Written by: Dan Simpson
Email: dsimpson.faqs@gmail.com
When emailing, use this subject: Dungeon Hack v 2.2
Email Policy:
¯¯¯¯¯¯¯¯¯¯¯¯¯
I am not hiding cheats or any other information; everything I know
about Dungeon Hack is in this guide.
If you see any mistakes, or have anything that you want to add
please email me! I will, of course, give you full credit for
your addition, and be eternally grateful to you.
Before emailing me with a question, be sure to check out the
Frequently Asked Questions section.
Notes
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The most recent version of this FAQ can be found at:
http://www.gamefaqs.com/
If you are a webmaster and wish to post this on your web page, please email
me first. And if you do post this FAQ on your site, please make an attempt
to keep it up to date. There is nothing worse than getting emails from
people who saw an old version asking about things that are already in the
newer versions. Well, maybe there are worse things, but it IS annoying!
A true walkthrough of Dungeon Hack is by far impossible because of the fact
that no two games are the same. However, it is possible to list all the
enemies, and the types of level situations that you will run into.
This document looks best in Courier New at 9 points.
This Document is Copyright 1999-2005 by Dan Simpson
I am not affiliated with anyone who had anything to do with the creation of
this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED
and you EMAIL ME telling me that you are posting it. You may not charge
for, or in any way profit from this FAQ.
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__________________
What's New in 2.2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Changed my email address, and did a few tweaks to the format.
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
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Table of Contents:
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1. The Basics
2. The Levels
3. The Enemies
4. Items
5. Spells
6. Frequently Asked Questions (FAQ)
7. Manual Questions (Copy Protection)
8. Cheats
Final Words...
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1. The Basics
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Character Creation:
-------------------
You probably don't want to go into a Dungeon as a straight class of anything.
Why? Because you need both fighting skills and spells! You're best bet is
probably either a Fighter/Cleric or a Fighter/Mage/Cleric. You REALLY need
Cleric spells, and Mage spells are a good bonus. Why do you need Cleric
spells? Not only to heal yourself (unless you like sleeping for days at a
time to get your HP back), but also to get Create Food/Water and Underwater
Breathing spells.
Another good class is Mage/Cleric. You can't really play this game without
having Cleric spells. Yes, I'm aware that both Paladins and Rangers get
Cleric spells, but not for a great many levels!
Choosing a Difficulty Level:
----------------------------
There are 3 main difficulty levels (Easy, Moderate, Hard) in this game.
Those are fairly self explanatory. You can also customize your game if you
would like a hard experience but with more food than a hard game normally
has, for example. There is one option you might want to get rid of, and that
is "Character Death Real", which means that if you die, all your saved games
are lost as well. Not fun.
Fighting:
---------
One of the best ways to fight in Dungeon Hack is to have a Primary Weapon
(try to get the most magical one that you can find, a Mace +2 is better than
a Long Sword +1), plus you should use your Belt to hold 3 missile weapons.
Then when you fight a battle, hit first with your primary weapon, then throw
your best missile weapon. Quickly pick it back up and throw it again. And
finally hit again with your primary weapon. Repeat as necessary. The only
time that you want to use the rest of your missile weapons is if you fail to
hit, and the first missile goes right past the enemy.
Resting:
--------
You can rest any time you get about 4 or 5 squares away from all enemies.
There is not punishment for resting, so do it anytime you lose some HP!
Spellcasting:
-------------
To cast a spell (either Cleric or Mage) you need to first have the Holy
Symbol or Mage Book equipped in a hand, then click on it like to attack.
This opens your Spell List. Now you no longer need to have the Holy
Symbol/Mage Book equipped. You can cast as many spells as you want, the only
problem is that while you are casting spells you can't see the small map!
Note: Remember you cannot cast MAGE spells while wearing armor. This does
not include Mage Robes.
Books, Scrolls, and Other Items:
--------------------------------
Always save it before looking at a Book or a Scroll. These can often be
cursed! Of course, you will also find a lot of valuable Books, such as
Manuals of Strength (which permanently raises your strength by a point!).
You need not worry about journal pages, they are always safe.
This comes to me from smilingesper:
It might be worth including how Spiritual Hammers are THE weapon in the
game...they do good damage (especially at high levels), you can use two at
once, and even if they miss they attack again when coming back...it's like
4 attacks at once... and furthermore you can move backward while throwing
so the enemy can't hit you. They last really long too, more than enough
for you to rest and re-memorize... And they can't be absorbed by Living
Mucks.
Identifying Items:
------------------
There are three ways to identify an item. First, however, I would do a
Detect Magic to check to see if you should even bother identifying. Once
that is out of the way, there are your three methods of Identifying.
1.) Trial and Error. This is the only one available to every character
class at all times in the game. Simply use an item, and see what
happens. In the case of wands and potions, you will now know what
that type of item does. So if you use an Oak Wand, and it turns out
that it is a "Wand of Unholy Butt-whupping", then forevermore every
Oak Wand you pick up is already identified as the "Wand of Unholy..."
This method does NOT work with Swords, Shields, Armors as you can't
USE them.
2.) The Scrying Glass. This is the "Strange Mirror" that you pick up. It
has the power to identify the items in your hand when used in your
other hand. Neat, but has a limited amount of charges. I would
recommend Saving before using it, then identifying all Magic Items
that you have, then loading.
3.) The Mage Spell Improved Identify. This will identify any object
currently being held in your hands. Great, but only if you are a
mage.
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2. The Levels
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Always explore the level completely! You never know what you might find, a new
armor, a very nice weapon, a devastating wand. The later levels get really
tough and you need all the items that you can get!
Tip: Don't just walk around looking at the map! You will miss niches in the
walls, and switches on the walls that open up new passages.
Each level has 2 normal types of enemies in them. Plus some levels also have
a "boss". Not really a boss, but just a much harder enemy of which you will
only find one. Usually near the stairs down.
Tip: The spell "True Seeing" is your friend! Not only does it work like a
Detect Magic spell turning all magic items blue, but it also reveals the
hidden passageways. (you can't see them on the map, but you can see them
on the normal screen)
If you fall down a pit, you can use the Grappling Hook to get back up.
Tip: When you find the stairs down to the next level, but you haven't finished
exploring your current level yet, quickly go down them then back up. Why?
You get experience for passing the level!
Almost every item you get is used to open a door somewhere. Bull's Horns,
Tiger Eyes, Agate Gems, etc. When you find a locked door with a weird thing by
it that when you click it says "something is missing", you have found the lock.
Now you just have to put the right object there. Tiger Eyes go onto a tiger,
Bulls' horn onto a bull, etc. The harder ones are the Gems. You can usually
see other gems, or sometimes just a similar color and texture to know which gem
to use. Finally there are also other items like Red/Blue/Purple Mallets, which
you use on similarly colored Gongs.
Often you find the Key by killing an enemy somewhere.
Tip: Most doors open via a button that is located right on the door. However,
some open with a button that is located on another wall, try looking to
the side, or across on the opposite wall. Also realize that some buttons
don't LOOK like buttons. If you see an odd looking wall across from a
door, click it to see if anything happens.
Once you reach the end of the Dungeon you will find the BOSS. He could be any
number of creatures, and usually isn't too tough. Once you beat him the game
ends.
Now for some tips on some things that you will find in various dungeons:
Underwater Level: Make sure to have plenty of "Underwater Breathing" a cleric
spell of the Third Level. Cast this and you will be fine.
If you don't have this spell you will take a small amount of
damage with every step and be unable to rest. Also, there
is an Ioun Stone that covers Water Breathing.
Typical Enemies: Water Elemental, Water Weird
No Magic Zone: This isn't a full level. You'll know that you have entered
a No Magic Zone because you will have "a strange tingling".
While in the Zone you can't cast any spells. However, any
spells you already had cast, such as Aid, are still in
effect.
Darkness: This one is fairly annoying. You can't see anything. Since
your map still works that means that you have to use that
exclusively while in the Darkness. So if you see a blue dot
you have to try to pick it up. If there is a door you have
to find out how to open it, which could include unlocking
it. Finding a keyhole isn't so difficult. They are always
about 2/3 up the wall, so just grab a key and try to put it
in the center of the wall 2/3 up.
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3. The Enemies
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Enemies often have a range of hit points, that is, two enemies of the same type
often WON'T have the same amount of hit points! Also realize that some enemies
have items on them that could be of great importance, so don't run away from
them!
Ankheg An acid spitting bug monster.
Balor A tanar'ri-demon, hittable only by +1 weapons.
Blue A dragon-resistant to magic, and immune to electricity.
Bone Naga Skeletal snake, takes less damage from sharp weapons.
Bugbear A large goblinoid.
Carrion Crawler A giant centipede with a paralyzing bite.
Chimera A fire spitting creature with 3 heads: goat, dragon, lion.
Cockatrice Cross between a bird and a lizard, its bite will petrify.
Death knight An unturnable undead warrior.
Earth Elemental A creature of Earth, hittable only by +2 weapons.
Elemental Lord The final monster in the dungeon. Immune to all magic,
hittable by +2 weapons only.
Ettin A large tough two headed giant. Very powerful, and very
dangerous (if not feyr dangerous).
Flesh Golem Magical humanoid creation, hittable only by +1 weapons, and
resistant to most forms of magic. These move slowly, so hit
and then drop back by 2 steps to wait for them to come up,
then hit them again. Repeat. You shouldn't get hit at all.
Warning! Don't back into new enemies/pits/traps or you may
end out in a far worse situation than a mere Flesh Golem.
Gargoyle +1 or better needed to hit this stone-like monster.
Ghoul Ghost warrior-undead, resistant to death spells and cold.
Goblin A wussy humanoid, usually seen only on the first level.
Greater Feyr An invisible blob. A very tough enemy in that he ignores
your armor class. Never ever fight two of these at once!
If you are forced to, do this: hit one of them a few times,
then run away, rest, and come back. Repeat as necessary.
Greater Medusa Shoots poison arrows and petrifies with its gaze.
Groaning Spirit Hittable with +1 or better weapons, undead.
Hag Fast robed figure.
Hobgoblin A stronger version of the goblin.
Lich Powerful unded, magic using, and requiring +1 or better
weapons to hit.
Living Muck One of the worst enemies EVER. If you attack him with a
sword, the sword will be ABSORBED into the Muck! If you
kill him you may get your things back, but still... that's
evil! (it's not likely that you will get anything back,
however!) So attack with spells. One good and easy spell to
use is Flame Blade, you can use it to attack like a weapon,
but it can't be absorbed!
Meazel A hag like monster.
Minotaur A half-bull half man warrior.
Mummy Undead, +2 or better to hit.
Ogre Slug These big things have a 50% protection against blunt
weapons, that is, if you hit them with a mace you do half
damage.
Orc A wimpy humanoid.
Otyugh A grotesque monster. Has a lot of attacks.
Scaladar Scorpion-type monster resistant to electricity, and bladed
weapons.
Shade Warrior An undead warrior. Wimpy.
Shade Wizard An undead wizard, wimpy, but worth lots of experience.
Shadow Strength draining undead, hittable only by magic weapons,
with a resistance to cold spells.
Shambling Mound An animated compost heap. Resistant to fire, lightning and
cold, with all weapons doing 1/2 damage.
Sheet Ghoul An undead spitting corrosive acid.
Slithermorph Immune to electricity, does a lot of damage. At first
glance you might mistake this for a Living Muck, but then
its Snake Body pops out to attack.
Spectre Undead, +1 or better to hit and its touch can drain levels.
Spirit Naga A snake monster, with a poisonous bite.
Steel Shadow An electricity reflecting undead.
Sword Wraith An undead warrior.
Tlincalli A poisonous half-man, half scorpion monster.
Troglodyte A lizard warrior which reduces chances to hit.
Troll Regenerating monster, well affected by fire.
Umber Hulk Capable of confusion beetle monster.
Undead Beast Resistant to fire and sharp weapons.
Watch Ghost Resistant to cold, death, poison and paralysis.
Water Elemental Hittable only by +2 weapons. Only in water levels.
Water Weird A tentacle-like monster, unaffected by sharp weapons.
Wererat Hittable only by silver or magic weapons.
Wight Silver or magic weapons only, level drain ability. Save it
before you tangle with these guys, and if you lose levels,
restore it. (Lvl 7 Cleric, Restoration)
Wraith Silver or magic weapons only, level drain ability.
Wyvern A dragon-like creature with poisonous sting.
Items can be identified by use of the Scrying Glass, by using them, or through
the spell Improved Identify. You can only identify items in your hand at that
moment, so place the item you wish to ID in your hands first. The Scrying
Glass looks like a strange mirror. If you use a wand, or any other usable item
such as a potion, you will learn not only what that item is, but every
identical item. So if you use one Wand of Lightning, you will forevermore be
able to recognize Wands of Lightning.
This list comes from the Terratron guide, courtesy of Albert van Os.
ITEMS LIST
MUSICAL INSTRUMENTS (FOR BARDS ONLY)
Pipes
Pipes of Feign Imagery- Let you detect secret doors and illusionary walls
Drums
Drums of Distant Thunder- Shoot bolts of lightning
Harp
Harp of Dispair- Instills fear in monsters. Might not work on all monsters.
Lute
Lute of Well Being- Gives the character regenerative powers for a while,
also strengthens weakened character
IOUN STONES
Burned out ioun stone- Useless ioun stone
Ioun stone of +1 strength- Adds 1 point of strength (18 max)
Ioun stone of +1 intelligence- Adds 1 point of intelligence (18 max)
Ioun stone of +1 wisdom- Adds 1 point of wisdom (18 max)
Ioun stone of +1 dexterity- Adds 1 point of dexterity (18 max)
Ioun stone of +1 constitution- Adds 1 point of constitution (18 max)
Ioun stone of +1 charisma- Adds 1 point of charisma (18 max)
Ioun stone of nonexistance- Bestows your character with invisibility
Ioun stone of nourishment- Sustains character without food
Ioun stone of air- Allows underwater breathing
Ioun stone of regeneration- Regenerates hit points slowly
Ioun stone of lesser spell absorbtion- Absorbs lesser spells
Ioun stone of greater spell absorbtion- Absorbs powerful spells
Ioun stone of +1 protection - Decreases AC by 1
Ioun stone of magic resistance- Gives limited magic resistance
Ioun stone of dwarven eyes- Allows sight in the dark
Ioun stone of drain protection- Prevents level drain by undead
Ioun stone of petrification protection- Prevents petrification
Ioun stone of +1 saves- Increases chances of avoiding disasters by 1
STRANGE MIRROR
Scrying glass- By holding this in one hand, and an unidentified item in the
other, the item will be identified upon using this mirror.
DUST
Dust of Remove Curse- Using it will remove a curse from any cursed item you
currently are wearing or holding.
CHIME
Chime of Opening- Opens locks.
Chime of Hunger- A cursed item which, upon use, will decrease your food bar
to almost 0.
Dart- A simple throwing weapon which does very small damage.
Throwing Dagger- A simple throwing weapon which does small damage.
Dagger- Very weak hand-held weapon which does small damage. Useable by M-U.
Dagger of Venom- +1 dagger which also holds poison and will inject a monster
on a good hit.
Rock- Useless except for weighing down plates.
Stone of Good Luck- Increases chance of avoiding disasters by 1, and helps
thieving abilities.
Staff - An extremely wimpy weapon, useable even by M-Users. Does small damage.
Staff of Striking - A +3 weapon which does moderate damage.
Club - Wimpy hand-held weapon which does small damage. Useable by M-U.
Mace- Decent hand-held weapon which does moderate damage. Good for clerics.
Flail- Decent hand-held weapon which does moderate damage. Good for clerics.
Morning Star- Decent hand-held weapon which does moderate damage.
Throwing Hammer- Throwing weapon which does small damage.
Maul of the Titans- Magical +2 weapon which inflicts 10-40 damage.
(Unfortunately you have to pick it up after every throw)
Axe- Decent hand-held weapon which does moderate damage.
Polearm- Two-handed weapon which does big damage.
Halberd- Two-handed weapon which does big damage.
Short sword - Hand-held weapon which does small damage.
Long sword- Hand-held weapon which does moderate damage.
Two-handed sword - Two-handed weapon which does huge damage.
Sword of Slaying - Magical weapon which is pre-set for a certain monster.
Against any other creature it is only a +1 long sword,
but against this creature it does double damage.
Arrow- Missile for bows which inflicts small damage.
Arrow of Slaying - Magic arrow which is pre-set against a certain monster.
Against any other monster it is a +3 arrow, but it
instantly kills the monster it is set for if it hits.
Leather boots- Don't really do anything
Drow boots- Allow you to sneak up on monsters easier.
Robe- The only armour which a mage can use. It doesn't do anything useful.
Leather armor- Lowers AC by 2.
Ring mail- Lowers AC by 3
Brigandine- Lowers AC by 3
Scale mail- Lowers AC by 4
Chain mail- Lowers AC by 5
Banded Mail- Lowers AC by 6
Bronze plate- Lowers AC by 6
Plate mail- Lowers AC by 7
Field plate- Lowers AC by 8
Dragonskin armor- Lowers AC by 7
Elven chain mail- Lowers AC by 5 (Thieves can use it, and it is lighter)
Cloak of Protection- Decreases AC by the amount of the plus, and increases
the chance of avoiding disasters by the same amount.
Cannot be used with ANY magical armour, or any normal
armour except for leather. CAN be used with other items
such as bracers or rings of protection.
Cloak of Defenselessness- Cursed item which willincrease AC by the amount of
the minus, and decrease the chance of avoiding
disasters by the same amount.
BRACERS
Bracers of Protection- Decrease AC by the amount of the plus. Cannot be used
with ANY magical armour, or any normal armour except
for leather. CAN be used with other items
such as cloaks or rings of protection.
Bracers of Defenselessness- Increase AC by the amount of the minus.
Bracers of Archery- When using a bow and arrows, these increase the chance
of hitting by 2 and increase the damage by 1.
Grappling hook- Allows character to scale the sides of a pit.
(Almost essential)
SHIELDS
Shield- Decreases AC by 1
Magic shield- Decreases AC by 1 + the amount of the plus.
Cursed shield- Increases the AC by amount of minus.
HELMS
Magic helm- Decreases AC by 1 + the amount of the plus.
Cursed helm- Increases the AC by amount of minus.
Helm of underwater action- Allows character to breathe underwater on the
underwater level.
Helm of Stupidity- Cursed item which lowers Intelligence to 7.
MAGIC ROBES
Robe of Powerlessness- Cursed item which reduces intelligence to 3 and
makes M-U forget all his spells. Must be removed
with Remove Curse.
Robe of the Archmagi- Increases chance of avoiding disasters by 1
- Serves as AC 5
- Gives wizard 5% Magic Resistance
MISSILE WEAPONS
Sling- VERY weak missile weapon.
Short Bow- Pretty weak missile weapon.
FOOD
Apple - Replenish minor food
Iron rations- Replenish major food
Rations- Replenish moderate food
SPECIAL CLASS ITEMS
Holy symbol- Used to cast priest spells (Only available with priests)
Spellbook- Used to cast Magic-User spells (Only available with magic-users)
Thieves' tools- Used to pick certain locks (Only available with thieves)
OPENING ITEMS
Key- Open locks
Gem-When placed into appropriate carving or slot, open doors
PARCHMENTS
Journal page - Contains a hint
Map parchment- Contains a map of the current level
COINS
Gold Coin- Major healing at orb machines
Silver coin- Lesser healing at orb machines
GAUNTLETS
Gauntlets of Dexterity- Increase dexterity by 1-4 points (depending on
how much dexterity you currently have).
- Allows non-thief characters to pick locks as if they
were 4th level thieves.
Gauntlets of Fire Giant Strength- Give a strength of 22 for as long as they
are worn. (One of the best items in game).
Gauntlets of Hill Giant Strength- Give a strength of 19 for as long as they
are worn.
Gauntlets of Ogre Power- Give a strength of 18/00 for as long as they
are worn.
ITEMS OF FHANG
Armor of Fhang- Gives fire resistance to character
Helm of Fhang- Casts an aura of fear around character
Shield of Fhang
Sword of Fhang
COMPLETE SET: Nothing
LOST ITEMS OF MIDNIGHT
Lost Armor of Midnight- No NORMAL weapon of steel can harm character
Lost Helm of Midnight- Allows character to see illusionary walls
Lost Shield of Midnight - Absorbs some of the damage.
Lost Sword of Midnight
COMPLETE SET: Nothing
ITEMS OF KEIGN
Helm of Keign- Allows character to see invisible monsters
Plate Armor of Keign
Shield of Keign- Gives some magic resistance
Sword of Keign
COMPLETE SET: Small amount of magic resistance
ITEMS OF RAVENNA
Ravenna's Elven Mantle of Warding - Cancels sleep, hold and paralyzation magic
Ravenna's Hat of Intellect
Ravenna's Signet of Priestly Skill
Ravenna's Staff of Swiftness
COMPLETE SET: Nothing
ITEMS OF ONEX
Hat of Onex- Increases chance of avoiding disasters.
Quarterstaff of Onex
Ring of Onex
Robe of Onex- Decreases time required to memorize spells
COMPLETE SET: Small amount of magic resistance
ITEMS OF GHREU
Ghreu's Leather Armor of Free Action
Ghreu's Nimble Boots of Prowling- Grants feather falling and water walking.
Ghreu's Shield of Dexterity
Ghreu's Tools of Opening- Magically repair themselves a day after they
were broken.
COMPLETE SET: Gives character power to detect illusionary walls and secret
passages.
ITEMS OF HIGH PRIEST MYRH
Chainmail of High Priest Myrh
High Priest Myrh's Holy Symbol - Increases power of all clerical spells
Mace of High Priest Myrh
Steel Helm of High Priest Myrh
COMPLETE SET: Increases power of clerical spells even further.
ITEMS OF PHOOS
The Chain Armor of Phoos
The Helm of Phoos
The Mace of Phoos- Heals weilder whenever it delivers a good shot.
The Symbol of Phoos- Grants ability to pray for an aditional spell per
spell level.
COMPLETE SET: Fire resistance
BOOKS, TOMES, LIBRAMS AND MANUALS
Book of Exalted Deeds- Cleric of good alignment ONLY.
- Will gain 1 point of wisdom and experience to put him
halfway to next level.
Book of Vile Darkness- Clerics of evil alignment ONLY
- Will gain 1 point of wisdom and experience to put him
halfway to next level.
Libram of Gainful Conjuration- Magic Users of neutral alignment ONLY
- Will gain enough experience to put him halfway
to the next level.
Libram of Ineffable Damnation- Magic Users of evil alignment ONLY
- Will gain enough experience to put him halfway
to the next level.
Libram of Silver Magic- Magic Users of good alignment ONLY
- Will gain enough experience to put him halfway
to the next level.
Manual of Bodily Health- Will gain 1 point of constitution.
Manual of Gainful Excercise- Will gain 1 point of strength.
Manual of Puissant Skill at Arms- Fighters ONLY (Not paladins or rangers)
- Will gain enough experience to put him
halfway to the next level.
Manual of Quickness in Action- Will gain 1 point of dexterity.
Manual of Stealthy Pilfering- Thieves ONLY
- Will gain enough experience to put him halfway
to the next level.
Tome of Clear Thought- Will gain 1 point of intelligence.
Tome of Leadership and Influence- Will gain 1 point of charisma.
Tome of Understanding- Will gain 1 point of wisdom.
Vacuous Grimoire- Will lose 1 point of intelligence and/or 2 points wisdom.
PROTECTION SCROLLS
Protection from cold scroll- Protects from cold attacks
Protection from dragon breath scroll- Protects from blue dragon breath
Protection from electricity scroll- Protects from electrical attacks
Protection from gas scroll- Protects from gas attacks
Protection from level drain scroll- Protects from level drain by undead
Protection from magic scroll- Protects from magic attacks (Ex. magic missile)
Protection from petrification scroll- Protects from stoning by medusae
Protection from poison scroll- Protects from poisoning
UNIDENTIFIED RINGS
Agate ring
Amythyst ring
Citrine ring
Copper ring
Diamond ring
Emerald ring
Garnet ring
Gold ring
Jade ring
Obsidian ring
Onyx ring
Opal ring
Pearl ring
Platinum ring
Ruby ring
Sapphire ring
Silver ring
Topaz ring
IDENTIFIED RINGS
Ring of adornment- Useless ring which doesn't do anything.
Ring of constitution - Adds 1 point of constitution as long as it is worn
Ring of dexterity- Adds 1 point of dexterity as long as it is worn
Ring of feather falling - Character doesn't take damage from falling down pits
Ring of fire resistance- Character takes less damage from fire attacks.
Ring of free action - Cancels web, hold and paralyzation magic.
Ring of invisibility - Makes character invisible until he attacks a monster.
Ring of might - Makes attacks more powerful, allowing you to do more damage.
Ring of protection - Decreases AC by plus. Doesn't work with magic armour.
Ring of provocation - Cursed item which attracts and enrages monsters.
Ring of regeneration - Regenerates hit points slowly
Ring of shocking grasp - When attacking with this hand, does 4-14 damage.
Ring of strength - Adds 1 point of strength as long as it is worn
Ring of sustain strength - Prevents strength drain by undead and special zones
Ring of sustenance- Eliminates need for food
Ring of weakness- Cursed item which drains both constitution and strength
Ring of wisdom - Adds 1 point of wisdom as long as it is worn
Ring of wizardry- Doubles the number of spells/spell level you can learn.
(Works only for a particular spell level)
UNIDENTIFIED POTIONS
Amber Potion
Black Potion
Blue Potion
Brown Potion
Clear Potion
Crimson Potion
Ecru Potion
Gold Potion
Gray Potion
Green Potion
Khaki Potion
Lavender Potion
Magenta Potion
Orange Potion
Periwinkle Potion
Pink Potion
Purple Potion
Red Potion
Silver Potion
Tan Potion
Tangerine Potion
Topaz Potion
Vermillion Potion
White Potion
Yellow Potion
IDENTIFIED POTIONS
Aqua Regia - Useless potion which doesn't do anything.
Potion of Confusion - Makes it difficult to move or attack.
Potion of Extra Healing - Heals 6-27 hit points of damage.
Potion of Food Detection - Detects any food on the current level.
Potion of Giant Strength- Temporarily gives you strength of 19+.
Potion of Healing- Heals 4-10 hit points of damage.
Potion of Invisibility - Makes character invisible until he attacks a monster.
Potion of Monster Detection - Shows all the monsters on the current level.
Potion of 'Neutralize Poison' - Removes the poisoned condition.
Potion of Poison- Poisons character. Thrown at monsters to poison them.
Potion of 'Resist Fire' - Character takes less damage from fire attacks.
Potion of Restore Strength - Restores any strength lost from undead/zones.
Potion of Speed - Allows character to move and attack twice as fast.
Potion of Vitality- Eliminates need for food temporarily.
Potion of 'Water Breathing'- Allows movement underwater without losing HP.
Oil of Fiery Burning- When thrown at monsters, inflicts 5-30 HP of damage.
UNIDENTIFIED WANDS
Avacado Wand
Balsa Wand
Bamboo Wand
Birch Wand
Cedar Wand
Dogwood Wand
Driftwood Wand
Ebony Wand
Elm Wand
Hemlock Wand
Mahogany Wand
Manzanita Wand
Maple Wand
Oak Wand
Pine Wand
Poplar Wand
IDENTIFIED WANDS
Mundane Wand - A useless, burned out wand.
Wand of Acid - Shoots acid in the direction you are facing.
Wand of Allurment- Teleports a monster in direction you're facing behind you.
Wand of Cold - Shoots a cone of cold in the direction you are facing.
Wand of Curing - Heals 6-21 hit points of damage.
Wand of Distance - Teleports a monster away.
Wand of Fire - Shoots a fireball in the direction you are facing.
Wand of Frost - Shoots frost in the direction you are facing.
Wand of Hasten Foe- A bad wand which speeds up monsters.
Wand of Hinder Foe - Speeds the character up, doubling movement and attacks.
Wand of Lightning - Shoots lightning in the direction you are facing.
Wand of Magic Missiles - Shoots magic missile in the direction you are facing.
Wand of Paralyzation- Paralyzes the monster if front of you.
Wand of Restoration- Restores any levels lost because of undead.
Wand of Smiting- When used as weapon, does 4-11 damage, plus extra vs.Golems
Wand of Trap Detection- Detects all traps on current level.
AMULETS
Amulet of Magic Missiles- Must be held. When used, shoots magic missiles.
Amulet of Fireballs- Must be held. When used, shoots fireballs.
Amulet of Magic Resistance- Character will take less damage from magic.
Amulet of Imminent Return- Teleports you to stairs down on the level above.
Necklace of Adornment- A useless, garbage amulet.
OPENING ITEMS
Agate - Fits on the scale
Amythyst - Fits into hilt of sword.
Blue mallet - Hit blue gong with it.
Bull's horn- Put it on bull's head.
Citrine - Use it upon an altar with an ankh on it.
Cornelian - Inserted into the strange, yellow mural.
Diamond- Fits into big golden jewel.
Emerald - Fits into skull with one green eye.
Garnet - Insert it into a gem shaped mural.
Green mallet - Hit green gong with it.
Jade - Fits into two snakes face-to-face.
Lapis Lazuli - Fits on horned skeleton head.
Moonstone - Fits under picture of the moon.
Obsidian- Insert it into a anchor shaped carving.
Onyx - Fits into face of robed figure surrounded by three black gems.
Opal - Fits into spider web.
Pearl - Fits on one of two clams.
Plume - Fits on knight's head.
Purple mallet - Hit purple gong with it.
Red mallet- Hit red gong with it.
Ruby- Inserted into a colorful (mostly red) ornament.
Star Sapphire - Fits into star map.
Tiger Eye- Fits into one-eyed tiger.
Topaz- Fits into shield with hole.
Zircon
KEYS
Bone key - Fits into skull lock.
Brass key - Fits into dark yellow lock.
Chrome key - Fits into shining lock.
Copper key - Fits into copper-coloured lock.
Crimson key - Fits into red lock.
Crystal key - Fits into lock with a blue gem above keyhole.
Fire key - Fits into keyhole with a flame around it.
Flower key - Fits into keyhole with flowers on corners.
Frost key - Fits into snowflake lock.
Gold key- Fits into light yellow lock.
Holy key - Fits into ankh lock.
Iron key - Fits into metallic lock with a ring on top and bottom.
Key of faith- Fits into lock with a wreath around it.
Silver key - Fits into lock with brown center and crosses on top and bottom.
Stone key- Fits into light brown lock.
This list comes from the Terratron guide, courtesy of Albert van Os.
NOTE: The spells are pretty much arranged according to strength. Therefore,
Level 7 spells will be near the bottom, while level 1 spells will be close
to the top.
MAGIC-USER SPELLS
Burning Hands - fire based, touch spell.
Detect Magic - indicated which items are magical.
Magic Missile - distance spell, pure magic energy (not many things
are resistant to it)
Shield - protects from missile attacks.
Shocking Grasp - electricity based spell, touch.
Chill Touch - cold based touch spell.
Detect Undead - detects undead.
Protection vs Evil - adds to saving throws.
Blur - lowers monsters chances to hit.
Detect Invisibility - displays invisible monsters.
Improved Identify - identifies items in your hands.
Invisibility - makes you invisible until you attack.
Prot from Paralysis - protects from paralysis.
Melf's Acid Arrow - acid based distance attack spell.
Aganazzer's Scorcher - fire based spell.
Dispel Magic - dispels magical effects.
Fireball - fire based distance attack spell.
Haste - doubles your movement and attack rate.
Hold Person - holds humanoids.
Hold Undead - holds undead.
Invisibility 10' - just like invisibility.
Lightning Bolt - electricity based, distance attack spell.
Slow - slows down a monster.
Vampiric Touch - transfers some HP's from a monster to the caster.
Water Breathing - allows character to breathe underwater.
Fear - causes monsters to have worse chances of hitting.
Ice Storm - cold based distance attack spell.
Improved Invisibility- same as invisibility, but doesn't expire after
attack.
Remove Curse - removes a curse from item.
Cone of Cold - cold based distance attack spell.
Hold Monster - holds any creature.
Wall of Force - prevents creatures from going through the square.
Death Spell - instantly kills a group of creatures.
Disintegrate - dissolves a creature, works on undead.
Flesh to Stone - petrifies monsters.
Stone to Flesh - unpetrifies a stoned character.
True Seeing - allows caster to detect illusions and magic.
Acid Storm - acid based distance attack spell.
Finger of Death - can instantly kill a single monster.
Morden.'s Sword - creates a magic sword which will attack for the
caster.
Power Word, Stun - stuns creatures.
Abi-Dalzim's Horrid Wilting - causes enemy to wilt and die.
Bigby's Clenched Fist- a physical attack, works against element
resistance.
Energy Drain - drains monsters casting ability.
Meteor Swarm - powerful spell, causes lots of damage, distance,
and fire based.
Power Word, Kill - instantly can kill monsters.
Time Stop - stops time.
Snilloc's Snowballs - cold based distance attack spell.
Ilyykur's Mantle - adds to chance of avoiding disasters;protection vs.
lighting.
Missile Mastery - alter a flight of a missle.
Snilloc's Maj. Missile - more powerful magic missle.
Lich Touch - paralyzes and damages monsters;bestows undead
immunities on caster.
Otiluke's Freezing - powerful cold based attack spell.
CLERIC SPELLS
Bless - give the caster a slight plus to hit, and damage
the monsters.
Cause Light Wounds - touch spell, small damage.
Cure Light Wounds - cures small amount of damage.
Detect Magic - displays which items are magical.
Protection from Evil - reduces damage by evil monsters, and their chance
to hit.
Turn Undead - causes undead to die or run, dependingly on
strength of caster.
Lay On Hands - cures some damage. Paladins only.
Detect Pits - detects pits.
Invisible to Undead - the caster becomes invisble to undead creatures.
Aid - heals a small amount of damage.
Flame Blade - fire based touch spell.
Hold Person - holds humanoid monsters.
Resist Fire - adds to chance of resisting fire based attacks;
reduces damage.
Resist Cold - adds to chance of resisting cold based attacks;
reduces damage.
Spiritual Hammer - creates a magical hammer which can be hurled at the
enemy.
Slow Poison - slows down the speed with which poison acts.
Create Food/Water - creates food.
Dispel Magic - dispels magical effects.
Magical Vestment - lowers the character's AC.
Neg Plane Prot - protects from attacks by undead.
Prayer - adds to the characters chance ot hit.
Protection from Fire - same as resist fire, but more effective.
Remove Paralysis - removes paralysis from the player.
Remove Curse - removes curses from item.
Water Breathing - allows character to breathe underwater.
Blessed Warmth
Cause Serious Wounds - touch spell, causes moderate damage.
Cure SeriousWounds - heals moderate amount of damage.
Free Action - allows character to move unimpeded through
water/webs.
Neutralize Poison - gets rid of the poisoned condition.
Poison - posions a creature.
Prot from Evil 10' - reduces damage from evil monsters and their chance
to hit.
Prot from Lightning - adds to reducing damage from lightning attacks.
Cause CriticalWounds - touch spell, does large amount of damage.
Cure CriticalWounds - cures a large amount of damage.
Flame Strike - fire based, distance attack spell. Quite strong.
Raise Dead - may kill undead creatures.
Slay Living - may kill living monsters.
True Seeing - lets the caster see through illusions and detect
magic.
Harm - touch spell, takes all but 4 hitpoints of damage.
Heal - cures all but 4 hitpoints of damage.
Heroes' Feast - fully fills up food.
Sol's Searing Orb - creates fire orb which can be thrown at monsters.
Fire Storm - fire based area spell.
Resurrection - destroys undead monsters.
Restoration - restores levels which have been lost to undead.
Giant Strength - bestows temporary giant's strenght on the caster.
Q: I just threw a missile weapon, and now I can't find it!
A: It's possible that you threw it through an illusionary wall. Go
straight ahead from where you threw it, and try going through the wall.
Q: What are Coins for?
A: There are 2 types of coins, silver and gold. You will find a weird
looking thing in walls that looks like a small Blue Gong with a slot
under it. Put a coin into the slot. Silver gives you all HP, Gold
gives you all HP and cures your status (like poison).
Q: I've found a door that I just can't open! There's no buttons, or
locks!
A: This means that you are on the wrong side of the door, there is a
lock/button but that it is on the other side. Heh.
Q: I lost my weapon attacking some weird black blob, how can I get it
back?
A: You can't. If the weapon doesn't reappear (and it shouldn't) when you
defeat the Living Muck, then it is gone for good. This is really bad
when you lose a Named Weapon (like the Mace of High Priest Myrh).
Q: Help! It won't let me cast spells!
A: That just means that you are in a No Magic Zone. Move around until
you get out of it.
This section comes from the Terratron guide to Dungeon Hack, courtesy of
Albert van Os.
_____________
How to Cheat:
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Before starting "Dungeon Hack", set the following variable at the DOS
prompt: "set aesop_diag=1" This will activate the cheats.
Note: These cheats can KILL the file "AESOP.EXE", so BACKUP this
file before starting the game.
After these preparations, you will have the following options in the
game:
Key Effect
---------------------------------------------------------
[A] Kill all monsters, simple yet effective.
[T] Enter text-mode.
[I] Walk through walls.
[O] Gain new item.
===============================================================================
Final Words...
===============================================================================
_________________
Online Resources:
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http://www.gamefaqs.com/ -- the best FAQs site on the net!
http://www.cheatcc.com/ -- a great place for all your cheating needs
ASCII Art created using SigZag by James Dill: (freeware!)
http://www.geocities.com/southbeach/marina/4942/sigzag.htm
This FAQ was writen entirely using the GWD Text Editor: (shareware)
http://www.gwdsoft.com/
Special thanks to Albert van Os for lots of information.
_________________________
Shameless Self Promotion:
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I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:
NES: Disney Adventures in the Magic Kingdom
Final Fantasy -- Magic FAQ
The Legend of Zelda
SNES: Aerobiz
Aerobiz Supersonic
Utopia: Creation of a Nation
Genesis: StarFlight
PSX: Thousand Arms -- Walkthrough
-- Forging/Dating FAQ
PS2: Madden NFL 2001
XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
-- Influence Guide
PC: AD&D Rules FAQ, 2nd and 3rd Editions
Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
NPC List
Creature List
Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
-- Items List
-- Class FAQ
-- Creature List
Civilization III (incomplete)
Colonization -- the Single Colony Strategy Guide
-- the Cheat Guide
Drakan: Order of the Flame
Dungeon Hack
Icewind Dale & Heart of Winter -- FAQ/Walkthrough
Items List
Kresselack's Tomb Map (JPG)
Burial Isle Map (JPG)
Shattered Hand Map (JPG)
Icewind Dale II -- Items List
Master of Magic (revision)
Messiah
Pharaoh (currently being edited by Red Phoenix)
Planescape: Torment -- FAQ/Walkthrough
Items Listing
Rollercoaster Tycoon
Sid Meier's Alpha Centauri
The Sims
Ultima 4: Quest of the Avatar
Ultima 7: The Black Gate
Ultima 7 Part 2: Serpent Isle
Ultima Underworld -- Keyboard Commands
Ultima Underworld II -- Keyboard Commands
-- Spell List
All of my FAQs can be found at:
http://www.gamefaqs.com/features/recognition/2203.html
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________________
Version History:
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Original Version 1.0 (9-21-99, 10k)
Changes in Version 1.1 (9-22-99, 14k)
Added lots of new FAQs
Added a whole slew of new enemies
Small Changes
Changes in Version 1.2 (2-29-00, 18k)
Small Changes
And Some Small Format Changes
Changes in Version 1.3 (3-2-00, 19k)
Added a note from smilingesper about Spiritual Hammers
Other Small Changes
Changes in Version 1.31 (4-26-00, 20k)
Updated the format some
Other Small Changes
Changes in Version 1.4 (5-28-00, 22k)
Created section 5. Manual Questions
Changes in Version 2.0 (6-26-00, 55k)
Created section 8. Cheats (thanks to Albert van Os)
Added new monsters to section 3. The Enemies
Created section 4. Items (also thanks to Albert van Os)
Created section 5. Spells (etc.)
Some other small changes
Version 2.1 April 24, 2001 53k
Nothing major, just some minor revisions.
Version 2.2 January 17, 2005 54k
Changed my email address, and did a few tweaks to the format.
________
Stinger:
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"The parchment crumbles to dust."
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This Document is Copyright 1999-2005 by Dan Simpson
I am not affiliated with anyone who had anything to do with the creation of
this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED
and you EMAIL ME telling me that you are posting it. You may not charge for,
or in any way profit from this FAQ.