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        DUNGEON MASTER TIPS

        Edited by S. Possum

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Don't know who wrote this originally!

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I know so much  about  this  game  I'm
starting  over.  WANT  A  TIP? Leave a
trail of objects (not valuable) so you
know how to get back to the surface.
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 Has anyone found a way  to  get  past
those  open  pits with no way to close
them up?

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 Think about what causes the  pits  to
open.  They  are  not  always  open  -
something CAUSES them  to  open.   You
can simulate what causes them to open,
and what causes them to close....... 

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 Another  hint  for  everyone  -  what
appears  dangerous  to  you  and  your
characters  (and  is bad and dangerous
for   them)   can   also  be  bad  and
dangerous for  monsters!  What  causes
damage  and strange, hurtful things to
happen to  you  can  do  the  same  to
monsters. This hint will help out! 
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 I  found  an  easy  way to kill those
purple worms, move around in a  circle
hitting  and  then moving, hitting and
moving, they won't be  able  to  touch
you  and you can kill them with little
damage to yourself.
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 For the door where none  shall  pass,
get mad at it. Some trips must be held
down  in order to work. To work magic,
read the scrolls and match words  with
the table on page 26 of the manual.(Or
write to  Sewer  Software for  further
information).

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 The  first  iron  gate  - Examine the
walls next to the pressure plates. You
will have to move very fast.

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 The best way to get the worms  is  to
move  in  circles.  Hit  them and then
move to the left and turn right.  They
will  move  in  front of you, and then
you can hit them again. If you  do  it
long  enough,  you  will  kill them. I
found the Firestaff not too long  ago,
but I'm short one RA key. According to
a  scroll  I  will  have  to go down a
level to find it. The  Staff is around
the 6th or 7th level.   If  you  think
the  worms  are  hard,  wait  'til you
reach the flying snakes!!

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 I'm stuck at the gate with the  sword
behind  it.  I  haven't   solved   the
glimmering  gate  with  the   treasure
chest but have completely explored the
entire area. I used the copper coin to
open the other gate (to give you an
 idea of where I am). Can someone tell
me  how  to get through the gate? Both
sides are flanked with water fountains
but otherwise  there  isn't   anything
special  --  no buttons, keys, etc, to
open the gate.
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 HT, I'll try to go back and see how I
made   it   through   level  three.  I
sometimes  go  back  there  for  food.
Those  worms  aren't very filling, but
they do the job. Basically, as far  as
I remember, you have to fight your way
through. Watch for secret passages and
hidden  buttons.  Dead   ends   aren't
always dead ends.....

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 You  don't  use  the  scrolls  -  the
writing on them  tells  you  what  you
need.  Then  you   can   discard   the
scrolls,  try  using  them  as  return
trail marks.

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 If you use a character with too  much
kill  ability  like  Ganhu  with   his
darts,  then  when  you  get to a door
with 8 things behind it  none  of  you
other champions has any experience (if
you  use  the  darts  to  kill all the
prior monsters).

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 If you can  get  to  that  "prisoner"
mummy, you will be just about near the
staircase  that  goes  down a level. I
also suggest you do what the   writing
says.  You  will  have  to do a little
more fighting if you don't.
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 In the "gem" door you have to  insert
the gem to open the door.
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 It  says,"show  us your INFLUENCE and
your MIGHT." Think on that,  it  is  a
two  step  puzzle, using two different
aspects of your champions power. Also,
it must be done in the correct order.

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 To keep that on and off wall open you
should remember that you  aren't   the
only 'people' who can step on pressure
plates.....It   isn't   necessary   to
figure it out, but you still get a few
prizes.
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 "Don't let a closed door stop you." 

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 Keep  an  eye  open  in the wide open
arena for the Leprechaun  that  steals
your items and hauls ass.

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 Use each chest to carry only one type
of  item, food is a good choice.  Save
your torches  as  a  last  alternative
for lighting, and save often!
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 Conserve food! In the beginning there
is  an overabundance, but very quickly
you find that where you go is dictated
by whether you have the eats   to  get
there.

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 The  healing  potions  are  of course
probably the most important, and so is
the   cure  poison  potion.  I  assume
everyone can make those? I also have a
SURE   FIRE  strategy  against  purple
worms. 
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 Magic boxes  ->  hold  them  in  your
ready hand to use them. Anyone besides
me figure out the poison gas spell? It
starts  as  a dart kind of thing, then
when it hits a wall it explodes into a
cloud of poison gas. 
@ 
 Also, here is something that  I  just
figured  out, maybe it'll help someone
else. Too cast a spell  that  requires
more  mana  then  you have, select the
first parts, but don't cast it,  these
parts  will be held at the ready, then
when your mana  regenerates,  you  can
add the rest, then cast away. also you
can  use the same principle to go into
battle with spells "at the ready".
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 OK, here are my suggestions. I  don't
like  the  way the quiver thing works.
firing a bow, I can pull  arrows  out.
This  is how it should be, of  course.
But I can also set it up so I can fire
one arrow, then pull a  sword  out  of
the  quiver  (because  the upper left-
hand spot will accept  and it  is  the
first  to  be  pulled  from.) Now, why
can't I shoot  all  my  arrows  first,
then  pull  the sword? But no, I gotta
pull up  the character, grab the sword
and  replace  while  being  bashed  by
critters.
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 Anyone  figured  out  the  spell   of
magical  protection?  It's  like   the
potion  you  find  in the chest behind
the force field,  but  it  covers  the
whole party.

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 I've  figured  out  a  bunch of weird
spells,  I've  made  that  green  ball
one...(thanks  for  the  tip on Mana)
...I've also made a spell that makes a
 green  'barrier'  (it  doesn't  move)
that  just  explodes from where it was
cast and does MUCH damage!

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  I   think   I  can  help  some  with
character strategies.  First  of  all,
your   front  2  characters  should be
fighters first and foremost, to absorb
and fight  well,  use  their  wiz  and
priest  power  for  things  like light
spells and the weaker healing potions.
Why waste your real  magic  users   on
these things? 

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 Your  third   character   should   be
NINJA/WIZARD.  A  Ninja   shoots   the
arrows.   If one of the front fighters
is in trouble, you can switch with the
Ninja.   Develop  the  Ninja's  wizard
spells so he can cast fireballs.
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  Your   last   character   should  be
Wizard/Priest   for   taking  care  of
everyone  else. However, he's weak  so
I always give him a shield.
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 Finally, Wuuf has the highest mana (I
think  he  starts  with 30 or 35) so I
use him as my wizard/priest. He's been
very effective.  (that's  the  dog  by
the way).

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 And  I  like  the  character  who has
skills  in  all  the  areas  -  NINJA,
FIGHTER   WIZARD  and PRIEST. He's the
Duke of Zed.
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 Finally, I've also had GREAT  success
with    Azzizzi.   She's   the   black
barbarian woman. She's  mean  as  *&&*
with  an  axe, I tell you. I've gotten
122 hits from her with an axe and  one
of  the  more  powerful commands  that
she gets later with the axe.

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 Time is of the Essence and The Matrix
both serve the same  purpose  as   the
other rooms in that series - they have
key in them somewhere. For the Matrix,
you  need  a compass.  Ditto for Time,
It's a quick trick  to get  over  that
pit  _once_  To  use  the    shortcut,
manipulate  the   thing  on  the  wall
nearby in the obvious way,  then  look
around.
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 As  for  characters, I found Gandu to
make a great  wizard/ninja,  with  his
darts  backed  up  by  throwing stars.
Also,   Linfolas  (?)  the  elf  comes
equipped   with   a   bow.  I  usually
reincarnate one person (I think -which
one
 brings you back with no abilities?  I
do  that to one) and they usually  end
up with  a  pretty  balanced  list  of
skills. Except the she devil who has a
mana rating of 2! Great fighter tho.
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 The  ZO  spell  only  works  on  some
doors! In fact, I'm  pretty  far  down
and it's only worked on 1 door so far.

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 Fireballs  -  this is pretty obvious!
What   is   a  fireball?  It's  FLYING
explosive   light,  right?  (read  the
manual for  more).  One  more  hint  -
EVERYTHING  is  equally  dangerous  to
both   sides,   which   is  realistic.
Fireballs  can  kill  you.  And  other
things  that  hurt  you (like slamming
will hurt them. There's something else
that  hurts  you  and  that  you   and
instinctively  run away from that will
hurt THEM too. 
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 Some parts of this game are so  *(&$#
obvious  that  it  makes  them   hard.
That's just a general hint.

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 By  the  way!  I found a weapon today
that's best  used  by  a  magic  user.
Really odd - try all your weapons with
all your characters!
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 ...  I  actually started over tonight
and reinc. Leyla with  the  rope.  The
rope allows you to climb down into the
pits  without injury. Except you can't
go up without the blue transport mist.
Maybe this is useful elsewhere.
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 As for the trap door in the  time  is
of  the  essence area, it works pretty
much like the other  trap  doors,  the
only  difference  is where the trigger
is!

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 Rabbit's foot - notice that  it  goes
somewhere  on  your character. I think
that  it  increases  your  character's
luck in combat, I don't know for sure.
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 Henry  for  TEST YOUR STRENGTH do you
remember "cast your might"?
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 GREEN - you don't open any  of  those
doors to get to the chest. HINT!
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 I have the compass...I thought it was
some  more  corn  the first time I saw
it, (until I saw it was blue)...

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 I made a big error at the start ->  I
chose  a  character with low mana, the
she-devil). Don't do this! As you  get
further  down,  every  member  of your
party must contribute  to  the  potion
pool.  You can be crippling your high-
power magical types with always having
to   cast   full  spells  and  healing
potions.

 jeff ->  I  don't  think  anyone  has
gotten through that force field, but a
lot   of  us  have  gotten  the  chest
[HINT!]
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 HELP WITH THE ROOM AFTER THE ROOM  OF
RIDDLES.
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 First of all, go around that room and
place  objects on the floor and NOTICE
WITH YOUR EAR  which  pressure  plates
are affected by objects. Some are only
affected  by  people.  When you figure
this out, you've got it about 1/2 way.
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 You have to figure this out  (what  I
just  described) and combine what your
learned from TIME IS OF THE ESSENCE. 

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 Hmm, about the "When is a rock not  a
rock",  have  you  thought about those
rock monsters?

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 What about the little stone  you  get
way  back  on  the  level  before  the
worms?  (or wherever)

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 Whoever asked  about  the  wall  that
says "When is a rock not a rock?" 
 Well,  when  is  a  wall  not a wall?
[HINT!]
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  Henry,   the  two  buttons  in  that
section are interconnected. The  first
one   reveals  the  second  one  which
reveals the key and other goodies.  In
the  grave  of  Filius, I only found a
key and other items. I ended  up  with
one   key  and  two  locked  doors.  I
skipped both of the doors and kept the
key. Got past WHEN IS  A  ROCK  NOT  A
ROCK  finally.  I  always knew how  to
solve it  but  didn't  believe  myself
since  I  was  looking  in  the  wrong
place (but the solution was VERY close
by...).
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Need more assistance than is  provided
in  this  cryptic DOC? Sewer Soft have
the Official Dungeon Master Hint Disc,
with maps etc for both AMIGA and ST.
It  is  a complete  360K  single sided
disk FULL  of  maps, hints, etc. so if
you want it write to us at :-

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SEWER SOFTWARE,

P.O. BOX 191,

MODBURY NORTH,

S.A. 5092,

AUSTRALIA


