Dungeon Master 2 Hints by unknown author, supplied by Bill Commons This info will enable you to start AND enjoy, Dungeon Master 2, if you are not familiar with the game. If you assume the following format, it will save my typing!:- For spell identification, rather than me type MON FUL IR for the most powerful fireball, I will call it a 644 - hope that makes sense - if you look at the screen at the same time you will see what I mean. Incidentally, the manual with the game has been printed with an error though and shows the ROS symbol as coming between EW and KATH - it doesn't!! This may all sound confusing, but if you treat the spell bar as icons numbered one to six, then these spell listings will work. If you are new to Dungeon Master, you need to remember that you have to PRACTICE USING SPELLS before they work flawlessly. Try casting a simple spell first. Experiment with a good spell user = take GRAEN OZBOR to start with while you get used to the spell system, even if you later start again with different characters. With GRAEN, try selecting on the spell bar 144 You will see a small fireball shoot from his hand. When he has gained a level or so, he will be able to cast 244 faultlessly and then a 344. By the time you get to casting a 644, it will be a very powerful fireball spell. Don't leave home before you have at least ONE person as a proficient wizard, capable of casting small fireballs perfectly. Practice, Practice, casting 144, 144, 144 until you gain at least one wizard level. You can shoot the poison slug outside your door with this small fireball when you are ready to move. Some spells use 2 icons, some 3 and some 4. So a simple light spell is 14 while a more powerful light spell is 24 and the most powerful light spell is a 64. I have included the first (power) level as *1* in each case below. Long lasting light is 1345, or 2345, or 3345 and so on. OK - so here are some good ones! Bearing in mind that the first part of the spell is the POWER of the spell and therefore depends on how advanced your character is:- REALLY USEFUL!!! ATTACK MINION - creates an intelligent *ball* that will whiz around beating-up on all your enemies. 1621 or 2621 for a more powerful one, or 6621 for the most powerful one. You will fail at that level until your wizard is experienced - stick to a 1621 to start! INVISIBILITY = 1326 FIREBALL = 144 CLOUD OF POISON = 131 LONG LASTING LIGHT = 1345 OPEN SOME DOORS = 16 In a flask: CARRY MINION = 1624 CURE POISON = 125 HEALTH = 12 PURE MANA = 1655 Protect the entire party = 114 It is useful to know you CAN survive without food. Cast plenty of 61 potions into flasks (or 51 or 41 - whatever your priest can manage) and then when you rest, if you have run out of food, you will see your *middle* stamina bar, drop. Wake-up and swallow the potions and your stamina bar will be back on max. You can now carry on resting. Another really useful thing is to fill your empty flasks with WATER - touch them against a water source and they will fill with water. Carry them around like that until you need to cast a spell - and have a drink first!! Invisibility can get you past most monsters if they are more than one square away. PORTER MINION *1622* will carry your items around for you!! Stand over a pile of goodies and cast 1622 and watch him pick it all up for you!! Get ALL your 4 team members proficient at everything. If you have a character with no MANA, cast some 1655 into flasks, give them to that person and then quickly cast either 11 or 14 until he gains his first priest or wizard level. ALL characters can become Masters of everything! Get your priests and wizards just punching the air - they will gain two Ninja levels quickly!! Get the Rapier from the shop - it has the use JAB, a quick repeating fighter action - they will quickly gain a couple of fighter levels, thus increasing maximum HP!! Cast 614 to protect the entire party from physical attack. Buy the Techhelm when you can - it raises wisdom by 15 and therefore makes your wizard recover mana faster when sleeping. Unlimited quantities of cash!! Keep fighting the axe-throwers and take the axes in batches of 20 back to the shopkeeper at the beginning of the game - he will give you huge amounts of gems for them. To put 20 items on a sell-table, put a chest on the table first, then load the table with the axes, then carefully remove the chest - instead of getting loads of little bits of money, he will group it all together and give you a diamond and rubies!! The TELEPORT feature works when you stand on the red/black crosses on the ground and use the Techshield. The blue magic marker spell (112) appears on the second or third map upgrade, whenever you put one down. You can gain Ninja levels by just throwing them around. To kill Ghosts, whirlwinds and other non-material beings, shoot a 652 at them or a 552, or 452 if your priest is not high enough for the powerful 652. To kill the lumbering creatures, wolves and thieves, poison bolt works really well, 651 or 551 or 451 etc. To restart quickly, kill the entire party!! Face a wall and cast the fireball spell 144 or 244 etc. the game reloads where you last saved it. This is quicker than going through all the menus. To get unlimited quantities of food, go to the area where the lumbering creatures are, that drop steak when killed. Find the place where there is a tree arch, where the game pauses when you go through it. This is a short corridor that the creatures will NOT come up. Standing in safety there, cast 3621,3621,3621,3621 etc and create several attack minions. They will go and search out all the rhino-type creatures and destroy them. When you enter that area there are dozens and dozens of steaks on the ground. The best sword in the game is the EXCSYMYR, which does two attacks when you melee. Finally, if you get stuck trying to get the 4th. clan key piece, where did you last see revolving tables? What did you do? - o -