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Lost on Level 11

Posted: Sun Oct 02, 2005 11:21 pm
by scooter22
Hey all, I need help on level 12, original DM... I can kill all the Materialisers and other things, but have to use magic to do it, so I have to sleep alot to regain magic power... I end up starving, and there is little food down here... I tried going up a couple of levels to kill rats, but it doesnt make much of a difference. Any ideas?

Posted: Sun Oct 02, 2005 11:28 pm
by Trantor
Actually, going up to the rats is probably the best thing you can do. Near the end of level 9, there is a room with a fountain in it (there was a RA key in there as well). Not far from that, there is an empty room at the end of a corridor. In this room, the rats will respawn rather quickly if you walk around a bit.

You could also go up all the way to level 4, there is a room with respawning Screamers near the end of it, but that is a lot further up. These two spots are the best places in the game for refreshing food.

Good luck! :)

Posted: Sun Oct 02, 2005 11:40 pm
by scooter22
Thats the corridor I was using... I dont think the rats were taking thier Viagara though, cause they didnt produce very fast. I wish this game had rabbits in it... I guess I'll just have to fill some chests with rat droppings and hope the lower levels have food... Thanks

Posted: Mon Oct 03, 2005 8:40 am
by beowuuf
It's not time dependant generation, all generators in DM are triggered - the trigger is back in the corridor towards the little 2x2 room. There is a time delay between respawns on most generators, but I don't think its that high with the rat room. Basically walk to the big room, kill rats, walk back, dump food, walk back, rats will respawn.

The lower levels don't have food really apart frm the occasional dropped apple and bread, you use the skeleton staircase to load up at the rat room!

Posted: Mon Oct 03, 2005 11:19 am
by scooter22
ok... I filled 3 chests with rat food, and am heading back down... If all the levels were full of food, Id be finished by now, and that wouldnt be much of a challenge... I'll let you all know when I beat this for the first time...

Posted: Mon Oct 03, 2005 6:45 pm
by Ameena
Hehe Beo I beg to differ - there IS a certain food supply on one of the lower levels...okay so ti's one-time only but you can hardly claim it's not nutritious ;).
I never have food problems - I have chests and chests of the bloody stuff by the time I'm that far, I haven't even finished working my way through the bread/cheese etc to start on the drumsticks (I save the more nutritious foods and eat the lesser ones first, and cheese is heavier anyway) and I've been leaving food behind. Although umm...I have kinda played it a few times now that I can finish it on the same day I start...or the day after, depends how much time I get ;).
But as long as you have access to the Central Stairwell, food will not be a problem since as has already been said, you can return to the Rat Room :).

Posted: Mon Oct 03, 2005 7:16 pm
by Ian Clark
but have to use magic to do it

Did you pick up the Vorpal Blades on level 6 (riddle room level)? They come in very handy on this level...

Posted: Mon Oct 03, 2005 9:00 pm
by beowuuf
By the time you get to that food supply food isn't the problem as you are near the end!

Posted: Tue Oct 04, 2005 1:46 am
by scooter22
I have one vorpal blade and have tried it over and over without causing damage to any creature. Now im using swords and the delta sword as best i can to kill the knights

Posted: Tue Oct 04, 2005 1:53 am
by Ameena
Vorpal blades are the only weapon that can harm the non-material beings (ghosts etc) but they can harm physical creatures too. Knights are a pain. I use doors or one of the monster barriers when killing them. I am armed, by that time, with a Delta and a Rapier (I have found that the Thrust attack is both fast and with good damage...whether or not that's true I'm not sure but I only noticed it recently and meh, it works for rme :D). Spells are crap against Knights so you may as well not bother :(.

Posted: Tue Oct 04, 2005 2:02 am
by scooter22
I found out after killing a knight and leaving all his armor in the hallway, just around a corner, that other creatures cannot pass that location. So I can be right on the other side of the corner healing or sleeping until Im ready to attack again... I will try the vorpal blade again for the materializers...

Posted: Tue Oct 04, 2005 2:59 am
by Paul Stevens
that other creatures cannot pass that location.
That's neat. Good luck.

Posted: Tue Oct 04, 2005 9:05 am
by beowuuf
You may find its nothing to do with the armour though...

Reply

Posted: Sun Jun 18, 2006 2:28 pm
by Duckman
Scooter has done great if he survived to that level. One more, and final battle has begun. But one thing i learned when completing this game: many chest weight too much and because that, food requirment grows. Knights are easy: diamond edge finishes them very easily with... was it cleave? And how to go fast to rats, i think skeleton key shortcut may do something

Posted: Sun Jun 18, 2006 2:55 pm
by zoom
@Duckman
try to train ninja levels and fighter levels, back row ,too!
distibute weight on all your champions.
- I presume you play with a party of four?

As long as you do not have the most heavy armour , you
should be ok with carrying.

try ful bro neta potions.. they help a lot

edit: |of course Lunever is right: ful bro ku!
|
\/

Reply

Posted: Sun Jun 18, 2006 3:30 pm
by Duckman
It is okay with chests if party haves them fife or less, but i do not need to train anymore because i've managed already to complete DM. And Strenght potions are only temporatily working. continously using may cause that when using healing drinks makes so long to sleep (And waking up to refill SP:ons) that food runs out too fastly, and it is also harassing.

Posted: Sun Jun 18, 2006 4:41 pm
by Lunever
Zooooom: FulBroNeta is fireshield, you mean FulBroKu, strength potions.

Posted: Sun Jun 18, 2006 4:46 pm
by Daecon
I really should use the stat-increasing potions sometime.

No wonder I'm so bad at this game. :roll:

Posted: Sun Jun 18, 2006 4:50 pm
by beowuuf
Some of us complete the games without them! : )

Posted: Sun Jun 18, 2006 4:56 pm
by Trantor
I almost never us them ZoKathRa, and I still managed to finish DM, CSB and Conflux (well, ok, I saw some endings... "finish" is a too strong word for Conflux). I do agree, however, that they are very useful, especially the strength booster FUL BRO KU.

Posted: Sun Jun 18, 2006 5:35 pm
by Lunever
They are all useful. Strength allows you not only to carry more stuff around, it also increases the damage and thus gives you more XP for physical combat and thus makes levelling up faster. Very high vitality is kinda regeneration spell, and you need it to feed the fast Mana regeneration you get for high wisdom. High wisdom is kinda perpedo mobile - it costs Mana to boost it, but after that you quickly regenerate for quite a while, which really pays off in Mana. Quickly regenerating Mana allows you to cast more spells, which in turn results in faster levelling up as wizard and priest. Finally high dex does not only improve your hits in physical and especially unarmed and ranged combat, it also makes monsters miss you most of the times with close combat attacks. That in turn will optimize your RTC-gHoF-score because you hit them often while they hit you rarely. So, boost Neta to be able to stomach the Mana regeneration, boost wisdom to regenerate Mana, boost strength to get a high maximum load and do lots of damage, boost dex to be hard to hit, then walk through a level and hit everything while your expleted Mana regenerates, which won't be too long though.

There is another advantage in this - you constantly train your priests by repeating this procedure over and over again.

I also never used them much, but RTC 37 archmaster forced me to optimize my strategy and have grown fond of them since then. They've also been useful to make playing up a new party easier in order to replace older parties with less advantegeous levelup-rules from earlier versions.

Posted: Sun Jun 18, 2006 6:04 pm
by beowuuf
Personally I prefer not to use them for exactly the reasons you have given as to why they are so useful - you are automatically adding a natural difficulty setting without trying! They are just too easy to use and abuse otherwise: )

Posted: Sun Jun 18, 2006 8:53 pm
by zoom
@ Lunever : you mean vitality , not neta :D for boosting mana regen
..I cast way too much fireshields , it seems!! So got confused
Nice tactic, btw!!!

Zo Kath Ra:
I was just suggesting to drink one low level ful bro ku potion to help
you get that boulder or what-have-you-carrying easily somewhere near
or central/easily accessible.(skeleton stairway)

You do not want to make insane amounts of damage
(ok , all of us want), but to carry your stuff around without
too much "ado".
Ku potions come in handy for that. You do not have to max it out.
(actually, later in the game it can be done to sleep regain mana and
still have some boost left!)
As said these are hardcore tactics here, by people having beaten
the game more than twice!! Get the tactic you like and test ..

Posted: Sun Jun 18, 2006 8:58 pm
by beowuuf
wisdom boosts man regeneration speed, but mana regeneration takes stamina, so vitality can help deflate that cost

Posted: Sun Jun 18, 2006 9:05 pm
by zoom
ahh! that explains why my wizards always drop in on their stamina !
Cheers beo, you opened my eyes!!

How awesome is this game!!!

Posted: Sun Jun 18, 2006 9:11 pm
by beowuuf
and 40 is the magic number then 20 - each will give you more mana per regenearation jump, so always best to use wisdom to increase the rate and make sure you hold magic items /wear moonstone to increase the size of regeneration

Posted: Sun Jun 18, 2006 9:25 pm
by zoom
{You forgot vitality potion(or does ya potion work as well?)}

I always suspected having more mana available
(through staves) would give you some benefit.
:shock: :shock: :shock: :o
nice one- I did not know! Thank you very much indeed!

So , to sum it up :
boost vitality for regeneration pool, boost wisdom for
mana regeneration and get those mana bonuses from
magic equipment to increase the regeneration jumps!

Posted: Mon Jun 19, 2006 9:28 am
by Trantor
beowuuf wrote:wisdom boosts man regeneration speed, but mana regeneration takes stamina, so vitality can help deflate that cost
Interesting, I didn't know that. Is this the only criterium why sometimes stamina goes down while sleeping, or is there more to it? Because when playing with "my" classic party - Boris, Tiggy, Gando, Wuuf -, I noticed that Tiggy always lost the most stamina of all my characters while sleeping. She has the most mana of all of them, so it might have been that she reached the "jump points" first, but I don't think her surplus of mana is high enough to really notice that. She also has the least stamina of those characters, so it might be that the decrease in stamina is just more noticeable with her because the lost stamina equals a higher percentage. It can't be the wisdom score, since Boris has higher wisdom than her.

In short, does Tiggy lose stamina more noticeably than the others because of her high mana and low stamina count, or is there more to it?

Posted: Mon Jun 19, 2006 9:57 am
by beowuuf
Yes - because a) she starts on 36 so can easily jump to the 40, and b) becuase her stamina is 25...i can't rememebr if her wisom and vitality would also make a noticeable difference here too

Posted: Mon Jun 19, 2006 10:56 am
by zoom
In all games the third champion seems to have the hardest time,
always loosing most stamina!
I will check by doing csbuild 4 Tiggy Tamals party and look how they evolve ;sleep cycles as well.