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• The basic tip for this level is to corner Torquemada at the Giant spider room with Gold Dragons and Vampires. • I usually cast up pixies and steeds for all plus one for mr Wiz. Then take everything in the house and exit next turn. • Don't re-close doors in the starting house as he probably knows you're there anyway! • Look about the Big map for open doors on your second turn to locate Torquey. • Over the next few turns cast up dragons and vampires to counter the two he casts up. • Torquemada doesn't have any dragons, but he will hide all the dragon herb from you. He hates the sight of your dragons and will make his way to the giant spider room. • Look out for centaurs as most of these computer wizards like them. • Steal his protection potions with an unmounted pixie armed with vials, this really ticks Torquey off! • One house has a chest, the other has potions and weapons. Look out for chests in Magic Wood and Shadow Wood. Never stay out in the open in case and independant giant spider sees you. • When the portal appears place an undead on it and watch the spiders head for it. • It helps if you look around for keys to open the chests for maximum experience at the end. • Don't spend action points looking for door keys, L8 magic Fire on the trees around the walls destroys all.
Levels 2 and 3 (less exciting, harder to explain)
• Cast up three gryphons and some creatures to carry things that can also ride mounts. • Clear your starting square and again look for open doors and centaurs. • Sometimes you will encounter his L3 Dwarf which you can easily sort out. A goblin, demon giant bat are usually cast up after this, these can also be easily wiped out by magic bolts L8,7,6,5 etc. along with magic lightning. • He never casts up steeds so he will be easy to kill, although he does drink a protection vial. • On looking at the map you will find 3 adjacent corridors with 2 doors each. The middle one has nothing, but the outer ones have independant spectres and components. • Carrying on up you'll see a room with lava. This is locked as is the chest inside where a demon awaits you. • A locked room above a starting point houses 2 vampires and chests. • Be careful of dungeon things, as they are invisible and always start in rooms. They are mean and strong but can't hit undead, and most certainly hate magic bolt L8. • You can corner Elbo Smogg really easily in a corridor next to his starting point (small corridor next to the right of the lava flow). It has 3 zombies which are a bit difficult if you forget they are magical. They can easily be killed.
Level 3 (the shortest)
• The lair is all corridors and traps. Watch out for the stupid centaurs and goblins. The smallish room above your starting point has weapons. To avoid the traps here's what to do: 1) Stay away from the middle squares in the corridors with the candles on the corners. 2) Don't leave anything valuable on the table. 3) Across the chasm a giant and a troll are both armed with magic bows, subverge one and use the bow to kill the other. 4) If you manage to get outside his complex (escaping through the wood room etc.) watch out for his vampires and harpies. 5) A room in the maze has 3 door through 3 separate walls, these contain more zombies. 6) The massive room in the centre with 4 portals is where Ragaril starts. Don't think you can just teleport in there and start fighting, he has lots of nasty wiz-killing tricks, so cast up a magic sheild and then try (if you dare!). 7) The room with the table has 3 doors, one has a spectre, one has a chest, and the other sometimes changes. The chest is in the middle, but you'll need a key to open it. 8) To collect the gold inside the green fire, go in with your wiz on a steed, take it and teleport out. 9) Watch out for portals that let his denizens come to you. Pixies are sometimes sent through. 10) You can only set the wood room on fire, and 'Blob&vine don't work (?). • Pixies don't always do what you expect but you always lose action points.
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