~Dungeon Master 2 (HM)

Solution by Hazel Miller



SPELLS



X 1                     Protection

X 2                     Heal

X 4                     Light

X 6                     Open some doors

X 1 4                   Shield

X 1 5                   Shield potion

X 1 5 3         Wisdom potion

X 1 5 4         Vitality potion

X 2 5                   Cures Poison

X 3 1                   Poison Cloud

X 3 4 2         Speed

X 4 4                   Fireball

X 5 1                   Magic Missile

X 5 2                   Kills Spirits

X 3 2 6         Invisibility

X 3 3 5         Lightning Bolt

X 3 4 5         Extended light

X 3 5 2         Dexterity potion

X 4 5 1         Strength potion

X 4 5 4         Fire Shield

X 5 4 6         Darkness

X 6 5 5         Mana

X 6 2 1         Attack minion

X 6 2 2         Carry minion

X 6 2 4         Guard minion



Move the table and take the picture from the wall. In the niche
you will find your first magic map, a bag of food, a money box
and a solid key. Use the money box to hold all the party's
money.  On the floor is a chest containing some useful potions.
Go through to the next room where you will find a  regeneration
table. This is the only one in the game and you will have to
return here to give life back to any of your dead heroes. 



Most of the spells from  Dungeon Master work in this game plus
some new ones. Unlock the main door with the solid key and have
your magic users cast a few fireballs at the monster. They may
gain a level of experience immediately. Outside, touch the
fountain to have a drink and get some more money.















Although you haven't much money at present, it is important to
get the best armour and weapons before entering the dungeon so
you don't have to keep going back to the start to resurrect your
heroes. Also try to get the whole party proficient at all
skills. If your fighters have a small amount of mana to begin
with, give them scarabs to wear when they discover them as they
raise mana by 5 which could be just enough to produce weak
spells and get them started. At this point I just bought
everyone cheap headgear and made sure they all had a water
bottle. Save the game often as apart from the monsters, you can
get struck by lightning and have the whole party wiped out in
one go. 



Have a look round the shops and buy a compass in the food shop.
Take the gold key and potion from the table here. 



Go towards the castle and unlock the gate with the gold key.
Follow the path until you reach the entrance hall to Skullkeep.
The scroll in the niche here shows the tasks you must complete
before entering Skullkeep. You  have to find the 4 clan key
pieces that unlock the main door. Examine your magic map and you
will see a secret panel marked behind one of the sconces. Move
the sconce and remove the loose rock. Push the button to open a
niche to the right of the dungeon door. Take the morningstar.



Go outside and have a look around. Kill some worms for food and
experience.  On the subject of  food, the worm rounds weigh 1.0
kg each and are not very nutritious. The bats weigh 0.6 kg but
they also have a  poor nutritional value,  so it is best to
stock up with steaks that only weigh 0.6 kg and are very
nutritious. Leave a good stock of these at the dungeon entrance
to take in with you once you have the 4 clan key pieces.



From the dungeon entrance, take the first opening to the east
and find the post with the lightning sign. Opposite is a ladder
leading to a bat cave. Bats are very poisonous so  get some cure
poison potions ready. Kill some bats to eat or sell them in the
food shop later. Behind the gate at the far end of the cave are
some potions. This is a safe place to have a sleep. 



Go back to the lightning post and take the first opening to the
east. Don't go too far into this area at first as the Rhino type
animals, (the source of steaks) are very fierce. Once you have
Fireballed  a few, search the area for food and weapons. From
the entrance go north/east to another ladder going down to
another bat cave. The emerald seam here  has one loose emerald
that regenerates after a while. Due south of the emerald seam is
another ladder up. Turn right and go around the bush to find the
archway into another area. Before you enter get some kill spirit
spells ready to kill the whirlwinds that can devastate your
party. Pick the 3 mana blossoms (which regenerate with time)
then take the lightning key,  map and clan key piece from the
table and run back through the archway. This is a good place to
kill more rhinos as you can keep your back protected by the
bushes and they can only reach you from the west side.



Mana blossoms can be sold at this stage in the game but you will
need have some with you when you finally enter skullkeep.











Go to the lightning post, use the key and open the gate. Go
through the first small pasture and in front of you is the
entrance to a large open area inhabited by thieves. If you are
not careful all your hand held items will be stolen by these
little devils and you will have to follow them to find their
hiding place which can be very irritating. Just keep the bare
essentials out and fireball them before they can get away if you
can as they always drop some pieces of gold and a dagger. Look
for the regenerating fairy cushions which can also be sold.
There is a techno shield to be found in this area that you can
use to transport around via the red, black and white transporter
pads saving much legwork. The transporters all return you to the
first shop area and bring you back from where you started as
long as you always use the shop area transporter to return. If
you wander off to another transporter it will only bring you
back to the shops and you will have lost the means to return to
the place you originally came from.  



Going due east across this area you will eventually come to a
transporter pad that will take you back to the shops. 



From the lightning gate, take 18 steps and turn north. Before
going through the archway, rest and save your game. This area
has large patches of sticky mud and pits that lead to a large
cave. Also packs of wolves roam the area so you have a lot to
deal with. You will find a helmet and a money box here. Use the
map to find a stone table holding the moon key and a clan key
piece. Jump into a pit when the going gets too tough. Move the
boulders down there to find lots of potions. Go to the
transporter pad and return to the shops. 



Apart from buying helmets, I didn't upgrade my party's armour by
degrees as I would have lost money on each deal. I went for the
best armour right from the start, getting it piece by piece for
my fighters as soon as I could afford it, plus I bought the
sword EXCSYMYR before I actually entered Skulkeep, and made sure
both my magic users were expert wizards and priests. It was a
lot of work getting to this stage but it did enable me to
concentrate on the puzzles inside Skullkeep instead of having to
take dead party members back to be regenerated each time they
died which would have interrupted  the gameplay.  



The new Guardian map generates a huge eyeball that no walking
enemy can pass. This is very handy in a corridor.



Before entering the next section make sure you have lots of food
and water with you. 



Transport to the Moon post and unlock it.  Look around and find
a shield that you can sell later in a different area of shops.
Keep walking straight and you will eventually come to another
teleport pad. From the pad walk to the east and find an archway.
This area is inhabited by giants who lob axes at you and steal
your weapons. This is where you can get lots of money. Walk into
the area, taking note of where you came in. Once you are spotted
by a giant, run back to the entrance. Any enemy on foot will 
never pass archways or doors so when the giants  throw axes at
the party you can collect them and cast fireballs through the
gap. When there is a lull in the fighting, throw their skeletons
in a heap by the tree in front and take the spare axes lying
under the skeletons.  After a while they will stop coming at you
and you can transport back to the shops and sell the axes. Keep
doing this and before you know it you will have more money than
you know what to do with plus loads of experience. Keeping your
map in hand go through the giant's area to find the E key lying
on a stone table. Just north of the table is another archway
leading to more shops and some food.



Go to the E  post and unlock the gate. Go south and look for a
Vorpal Blade lying under a bush. This is quite good for killing
spirits and the undead but isn't a major weapon. Enter the
graveyard and use your map to get around. Accidentally bumping
into the tombs will generate spirits and make your life much
harder. There is a serpent staff here with a kill spirit spell
that can help. Make your way to the gate in the south/east. Save
the game before entering the new area as it is very tricky. The
trees in this area are deadly and can gang up on you if you get
stuck in the mud patches. Cast invisibility and speed spells and
use a map to look for the entrance to a small dungeon. Watch out
for the sticky mud and save often in this area. 



Inside the dungeon SAVE then go south to find a small button low
down on the wall. This opens a secret niche nearby containing a
magikal freeze life box and a key. Go down the stairs where you
will encounter 2 spirits. Kill them now and run up the stairs to
rest between fights. Later you will have to cross a floor with
random pits that drop you through to this spirit area and it is
much harder to kill them then. Once they are dead enter all the
cells and get the armour. All the gates open eventually if you
wait. On the map you will see a secret alcove in the largest
area that contains a chest full of goodies including a scarab
(this puts mana up by 5).



Go up the stairs, cross to the far  wall, take 1 step eastwards
then face south. The shifting floorpads have to be negotiated as
you make your way to the south wall. Put the yellow key in the
wall and push the door button. Inside, each floorpad you step on
will generate a mummy from the sarcophaguses you pass. Fireballs
will easily dispose of them. Enter the golden door at the end
and remove the tapestry to find a guard minion, gold coins, a
sword named Fury and a diamond shaped key.



Retrace your steps to the large hall. Now you have to cross to
the eastern wall. Use the diamond shaped key in the wall and
open a second door.  Inside you will see a table containing a
clan key piece. Put a penny on the table to purchase it.  Now
you have to cross the large hall to an exit in the north wall. 



You will emerge into a garden area. Search the blood fountains
and kill as many skeletons as you can. They drop machetes that
can be sold in the weapons shop back at base for a good price.
There is a shop to the west that will buy your spare baneblooms.
Go north then east to the teleport pad and return to base.



Sell everything you have spare and buy any armour you need
before going to the entrance of Skullkeep.



Use all the clan key pieces and open the door. There is a
floorpad in front of you. Step on it then jump back to avoid the
fireballs that shoot across. To the left are three gates in a
corridor. They are controlled by the 3 buttons in the right hand
alcove. Move into the alcove and face the middle button. Cast a
speed spell then using the keyboard to turn, press the buttons
left, right then centre and run backwards as quickly as you can
to get through the gates. There is a niche just past the stairs
containing a minion map and a key that opens the main dungeon
door that will have closed behind you when you came in. In a
room to the west is a sword called 









Tempest. Taking the sword will open a pit that blocks your exit.
Pick up the sword and walk back to the ladder then throw the
sword onto the open pit to close it. Now you can leave and take
the sword after you have reached the corridor. Before you leave,
go down the ladder and kill the monsters for some worm rounds
and potions. You will need some cure poison potions here. 



Go up the stairs and pull the bell rope a few times. Move away
from the door before it opens as there are 4 powerful wizards in
the next room. They will not pass the door so keep dodging out
casting fireballs until all four are dead and you can enter
safely to take the Numenstaff one of them drops. Inside the room
are 3 niches with goodies. Also there is a receipe on how to
renew the Numenstaff spells in the cauldron. Go past the
cauldron along the north/west wall and take the potion and apple
from the table. Return to the cauldron room and in the
south/west corner from the cauldron look for a secret niche
holding a combat staff. Step back and go through the entrance to
the south. Using the map turn left and walk around through the
illusion wall. Turn left and press the black button low down on
the wall. This opens another area to the south. Remove the 2
cover plates and take out the eyes.  Come back to the
floorplate. It controls the door to the south/west and if you
stand on it the door will open briefly. On the carrier minion
map mark the plate with a cross. Now drop something onto the
plate and walk around to the door. Call up a carrier minion and
get it to pick up and drop the object on the plate. When the
door opens run through. The eye on the left will not harm you
now as you have disabled it. Now you have to disable all the
other eyes in this area. Follow the passageway down 1 step east,
4 south then quickly take 4 steps west through the illusion
walls. Be quick at this as there is an eye that will detect you
here. Take the large gear from the small niche. Take 2 steps
back through the illusion wall and go south to the end then 2
steps east through the wall and take the eye. Take 1 step east
through the wall and take the helmet. At the end of the corridor
turn north and take the eye. Come back to the place where you
took 4 steps west. Now you can follow the corridor around in
safety.



Enter the next area and kill the attack minion to the south.
Search the southern area and look for 2 illusion walls. Through
here is some good armour and a transporter that will take you
back to the first shops. When you want to return that
transporter will bring you back here. From now on you will have
to deal with quite a lot of attack minions, they even come into
the shops after you.



Be very careful when you cast fireballs in shops as if either a
shopkeeper or guard are in the line of fire you will be killed. 



Go back through the illusion wall, move to the east and have a
drink of water. In a niche opposite are a large gear wheel and
the Eye of Time ring that has a freeze time spell and a speed
spell. 



Climb down the ladder and stay near it until you have killed the
2 spirits that come at you. Use the ladder if any party member
gets weak. There is only a vorpal blade down here. Go back up
and walk around to the door with the wall mechanism. Put the
large gear in to make the door work then push the door button.
Inside is another mechanism that needs a large gear. Do the 





same but hurry as if you are not quick enough getting through
the floor opens and you have to start again. A speed spell
helps. Continue through until 4 gears have been used (they can
be purchased in the shop through the giant's area, so buy a few,
also some vacuum fuses).



You are now in the engine room. On the end of the central block,
past the 2 ladders is a switch that lowers the second ladder. Go
down then cast some attack minions to deal with the enemy
minions down here. Look around and find the bat area in the
south. There are some large boulders and pits here. Fall through
one of the pits and look for a doorway. Through here is a large
fierce monster who casts poison clouds at you. He will not
venture through the doorway so send loads of attack minions in
there to deal with him. Once he is dead go in to find a square
key. There is an emerald orb in this area. Now find the skeleton
area. Go to the doorway in the north and find the Kalan
gauntlet. Note the gate that needs a blood key. To the west is a
gate with a key in the lock that leads to a passageway with a
further gate at the end. There is nothing in there but if you
want to have a look make sure the exit gate is open before going
in. There is a trap that is set off by a floor button halfway
down the passageway. The blood key can be found in a
south/easterly direction through a doorway. Get the key and open
the door. Inside you will find some harmless golums. Don't kill
them as you will need their help later. In this room is a wall
button which opens a teleport that will take you up one level
and the only way back to the engine room. From the golum room
find the ladder down to the next level. There is not much to see
here and as you are probably quite rich by now it is probably
not worth facing danger to get the gems. 



Return to the golum room and teleport back to the level above. A
golum will follow and light the furnace for you. 





Return to the engine room, enter the button door and use the
square key. Go through the next button door and get a map from
the niche to the south/east. The ladder opposite the niche leads
nowhere. In front of you is a corridor with a floorpad that
opens as you approach it. Cast a few attack minions and send
them down the corridor. Eventually the pad will close and you
can cross safely. Open the door at the end of the corridor to
enter a large open area. Use the magic map to find 2 illusion
walls. There is a teleport through there. To the north is a
corridor running westwards that leads to the area where you
dismantled the eyes. Opposite the water basin in the large room
is a passageway that leads back to the gear mechanism area. Go
back to the floor pad area and take the ladder up. There are
dragon type monsters here who fire arrows and deliver a hefty
punch, so put some guardian minions around to take the impact of
their blows. Find the wall mechanism and fit a large gear, then
use a vacuum fuse in the other slot. In a side room you will
find the master key. 



Save the game here then return to the area past the entrance pad
and cross to the ladder down. You will be in an area of mists.
The wall buttons set off deadly fireballs and there is a
mischievous monster that delights in pushing the buttons when
you get near him. I must admit I couldn't complete this part and
never saw what was through the closed gate down there, but I
think once the monster is dead the gate opens and you can
explore.









Follow the corridor around and open the door that needs the
master key. Inside use the vacuum fuse and pull the levers to
start the pumps. Take the cross key. Return to where you found
the master key. Use the cross key in the other lock and a ladder
will appear nearby. Go up into a room full of tables. Cast some
attack minions, then smash the tables for an easy way through.
You are now in a large area with some open floorpads. The ram
heads in the walls push the party into the pits so this area
will take a while to negotiate, but speed spells help and it is
advisable to save after you have passed a ram head successfully.
I found it easier to re-load than walk all the way back up each
time I was pushed into a pit. Your aim is to reach the long
corridor seen on the map. Once you reach it, cast attack minions
before you go through the arch and put a guardian behind you. 



In the large area in front of you are transporter mists that
throw you around to different areas of the room.  Look for an
area of 3 open pits. If you throw something onto the pad the
pits will close, but you will probably miss the pad quite a few
times and your objects will drop through the pits. The best
place to throw something is 1 step from the pad from the side.
When you have succeeded  a  door will have opened opposite the
pad where you can find some fire armour.



From the large mist room, go to the sign that says REFLECTOR
PRACTICE. Inside, a door on the left is opened by the master
key. Turn the wheels to start the pumps and water. One of the
cover plates can be removed here. Push the button to get a
Techmace from a niche. If you are short of water and food, go
in, push the wall switch and go down 2 ladders to the
transporter pad in the engine room. Go back to the reflector
room and push a reflector over to block the doorway so you will
not be bothered by attack minions from that side. Go to the
central lever. The pad underneath you sets fireballs off around
the room. The idea is to use the reflectors to bounce the
fireballs onto the starpad on the other side of the wall you are
standing at. Use the levers to place the corner reflectors in
line with each other using the one you have placed by the door
as your marker. 

___________________________________________________

O  (at corner)                      O                   O (at corner)

(reflect inwards)    (reflect right)            (reflect inwards)

			





			   ___________

			  (central lever)







(reflect inwards)                             (reflect inwards)

(block door entrance)                             ( at corner)

O                                                     O 



After you have set the 4 corner reflectors stand at the central
lever and set the top middle lever facing right. Push the 3rd
icon on the magic map, step off the pad and on again. Watch the
map to see the fireball's trajectory and when the fireball has
reached the right corner, pull the lever to move the central
reflecter to the left facing position. Once the fireball is
deflected to reach the star floorpad, all the open pads will
close allowing you to cross. 

				

Go to the north/west corner and cast a fireball at the wooden
door. Behind the tapestry are some fire boots and a shield.
There is a fire helm in a niche. Go to the window area and look
for a button in the left corner in front of the window. This
opens a niche on the opposite wall where you will find a fire
sword. Go back through the broken door and east to a ladder. Go
up and walk to the lightning corridor. Save the game here. Cast
speed and shield spells and watch your magic map. As the first
arc hits nearest to you, run behind it to get to the end. 



In a niche are 2 keys, The onyx key opens the door straight back
down the corridor. You can only take one key at a time so take
the onyx key. Pull the wall lever to turn off the electricity
then go and open the door. When you remove this key from the
lock the door will close so enter the room and lower the ladder
which leads back to the moving mist room. Now you have a way to
get back into this room. Remove a cover plate and press the
button to open a nich containing another EXCSYMYR sword. Go down
the ladder and return to this room. Take the Onyx key from the
lock, put it back in the niche where you found it and get the
skull key. Go back to the mist room and climb the ladder into
the locked room. Go to the reflector room and use the skull key.
A transporter mist will appear next to you. Enter it to get
inside the skull key room. Cast a fireball at the near reflector
and it will smash the table that blocks your path. Move the
sconce then smash the second table to get to the door. Now you
have to push the 2 reflectors out into the large area and place
them over the 2 brown floor grills turning them inwards. There
are 3 levers in this area that activate the Zo-Link. Pull the
single one on the far wall. The other 2 levers set off fireballs
that have to hit the central pod simultaneously to open to door
to the Zo. Manipulate the levers to regulate the fireballs until
you hear the door shatter. 



Now you are ready for the final battle with Dragoth. Be very
careful where you walk, it is very easy to fall off the Zo.
Attack minions are everywhere and if you step out and look to
your left you will see Dragoth. He will cast poison clouds at
you across the Zo and you need to get up close to him and use
weapons to kill him. As you work your way around to him there is
a place where the Zo keeps disappearing. Cast a speed spell to
cross and have the final fight with Dragoth.   

