STONEKEEP FAQ Version 0.2

by Doug Swarin (dswarin@cs.oberlin.edu)

   

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[0.00] Index



  [1.00] Information about Stonekeep

    [1.01] What is Stonekeep?

    [1.02] Who makes it?

    [1.03] What kind of a game is it?

    [1.04] When will it be out?

    [1.05] What kind of system does it require?

    [1.06] Are there any known bugs?



  [2.00] Hints and Frequently Asked Questions

    [2.01] Miscellaneous Hints

    [2.02] How do I get magick?

    [2.03] How do I open the sliding walls in the Sewers?

    [2.04] How do I drain the Sewers?

    [2.05] How do I get to the Underlands?

    [2.06] How do I get past the Temple of Throggi?

    [2.07] How do I find the Faerie Realm?

    [2.08] Level Connection Diagram



  [3.00] Spoilers

    [3.01] Entrance to Stonekeep

    [3.02] First Level of Ruins of Stonekeep

    [3.03] Second Level of Ruins of Stonekeep

    [3.04] Sewers Beneath Stonekeep

    [3.05] First Level of Sharga Mines

    [3.06] Second Level of Sharga Mines

    [3.07] Entrance to the Temple of Throggi

    [3.08] Temple of Throggi

    [3.09] First Level of Feeding Grounds

    [3.10] Second Level of Feeding Grounds

    [3.11] Dwarven Clanhall

    [3.12] Faerie Realm

    [3.13] Caverns of Ice

    [3.14] Gate of the Ancients

    [3.15] The Pits

    [3.16] Palace of Shadows

    [3.17] First Level of Tower of Shadows

    [3.18] Unknown (Temple of Thera?)

    [3.19] Second Level of Tower of Shadows

    [3.20] Third Level of Tower of Shadows

    [3.21] Fourth Level of Tower of Shadows

    [3.22] Lair of the Dark Dwarves



  [4.00] Tactics and Gameplay

    [4.01] Combat and the Stonekeep Dance

    [4.02] Companions

    [4.03] Friends

    [4.04] Enemies

    [4.05] Mannish Runes

    [4.06] Faerie Runes

    [4.07] Throggish Runes

    [4.08] Meta Runes

    [4.09] Normal Items

    [4.10] Magickal Items

    [4.11] Runecasters

    [4.12] Special Items

    [4.13] The Orbs



  [5.00] Other Stuff

    [5.01] Notes

    [5.02] Credits

    [5.03] Copyright

    [5.04] Future Plans



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[1.00] Questions about Stonekeep



  [1.01] What is Stonekeep?

    Stonekeep is an interactive fantasy computer role-playing game, if

    you believe in such mouthfuls. It's been in development for five

    years and has become a legend among those who are waiting for it.

    It uses step-based movement and the characters are a combination

    of computer graphics and costumed actors. There is no kind of

    character generation and all conversations are pre-scripted - which

    is not as bad as it seems, since most conversation stuff involves

    just clicking on options till you've tried them all.



  [1.02] Who makes it?

    Stonekeep is made by Interplay. One of the chief designers is Chris

    Taylor, who can be found on the internet as anarchy@netcom.com.



  [1.03] What kind of a game is it?

    Stonekeep is a role-playing game, embodying combat, character

    development, and puzzle elements.



  [1.04] When will it be out?

    Stonekeep arrived in stores on November 8th, 1995. If you're reading

    this FAQ, it's available. It costs anywhere between 40 and 60 dollars

    depending on where you go.



  [1.05] What kind of system does it require?

    Stonekeep requires a 486 system with at least 8 megs of ram and

    a single-speed CD-ROM drive. VGA and SVGA are supported. The

    reccommended system is a 486/66 or higher with 16 megs of ram

    and a double-speed CD-ROM drive.



  [1.06] Are there any known bugs?

    Of course there are. Wahooka sometimes refuses to appear on the

    second level of the Ruins of Stonekeep when you have things to

    give him. This bug does not markedly affect gameplay. Iaenni's

    speeches are not captioned, which can be a problem if you have

    sound off or are deaf. Also, you MUST finish the Faerie realm

    before going on to the Ice Caverns and freeing Enigma. If you

    free Enigma first, he will leave your party and you will be

    unable to enter the faerie realm without game problems. Lastly,

    if you have all nine orbs and die, sometimes when you attempt to

    reload you get an error about LEVER_UP.MSP not found in file GROUP16.



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[2.00] Hints and Frequently Asked Questions



  [2.01] Miscellaneous Hints

    Anyone got any good, general tips?



  [2.02] How do I get magick?

    You'll need to find a runecaster. The first one is on the second

    level of Stonekeep, in Mage-Icarius' laboratory. You'll need to

    find both the ivory and iron keys on this level to get in. There's

    also a mana circle there.



  [2.03] How do I open the sliding walls in the Sewers?

    You'll need to find one of the cylinders in the sewers. You'll

    notice that Drake stubs his toe when you are in the same square

    as one.



  [2.04] How do I drain the Sewers?

    You'll need to find both cylinders to drain the sewers. Note that

    some of the enemies in the sewers cannot be killed until they have

    been drained.



  [2.05] How do I enter the Underlands?

    You'll need to get the Dragon Statuette from the three-tentacled

    monster in the sewers, which cannot be killed until they have been

    drained. There is an illusionary wall in the sewers near where you

    find the three-tentacled monster. You'll need Farli to get you

    through the locked door after the illusionary wall, and then place

    the Dragon Statuette on the pedestal to open the way.



  [2.06] How do I get past the Temple of Throggi?

    South of the entrance to the temple is a spear gate. Once you think

    you have completed the temple (killed Gorda Karn and visited the

    Statue of Throggi), stand in front of the gate. If you have done

    everything, it will open.



  [2.07] How do I find the Faerie Realm?

    In the second level of the Feeding Grounds, there are many purple

    blobs floating around. Find a primrose and drop it in the square

    where the faerie glows teleport out to open a gate to the Faerie

    Realm. You'll need to have freed Vermatrix Goldenhide in order to

    get very far in the Faerie Realm.



  [2.08] Level Connection Diagram



  A                          A. Entrance to the Ruins of Stonekeep

  BB                         B. Ruins of Stonekeep, Level 1

   CCC                       C. Ruins of Stonekeep, Level 2

    D|                       D. Sewers Beneath Stonekeep

     EE                      E. Sharga Mines, Level 1

      FF                     F. Sharga Mines, Level 2

       GG                    G. Entrance to the Temple

        HH                   H. Temple of Throggi

         III                 I. Feeding Grounds, Level 1

          J|JJ               J. Feeding Grounds, Level 2

           K||               K. Dwarven Clanhall

            L|               L. Faerie Realm

             MM              M. Caverns of Ice

              NNN            N. Gate of the Ancients

               O|            O. The Pits

                PP           P. Palace of Shadows

                 Q-Q---Q     Q. Tower of Shadows, Level 1

                   |   |     R. Unknown (Temple of Thera?)

                   SS  |     S. Tower of Shadows, Level 2

                    TT |     T. Tower of Shadows, Level 3

                     UU|     U. Tower of Shadows, Level 4

                       V     V. Lair of the Dark Dwarves



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[3.00] Spoilers



  [3.01] Entrance to Stonekeep

    Locations of interest:

      None.

    Items in this area:

      A room near the entrance with a dagger and leather armor.

      I hear there's a magickal dagger somewhere, but I haven't

        found it. Anyone know for certain?

    Characters in this area:

      Thera herself will guide you in the beginning.

      I hear there is a huge Sharga here but I haven't found

        him - anyone?

      Ants inhabit this level.

    Exits to other areas:

      Two stairways to the Ruins of Stonekeep, level 1.

    Other notes:

      You start the game here. Poke around and make sure to pick up

      the weapons and armor in the chest before descending to the first

      level. I hear that if you pull the lever to open the staircase

      three times, something special will happen. I'll check that out.



  [3.02] First Level of Ruins of Stonekeep

    Locations of interest:

      None.

    Items in this area:

      Brass key just north of the entrance guarded by a Sharga.

      Bronze key in a sack of grain in the kitchen.

      Steel key and Afri's orb in the council room with the two

        large Sharga.

      There is a broadsword hidden just east of the entrance. Look

      for a loose brick to open a nearby wall.

    Characters in this area:

      Khull-Khuum makes a cameo appearance when you first enter this

        level and traps Thera in an orb.

      There are two large Sharga in the Council Room.

      Ants and Sharga inhabit this level.

    Exits to other areas:

      Two stairways to the Entrance to Stonekeep.

      Two stairways to the Ruins of Stonekeep, level 2.

    Other notes:

      There are two very difficult sharga near the end of this level.

      The best way to defeat them is to throw the oil flasks at them.

      Make sure you save your game first in case you miss. If they are

      still alive after the firebombing, throw daggers at them.



  [3.03] Second Level of Ruins of Stonekeep

    Locations of interest:

      One Fountain of Thera on the east edge, towards the south.

      One mana circle in Mage-Icarius' lab in the southwest.

      Three illusionary walls in the central and east central

        areas. Farli will point them out if he is with you.

      There are two drain switches in the eastern portion of

        this level. You'll need the cylinders from the sewers

        to toggle them. Toggling both will open all sliding

        walls and drain the sewers.

    Items in this area:

      Ivory key guarded by a slime in the south-southeast area,

        past a door at the end of the hallway.

      Iron key guarded by a group of Sharga to the east.

      Runewand, firebolt rune, and curing rune in Icarius' chamber

        to the southwest.

      Double power meta rune behind a loose brick to the southwest.

      Keyring in a chest in the center of this level.

    Characters in this area:

      Farli the dwarf is in the cells to the south-southeast. He is

        in the cell directly to the west of the slime with the ivory

        key. He'll join up with you when you free him.

      Wahooka will show up intermittently and ask for gems. He will

        give you hints in return. Be nice to him.

      Sharga, snakes, and green slimes inhabit this area.

    Exits to other areas:

      Two stairways to the Ruins of Stonekeep, level 1.

      Three stairways to the Sewers.

      One stairway to the Sharga Mines, level 1.

    Other notes:

      Place the Dragon Statuette on the pedestal to open the gate

      to the Underlands.



  [3.04] Sewers Beneath Stonekeep

    Locations of interest:

      One mana circle to the southwest.

    Items in this area:

      Dragon Statuette, carried by the three-tentacled beast.

      Triangle key, given by Wahooka in return for three skulls.

      I hear there is a Shrink rune in this area, but I'm not

        sure where to get it. Anyone know?

    Characters in this area:

      Wahooka will show up and demand the heads of three men long

        dead. Give him three skulls when he shows up again.

      There's an ugly three-tentacled beast in the south central

        area. You'll need to drain the sewers before you can kill it.

      Sharga, snakes, and green slimes inhabit this area.

    Exits to other areas:

      Three stairways to the Ruins of Stonekeep, level 2.

    Other notes:

      There's an illusionary wall near where the three-tentacled beast

      is. The stairway behind that wall leads to a small, enclosed area

      in the Ruins of Stonekeep, level 2 which has the pedestal and

      the gate to the Underlands in it.



  [3.05] First Level of Sharga Mines

    Locations of interest:

      A mana circle is in the southeast part of the level behind a

        wall. There's a button to open the wall on the opposite side.

    Items in this area:

      A key in the southwest portion of this level, used to free

        Karzak. Anyone know what it's called?

      A Throggish key and Aquila's Orb in the Ettin's chest.

    Characters in this area:

      Karzak is trapped in a cage on this level. You'll need to get

        a key from nearby to free him. I'm not sure what the key is

        called however.

      The Ettin is in a small mazelike area on this level. You'll

        need to be really quiet to get to his chest and loot it.

        A silence spell helps, as does throwing stones to break the

        barrels to get to the chest.

      Sharga and flying ants inhabit this area. Note that you cannot

        kill all of the flying ants near the entrance, no matter how

        hard you try.

    Exits to other areas:

      One stairway to the Ruins of Stonekeep, level 2.

      One stairway to the Sharga Mines, level 2.

    Other notes:

      None.



  [3.06] Second Level of Sharga Mines

    Locations of interest:

      There's a crack in the wall in the northeast that will give

        you a view of the Temple of Throggi.

      There's a door to the Sharga Freedom League in the maze. Keep

        attempting to go in and eventually Drake will guess the

        password.

    Items in this area:

      The runesceptre is found by falling down a pit from the first

        level into this area.

      There's a Potency meta rune behind Skrag (i think that's his

        name) in the SFL. Make sure to get it.

    Characters in this area:

      Skrag, the leader of the SFL, will give you some advice when

        you talk to him.

      There's a scared Sharga in the northwest who will also lead

        you into the SFL through a secret door if you talk to him.

      Sharga and snakes inhabit this area.

    Exits to other areas:

      One stairway to the Sharga Mines, level 1.

      One stairway to the Temple Entrance.

    Other notes:

      None.



  [3.07] Entrance to the Temple of Throggi

    Locations of interest:

      A mana circle in the northwest. There's a secret door to

        the northwest of it that can only be opened from the other

        side and leads to an area past the maze. Use the door as

        a shortcut past the maze after you have solved it once.

    Items in this area:

      There's a scroll on a dead dwarf with instructions for getting

        through the maze. Anyone remember what the directions were?

    Characters in this area:

      Throgs and Sharga inhabit this area.

    Exits to other areas:

      One stairway to the Sharga Mines, level 2.

      One stairway to the Temple of Throggi.

    Other notes:

      None.



  [3.08] Temple of Throggi

    Locations of interest:

      The Inner Sanctum of the Temple can be entered either by

        wearing the Throggish Pendant or through a secret door

        near Dombur's cell.

      I believe that the spear gate south of the stairway that

        enters this level will only open once you have completed

        everything up to this point. Stand in front of it for a

        few seconds and see if it opens.

    Items in this area:

      The Throggish runecaster and some runes (anyone remember

        which?) are found after killing Gorda Karn, along with

        the Throggish Pendant.

      The Statue of Throggi has Azrael's Orb and a stone weapon.

        Take the red eye and only ONE of the weapons.

    Characters in this area:

      Dombur is in a cell in the northwest. Lower all the levers

        to the south to get to his cell.

      Gorda Karn is in the northeast. Watch out, he packs a mean

        energy bolt.

      Throgs and Sharga inhabit this area.

    Exits to other areas:

      One stairway to the Temple Entrance.

      One stairway to the Feeding Grounds, level 1.



  [3.09] First Level of Feeding Grounds

    Locations of interest:

      A mana circle in the north.

    Items in this area:

      One half of the key to free Vermatrix as well as some

        feathers are found carried by a Throg shaman to the

        southeast. Feathers will allow you to pass through the

        green warding runes without damage as long as they are

        in your inventory scroll.

    Characters in this area:

      Throgs and Sharga inhabit this area.

    Exits to other areas:

      One stairway to the Temple of Throggi.

      Three stairways to the Feeding Grounds, level 2.

      One stairway to the Dwarven Clanhall.

    Other notes:

      None.



  [3.10] Second Level of Feeding Grounds

    Locations of interest:

      Two mana circles, one in the west and one in the southwest.

    Items in this area:

      The other half of the key to free Vermatrix is in the north.

      Magickal flint is just to the west of Vermatrix.

    Characters in this area:

      Vermatrix Goldenhide, Lady of Dragons, covers a big portion

        of this area. Once you free her (there are three locks),

        you can enter the rest of the area. Her head is in the

        west central area.

      Throgs and Sharga inhabit this area.

    Exits to other areas:

      Three stairways to the Feeding Grounds, level 1.

      One stairway to the Ice Caverns.

      One magickal gate to the Faerie Realm.



  [3.11] Dwarven Clanhall

    Locations of interest:

      One Fountain of Thera in the east.

      The Undead Warrior's sarcophagus is also in the far east.

    Items in this area:

      There is a double-power meta rune in the Undead Warrior's

        sarcophagus.

      The dwarven elder will give you a translocate rune after

        you help him out.

      I hear there is a hidden area with a bunch of meta-runes

        in it - I'll have to check this out.

    Characters in this area:

      The dwarven smith will repair the key to free Vermatrix if

        you fetch magickal flint for him. You'll need to talk to

        Vermatrix and have both halves of the key to get the

        magickal chisel to get the flint.

      The undead warrior is in the far east of this area, in his

        sarcophagus.

      Dwarves inhabit this area.

    Exits to other areas:

      One stairway to the Feeding Grounds.

    Other notes:

      The dwarves will leave you once you enter, however, Karzak will

      join up with you again. Farli won't return until the Palace of

      Shadows. Return the three parts to Dombur to get the Stoneshooter.

      You may need to stand in the room for a while to get him to

      notice you - he's very busy.



  [3.12] Faerie Realm

    Locations of interest:

      Iaenni's Court is in the west central area. The keyhole

        to open the spear gate is on the right wall facing the

        gate, down near the ground - it's hard to see. You need to

        use it twice (with both keys) to unlock it. To get past

        the barrier before Iaenni you need to surround the pillar

        in the center with primroses and also put some down the

        path leading to the barrier, then walk around the pillar

        twice. You also need to wear a faerie hat.

    Items in this area:

      Two of the Faeries give you a gold key and a silver key

        when you perform tasks for them. You'll need both to

        get to Iaenni.

      The elfstaff is in the southern area of this level, near

        the trolls.

      Iaenni will give you a magickal pendant the fourth time you

        talk to her.

      One of the Troll shamans has Yoth-Soggoth's Orb.

    Characters in this area:

      Iaenni, Queen of the Fae is in her court. Make sure to talk

        to her four times total.

      Faeries and Trolls inhabit this area.

    Exits to other areas:

      One magickal gate to the Feeding Grounds.

    Other notes:

      You'll need a lot of patience and forbearance to get through

      the Faerie Realm. The faeries can be *TOTALLY* annoying. Make

      sure to note where every Faerie is so you can return to them

      with the objects they want. Be warned that Iaenni's speech

      isn't captioned, so you'll need to listen carefully. Also, listen

      to Karzak for some good laughs. I was practically in tears

      by the time i finished this area from laughing too hard. I have

      a transcript of Iaenni's speech that I'll summarize here once

      I have the time - probably by next version.



  [3.13] Caverns of Ice

    Locations of interest:

      There are breakable walls in the north central and south

        central areas.

      There's a one-use fountain of healing just north of where

        you meet the Ice Queen for the first time.

    Items in this area:

      The Ice Queen has Helion's orb.

      The Sharga shaman's runescroll is in the southeast central.

    Characters in this area:

      The Sharga leader will open the way to the Ice Queen after

        you have found Cold Fire.

      Snowflakes and Sharga inhabit this area.

    Exits to other areas:

      One stairway to the Feeding Grounds.

      One stairway to the Gate of the Ancients.

    Other notes:

      Use the warming rune to free Enigma and Nigel. You can also

      use a firebolt rune from a couple paces away to thaw them out.



  [3.14] Gate of the Ancients

    Locations of interest:

      A mana circle in a secret room behind the Gate of the Ancients.

      The Gate of the Ancients in the center of this area. It's a

        one-way trip, so make sure you have SIX orbs before entering.

    Items in this area:

      A lion-shaped key in a fireplace in the east.

      The silver runestaff is just north of the Gate of the Ancients.

      There is magickal plate armor, plate leggings, and helmet

        just south of the Gate of the Ancients.

    Characters in this area:

      None. This area is completely, utterly, eerily empty.

    Exits to other areas:

      One stairway to the Ice Caverns.

      A bunch of pits to the Pits.

      The Gate of the Ancients to the Palace of Shadows.

    Other notes:

      Make sure you have SIX orbs before entering the Gate of the

      Ancients. It's a one way trip.



  [3.15] The Pits

    Locations of interest:

      One mana circle near where you find Safrinni's Orb.

    Items in this area:

      An eagle-shaped key in a cross-shaped area with a sign telling

        you not to be greedy. Take ONLY the key.

      A sturdy key somewhere in this area - anyone know where?

      Safrinni's Orb is in this area. You'll need to fall down a pit

        onto a pressure plate to open the door to the Orb.

    Characters in this area:

      None. This area is completely, utterly, eerily empty.

    Exits to other areas:

      A bunch of ladders to the Gate of the Ancients.

    Other notes:

      I found an odd duck statue in the pits - anyone know what it's

      purpose is? The only one I could figure out was a good laugh.



  [3.16] Palace of Shadows

    Locations of interest:

      There's a place where the reflection of the palace doesn't

        match, through the mirror past Scourge. Throw a fireball

        at the back of the alcove to open a door.

    Items in this area:

      Marif's Orb is in the very center of this level. You'll

        need to get both halves of the Yin-Yang symbol and put

        them in one holder to open a passageway. Mark the

        location before going in the door - I haven't found

        any other ways out.

    Characters in this area:

      Scourge (three floating skulls with colored light coming

        out of their eyes) is in the southwest central area.

        You'll need Marif's Orb to get the strength to pass

        the barrier.

      Wahooka is in the west central area, near Scourge. He'll

        join your group and give you some revelations.

      Farli is to the south of Marif's Orb. Make sure you get him

        before you translocate out.

    Exits to other areas:

      One magickal gate to the Tower of Shadows.

    Other notes:

      The Palace is a mirror image, with the east half being a

      reflection of the west half. Stuff in the east half is weird

      and illusionary, and sometimes very difficult to see. Going

      west is much safer.



  [3.17] First Level of Tower of Shadows

    Locations of interest:

      At the very beginning of this area there's a Gargoyle who

        will ask you some questions. You cannot enter the Tower of

        Shadows until you have seven orbs.

    Items in this area:

      A dwarf in the northeastern corner has a piece of metal that

        is needed to open a secret wall to the Lair of the Dark

        Dwarves. Only Farli can open the Lair.

      The Silver Ankh is in the north central part of this level,

        guarded by some invincible spinning spikes - be careful.

    Characters in this area:

      This area is inhabited by spinning spikes and fire elementals.

    Exits to other areas:

      One magickal gate to the Palace of Shadows.

      One stairway to the Tower of Shadows, level 2.

      One stairway to the Lair of the Dark Dwarves.

    Other notes:

      When you reach the door and the gargoyle asks you if you want

      to enter, press the red square (no). Then when it asks you if

      you need to enter, press the green triangle (yes). It will give

      you some advice. Listen to Enigma when he tells you to stop. He

      knows what he's doing.



  [3.18] Unknown (Temple of Thera?)

    Locations of interest:

      None.

    Items in this area:

      None.

    Characters in this area:

      None.

    Exits to other areas:

      None.

    Other notes:

      None.



  [3.19] Second Level of Tower of Shadows

    Locations of interest:

      None.

    Items in this area:

      None.

    Characters in this area:

      None.

    Exits to other areas:

      One stairway to the Tower of Shadows, level 1.

      One stairway to the Tower of Shadows, level 3.

    Other notes:

      None.



  [3.20] Third Level of Tower of Shadows

    Locations of interest:

      None.

    Items in this area:

      None.

    Characters in this area:

      None.

    Exits to other areas:

      One stairway to the Tower of Shadows, level 4.

      One stairway to the Tower of Shadows, level 2.

    Other notes:

      None.



  [3.21] Fourth Level of Tower of Shadows

    Locations of interest:

      There's a place on the wall in the southwest central area

        where some odd runes flash for a moment. Anyone know what

        they do?

    Items in this area:

      Thera's and Kor-Soggoth's Orbs are on the pedestals behind

        Khull-Khuum.

    Characters in this area:

      Khull-Khuum himself awaits you in the center.

    Exits to other areas:

      One stairway to the Tower of Shadows, level 3.

    Other notes:

      This is it, boys and girls. I haven't yet figured out the

      final puzzles, but when I do, I'll put it all down here.



  [3.22] Lair of the Dark Dwarves

    Locations of interest:

      A mana circle in the north.

    Items in this area:

      None.

    Characters in this area:

      This area is inhabited by Dark Dwarves.

    Exits to other areas:

      One stairway to the Tower of Shadows, level 1.

    Other notes:

      There's an odd device here that I can't figure out and a wall

      with a passage behind it that I can't open. Once I figure these

      out I'll write them down here.



    ___________________________________________________________________



[4.00] Tactics and Gameplay



  [4.01] Combat and the Stonekeep Dance

    The Stonekeep Dance is the best method for killing enemies up

    until the Palace of Shadows. Throw axes and daggers, run past,

    pick them up, and repeat. If you have a crossbow or bow, use

    that instead of throwing the axes and daggers. Usually you can

    make quick work of most opponents except throgs. Throgs take

    patience and good reflexes to kill.



    Later in the game, killing stuff with weapons becomes increasingly

    ineffective. The best tactic I've found so far is to boost up a

    firebolt rune and make sure you have at least a magick skill of

    four so it only costs 1 mana for a firebolt + potency +

    double-power + area effect rune. Then just hurl them at your

    opponents. If there is a mana circle nearby, this tactic is

    incredibly effective and wonderfully quick (except for trips back

    to the mana circle). If there is no mana circle nearby, make

    sure to conserve your mana carefully. Note that your companions

    have unlimited mana, and Enigma, Sparkle, and Wahooka have

    long-range attack capability (which is very helpful). Farli also

    hurls firebombs, but only rarely.



    The only enemies that can go through doors are the floating skulls

    in the Palace of Shadows. I haven't found anything else that can.

    A good technique is to open a door and shoot or throw through it

    at your opponents to soften them up or kill them.



  [4.02] Companions

    Farli (Dwarf)

      Farli is the first companion you will find, very trustworthy,

      and a good fighter who will get better as time passes. He'll

      be with you to the end.



    Karzak (Dwarf)

      Karzak is an excellent fighter but has no equipment when you

      find him. Make sure to give him some equipment because he is

      very effective in the stages of the game where you will have

      him. He'll leave you for good once you free Enigma.



    Dombur (Dwarf)

      Dombur is not a very good fighter, but knows lots of valuable

      information and will construct the Stoneshooter for you later

      in the game. Also, he is Farli's brother and must be rescued

      from the Temple of Throggi. Dombur will leave for good once

      you get to the Dwarven Clanhall.



    Skuz (Sharga)

      Skuz is a coward, a wimp, and fun to listen to. He also has some

      good advice to give, and actually gets to be a decent fighter

      after some work on his skills. Skuz leaves just before the Gate

      of the Ancients.



    Sparkle (Faerie)

      Sparkle is a decent fighter and casts many healing and protective

      spells. If you are injured and have Sparkle along, simply wait

      a short time and she will heal you up to the yellow range on

      your health indicator (80-100 hp). Sparkle leaves you for good

      when Farli rejoins you in the Palace of Shadows.



    Enigma (Elf)

      Enigma is very knowledgeable and an excellent fighter in both

      hand-to-hand and magick. Make sure you get him before you

      leave the Ice Caverns. He'll stay with you to the end.



    Wahooka (Who knows?)

      Wahooka is sarcastic, annoying, and hurls fireballs with great

      delight. Make sure you have him with you as long as you can,

      because he's great to have in combat. I'm not sure if Wahooka

      always leaves, however if you just run up to the fourth level of

      the Tower of Shadows before completing the first three, he'll

      call you a fool and leave.



  [4.03] Friends



    Thera, Goddess of Earth

      Thera will guide you through the first portion of the game and

      occasionally will give you hints. Make sure you listen very

      carefully to everything she says.



    The Dwarves



      Dwarven Elder

        I forget this guy's name. However, you'll need to talk to

        him once you get to the Clanhall.



      Dwarven Smith

        You'll need to help this guy out to get him to repair the

        broken key to free Vermatrix Goldenhide.



    Vermatrix Goldenhide

      Ruler of Dragons, Vermatrix is trapped in the second level of

      the Feeding Grounds. You'll need to repair the very sturdy

      key to free her from her chains.



    The Faeries



      Sweetie and Surly



      Winkle, Binkle, Giggle, Chuckle, Snort, and Murph

        'Can I just fall on my axe now?'



      Iaenni, Queen of the Fae



    Others



      Skrag

        Skrag is the leader of the Sharga Freedom League. Make sure

        you listen to him. Too bad he doesn't have any of those

        leaves left though. =)



  [4.04] Enemies



    Khull-Khuum, the Shadowking

      He's big, he's bad, and he has an ugly helmet that looks like

      it came out of a scrap metal shop. Avoid this guy like the

      plague - he's bad for your health.



    Ants



    Sharga



    Green Slimes



    Snakes



    Ugly Three-Tentacled Things



    Deadly Flowers



    Throgs



    Trolls



    Snowflakes



    Skeletons



    Flying Skulls



    Undead Warriors



    Dark Dwarves



    Fire Elementals



    Spinning Spikes



  [4.05] Mannish Runes



    Firebolt

      This hurls a small firebolt. It's not very powerful, but if you

      boost it with the doubling rune, potency rune, and area effect

      rune, it makes a nice double explosion that does decent damage.



    Curing

      This is a low-power healing rune that only restores health.



    Silence

      I have never effectively used this rune, however I assume it

      prevents opponents from casting spells. Casting it on your

      party and on the barrels in the Ettin's room in the Sharga

      mines will help prevent the Ettin from waking up when you

      break the barrels to loot the chest.



    Languages

      Casting this rune on yourself will allow you to read writing

      that would otherwise be incomprehensible.



    Spoilspell

      Use as a counterspell or to grant magick resistance.



    Mark Location

      You must mark a location with this rune before you can use

      the Translocate (Homing) rune to go back there. The square

      you attempt to mark must be empty.



    Translocate

      This will return you to the square you marked with the Mark

      Location rune. Note that you can only have one location marked

      at any one time. If you mark a new location, the old mark will

      vanish. I have heard that this rune is a two-way thing but

      haven't tested it myself - anyone?



    Scare

      Causes enemies to flee.



    Armor

      This is a decent protective spell against non-ranged attacks.



    Healing

      This is a more powerful healing spell that also cures poison

      and other afflictions.



    Wind

      Hurls a tornado. Also useful for dusting surfaces. I haven't

      tried it on the dust in the Tower of Shadows however.



    Icebolt

      This rune hurls an icebolt. If you increase the power on this

      rune it will freeze the enemy into a statue temporarily.



    Warmth

      Use this rune to thaw an ice statue without angering the person

      trapped inside. I've only found two ice statues, those of Enigma

      and Nigel. Nigel will show you where to find Cold Fire.



    Rune of Cold     

      I haven't figured out what this rune does yet. However, the

      scroll it was on was very cold, so I assume it has something

      to do with that - anyone know for certain?



  [4.06] Faerie Runes



    Featherfall

      This rune will prevent the affected person from suffering damage

      by falling down a pit. Usually not worth the effort of casting.



    Shrink

      Use this rune on Marif's Orb in the Palace of Shadows to shrink

      it to a manageable size. I've never tried it on an opponent, but

      it might work. You get this from a treasure chest past Vermatrix

      Goldenhide. This is the only rune you really need to complete

      the game.



    Invisibility

      This rune will make your entire party invisible. I haven't had

      much opportunity to try it out but I assume monsters will ignore

      you.



    Murphy's Rune

      Murph in the Faerie Realm will give you this rune. I don't know

      what it does, but it either slows down the target or makes

      everything go wrong for them, depending on how you interpret

      the hints.



  [4.07] Throggish Runes



    Strength

      This rune temporarily increases your strength.



    Flame

      This rune will engulf the square in front of you with a

      pillar of fire. I haven't found it very useful, but note

      that the Throg shamans have it too and delight in using it.



    Shield

      This rune protects you against ranged attacks for a period

      of time.



    Energybolt

      This rune damages an opponent, and if increased power is used,

      it will stun them temporarily.



    Stoptrack

      Use this rune to paralyze a target, or at least prevent them

      from approaching you. I haven't tried it out yet.



  [4.08] Meta Runes



    Potency

      This will decrease the target's magick resistance.



    Double Power

      This will double the power of the spell it is applied to.



    Triple Power

      I've heard this rune exists but haven't found it - anyone?



    Increased Duration

      This will increase the duration of the spell it is applied

      to. I don't know what it would do on an instant spell.



    Area Effect

      This rune will make a single-target spell affect everything in

      a square.



  [4.09] Normal Items



    Healthy Root

      Eating one of these will heal you slightly.



    Very Healthy Root

      Eating one of these will give you a decent dose of healing.



    Musty Smelling Root

      I've never eaten one of these.



    Oil Flasks

      Throwing one of these will make a nice explosion. Farli also

      seems to carry around a secret supply.



    Ammunition Containers (rock bag, dart bag, quivers)

      To use these simply put them in one hand and click to use that

      hand. If you have a missile weapon (bow or crossbow) put the

      quiver in your left hand and the weapon in your right hand.



    Keys and the Keyring

      The keyring is in a chest on the second level of Stonekeep. It's

      a VERY useful item. I have found the following keys so far:

        Brass Key

        Bronze Key

        Steel Key

        Ivory Key (2 types)

        Iron Key

        Throggish Key (2 types)

        Very Sturdy Key

        Lion Key

        Eagle Key

        Sturdy Key

      I have probably missed one or two keys, so don't take this as

      a comprehensive list.



    Armor and Weapons

      There are lots of these. Daggers and throwing axes are very

      nice weapons, along with the crossbow. I have never used the

      short bow or either type of arrows so I don't know how effective

      they are. Arrows and bolts can be thrown in an emergency however.



  [4.10] Magickal Items



    Blue Vial

      This is a weak healing potion.



    Blue Potion

      This is a healing potion.



    Blue Decanter                        

      This is a powerful healing potion.



    Light Green Potion

      This grants an agility enchantment.



    Dark Green Potion

      This grants a strength enchantment.



    Red Mushroom

      This grants both strength and agility enchantments.



    Green Mushroom

      This cures poison and other conditions.



    Spotted Mushroom

      These decrease strength and agility by one each. I'm not sure

      if the effect is permanent or not.



    Magickal Rings

      You can wear up to four rings. I have only found three types of

      rings, however:

        Magick Armor Ring

        Ring of Poison Resistance

        Luckstone Ring

      I usually wear two armor rings and one each of the other types.

      The only place to get a luckstone ring is from Iaenni.



    Mechanomagickal Stoneshooter

      The dwarven version of a machinegun, Dombur will assemble this

      for you once you bring him the three missing parts found in

      the Feeding Grounds. It's not a very effective weapon, however,

      it does fire very fast.



    Magickal Armor and Weapons

      So far I have found a very sharp dagger, a stone weapon from

      Throggi, and some magickal armor and shields. There's also

      a sword made of ice and a warhammer which may be magicakal.

      Magickal throwing axes make excellent weapons. Just before

      entering the Gate of the Ancients there is a full suit of

      magickal plate armor and helmet.



  [4.11] Runecasters



    Runewand

      Found in Mage-Icarius' laboratory, this runecaster has 2 slots

      and holds a maximum of 25 mana points.



    Runesceptre

      Found in the second level of the Sharga Mines, this runecaster

      has 3 slots and holds a maximum of 40 mana points.



    Throggish Runecaster

      Found on Gorda Karn's corpse, this runecaster has 4 slots and

      holds a maximum of 40 mana points.



    Elfstaff

      Found in the troll area of the Faerie Realm, this runecaster

      has 5 slots and holds a maximum of 60 mana points.



    Silver Runestaff

      Found in a secret room behind the Gate of the Ancients (when

      the gate is in front of you, turn right, go forward, turn left,

      go forward, turn left, go forward, turn right, go forward),

      this runecaster has 6 slots and holds a maximum of 99 mana

      points.



  [4.12] Special Items



    Cylinders

      Use the cylinders in the drain switches to open the sliding

      walls in the sewers and to drain the sewers. You'll need to

      find both under the water in the sewers. Drake will tell you

      that he has stubbed his toe when you enter the square with one.



    Dragon Statue

      You'll need to place the Dragon Statue on a special pedestal

      to open the gate to the Underlands. The three-tentacled thing

      in the sewers has the statue.



    Throggish Pendant

      Gorda Karn has the Throggish Pendant. It will allow you to enter

      the inner sanctum of the Temple of Throggi.



    Four-Leaf Clover

      You'll need this to see and attack the trolls in the Faerie

      Realm. Without it, you have no chance whatsoever. Sweetie will

      give it to you after you free Vermatrix Goldenhide.



    Cold Fire

      This is hidden behind a weak wall in the Caverns of Ice. You must

      throw it at the Ice Queen to have any chance of defeating her.



    Silver Light

      I don't know if this is an item or something else, however the

      Gargoyle at the Tower of Shadows tells you that it will keep

      the shadows at bay. I haven't found it yet - enemies in the Tower

      are very difficult. I have found a silver ankh on the first

      level of the Tower of Shadows, and from what I have seen, I

      *THINK* there are four objects: a crescent, a circle, a cross,

      and an ankh. I've no idea what to do with them though.



  [4.13] The Orbs

    Khull-Khuum's Orb

      I don't know if this one even exists. It probably doesn't, but

      it's here for completeness.



    Helion's Orb

      The Ice Queen has Helion's Orb. I haven't yet figured out it's

      function though. It makes cool red sparkles when you drop it

      on the ground in front of you, though.



    Aquila's Orb

      Aquila's Orb is very nice to have. It heals everyone in your

      party completely when used. It has a limited number of uses,

      but recharges over time. It's found in the Ettin's chest in

      the Sharga Mines.



    Thera's Orb

      You'll find Thera's Orb at the pinnacle of the Tower of Shadows,

      right behind the Shadowking. I haven't yet figured out what it

      does, however.



    Azrael's Orb

      This orb is the red eye in the Statue of Throggi. It casts

      quickness on your party, making attacks much faster.



    Marif's Orb

      Marif's Orb is in the Palace of Shadows. After you place the

      Yin-Yang symbol in one of the two slots, a door will open to

      the hall with Marif's Orb. You'll need to use the Shrink spell

      on it to get it down to a manageable size. Marif's Orb gives

      you both physical and spiritual strength, allowing you to pass

      certain barriers.



    Safrinni's Orb

      Safrinni's Orb is in the Pits underneath the Gate of the Ancients.

      Using its power allows you to rise up through a pit. You'll

      need to use it to get to the Gate of the Ancients.



    Yoth-Soggoth's Orb

      Yoth-Soggoth's Orb is in the Faerie Realm, guarded by a troll

      shaman. Using this orb will completely recharge all of your

      runecasters. Like Aquila's Orb, I'm not sure of the limitations

      on its usage.



    Kor-Soggoth's Orb

      This orb is right next to the Shadowking along with Thera's. I

      haven't yet figured out if it has any powers, but I believe it

      grants magickal resistance. It will prevent the Shadowking's

      soul-binding spells from working on you.



    Afri's Orb

      Afri's Orb is in the first level of the Ruins of Stonekeep,

      right next to the two big Sharga with the steel key. Placing

      the orb on the ground in front of you will generate a map

      of the area around you - very useful for locating illusionary

      walls and stuff like that.



    ___________________________________________________________________



[5.00] Other Stuff



  [5.01] Notes

    This version of the STONEKEEP FAQ is highly preliminary, and I

    am writing it mostly from memory. I have also not yet completed

    the game, so some of the maps are not filled in. I can't remember

    all of the mana circles offhand either, so several are probably

    missing from the lists.



  [5.02] Credits

    Big thanks to jbeavens@ichips.intel.com for a lot of corrections

      and stuff I missed or forgot, as well as suggesting the new

      format.



    Thanks to byoumans@mail.vt.edu for pointing out some errors.



    Thanks to mathew@hollywood.cinenet.net for pointing out that a

      firebolt will also free people who have been iced over. He

      also supplied the transcript of Iaenni's speech and helped

      me figure out the correct procedure to get past the barrier.



    If you have a correction or something you'd like to add, please

      email me at dswarin@cs.oberlin.edu and I'll update the FAQ.



    I'd like to thank my cat, Fred, for attacking the keyboard while I

      was writing this FAQ. If there are any typos, it's his fault.



  [5.03] Copyright

    This FAQ is copyright 1995 by Doug Swarin. It may be freely distributed

    in whole or in part so long as it remains unmodified. You may freely

    modify it, but if you do, you must place a notice on the FAQ that

    states you have changed it and what parts you have changed. If you

    remove this copyright notice from the FAQ, you are wholly responsible

    for what is contained within. However, in no case will I, Interplay

    Productions, or my cat be liable for anything in here.



  [5.04] Future Plans

    I'd like to get a complete compilation of secret doors and

    illusionary walls, as well as working out a coordinate system

    to apply to the level maps to show locations more accurately.

    Anyone who wants to help with this would get a BIG mention and

    thank you, from me and all the Stonekeep fans out there.



  [5.05] Secret Surprise Not-In-Index Big Thank You =)

    I'd like to thank Chris Taylor and everyone at Interplay for making

    a great game. Thanks guys!

