~Dungeon Master II

Collection of hints and tips.

A varied collection of tips, obtained from various messages on the
Internet.  Please accept my apologies on the format of this article
but it was a last minute addition to this issue, due to the UK,
4th August release date....  and this issues August 7th release date!



~My way to make money, while maybe not so fast and a litte more
~dangerous is to harvest the fairy cushions just outside the wolf 
~area.  They are worth one emerald each and regenerate. Just inside 
~the wolf area is a regenerating wolfsbane(?) which is also quite 
~valuable. And in one of the bat caves is a regenerating emerald.
							       (Mat)

The best way to make money is to go to the area with the ax wielders.
They steal your weapons so remove weapons and shields.  Then kill as
many as possible with spells.  Collect all the axes that they drop.
Carry as many as you can hold back to the weapons shop and sell them.
Each axe is worth 1 emerald, two golds and three silvers:-)    (Alan)



~The best way I found is to first visit the Cow beasties, hack them 
~up for experience, throw around the steaks for ninja experience a 
~while, go collect the two fairie cushions and the bainbloom, go to 
~the ax wielders, kill them, take their axes, then use the Carrier 
~Minion to carry all the stuff back, plus grabbing another two 
~cushions on the way back.  Four or five trips like this and you 
~could almost enough cash to live for a while, plus you gain a 
~healthy amount of experience.  Since I have already solved the 
~game, I am replaying with a single character, and this method 
~works great.


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~I'm stuck in the hallway in the entrance at skulkeep.  I can't get 
~by the grates.  I feel it has something to do with the eye on the 
~wall but I can't figure it out.  Please help.

Step where the three green buttons are and face the doors.  Cast a
speed spell, press the button on the right, then left (facing the
door), then the one behind you, and run like a mad man through the
doors.  Speed is OH IR ROS for those who don't know it, and the spell
is found on time freeze boxes.



~I hate to ask, but I also don't want to be stuck all weekend
~on this one thing, so hope someone can respond soon..  picking
~up the key gets me stuck in some kind of tornado form an
~engraving in the floor...  don't seem to be able to fill the
~engraving, or affect it in any way...  wil play with the porter
~minion some, but so far it's seemed like a waste of mana...
~anyone have a clue for the clueless?  (pardon me, I'm okay,
~honest...  nothing an hour or six of sleep wouldn't cure)


Take the only the master key, go open the door that requires it, and
leave the key in (you have to for the door to remain open)  Go
through, and eventually you will find a level that lowers a ladder
into the room with the shifting teleporters.  Go back, remove the 
key, place the master key in the niche and take the other key.  Then 
go into the moving teleporter room and go up the ladder.  Wha la you 
are finished with that puzzle.




~How do you defeat Dragoth?  

~I've got my front two fighters doing about 50-80 points of damage 
~to him with each attack, but the minions eventually finish me off 
~before I can kill him.  I remember someone posting that with the 
~right two items he could be defeated easily,any ideas what they are?

~Poison from the Baine Branch works ok, but the Numenstaff (?) isn't 
~much help (Dragoth casts Reflect Spells too quickly).


Don't bother with spells or spell like effects.  Cast speed, then hit
him with two hits, cut to the right or left, go forward, turn to 
face, repeat, and don't fall off the ZO.  Good luck.



~Does anyone Know how to get through the door just after the wizards
~(the ones noone can kill ? I think its a minion puzzle but am not 
~sure... 

Using your porter minion map, mark an 'X' on the plate then walk over
to the closed door.  Drop a rock, create a porter (it will pick up 
the rock), then send the porter to the plate.  When it drops the 
rock, the door will briefly open and you can dart thru.

I've heard you can use the porter minion SPELL to carry around stuff 
(drop everything you want ported and cast the spell).  When you want 
your stuff back, cast the spell again and the porter will disappear 
(I haven't tried this, just heard about it).         (Steven Hicks) 




~You can make it over just by running if you time it correctly, but 
~it isn't easy.  The zapper should be the harmless open door spell.  
~I must have tried 50 times before I got across, and I made sure 
~that I saved the game right after I made it. :)  Anyone know of 
~an easier way to get across?

If you send a scout minion into the alcove just beyond the pit, it 
will block that 'zapper' and the pit will stay closed.


~--------------------------------------------------------------------


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
CARRY MINION = 1624

IN A FLASK=

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?  (Dave)

