Dungeon Master Help provided by George Smith The top foods in order of nutrition are: dragon steak, rat drumstick, bread, cheese, screamer slice, apple, sweet corn and worm round. Levels of expertise - neophyte, novice, apprentice, journeyman, craftsman, artisan, adept, expert, master. Give fighters the heavier plate armour and dress your warriors in the following for the best results. 1. Shield, helm, plate, poleyn and greaves of Lyte. 2. Shield, helm, plate, poleyn and greaves of Darc. 3. Large shield, basenett, Mithral Aketon, Mithral mail, leg plate. 4. Large shield, basenett, Flamebain, leg mail, leg plate. Don't wear armour dropped by Chaos Knights because it is cursed. Here are some items of use that can be found through the dungeon: Level Name of Item Special Abilities ----- ------------ ----------------- 12 Armour of Darc Makes you harder to be seen 10,11,12 Armour of Lyte Weighs less 7 Bolt Blade Fires lightning bolts (limited) 7 Crown of Nerra +10 to wisdom 11 Diamond Edge Extra damage 7 Dragon Spit +7 to mana 14 Eye of Time Freezes Life (limited) 14 Firestaff + Power Gem +1 Wizard level +2 Priest level 7 Flamebain +12 to anti fire 13 Flamitt Fires fireballs 11 Fury Fires fireballs (limited) 10 Hard Cleave Extra damage 7 Illumulet Creates light (limited) 7 Inquisitor +2 to mana and extra damage 12 Master Key Opens a door in the tomb Level Name of Item Special Abilities ----- ------------ ----------------- 3,7,9,12 Ra Keys Open doors within tomb 11 Ruby Key Opens a door within the tomb 7 Sceptre of Lyf +5 to mana, heals and lights 12 Snake Staff +8 to mana and heals 10 Staff of Mana +10 to mana and dispel spell 9 Storm Ring Fires lightning bolts (limited) 3 Teo Wand +6 to mana and calm spell 6 Vorpal Blade +4 to mana and disrupt spell 7 Winged Key Allows access to dragon level 6,9 Yew Staff +4 to mana and dispel spell Always use doorways to your advantage by shutting them on your prey. If possible remember to close doors after you, reducing the possibility of a monster sneaking up on you from behind. Before going into battle, have a possible escape route planned in case things go wrong. If you are fighting poisonous creatures, always have a supply of cures on hand. Use magic boxes on stubborn creatures. Lure them under a doorway and freeze life. This allows you time to beat them to a pulp or escape. Lead creatures over pits and then open the traps. Beware because the fall may not kill the monsters and often they will reappear in the most awkward of places. Give the Staff of Mana or the Inquisitor Sword to any characters who possess no magical abilities. Here are the best methods to use on some monsters: Mummies - throw things at them or hit with a falchion or club. Screamers - practice your Ninja skills on them. Blue Ogres - quite easy to kill but can inflict serious damage. Use Ninja skills and fireballs but plan an escape route. Rock Monsters - bash them, drop them down a trapdoor, trap them under a door or use fireballs. Ghosts - use magic to weaken and kill them. Vorpal Blades and Dispel also work. Pink Worms - use a door, magic and brute force. Have anti-poison potions handy. Skeletons - use fireballs. Giant Rats - try doors, fireballs and brute force. Take their drumsticks to use as food. Beholders - fireballs are best and physical attacks when the monster's large eye closes. Beware, they can open doors! Flying Snakes - close contact / fireballs. Have poison cures handy. Green Tentacle Monsters - best item to use is a sharp steel blade. Giant Wasp - moves fast. Use fireballs and force. Pixies / Gigglers - fireballs and force work. Note they only steal from your characters' left hands. Mini Dinosaurs - you must use several direct hits. Small Sorcerers - use close physical attacks and see if they drop anything useful when they die. Look out as they may, when threatened, become invisible. Giant Scorpion - use fireballs, quick in and out attacks and the portcullis trick also work. Insubstantial Triffid - well timed fireballs, Vorpal Blades, DES EW spells and Dispel work well. Giant Spiders - try fireballs and close contact fighting, the weapon Morningstar and, best, lightning bolts. Chaos Knights - hard to kill. Trap them under doorways and fry them with fireballs. Remember the armour they drop may hold a hidden key but don't wear the armour as it is cursed. Water Elemental - cast a calm spell from a wand, then use a Vorpal Blade, Dispel or DES EW. Fire Elemental - similar to Water Elementals though you may not need the calm spell. Stone Golem - lock them in a chamber if you can. Otherwise you will need lots of healing potions if you fight them. You will need several well placed blows and many fireballs. Devils - They fireball you, do the same to them. Dragon - Chase him round the pillar in the middle of his chamber, firing fireballs, using poison and swift blows. Try magical boxes to freeze life too. And keep away from his breath! Lord Chaos - avoid his fireballs and poison clouds and surround him with a flux cage. Then fuse and destroy him. Potions ------- VI Health YA Stamina VI BRO Poison Cure YA BRO Magical Shield DES VEN Poison YA BRO DAIN Wisdom YA BRO NETA Vitality OH BRO ROS Dexterity FUL BRO KU Strength ZO BRO RA Mana Spells ------ FUL Magical Torch YA IR Magical Shield ZO Open Door DES VEN Poison DES EW Anti-ghost OH VEN Poison Cloud YA BRO Magic Shield YA BRO ROS Magic Footprints OH KATH RA Lightning Bolt FUL IR Fireball FUL BRO NETA Fire Shield OH EW RA Magic Vision OH EW SAR Invisibility OH IR RA Create Light DES IR SAR Create Darkness ZO KATH RA Create Plasma to Free Gem Items found behind the turquoise doors in the Tomb of the Firestaff: 1. Gem of Ages, Sceptre of Life, Illumulet 2. Dragonspit, Boots of Speed 3. Crown of Nerra, Magic Box 4. Flamebain, Lightning Sword Answers to some puzzles in the game: Test your strength - to open the portcullis, throw something through the forcefield and get it to land on the pressure pad at the far end of the tunnel. This fountain takes one wish - place a coin in the fountain and wish that the door would open! Items needed to answer questions in the riddle room - coin, bow, mirror, blue gem. Three objects will open the door, the fourth will present a further prize. Time is of the essence - drop all your heavy possessions, press the button and quickly move four steps left and one forward. Don't let a closed door stop you - smash it with an axe! None shall pass - hack this one down too! Cast thy influence, cast thy might - magically open the door then throw something so it lands on the pressure pad at the end of the tunnel. When is rock not rock - when it's an illusion. Step left then forwards. This wall says nothing - yes it does, but it isn't important. This is my prisoner, let him suffer - put him out of his misery, but beware the consequences. Short cut - turn a gold key in the lock to operate a teleport system on the level. Lighter than a feather - corbamite weighs 0.0kg so put it in the alcove. Beware my twisted humour, the deceiver, the snake - turn left first, snake your way through the maze until you reach the doors on the opposite side of the labyrinth. - o -