your characters' experience levels, practice as they
say, makes perfect. Keep extending the powers of your spellcasters by
experimenting with unfamiliar spells and higher power levels while
you're not engaged in combat. If you need fighting expe rience, find a
large but lowly group of monsters and give them a good pasting with
your warriors. Ninja skills can be improved similarly and you can even
gain some extra experience by throwing things at inanimate objects. To
drum up some extra money, sel l any fairy cushions you find and the
dead axemen's weapons can be turned in for a tidy profit at the first
village. The magic shop offers handsome remuneration for any magic
items and you can also buy the Kalan gauntlet here and sell it at the
weapons s hop to earn some extra lucre. Certain armours can enhance
natural abilities; for example, the fire poleyn adds strength, the
tech helm increases wisdom and the cloak of night aids dexterity.
Shields are also useful because some of them cast spells and in crease
resistance to magic and fire-based attacks. The rule is to check out
your stats before and after wearing a piece of armour or clothing, to
see how it affects you. Weapons-wise, the Numen staff is probably the
most potent piece of kit in the entire game but the NETA staff and
emerald orb are valuable for both mana bonuses and healing. Vorpral
weapons are pretty meaty but as far as swords go, the Excsymyr is your
top melee cleaver, with both lightning fast attacks and chunky damage
on offer. Happy hacking.
Priest Spells
Party Shield: YA IR
Spell Shield: YA IR DAIN
Aura of Strength: OH EW KU
Aura of Dexterity: OH EW ROS
Aura of Vitality: OH EW NETA
Fire Shield: FUL BRO NETA
Darkness: DES IR SAR
Porter Minion: ZO EW ROS
Reflector: ZO BRO ROS
Guard Minion: ZO EW NETA
Potions
Stamina: YA
Shield: YA BRO
Wisdom: YA BRO DAIN
Vitality: YA BRO NETA
Health: VI
Cure Poison: YA BRO
Dexterity: OH BRO ROS
Strength: FUL BRO KU
Mana: ZOBRO RA
Wizard Spells
Magic Marker: YA EW
Poison Cloud: OH VEN
Invisibility: OH EW SAR
Push: OH KATH KU
Pull: OH KATH ROS
Lightning Bolt: Oh KATH RA
Accelerate Party: OH IR ROS
Daylight: OH IR RA
Firelight: FUL
Fireball: FUL IR
Poison Foe: DES VEN
Harm Non-Material Being: DES EW
Open Door: Zo
Attack Minion: ZO EW KU
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