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Ultizurk 2: The Shadow Master cheats / Ultizurk 2: The Shadow Master hints / Ultizurk 2: The Shadow Master faqs / Ultizurk 2: The Shadow Master solutions Ultizurk 2: The Shadow Master hints Last updated 4-7-96 ----------------------------------------------------------- Disclaimer: The author of this hint file is in no way affiliated with Robert Deutsch, the author of this game. While I've checked it for accuracy (by playing the game), I make no guarantees whatsoever as to said accuracy or for the suitability of this file to any use for any purpose. Nor will I be held responsible if reading it spoils your game. Caveat Emptor, Cavis Canem, and Illegitimi Non Carburrundum. ----------------------------------------------------------- 1. Getting Started Q. What do I do first? A. View the introduction and the quicky instructions, then play the game. Head north and follow the road. Soon you'll see a figure wearing a black hooded robe. Talk to him- move right up next to him and hit T then the arrow on your numeric keypad that poinys to him. Say NAME then JOB, and from then on type the words that are in all capital letters. Q. What next? A. Go back S along the road until you are outside the city walls, then head E. There are some small buildings containing chests and sacks. USE them to open them up (hit the U key), then GET the contents (the G key). You'll find your weapons- a club, a sling and some slingstones. No go back inside the city and head to the NW. Inside some buildings there are more sacks and chests. These contain a tent, some rations, a map, a sextant and a watch. Get these items. Now go back and talk to the Shadow Master again. He has some useful things to tell you about herbs. Q. What nexter? A. Pick some herbs and wander around the city killing monsters. You'll need to get your experience points up so you can increase your level and number of hit points. This will help you to survive longer. Use those herbs and make camp sparingly, to conserve your rations until you've had a chance to enter the dungeons and find more. From time to time you'll see an Arcturian standing around. Talk to them. Note: Their dialogue often won't contain any words in capitals. I think this is a bug in the program. You'll just have to make your best guess as to what the key words are to keep the conversation going and get more info. Q. What if I get killed? (Whimper) A. You won't. In the Ultizurk games you faint instead. You'll wake up standing in front of the Shadow Master- he teleported you away from the monsters. In this game you don't lose your weapons (like you did in Ultizurk I) or pack inventory. Q. How do I increase my level? A. When you get enough hit points to make a level, you'll automatically advance to the next one at night when you're sleeping in camp. Q. How do I camp? A. Open your pack inventory and USE the tent. Q. How do I know when I have enough points for a level increase? A. The number varies- the higher the level you are, the more experience you need to make the next level. It takes about 50 EPs to move to level 2, which gives you 150 HPs. It probably takes another 50 or so for level 3, and from then on it takes more and more. I was level 9 with less than 5,000 EPs, and went to over 13,000 and still was stuck at level 9! More info: I restarted the game from scratch and went from level 1 to 2 with about 50 experience points (EP), to 4 with 200, to 7 with 1000, to 8 with 2152, and to 9 with 3585. Yes, you can advance more than one level per encampment if you have enough EP. By the way, you start with 85 hit points (HP) at level 1, and I think I had 150 at level 2. I forget how many I had at level 4. I got 650 at level 7, 999 at 8, and 1600 at 9. ----------------------------------------------------------- 2. How do I, where is, why doesn't this work, etc. Q. I try to pick herbs but I can't. A. There are some other yellow, green and blue plants that aren't herbs. Try the *other* yellow, green or blue plants. Also make sure your pack isn't already full. Q. How do I view the overhead map? There's no M command like there was in Ultizurk I. A. When you're in a city, USE the map in your pack. When you're in a dungeon, MIX a yellow herb. Q. I think I'm ready for the dungeons. What do I need to know? A. First, keep lots of green herbs handy until you get up to level 7 or so. You can keep using green herbs to keep from being attacked, then move right up to the monsters and club them to death while they're defenceless. They're easier to corner in the dungeons. This is a fairly quick way to gain experience points (EPs). I know it sounds cruel, but you'll soon lose any sympathy for them after you've been gang-attacked a few times. Besides, they'll often block your way so you'll have to get rid of them to be able to keep going. Second, use your club and conserve your slingstones at first. There are plenty more in caches in the dungeons as well as in cities, but you don't have 'em yet. Once you do, and have plenty of hit points, you can kill the monsters from a distance the same way they try to do to you, instead of bothering with using green herbs. If you do end up right next to a monster, switch from your slingstone back to your club. There is a finite number of slingstones available in this game, so conserve them as much as possible. Even when you're higher in level the green herbs still come in handy for that reason. Also see Combat and More Monster Info below. Third, have some yellow herbs with you. Remember what the Shadow Master said? Hit I to access the inventory of stuff in your pack, move the cursor to a yellow herb and hit M to mix it. A map of the dungeon will appear. TIP: When it does, hit your Print Screen button if you have a printer that can print graphics. That way you'll have a hard copy of the map to refer to and won't have to keep mixing yellow herbs. I run Microsoft Windows 95 and hitting Print Screen captures a shot of the screen to the clipboard. Then I open my graphics viewing/editing software (I use LView Pro) and paste the map. Then I convert it to a negative (so the background color is white instead of black- it saves toner), change it to greyscale (optional, but since I only have a black-and-white printer, it makes the image look like what will be printed) and blow it up to full screen size so I can see it better, then I print it. You can do the same thing for maps of cities- USE the map that's in your pack then hit Print Screen, etc. Q. Where is the dungeon entrance from the first city? A. Go to the NE corner of the city and you'll see a gate through the walls. Go through it and head west. Q. Where are the other cities? A. The dungeon maps will show several apparent dead ends. Some of them are just that, but some end in an exit/entrance to...? Another dungeon? A city? It depends. Remember what the Shadow Master said- the cities are interconnected by a series of dungeons (actually, old mines). Q. How do I leave a city? I can't get past the surrounding cliffs. A. See the answers above. Some cities have gateways through their walls so you can get to areas outside the city walls, but you still can't get past the cliffs. It can't be done. Q. Where are the crystals for the mind machine in (insert city name here)? A. Crystals for particular mind machines are usually found in the dungeons right outside that city. Be sure to thoroughly explore each dungeon as much as you can without getting killed. An exception is the capitol city, Olympus Mons. The mayor ("schwazzer" in Arcturian) will tell you where the crystals are for his mind machine. Also there are no monsters in this city for some reason. Enjoy it while you can! TIP: As soon as you've found three crystals in fairly close proximity to each other, go to the nearest mind machine and try to use them there. They'll probably be the right crystals for that machine, and that way you won't end up with so many crystals in your pack that you get the ones for different machines mixed together, like I mention below. For example, the crystals (also called "gems" by some of the Arcturians such as the Schwazzer) for the machine in the first city (where the Shadow Master is) are located in the first three dungeons you'll come to. Q. Where are the orbs? A. Remember what the Shadow Master said? Each mind machine will send you to a different dream world. There you'll be given quests to complete or puzzles to solve, and you'll get an orb when you do. Q. What's the point of the game? A. The Shadow Master says it's to be the first one back to Earth. First one back gets prompted to Guildmaster. But the Arcturians have that water problem, and if it doesn't get solved those whoever-they-ares that are playing God on this planet will terminate the "experiment" and kill everyone on the planet. Remember the introduction? So you'll need to let the Shadow Master go ahead back to Earth while you stay behind and help the Arcturians. (Don't worry. I suspect the Guild will show its appreciation for what you're doing.) Q. I can't use the %$* crystals on the mind machines! A. The slots for the crystals are in the generators. Unlike manipulating every other object in this game (and any object, period, in Ultizurk I) you have to DROP a crystal onto the generator, as opposed to USEing it on the generator! Q. Now you tell me! I've gotten the crystals for Olympus Mons mixed together with a bunch of others in my pack! A. I did the same thing. By the time I knew how to put the crystals in the generators I had 11 crystals! You can either try all of the possible purmutations of crystals and generators, which could take weeks, or do what I did and just start the game over from scratch. At least you now know about dropping the crystals, and have printed maps of several dungeons and cities, and know where extra supplies are located. Q. How do I pick up the blue glass that I've dropped in the building in the middle of Albor Tholus? A. As far as I know, you can't! Guess what? You get to start this game over again from scratch! Next time, don't drop stuff there. This is the second time I'm having to start clear over because of piddly-ass crap like this. I'm about ready to bag this game as unwinnable. Screw it. Q. How do I solve the water shortage problem? A. I haven't gotten this far yet myself, but I suspect that when you get most or all of the orbs and are ready to go back to Earth, the Shadow Master will give you some more info on who to talk to about the water problem. That way he'll get a chance to get back to Earth while you're mucking about trying to help the Arcturians! Q. I don't get what he means. More info, please. A. Talk to all the Arcturians you meet. One of them will be quietly studying flowers and discussing philosophy. Say the word that the S.M. told you to this guy. Q. I have it, now what do I do with it to fix the water problem? A. There's a flat piece of "floor" at the base of one of the glaciers that looks like it could hold an object. Note: I think you have to complete the dream world quests and find all the orbs before completing the water quest in order for it to do you any good. I solved the water problem back before I knew how to put the crystals in the generators in the mind machines, so I didn't have any orbs yet, and not much happened except that there was a new water source. Q. How do I get the orb that's on a column out in the stars? I can't get to it. A. Search this area thoroughly. You'll find a magic carpet that will help you. Q. How do I use the carpet? A. Drop it on the stars, then you can walk onto it. It doesn't "fly" or move around. Q. I still can't get to the orb! A. Wouldn't it be nice if there was more than one carpet? Keep searching. Q. I have them. How do I use them? A. Like walking- you pick 'em up and put 'em down. ----------------------------------------------------------- 3. Combat and more monster info. Q. I keep missing with my club. A. The more experience you get and the higher level you are, the more often you'll "connect" with the club. Remember, even Ken Griffey, Jr. doesn't get a hit every time. :) I've noticed that slingstones never miss, except when I bump the enter key to fire before I'm ready to. They usually don't do as much damage as a good whack from the club, though, so it takes more hits from slingstones to kill a particular monster than it does good club hits. I recommend avoiding groups of monsters and sticking to slaughtering lone strays until you get your hit points up there. Monsters can hit from a distance and often get in 2 or 3 hits per turn! They cheat! TIP: Monsters often gather in groups, so watch out. I've noticed that some of them, like sand serpents f'rinstance, like to run away and when you chase after them you find that they've run towards a bunch of other monsters! The nastiest surface monsters for attaching you are the airfish, and in the dungeons it's the acid slimes. These guys are the easiest to kill, though- one good whack with a club will do it. The higher in level you are, the fewer club-whacks or slingstone hits it takes to kill them, and you miss with the club less often. As stated above, airfish and acid slimes are the worst ones for attacking you without provocation, and rock gryphons and sand devils are probably second, although spider wisps will too sometimes. Rock trolls and sand stabbers will often leave you alone or run away a few moves. If you're quick enough on your movement key you can often skate right past them, especially once you're higher in level. The monsters seem to have enough intelligence to know that you're deadlier then. ----------------------------------------------------------- That's all I have for Ultizurk II at this time. I haven't finished this game yet myself. More info may be added to this file when I do. Other Ultizurk 2: The Shadow Master cheats hints faqs solutions: |