Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!clyde.concordia.ca!uunet!samsung!zaphod.mps.ohio-state.edu!math.lsa.umich.edu!dyer From: dyer@math.lsa.umich.edu (Jon Brode) Newsgroups: comp.sys.atari.st Subject: Re: Chaos Strikes Back... Dungeon Master II Summary: spoilers & discussion Keywords: DMII Message-ID: <10339@stag.math.lsa.umich.edu> Date: 16 Dec 89 23:31:23 GMT References: <24963@cup.portal.com> <1122@ariel.unm.edu> <10059@saturn.ucsc.edu> Sender: news@math.lsa.umich.edu Reply-To: dyer@math.lsa.umich.edu (Jon Brode) Organization: University of Michigan Math Dept., Ann Arbor Lines: 71 UUCP-Path: {mailrus,umix}!um-math!dyer In article <10059@saturn.ucsc.edu> sandy47@ucsco.UCSC.EDU (Larry McElhiney) writes: >though their poison seems to wear off with time. I haven't been able to find >any flasks for poison antidotes as yet. The old worms' poison wore if with time also. I've found severl but only one I could direct you to easily. On the first level, in between two pits there is a flask. (passage lengths may be wrong) pressure pad #1 | | #### -> "supplies for the quick" to the worms <- ####### <- pit #1 # <- flask # <- pit #2 # <- pressure pad #2 # ### -> towards the "Run + Jump" pit There's two ways to get to the flask. First, step on pad #1 then quickly go forward 3 times and right once. That will put you in between the pits and you can grab the flask. You can climb down the pits with the rope you got in the worm room. (if you didn't get the rope, then you didn't get the compass either. If you spent your Gor coins elsewhere then restart the game. You *need* the compass) The second way is to step on pad #2 which closes pit #1 and pit #2. It may be possible to run over both (momentarily) closed pits and grab the flask on the run, but I haven't tried it yet. Otherwise, you're pretty much stuck between the two pits. At any rate, getting the flask should be the *last* thing you do before you leave the level. Should you fall down the pits or have to climb down, you are put in an inconvenient position on next level. >Going down any path to the altar closes the wall behind you. Lifting the item off the alter and then replacing it opens the closed wall. >I went down the "ku" path and found myself dealing with some floating Be careful about those paths, on some of them you get teleported away after travelling a few squares. >You are only a corridor length away from an altar to bring back your skeletons. Its still better not to die, you lose some health permenantly when you are resurrected. >Warning on the wall says "No Fireballs" and means it! They are turned >back on you immediately. Depends where you are on that level. They have wierd behavior at any rate. You can safely fireball something that's standing next to you however. (btw, its not just fireballs, its all projectile weapons and spells) >I ran into some knights that make DM I knights >seem like they were already dead. Yeah, CSB knights are pretty wimpy compared to DM knights, but those "Jawa"-wizards have gotten much tougher. I've already encountered 2 dragons, but they seem to be a shade weaker than Charbrol. >You don't need to have DM I to play this, but you definitely need the >knowledge and the saved team (with lots of attributes). >Where is the water? Its around, but its scarce. Make sure you get completely filled up on the level below the first one. (and make doubly sure you get the water- skin from the "supplies for the quick room") Jon Brode -- dyer@math.lsa.umich.edu