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    Walkthrough by LRichardson

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    ~Dungeon Master II (LU)
    (From INTERPLAY by FTL) 
    Solution by J. Johnson-Appoo (mainly) & Lu Richardson
    So, it is finally here the long-awaited sequel to the ground breaking
    RPG Dungeon Master. Apparently the FTL team hasn't caught up with the
    technology as evident from this game. Why can't someone produce a 
    Underworld-type game anymore?!! Anyway I'll let someone else slag 
    off this game. The FTL team really should have borrowed some other 
    games engine for DM2, after all everyone I've seen have nicked ideas
    from the first Dungeon Master. Who knows maybe they are purists at 
    heart and have high ethical/moral values but at the expense of 
    gameplayers like us!!??
    This game is so tough that we tried playing without cheating and had
    to give up very early on - so we recommend you play first with the 
    cheat (see the appropriate file) and then attempt it without it.
    You are Torham Zed an aspiring hero sent to a lonely outpost by your 
    uncle along with assorted hero-type companions. Your job is to check 
    out the local fortress on the hill. It seems your uncle, Mylius is 
    rather worried about this fortress and feels that the evil warlord 
    Dragoth has chosen it as his site for a beachhead. However, Dragoth 
    is from another dimension and thus has to create portals to send 
    his minions through during his preparation. 
    You meet the headwoman of the moon clan, who tells you of Dragoth's foul
    plan. While talking to you, she is attacked by dastardly inhuman creatures
    (hey! I'm getting good at this) and with her dying breath compels you to fix
    the Zo Link machine in the fortress and enter the void to confront Dragoth
    and his diseased army ( all this while she was dying - amazing woman!)
    Starting Tips
    You will see the change the FTL team have done to the step movement of the
    characters, they have made it softer by adding a half-step when you move.
    Though they may think that this enchances the game actually it detracts from
    the game by making your movement unsure. I would have preferred the original
    step movement or smooth scrolling like the Underworld or Shadowcaster game.
    There are lots of things to bear in mind when playing this game. You have to
    be fast on your feet (keyboard & mouse in our case) to survive encounters
    with particularly nasty beasties and, believe me, some of these beasties are
    a lot tougher than anything I've seen, and I'm playing with edited characters.
    Always check the walls for any switches or levers to press or pull. Step on
    pressure plates to see what effects it causes and all the usual things that
    we adventurers do.  As always, save your game before trying anything new. 
    There are gold or gems lying around to be collected, and also weapons and
    armour. You can always sell these to the shopkeepers and purchase better
    Also listen to noises around you, it can be quite informative. Practice on
    the keyboard and mouse to gain competency, as action comes thick and fast.
    Experiment with the magic symbols to learn new spells and keep a few empty
    glasses handy for potions. Try not to carry too much weight as it slows you
    down; instead, exchange your surplus items for coins and gems. 
    Keep your eye on the food and water situation.  Whenever you see a fountain,
    pause to feed and water your characters and refill their botas.
    You are in a area of frozen champions and you will be able to take three of
    them with you on your adventure. Try to get a nice balanced crew with your
    magic makers behind the fighters. Then climb up to the room above you.
    Entry Stage
    You find yourself in a room with a table in front of you. Move the table by
    clicking on it and check behind the sun-burst picture. You will find a key,
    money box and other goodies with a magic map (probably the best new thing
    in this game). There is also a chest nearby with some healing solutions. The
    room next door contains the resurrection altar, so if one of your team is
    killed off just place the bones on the alter to revive him or her. Now head
    on out.
    You meet a GLOP and get in some practice killing the purple beasty. You will
    observe that you can entice it under the door and then shut it on it.  Pity
    there are not a lot of doors like it in this game.  The surrounding area 
    on the outside is usually gloomy and rainy with lightning flashing about. 
    If you are unlucky, you can get struck by lightning. As you come out, you 
    will notice a * gate on your right. You will need the * key, of course, to 
    open this gate. The key is in the food shop on a table. There is also a red 
    cross on a black circle near the fountain, what this is I don't know?!! 
    Visit all the shops to buy anything that you want. Browse through the pictures
    in between the tables, using the arrows.  Stop at what you want to buy or sell.  
    Don't throw anything at the shopkeeper but place the cash on the table. You 
    can't defeat the guard at the shop no matter what you do (I know because I 
    tried - my group are archmasters at everything yet they failed). Use the left 
    table to sell and the right table to buy. You can also use the left table to 
    exchange all your coins for gems i.e. place your money box on it.
    While on the subject of shops, a couple of good purchases are a compass and,
    later on, a rope (if you equip it you can go down holes).  Of course, a 
    couple of botas are a must, each character must have one of these water
    Buy some axes or swords for your fighters. These weapons cause the most 
    damage to the monsters. Search the fountain for money. The glops also yield
    coins some of the time when killed. When you have finished here go through
    the * gate.
    The * Area
    It will probably be raining when you get here with lots of lightning flashing
    all over the place. You will see a grey road marker pretty soon. On you right
    is a gate you can't cross yet. In front is the entrance to Skullkeep, on
    entry you will notice the green door with two golden dragons on it. You will
    need four pieces of the blue clan key to open this door.  Dump your excess
    goods which you don't want to sell here.  Once good thing to keep here handy
    is food.  Use the chests and bags to fill them with food, ready to take them
    up when you go into Skullkeep - food is tougher to find there, and besides
    you won't want to be distracted with such paltry things then.
    Further on in this area you will find the Lightning gate, the entrance to
    the bat caves opposite it and a archway to the brown monster infested area.
    The worms that you kill here yields worm food, very nourishing and filling 
    (makes a change from my usual curries)
    Bat Caves
    There is nothing special here. Kill some bats, you can always sell the remains
    for money. The is a green gem in one of the bat caves. You will also see some
    machinery that runs Skullkeep. By the way the bats are poisonous, so hit them
    before they hit you.
    Brown Monster Area
    Do what tough guys always do, kill the monsters and collect the steaks yum
    yum. Tandori chicken was never like this. Explore the bat caves around here.
    There is a archway to a misty area enter it.  If you run out of food, come 
    back here and start slaughtering the big monsters - in fact, you could collect plenty and leave it at the entrance to Skullkeep, you will need it.
    Misty Area
    You should collect the Mana flowers you find here, you can combine them with a staff to make them magical (?), eat them to increase your mana points or sell them for loot.  This area is infested with tornados who spit thunder bolts at you. I couldn't destroy them just then so I ignored them and took some hits. In the centre of this area, you will find the stonehenge and a stone circle in it. On top of the circle, you find the lightning key, a magic scout map and a piece of the clan key.
    Let me tell you about these maps. The scout map when activated produces a
    scout which looks like a large eye (The first time I activated it, I thought
    that it was a monster and destroyed it). You can send the eye anywhere
    on the map and observe it's progress and scout the area. You can only do this 
    if the eye is not blocked by any obstacle. Later on you will also find the
    magic porter map and the magic fighter map. The creatures of the map do
    exactly what their names suggests. The buttons on the map has various
    functions, the sword symbol reveals enemy units, second button reveals secret
    rooms, the third reveals mana-laden items, and the fourth shows projectiles
    thrown by enemies. I think that I have  the sequence right but experiment
    anyway to verify it.
    When you have finished here go to the lightning area.
    Lightning Area
    More worms I'm afraid yuk yuk. There is a rather annoying group of small,
    bald red bearded men in this area who not only hit you but also steal all
    your precious weapons and runs away. To resolve this problem, either kill
    them quickly and retrieve your weapons or follow them to their hiding area
    and identify it on your maps so that you know where your weapons will end up
    in future if they were ever stolen. One good thing about killing these men
    is that they yield up lots of gold.
    You will also find the Moon Gate in this area and a archway near it leading
    to the area of wolves. 
    Wolves Area
    Lots of leaping wolves around here for you to kill. You will also find some
    gold and other goodies on the ground. Searching this area will bring you to
    the stone circle which has the Moon Key, Clan piece key and a magic map. 
    Either drop down the hole in this area or climb down via one of the step 
    ladder to the level below. Nothing much on this level except some bombs
    hidden by some boulders.  You could actually manoeuver the boulders under
    the holes so that when you are up above you don't fall through when trying 
    to get at the gold coins.  However, this is much too much trouble and gold
    is easier to get elsewhere.
    Back in the lightning area, use the Moon key and enter the Moon area.
    Moon Area
    Search this area throughly and you will see a grey marker with the 'E' gate
    near it. There are more worms in this area and the red baldies are still 
    around. Go through the archway and meet some giants, who throw axes at you
    and maybe even steal your weapons. The useful thing is that the giants don't
    go too far away so you can recover your weapons fairly quickly plus when
    the giants die they leave behind their axes for you.  You could keep coming
    back here to slaughter the giants and collect the axes - they fetch a good
    price at the shop, and this will enable you to buy more equipment for your
    There is a archway in this giants' playground which contains some nice fruits
    and more shops offering some unusual weapons and armour.
    You must have caught on to the fact that once you open up an area, the 
    monsters in these areas start crossing over to each other. This is a terrible
    pain in the butt as you get distracted and frustrated with senseless fights
    spend your time chasing the red rascal when you should be solving puzzles.
    Anyway in the giants' playground you find the other clan key piece with the
    'E' key. Now go to the 'E' area.
    'E' Area
    Things get tougher here, there are tornados and some sort of floating spinner
    who hits with blasts of blue. Search the area throughly and you will see
    the gate that you couldn't open at the start of the game (near Skullkeep) it
    opens automatically as you approach it.
    Find the Vorpal blade in one of the bushes, only it can destroy the tornado.
    Go through the archway you find in this area and you will meet lots of evil
    trees. There is a archway in the evil trees area and through it you will
    find the cemetery.
    The gate closes behind you and you are facing the statue of a shopkeeper. A
    flying snake comes out of the statue and attacks you. Use the Vorpal blade on
    it. Ordinary weapons doesn't seem to affect it so save the Vorpal blade for
    this and other strange beasties.
    When you have killed the flying snake go through the opposite area and it
    will take you into a dungeon. 
    The Dungeon
    Immediately on your right upon entry is a switch which reveals the FUL key
    and a Magikal box. Now watch out for the moving pits that lie all over this 
    place. You can either enter the level below or drop down a hole. There are
    moving doors that can crush you and two ghosts hanging around, I use the
    word hanging as they don't seem to have their bottom half anywhere in sight - you just have to wait till the gates open.  Use the vorpal blade on the skeletons. Time your entry into each room and find some nice armour and a potion?!!. Now go back up.
    Use the scout of the map to observe the moving pits and time your run to the
    door on the right side. In fact, I could only manage this by activating the 
    scout eye and moving it one step at a time and following it - for some reason
    the holes don't appear under it.  In this way, was able to get to the keyhole 
    and I even had time to look in my pocket for the key and get through the door
    without falling below.  Inside you find some mummies appearing as soon as
    you step on the plates, despatch them with the rather useful vorpal blade.
    You will come to a red banner, removing it you see lots of goodies plus the
    OH key for the other door. The sword FURY is pretty good and of course you
    also get a guardian tablet to use.
    A little bit of advice at this point, please note the magical symbols on all
    the magical stuff so that you can cast them again at your leisure. I shall
    also send Wayne a list of this Magical List as soon as possible.
    Now go to the other door and enter. You see a revolving table with the last
    clan piece key on the other side. This took me a few minutes to solve when 
    the familiarity of the table struck me. Placing a bronze coin prompts a
    ghost-like shopkeeper to appear and hand you the last clan piece. I just
    love these little puzzles. he he
    Now exit through the second exit and  you find some red fountains containing
    a red gem and a bomb. The archway near here leads to a shopkeeper who deals
    in all things magical. Now is an excellent chance to learn about more magic
    by buying and selling stuff and learning their magical powers, just don't
    use them. Selling them back gets you some of your money back. You will also
    face skeletons and more tornados in this area.
    By the time I left this area, I had magical guards and fighters. Now it's
    time to go back to Skullkeep and fit those clan pieces together.
    First, sort yourself out and make sure you have plenty of food and water and 
    the best possible equipment.  Discard any items you are obviously not going
    to need.  Fit the clan pieces together on the wall and the green door will 
    open. Step inside and you are locked in. You need the gold key to get out 
    again. You face a red eye and a skeleton lying on a pressure plate (get the 
    message?) yes, step on the plate and step back immediately to avoid the 
    fireballs coming your way. Now this puzzle took me half an hour to work out 
    and execute. Face all three buttons with your back to the three doors, then 
    press in a rapid sequence the right, left and front buttons and keep backing 
    quickly to get past the doors. Believe me you have to be quick at it.
    In the alcove you will find the gold key and the minion map. Next door you
    will find some pits and a ladder going down. The sword that you find is a 
    trap to block you in this area so use the minion map porter to retrieve the 
    sword.  Going down you face some worms and get a chance to replenish your 
    stores.  (I can't remember if it's here or in another lot of caves, but
    you are able to go outside once more, if you've forgotten to get something.)
    Don't forget to look for hidden rooms via the map, there's one here 
    with a nice crystal shield.
    Okay head for the stairs.
    Evil Magicians' Area
    You pull on the brown rope for attention. Such cute chimes, I should get it
    for my own front door. If you are smart, send in lots of fighters to deal 
    with the magicians and only go in when the noise has died down. On the other
    hand if you are like me then sally forth with the bit between your teeth
    and start hitting when you see the whites of their eyes, of course I took
    a lot of damage but then with 999 hit points I can afford it. If you are
    playing with unedited characters, can you afford it?
    There are lots of goodies in alcoves and hidden rooms hereabouts. Just help 
    yourself to it. The door besides the cauldron of green juice opens for the
    journey so carry on.
    You are now in a squarish area with a pressure plate and a fast opening/
    closing door. The pressure plate opens the door for a milisecond. Use the
    minion map porter to place some object on the plate (start by leaving something on it) while you stand two spaces away from the door, then rush in as soon as it opens. Also check out the hidden rooms and press the switch on the wall to open the second room.  Disable both eyes, this should stop the fireballs further on.  The way you disable the eyes is by getting behind them (use the second button on the Magic Map to spot illusionary walls), removing the backcover and extracting the eyes themselves from the back.
    You are now in a corridor, you have disabled the first eye and must disable
    the rest to stop the fireball attack. Proceeding along the corridor, you
    hear a click, stop and turn right in a hidden corridor, disable all the
    eyes here and also check out the cute helm in the alcove (it's magic of 
    course so make a note of the magical symbols).
    Gear Room
    You now enter a large room with a spinner in it. There is also a closed door
    with some gears on its side. The alcove contains a gear and a ring. There
    is another closed door ( I didn't see anyway to open this). There is a step
    ladder to a lower level.
    Lower level
    Nothing much here except some ghosts, use the vorpal blade as usual.  If you 
    return the torch on the floor to the holder on the wall you'll find another
    vorpal blade in the niche which at first seemed empty.
    Gear Room
    There is one door here that you can't open. Perhaps it can only be opened 
    from the other side (sure hope so, otherwise it going to a long journey back)
    Back to the Gear door. What you do here is place the gear in its place, press
    the button, pick the gear and go on to the next door and repeat this action.
    There are four doors and you have to do this really quickly or you get dropped
    into the lower level. Speed is essential. This took me some time and I'm sure
    my bum is blue and black with all that falling down.
    Power House
    Lots of machinery hereabouts. There are two plaques, one saying to collect
    fuel from two levels below and another saying to activate something two levels
    above. Get the YA key from the alcove and place it in  its slot. Now open the
    second door in the room. After this press the button and the key gets dropped
    into a lower level. You have to collect the key from the lower level to use
    it again in its second slot. By the way the Blue swirling things that you
    see are portals created by the evil nasties. You can close them with the
    MON ZO spell.
    Lower Level
    Pull the lever near the step-ladder to lower it and climb down. Lots of bats
    and some goodies on this level. Nothing else much here. Find the step-ladder
    to the second lower level.  If you create a couple of fighters (MON ZO EW
    KU) every time you enter a new location, they can get on beating up the badies
    while you concentrate on the loot.  While exploring around these caves, be on
    the look out for a skeleton embeded in the rock, holding an axe, it's near a 
    blue gem.  Don't step into the cave with him or you'll get trapped in.
    2nd Lower level
    Much more tougher than you think, lots of worms and enemy spinners on this 
    level. Pick up some pyro rocks for fuel (try chucking them at the furnace when you find it) and also move all the boulders to cover the holes. You also get some magical stuff and gems. There is a green gorilla-type bloke on this level who is almost too tough to beat and he also blasts you with poisonous attack so get ready with your neutralise poison potion. The symbols for it is MON YI BRO. Whatever you do don't let him corner you or you're history.
    There are lots of green gems, a scepter and other good stuff here plus the Kalan glove. What I did was send in lots of fighters to finish off the gorilla thentook my time examining the place. There is a trap here with a crushing spiked wall but you can easily avoid this by not stepping on the pressure plate.
    When the gorilla is dead, pick up the Blood Key from him and don't forget the
    YA key.
    Open the door to the stone people and they will attack you with pyro rocks
    but they don't really do much damage to you. There is a proturberance on the
    wall which will activate the blue teleporter. This will take you back to the
    furnace and near the entry of the 1st level. I found that the furnace was 
    already activated. I didn't touch it I swear. It must have been the stone 
    people. Alternatively, it could have been that big key stuck in the wall,
    turning it may have activated the machinery. Anyway, try the 3rd level.
    Blue curtains transport you elsewhere.
    3rd lower level
    There are lava pits here that exude fiery monsters who explode on contact.
    Otherwise there is nothing special to be found. Oh, there is a blue gem on one
    of the wall. Well, back to the Power House.
    Power House
    You should see that the furnace is burning nicely. Proceed to the second door
    and the slot that needs the YA key. The area here is quite large has has a 
    couple of interesting things. You get another scout map from the alcove. The
    step-ladder takes you to the lower level.
    Lower level
    There are lots of blue curtains here but I don't see any particular effects
    from them. You will see that the step-ladder has not come down with you so
    you have to activate a button to lower it. There are also lots of buttons
    here that unleash fireballs at you when pressed. The button that you need
    is in the north-west corner along with a blue health potion in an alcove (I
    think that it was the north-west corner, I haven't got a compass you see).
    There is a secret button behind a brick in a large hidden room, it reveals 
    a hidden smaller square behind another hidden room. I think that I am totally
    confused now.
    You also meet a green monster here who yields some gems when killed.
    Main level
    Observe the pit that flashes with blue lightnings above it, nice but I don't
    know what to do about it. The ladder near it goes down but there doesn't seem
    to be anything special here. I'm taking a rest maybe I think better tomorrow.
    Well, it's tomorrow and I'm thinking better (not really, I asked for help).
    Apparently, the flashes cause the pit to open, so send your scout minion to
    stand in front of the blaster and cross safely. You should now pull that
    lever on the side to make sure that the pit doesn't open again.
    Guess what! the fire in the furnace has gone out again, so another trip down 
    when you have the time. Well they keep throwing these little headaches along
    the way to make sure that you don't get too bored or complacent, thanks a lot.
    Remember the door in the gear room?  Well, you can open it now. Go up the 
    ladder to the room above.
    Green Lizards Room
    Holy! Moly! you meet green Lizards with slayer arrows. These can kill you in
    no time so dance around them and chuck spells on them. Also send in lots of
    fighter minions to attack them. Those blasted enemy minions are in here too.
    I won't be surprised to see that nasty red haired dwarf coming along before
    too long. How can one play this game without getting interrupted every so
    Check the alcoves, you will get a gear and a message about the portals. There
    are two doors here, one has a silver lock and the other needs a fuse. I tried 
    out the three plates and got blasted for my efforts. Place the gear in the
    obvious place and touch or pull everything in sight including standing on
    all three plates. I say this because a flying box appeared and I send my 
    minions after it. When it was blasted down, it yielded up the vacuum fuse and
    other goodies. What I did to get the flying box to appear is a mystery; perhaps it was stepping on the plates, or may be it was already there.
    Fit the vacuum fuse in its place and open the door near it. There are two
    hidden rooms here containing armour and the master key in a alcove.
    The other room cantains a lock with a X under it but I don't seem to have
    the key for this lock right now.
    Room of Levers
    Now use the master key on the silver lock and enter a room with a locked
    door and a whole bunch of levers. Keep the master key with you as you need
    it later for the last room.I got the door to open with the levers in this 
    position, starting with the one nearest the door - up, up, down, down, up, 
    down, up. There may be other combinations but I didn't try anymore.
    OOPS, I'm shamed, I found that there are a number of doors after the first 
    one that needs the use of the levers. All levers must be in the UP position
    to get through those doors. There are several large rooms along the way
    containing barrels. Smash the barrels for lots of goodies and a vacuum tube.
    One of these rooms also has a step ladder and a lever besides it. Pull the
    lever and descend. The room has a large gear in it. The secret corridor
    leading from this room goes to the fireball corridor and all those eyes.
    When you get to the last room, use the master key and get in. There are
    minions waiting for you.
    Water Pump Room.
    Start up the pumps by using the lever near them. Place the fuse in the space
    provided and pick up the CROSS key in the alcove. Pull the lever in the
    central column and it lowers the step-ladder near it. Go down the ladder and
    you are in the Power House again.
    Power House
    Descend to the lower level and destroy the enemy minion that is stopping
    the stone people from doing their job and the furnace will work again.  If you
    come back up and look at the engines, you will see that the boiler and the furnace are going nicely, but one other is still dead.  It does not seem to be necessary to do anything about it.
    Green Lizards Room
    Go back to this room and try the cross key in the lock with the X under it.
    A ladder falls down besides you. Go up the ladder to the Ramming Rams head
    Ramming Rams' Head Room
    You will see lots of tables around you, smash them all to gain access to the
    other part of the room. Have some of your attack minions standing by for the 
    enemy minions. To cross the ramming rams, it takes good timing and lots of
    reloading savegames to get across but it can be done (I think that I have
    worn out my writing/reading head during this stage).
    Explore the area throughly, you will find two tablets, an attack and guard
    minion. Take the first corridor to the moving portals.
    Blue Moving Portal Room
    Set some guard and attack minions on duty and explore this area. There are
    some goodies in the alcove if you are fast enough to grab them. The portals
    move you about and dump you near some pits. There is a door near the pits
    that I couldn't open. Try the other doorway by avoiding the portals and you
    will have found the reflector room. The door you had to pass on the way here
    is the room for the water valves. You need your master key for this door (I
    hope you have kept it with you or it's a long journey ahead for you to get it
    Water Valves Room
    Switch everything on, and check the furnace again three levels below. The
    step-ladder here is operated by the lever near it. There is a Techmace in the
    alcove and a switch behind one of the metal plates. What the switch does is
    anyone's guess at the moment(it makes the techmace appear I discovered later). 
    Well, back to the reflector room.
    Reflector Room
    You may start feeling more like a engineer than a adventurer around this
    time. I know this feeling well, I should have taken up engineering when I
    had the chance. The dang blasted enemy minions are still hounding me. Now 
    to align the reflectors. Actually, I don't know this bit yet so lets search
    the rooms first. Send a scout to stand in front of the fireball emitter 
    designated by the brown circle and stand on the plate to fire it. The pits
    should now disappear. The brown door doesn't seem to have any key for it 
    so just barge in to break it down. You find some fire armour here.
    The other room has a ladder to a upper level. Climb up.
    Electricity Room
    The first door needs a key that you don't have. You have to run the gauntlet 
    of the electric corridor so do that, time it so as not to get dead at the end.
    You will see a alcove with two keys. Picking both up will place you in a trap.
    So just get the onyx key for now and open that door.  If you can't do so 
    directly, pick one up and drop in on the floor where you can reach it, get the other key, then pick up the one on the floor and pitch it in the niche.
    Chamber of the Void
    You should see an enormous brown gem connected to electrical installation
    and a closed gate on a path in front of it. There are four electrical
    connections around this place. You also see the skull room containing some
    reflectors. Between the gem and the gate are two connections that will produce
    fireballs when moved, so don't turn these on for now.
    The ladder that leads to the roof, don't climb as there are millions of
    green lizards up there, only go up if your team is 100% fit and armed to the
    teeth. Also conjure fighter minions by the dozen as soon as you get there.
    There is a large enemy portal here that you can't close.
    Search all the rooms here, one of the plates can be removed, the button will
    place the excellent excysomething blade in the alcove for you. The ladder that
    you see on the right, just inside the entrance leads to that blue moving
    portal room (getting any ideas?). The door with the skull lock will need the
    the skull key of course. Okay now return the onyx key to its alcove and
    retrieve the skull key. Go to the moving portal room and you will see the 
    ladder that you have lowered. Climb up and you are in the chamber of the void.
    Okay use the skull key on it's door and you'll see a blue portal beside you.
    Enter the portal and you are in the skull room. Now you may find yourself
    constrained by a lack of space to move. So send a fireball spell into the
    reflector beside you to destroy one of the tables, smash the other table.
    Open the door and move the reflectors out of that room. Barge into them to do
    this if moving them manually fails. Align them so that the fireballs released
    will move onto the gem. Set all the connections down.
    The connection behind the gem should send lightning bolts into the gem. If
    the gateway is not opening then there a couple of things that you should check.
    Check to see if the furnace is burning, remember those blasted enemy minions
    blocking the stone people from doing their job. Leave some guards near the 
    stone people this might help but make sure that the guards are not blocking 
    the stone people from doing their job. The way to this level is of course
    through the reflector room.
    Another thing that you should is to see if the fireballs are striking the
    gem at the same time. You do this by closing and opening one of the connection
    and checking the map. Don't start moaning if you can't get it right the first
    time. I've been wandering all over and I've got dungeon fever and can't wait
    to finish this game.  
    Tell you a secret.  Place the reflectors on the round grilles on the floor, either side of the gem, pointing to a mid-point between the fireball generator and the gem.  The timing of the fire balls is vital, so keep trying.
    When you hear that strange sound, check the gateway, it should be open.
    Before you set out, say goodbye to your friends and family, this could
    take a while.  Save your game and do a trial run.  Use the magic map to see
    what's ahead.  You'll come to the end of the path and see a floating bridge
    ahead, try catching it.  Wot, you came crashing back to the entrance?  Strange...  Right, now do it for real.  Get your characters in good nick, send numerous fighters ahead and go for it.
    The Void
    Isn't it gorgeous, all that blue luminescent pathway. The ever present enemy
    minions are there too, these things are going to be the death of me. Use
    your map and observe the two moving pathways, try the one straight ahead of 
    you (bet you get a sore bum from falling down).
    Use the accelerator spell (you see your team moving when this spell is cast).
    The spell is MON OH IR ROS (good luck buddy).
    When you have got onto the other patch of ground, you see a another pathway
    leading to a bigger platform. Do the spell again if it has worn out and cross
    to the platform. Conjure all the minions you can and cast protective spells
    as Dragoth awaits you here. Dragoth is the toughest monster yet and you need
    to be on your feet to take him down.
    Use your keyboard well and keep moving while you are hitting him. Your minions
    will also keep him busy while you are attacking him. The enemy minions
    practically congregate here so watch out. If you win (only by the skin of 
    your teeth) Dragoth will flee to his master, one called LORD DELOS? There is
    a escape portal here for Dragoth, which you can see but not enter.
    Lord Delos is rather unhappy with Dragoth for losing and turns him into a 
    nasty but tasty insect (yum yum). Lord Delos looks annoyed with you and
    it looks like there is going to be a re-match, hopefully with a new games
    engine (tee hee).
    The end sequence is delightful to watch and the credits mercifully short.
                                    The End
    Copyright (c) 1995 Eurowave Leisure Ltd.

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