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#976 From: Jason Freund <freund@...>
Date: Thu Apr 11, 2002 6:19 pm
Subject: RE: DB2ACK Wishlist: Improved FAR FOE+
jlfreund
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Hi,
 
Unfortunately, it would be trivial to fix that, but we can't do it because it would break compatibility with  earlier versions of the game. 
 
-MythoLogical
-----Original Message-----
From: nuke0em0from0twenty0feet [mailto:Cyb0Au0Dragon215@...]
Sent: Thursday, April 11, 2002 5:49 AM
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] DB2ACK Wishlist: Improved FAR FOE+

Dear Jason and Gabe,

I would like to create a MOVE_GROUP spell that moves opponets more
than 10 feet.  Ideally one version would move foes 60 feet, another
40 feet and lastly 20 feet.  However, even the ability to move
opponents 20 feet would be appreciated.

The more I fool with spell, object and character design, the more
impressed I am with how well Dragon Bane 2: "Return of Kra'an" is
designed.

Sincerely yours,
NEFTF






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#975 From: "Larry Fluckiger" <LarryF@...>
Date: Thu Apr 11, 2002 3:53 pm
Subject: Repost of puzzle walkthrough, with nuke0em0from0twenty0feet's comments
larryfluckiger
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It's been a while since I posted the puzzle walkthrough for DB2. Here it is again:

New Treleon
•       Talk to the King. He gives you 20 gold pieces.
•       Tip the barkeep at the Happy Gnome tavern in the SW 10 gold pieces. He tells you about the Lonely Spirits tavern in the NE.

•       If you visit the festival in the SE on Saturday or Sunday, you can meet a jester (tell him "wheeeee" if you want, but it does no good), a lady selling sunfruits (good to buy, especially if you have a thief that can cast alchemy or materialize), and others. This is where you will meet the strong man later.

•       In the north center is a path to the experimental gardens. You can find fruit growing on the trees. You should visit there early, then come back every week or so (of game time, not real time) to see if the fruit has regrown.

•       Build your party by checking out fighters from the inns. Explore the whole town. You may want to explore the wilderness and gain experience, gold, and other items by fighting.

•       At night, enter the Lonely Spirits tavern at (24,1) and tell the barkeep "revenge". He will show you the ladder to Cellar 1.

Cellar 1
•       You will want light in the cellar. Either cast light spells, equip light weapons, or equip candles or torches.
•       Walk forward to the gate, then press the button on your left to unlock the gate. You won't encounter any monsters in this SW corner of C1, so you can pick up a few items here even if your party is weak.

•       Explore the whole level and open the chests.
•       Pick up the topaz key from a chest at (13,23) in the pillar room in the west. Watch out for spinner traps in this room. Stepping on one turns your party, possibly without you noticing.

•       There are two dart traps on this level. They each will trigger only once. Casting levitation will keep you safe.

•       Press the button at (24,20) to open the door at (29,22). The door locks again after you have taken a certain number of moves. Although the message says "hurry", it's the number of moves that is important, not the time you take. Turning counts as a move. You have to take the most direct route.

•       You can walk through the wall at (14,29) to find throwing knifes.
•       You can cast Open Portal from in front of pentagrams like the ones at (26, 39) and (25,6).
•       You will only be allowed to take one potion from the Don't Be Greedy room in the west.
•       Push the button at (3,12) to make a teleporter at (11,12) that teleports you past the one-way gate at (7,9), so you can pick up the sapphire key at (5,4).

•       Use the sapphire key at (28,10). Then press the button at (32,6) to make a clue appear for the burly guard at (33,9). Tell him "raamtha", and grab the jade key.

•       Use the topaz key at (20,13) to open the gate there, and then use the jade key. Take the ladder to Cellar 2.

Cellar 2
•       Walk through the wall at (5,12) and through the wall to your west to find a flame dirk.
•       Pick up the figurine at (7,11). After you have it, you can use the teleporter at (9,11) to get back to NT. Go talk to the king.

Unger
•       Your party should be about level 5 by now.
•       You enter Helix's forest in the Wilderness outside of New Treleon at (43,22). If you enter this forest and leave without finding Helix, Jaspin appears and offers to lead you to Helix.

•       The bush at (46,15) is an illusion. Walk through it to find Helix. You will have to kill his pet elemental several times. Helix will restore Unger if you have room in your party. You can make room by checking one of your party into an inn. After restoring him, you don't necessarily need Unger, but he is a good fighter. You can drop him at an inn.

Lioneagle men
•       The entrance to Arbor Crest is located in the Wilderness at (16,19). Talk to Thsspoc. His harem is located east of the center of town. He tells you about the Prince's Lair, tells you about Soli, tells you about Talon Cloister, gives you the sewer key, and tells you to find the amethyst.

•       The entrance to Talon Cloister is located in the Wilderness at (9,21). If you enter after midnight you won't be attacked. Use the sewer key at (11,12) and take the ladder to the sewer.

Sewer 1
•       You can fight the troll in the south if you want to use his portal without paying.
•       Pick up the bronze key at (10,24). Use it at (2,24).
•       There are several teleport traps in the north/south hallways behind the bronze key door. Move north until you teleport to the third hallway. Backup until you are back in the first. Move north and press the button. Backup to get to the second hallway. Forward to the third. Forward to the fourth. Turn around and move south and press the button at the south of the fourth hallway. Then you can exit that hallway to the north. If you need to come back through you will have to press east-most button again.

•       Pick up the iron key at (3,1) and the rusty key at (21,8). Use the iron at (29,6) and the rusty key at (19,23).
•       Pressing the button at (23,22) opens the wall at (25,22). Pushing east from there gives you a message about your party not being strong enough. Visit the hut by the flag pole in NT (22,25) on a Saturday or Sunday and pay Max to join your party. (The day of the week is displayed at the top of the map view.) Then come back and push the wall again. Grab the soli key.

•       The gate at (11,11) won't open until you have all three buttons opposite it pressed at the same time. Pressing one button can un-press others, so you have to push them in the right order.. Push the middle button, then the one on the right, then the one on the left to unlock the gate. Go down to Sewer 2.

Sewer 2.
•       There is a room that appears to be full of pits in the south. The "pits" are traps. You will take damage if you step on them. To turn them off, press the button at (20,25). For now, walk through the room without stepping on them, or cast levitation.

•       Press the button at (28,11) to remove the barrier at (1,21).
•       If you stand at (3,14) facing east, there is a locked gate on your right with a chest behind it and an unlocked gate on your left. When you go one step through the unlocked gate, a button appears at (3,14). Press it to move the chest to the unlocked gate so you can get the gold key. Use the gold key at (3,7).

•       At (13,3) is a message about "If at first you don't succeed." Keep entering new teleporters south of that message until finally you teleport to (13,16) where you can take the ladder back up to Sewer 1, use the soli key and pick up the Eye of Soli. Take the eye back to Thsspoc at Arbor Crest.

Prince's Lair 1
•       Place the eye in the statue, at (13,11) in Arbor Crest. Soli joins your party. Take him to (7,9) in the wilderness. He lifts you over the trees. Take the ladder to Prince's Lair.

•       A trap at (9,9) makes you loose your map, unless you are levitating.
•       Walk through the wall at (15,14) to avoid a pit trap.
•       Use the light switch at (13,6) to light the dark room and pick up the scaled key. Use it at (4,13).
•       Walk through the wall at (2,3) to pick up a cursed helm.

Prince's Lair 2.
•       Find the dragon prince at (2,5). After fighting him, avoid the traps in his room by walking along the south wall or casting levitation. Pick up the pewter key and the other stuff in the room. Use the pewter key at (8,3) and pick up the first segment of the dragon bane sword. Visit the king and then Helix.

Goblin Prison 1
•       Helix opens a portal to Goblin Prison 1. Take the portal and then push on the wall north of (6,3) four times. It opens and exposes a portal. Take the portal.

•       At (1,7) is a portal that takes you back to Helix.
•       Push the button at (15,8) to remove the pit from (19,9).
•       There are spin traps in the hallways at (16,18) and (16,20). Walk through the walls at (11,19) and (24,21). This second one is one-way. Once you go through, you can use the teleporter at (7,22) to get back to the north section of this level.

•       Pressing the button at (1,28) creates a portal at (1,30) that teleports you into the room in the south center where you can grab a potion of intellect and teleport out.

•       Take the ladder at (2,27) down to Prison 2.

Goblin Prison 2
•       Drinking from the fountain at (1,16) to more easily defeat the toxic giant. If you don't drink, he is more powerful, but can still be defeated.

•       Pick up the ruby key at (8,9), and use it at (2,14).
•       When you are at (13,13) you are granted a vision of two places on this level that you may not have been to yet.
•       Push the wall at (1,3) to open it. The answers to the spirit challenge at (1,2) are Minotaur, Warlock, and Goblin. You will be teleported to the north east. Pick up the prison key and take the teleporter back to the main area. Use the prison key at (7,1). Take the ladder to Prison 3.

Goblin Prison 3
•       In the west is a room with several buttons and gates and a chest behind the gates. Pushing buttons moves the chest. You can only go through the west-most gate. Push buttons until the chest moves there, then open the chest to find the bone key. If you number the buttons and gates from 1-5 from left to right, then pressing button 1 moves the chest from gate 1 to gate 3. Button 2 moves from 5 to 1, button 3 moves from 2 to 4, button 4 moves from 3 to 2, and button 5 moves from 4 to 5. So the solution is to press button 4, 3, 5, then 2. Then walk through the left-most gate and get the key. Use it at (17,9).

•       Walk through the wall at (3,1) to feel at ease. This cures insanity.
•       To open the combination lock gate (SE of center), press the center button on the north wall and the left and right buttons on the south wall. If you wake up the guard (by pressing the wrong buttons) he will attack. Go through the gate and pick up the fang key.

•       Use the fang key at (32,2) to rescue Korbel.

Goblin Palace
•       Korbel won't help you until you give him griglesh and ale. Take him to Arbor Crest for some griglesh. Get it from a hut at (7,2). Then head to any tavern in New Treleon and order drinks. Then head south in the wilderness to the goblin palace. Enter the palace at (61,70). Korbel helps you get past the guards.

•       You will not be attacked in the Palace until you find the brass key at (10,4). This key will let you into the Lord's Lair. The only other chest in the Palace is in the NW. It has a potion of protect.

•       You can't leave the palace the same way you got in. You have to enter the prison in the north-west, take the knock-knock teleporter, then teleport back to Helix or NT.

Lord's Lair 1
•       Find the lair in the Wilderness at (6,68). You have to go west, then south-east, then west again to find it. Use the brass key to get in.

•       The button at (15,10) holds a door open for a few moves. The door it opens is at (12, 19). You will have to walk through the wall at (14,17) to get there before it closes.

•       The pit at (31,1) isn't really a pit. It toggles open a doorway at (35, 5) where you can find a fire brand and a potion of magic (resistance).

•       There is a puzzle room in the south center of this level. At the face at (18,24), enter the word "obvious". That unlocks the gate to the east and lets you go downstairs.

Lord's Lair 2
•       If you are the gambling type, you can try your luck at (18,18) to win a potion. You can get a Sappy Gourd, a Sigplant Fruit, a Sweet Pickleberry, a Potion of Casting (+1 SP), a Potion of Fire (+3), a Potion of Magic (+3) or a Potion of Vigor (+1 HP). You can win this 3 times at most. Your odds are #gold bet/10000 (1 in 10 if you bet the max of 1000).)

•       You can't go much past (15,23) with more than one member in your party (not counting elementals). Leave all but one member at an inn before you proceed. It is a good idea to cast light and protection spells before you drop your members. The person you keep should be able to cast Open Portal so he can get back quickly. When you have just one member, you can proceed, but you loose your map when you enter, and mapping won't work in this puzzle. Find the chambre key at (1,27).

•       Go back and get the rest of your party. Use the chambre key at (22,12). Kill Ta'kall and grab segment two.
•       The message "A chill wind blows through the hall" means that you loose any active protection spell.
•       If you drink from the fountain at (1,16) each party member takes 10 damage.
•       Return to NT to talk to the king.
•       Any items that you find that can't be identified at shops can be identified by Yhari. Find him in the Wilderness at (37,61).

Graveyard
•       Get the graveyard key from the king.
•       Find the graveyard in the Wilderness at (40,54). Use the key to enter.
•       The entrance to the crypt is at (4,4).

Crypt 1
•       To pick up goodies, walk through the walls at (5,5) and (8,3).
•       Pick up the silver key at (5,1) and use it at (18,10).
•       You loose protective spells by stepping on the pit at (23,5).
•       You can't get through the door at (15,9). Instead, go through the next door to the east, walk through the wall at (18,6), and take the ladder to Crypt 2.

Crypt 2
•       Walk through the wall at (22,16) and (21,8).
•       The button at (22,28) puts a rejuvenating fountain at (22,22). The fountain replenishes HP and SP.
•       Keep walking over the west hallway where the ground is unsteady until it collapses and drops you down to Crypt 3 West.

Crypt 3 West
•       Explore this whole west area.
•       Get the stone key at (3,14).
•       Walk through the wall at (4,10) to get the magic carpet. Any time you walk under the place where the floor collapsed from Crypt 2, the magic carpet will lift you up to Crypt 2. When you are done with the Crypt, you can drop the carpet. If you do, it returns to its chest in case you need it again.

Crypt 2 Again
•       Use the stone key at (21,19).
•       Get the crypt key from (28,1) and use it at (8,14) to find the flask.
•       Walk through the wall at (25,21) to find a ladder down to the main part of Crypt 3.

Crypt 3 Main
•       There are halls west of center full of barriers that give 10 points of damage each step, unless you cast levitate. Walk through the first two groups of these, then find a button on the wall that turns them off. There is another button around the next corner that turns them off again, because they will come back on by themselves.

•       Walk through the wall at (28,13) to find a plate mail*.
•       There is a room in the NE with a message about being blind. Wait until your light spells have been used up, and unequip any light weapons, and drop Tesser at an inn if you have him, then enter the room to find the skull of Timu.

Timu
•       Take the vat skull to the vat in the graveyard at (2,14). Push the vat to drop the skull in.
•       With the flask, go to (25,15) in Crypt 1. Fill the flask at the fountain by pushing the fountain. Then take the flask to the vat in the graveyard and empty it into the vat by pushing the vat. Repeat this three times. Timu appears and creates a portal to the Centurion Frontier. The portal is in the SE corner of the graveyard.

Centurion Frontier
•       Go SW from the portal you come in on to find the tower.
•       The entrance to the tower is at its SW corner
•       You can ignore the statue at (32,28) for now.

Tower
•       The tower is a four-level, 3D maze with lots of goodies. Each level is square.
•       Explore each level, except for the NE corner of each. There are portals on T2 and T4. Find goodies by walking through the wall at T3 (9,15).

•       Pick up the tower key at T4 (14,7). You will use it at T4 (15,9). To get there, take a ladder in the SE of T4 down to T3, work your way north, then back up to T4. After using the tower key, go down to T3, through the wall at T3 (13,5), down through T2 and T1, through the wall at T1 (12,3) for a tower shield*, and exit from the NE corner of T1. You will find yourself in the Castle.

Castle
•       Visit the mystic at (11,2). Pay him 2500 gold to open a portal so you can get out of Kra'an's lair. He puts the portal Kra'an's lair 2 at (26,21). Once you pay him, you can't talk to him again.

•       Walk through the tree at (22,21) and then through the wall to its south and then east to find the ladder to Raamtha's dungeon.

Raamtha's Dungeon
•       You can't leave the brother's keepers puzzle (18,28) until you solve it, but there are no monsters inside so you can take your time. Press the button on the north wall to turn off the spin trap in the center. In the following description, E means talk to the mage on the east side of the room, W means talk to the mage on the west. NE means enter the NE room through the door that just opened and take the teleporter inside. SE means do the same to the SE room, etc. You will know if you mess up because you teleport to the NW corner and Raamtha mocks you; just start the sequence over. Teleporting to the SW corner means that you did something right. Brother's keeper puzzle solution: W, E, NE, W, SE, E, SW, W, NW, repeat these steps three times. After the third correct time, you will teleport to (1,14) where you collect the divine key. Use it at 20,18.

•       A monk won't let you enter the inner sanctuary unless you are all dressed like him. Buy green robes for each party member in the Castle at (17,2). Put on the green robes and enter the inner sanctuary. While in green robs in the inner sanctuary, you won't be attacked except at (25,4) and (25,3). You may want explore the inner sanctuary with your robes on, avoiding these two squares, collect all the goodies, then use the pentagram at (28,6) to leave, discard your robes, and identify the goodies. Then return to fight Raamtha.

•        With Raamtha gone, you can walk through the barriers at the north to get segment 3. Also, now that he is gone, the Castle's east gate is open so you don't have to go through the Tower.

•       Cast Open Portal to return to NT, talk to the King, then talk to Helix with all three segments. Helix fuses the three segments to create the not-quite-complete DragonBane sword.

Kopos
•       Drop a member from your party at an inn.
•       Return to the Centurian Forest. Talk to the statue at (32,28). Tell him "Kopos". Kopos joins your party. Take him to (20,3) in the forest. He opens a path for you. Go east to the end of the path to where Kopos tells you you are at the entrance to the lair. You can drop Kopos before you enter.

Kra'an's Lair 1
•       Press the button on the north wall of the room you enter. This makes the portal take you out of the room instead of just moving you around in the room. Cast open portal to jump a few paces south and open the wall so you can walk back here.

•       There is a portal at (12,15) labeled "Home sweet home" that takes you back to NT.
•       This level is an eight-room puzzle, each with one or more portals and one-way doors. Teleport in and you can walk out, but if you do walk out, you have to start over. To start, pick up the four-charge staff of kinesis at (11,3). Each time you use the weird sphere (explained below), a new staff appears there.

•       NW room. Walk in through the gate, push the button, and use the portal to teleport to West room.
•       West room. Push the button and take the portal to the South room.
•       South room. Take the south portal to the North room.
•       North room. Take the "Find something useful" portal to the East room.
•       East room. Find the Weird Sphere. Walk out the gate and back to the NW room, take portals to the West, South, and North rooms again. No need to unpush the buttons that you already pushed. This time take the "Use what you found" portal from the North room to the SE room.

•       SE room. Take the "Hope you have what you need" portal to the NE room. The thing you need is the weird sphere.
•       NE room. The weird sphere creates a chest in the East room, a chest with a holy plate* at (1,20), and makes the kinesis chest in the north reappear.

•       Take the "Same place but then to the east" portal to the SW room. Take the "Where did you come from?" portal to a closed room in the north to find the ladder down. When you step next to the ladder, a wall opens so you can get out and get the plate at (1,20). Then come back here and take the ladder to Kra'an 2, whereupon you loose your protection spell, but you can re-cast it.

Kra'an's Lair 2
•       Walk north through the wall.
•       Both 4-way intersections in the south have spin traps.
•       Press the button in the center of the south wall to open hallways just north of the button and also in the SW and SE. Explore the sides before you explore the center.

•       In the east, if you enter the gate at (25,8) you will teleport to the west. Instead, walk through the wall in the back of the room to pick up a sceptre of death.

•       After exploring the east and west sides, look at the overhead map. The walls form arrows pointing north. Push on walls directly north of these two arrows, at (30,4) and (3,4), to open walls further north and find the blue dragon key and the red dragon key.

•       Cast levitation if you can, then walk north on the center hallway. Use the two dragon keys in the room at the end, then proceed through the gate. Find Kra'an two steps past the gate. After he turns to look over his shoulder, run away. If you fight him now, you won't be able to hit him. Go talk to Helix, who tells you that the dragonbane isn't complete and won't be able to hit Kra'an. Helix creates a portal into Kra'an's Lair 2, just north of Kra'an. Find the gemstone and bring it back to Helix so he can fix the sword. Then head back to defeat Kra'an!

•       These are helpful for the battle with Kra'an: Thief to cast belligerence, near foe, and berserk, someone to cast dispell, resist fire, and mark of the valiant, wand of dementia, wand of rest, extra sunfruits, lots of near foes, wand of attraction, mark of valiant, mark of courage, band of courage.

Easter Egg Level
•       There is an easter egg level for you to find. You can get there from Kra'an 2 after killing Kra'an. I'm not going to tell you exactly how, but here's a hint: explore the whole level again watching for anything strange, then check your map.


#974 From: "Larry Fluckiger" <LarryF@...>
Date: Thu Apr 11, 2002 3:32 pm
Subject: Puzzle walkthrough
larryfluckiger
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It's been a while since I posted the puzzle walkthrough for DB2. Here it is again:

New Treleon
•       Talk to the King. He gives you 20 gold pieces.
•       Tip the barkeep at the Happy Gnome tavern in the SW 10 gold pieces. He tells you about the Lonely Spirits tavern in the NE.

•       If you visit the festival in the SE on Saturday or Sunday, you can meet a jester (tell him "wheeeee" if you want, but it does no good), a lady selling sunfruits (good to buy, especially if you have a thief that can cast alchemy or materialize), and others. This is where you will meet the strong man later.

•       In the north center is a path to the experimental gardens. You can find fruit growing on the trees. You should visit there early, then come back every week or so (of game time, not real time) to see if the fruit has regrown.

•       Build your party by checking out fighters from the inns. Explore the whole town. You may want to explore the wilderness and gain experience, gold, and other items by fighting.

•       At night, enter the Lonely Spirits tavern at (24,1) and tell the barkeep "revenge". He will show you the ladder to Cellar 1.

Cellar 1
•       You will want light in the cellar. Either cast light spells, equip light weapons, or equip candles or torches.
•       Walk forward to the gate, then press the button on your left to unlock the gate. You won't encounter any monsters in this SW corner of C1, so you can pick up a few items here even if your party is weak.

•       Explore the whole level and open the chests.
•       Pick up the topaz key from a chest at (13,23) in the pillar room in the west. Watch out for spinner traps in this room. Stepping on one turns your party, possibly without you noticing.

•       There are two dart traps on this level. They each will trigger only once. Casting levitation will keep you safe.

•       Press the button at (24,20) to open the door at (29,22). The door locks again after you have taken a certain number of moves. Although the message says "hurry", it's the number of moves that is important, not the time you take. Turning counts as a move. You have to take the most direct route.

•       You can walk through the wall at (14,29) to find throwing knifes.
•       You can cast Open Portal from in front of pentagrams like the ones at (26, 39) and (25,6).
•       You will only be allowed to take one potion from the Don't Be Greedy room in the west.
•       Push the button at (3,12) to make a teleporter at (11,12) that teleports you past the one-way gate at (7,9), so you can pick up the sapphire key at (5,4).

•       Use the sapphire key at (28,10). Then press the button at (32,6) to make a clue appear for the burly guard at (33,9). Tell him "raamtha", and grab the jade key.

•       Use the topaz key at (20,13) to open the gate there, and then use the jade key. Take the ladder to Cellar 2.

Cellar 2
•       Walk through the wall at (5,12) and through the wall to your west to find a flame dirk.
•       Pick up the figurine at (7,11). After you have it, you can use the teleporter at (9,11) to get back to NT. Go talk to the king.

Unger
•       Your party should be about level 5 by now.
•       You enter Helix's forest in the Wilderness outside of New Treleon at (43,22). If you enter this forest and leave without finding Helix, Jaspin appears and offers to lead you to Helix.

•       The bush at (46,15) is an illusion. Walk through it to find Helix. You will have to kill his pet elemental several times. Helix will restore Unger if you have room in your party. You can make room by checking one of your party into an inn. After restoring him, you don't necessarily need Unger, but he is a good fighter. You can drop him at an inn.

Lioneagle men
•       The entrance to Arbor Crest is located in the Wilderness at (16,19). Talk to Thsspoc. His harem is located east of the center of town. He tells you about the Prince's Lair, tells you about Soli, tells you about Talon Cloister, gives you the sewer key, and tells you to find the amethyst.

•       The entrance to Talon Cloister is located in the Wilderness at (9,21). If you enter after midnight you won't be attacked. Use the sewer key at (11,12) and take the ladder to the sewer.

Sewer 1
•       You can fight the troll in the south if you want to use his portal without paying.
•       Pick up the bronze key at (10,24). Use it at (2,24).
•       There are several teleport traps in the north/south hallways behind the bronze key door. Move north until you teleport to the third hallway. Backup until you are back in the first. Move north and press the button. Backup to get to the second hallway. Forward to the third. Forward to the fourth. Turn around and move south and press the button at the south of the fourth hallway. Then you can exit that hallway to the north. If you need to come back through you will have to press east-most button again.

•       Pick up the iron key at (3,1) and the rusty key at (21,8). Use the iron at (29,6) and the rusty key at (19,23).
•       Pressing the button at (23,22) opens the wall at (25,22). Pushing east from there gives you a message about your party not being strong enough. Visit the hut by the flag pole in NT (22,25) on a Saturday or Sunday and pay Max to join your party. (The day of the week is displayed at the top of the map view.) Then come back and push the wall again. Grab the soli key.

•       The gate at (11,11) won't open until you have all three buttons opposite it pressed at the same time. Pressing one button can un-press others, so you have to push them in the right order.. Push the middle button, then the one on the right, then the one on the left to unlock the gate. Go down to Sewer 2.

Sewer 2.
•       There is a room that appears to be full of pits in the south. The "pits" are traps. You will take damage if you step on them. To turn them off, press the button at (20,25). For now, walk through the room without stepping on them, or cast levitation.

•       Press the button at (28,11) to remove the barrier at (1,21).
•       If you stand at (3,14) facing east, there is a locked gate on your right with a chest behind it and an unlocked gate on your left. When you go one step through the unlocked gate, a button appears at (3,14). Press it to move the chest to the unlocked gate so you can get the gold key. Use the gold key at (3,7).

•       At (13,3) is a message about "If at first you don't succeed." Keep entering new teleporters south of that message until finally you teleport to (13,16) where you can take the ladder back up to Sewer 1, use the soli key and pick up the Eye of Soli. Take the eye back to Thsspoc at Arbor Crest.

Prince's Lair 1
•       Place the eye in the statue, at (13,11) in Arbor Crest. Soli joins your party. Take him to (7,9) in the wilderness. He lifts you over the trees. Take the ladder to Prince's Lair.

•       A trap at (9,9) makes you loose your map, unless you are levitating.
•       Walk through the wall at (15,14) to avoid a pit trap.
•       Use the light switch at (13,6) to light the dark room and pick up the scaled key. Use it at (4,13).
•       Walk through the wall at (2,3) to pick up a cursed helm.

Prince's Lair 2.
•       Find the dragon prince at (2,5). After fighting him, avoid the traps in his room by walking along the south wall or casting levitation. Pick up the pewter key and the other stuff in the room. Use the pewter key at (8,3) and pick up the first segment of the dragon bane sword. Visit the king and then Helix.

Goblin Prison 1
•       Helix opens a portal to Goblin Prison 1. Take the portal and then push on the wall north of (6,3) four times. It opens and exposes a portal. Take the portal.

•       At (1,7) is a portal that takes you back to Helix.
•       Push the button at (15,8) to remove the pit from (19,9).
•       There are spin traps in the hallways at (16,18) and (16,20). Walk through the walls at (11,19) and (24,21). This second one is one-way. Once you go through, you can use the teleporter at (7,22) to get back to the north section of this level.

•       Pressing the button at (1,28) creates a portal at (1,30) that teleports you into the room in the south center where you can grab a potion of intellect and teleport out.

•       Take the ladder at (2,27) down to Prison 2.

Goblin Prison 2
•       Drinking from the fountain at (1,16) to more easily defeat the toxic giant. If you don't drink, he is more powerful, but can still be defeated.

•       Pick up the ruby key at (8,9), and use it at (2,14).
•       When you are at (13,13) you are granted a vision of two places on this level that you may not have been to yet.
•       Push the wall at (1,3) to open it. The answers to the spirit challenge at (1,2) are Minotaur, Warlock, and Goblin. You will be teleported to the north east. Pick up the prison key and take the teleporter back to the main area. Use the prison key at (7,1). Take the ladder to Prison 3.

Goblin Prison 3
•       In the west is a room with several buttons and gates and a chest behind the gates. Pushing buttons moves the chest. You can only go through the west-most gate. Push buttons until the chest moves there, then open the chest to find the bone key. If you number the buttons and gates from 1-5 from left to right, then pressing button 1 moves the chest from gate 1 to gate 3. Button 2 moves from 5 to 1, button 3 moves from 2 to 4, button 4 moves from 3 to 2, and button 5 moves from 4 to 5. So the solution is to press button 4, 3, 5, then 2. Then walk through the left-most gate and get the key. Use it at (17,9).

•       Walk through the wall at (3,1) to feel at ease. This cures insanity.
•       To open the combination lock gate (SE of center), press the center button on the north wall and the left and right buttons on the south wall. If you wake up the guard (by pressing the wrong buttons) he will attack. Go through the gate and pick up the fang key.

•       Use the fang key at (32,2) to rescue Korbel.

Goblin Palace
•       Korbel won't help you until you give him griglesh and ale. Take him to Arbor Crest for some griglesh. Get it from a hut at (7,2). Then head to any tavern in New Treleon and order drinks. Then head south in the wilderness to the goblin palace. Enter the palace at (61,70). Korbel helps you get past the guards.

•       You will not be attacked in the Palace until you find the brass key at (10,4). This key will let you into the Lord's Lair. The only other chest in the Palace is in the NW. It has a potion of protect.

•       You can't leave the palace the same way you got in. You have to enter the prison in the north-west, take the knock-knock teleporter, then teleport back to Helix or NT.

Lord's Lair 1
•       Find the lair in the Wilderness at (6,68). You have to go west, then south-east, then west again to find it. Use the brass key to get in.

•       The button at (15,10) holds a door open for a few moves. The door it opens is at (12, 19). You will have to walk through the wall at (14,17) to get there before it closes.

•       The pit at (31,1) isn't really a pit. It toggles open a doorway at (35, 5) where you can find a fire brand and a potion of magic (resistance).

•       There is a puzzle room in the south center of this level. At the face at (18,24), enter the word "obvious". That unlocks the gate to the east and lets you go downstairs.

Lord's Lair 2
•       If you are the gambling type, you can try your luck at (18,18) to win a potion. You can get a Sappy Gourd, a Sigplant Fruit, a Sweet Pickleberry, a Potion of Casting (+1 SP), a Potion of Fire (+3), a Potion of Magic (+3) or a Potion of Vigor (+1 HP). You can win this 3 times at most. Your odds are #gold bet/10000 (1 in 10 if you bet the max of 1000).)

•       You can't go much past (15,23) with more than one member in your party (not counting elementals). Leave all but one member at an inn before you proceed. It is a good idea to cast light and protection spells before you drop your members. The person you keep should be able to cast Open Portal so he can get back quickly. When you have just one member, you can proceed, but you loose your map when you enter, and mapping won't work in this puzzle. Find the chambre key at (1,27).

•       Go back and get the rest of your party. Use the chambre key at (22,12). Kill Ta'kall and grab segment two.
•       The message "A chill wind blows through the hall" means that you loose any active protection spell.
•       If you drink from the fountain at (1,16) each party member takes 10 damage.
•       Return to NT to talk to the king.
•       Any items that you find that can't be identified at shops can be identified by Yhari. Find him in the Wilderness at (37,61).

Graveyard
•       Get the graveyard key from the king.
•       Find the graveyard in the Wilderness at (40,54). Use the key to enter.
•       The entrance to the crypt is at (4,4).

Crypt 1
•       To pick up goodies, walk through the walls at (5,5) and (8,3).
•       Pick up the silver key at (5,1) and use it at (18,10).
•       You loose protective spells by stepping on the pit at (23,5).
•       You can't get through the door at (15,9). Instead, go through the next door to the east, walk through the wall at (18,6), and take the ladder to Crypt 2.

Crypt 2
•       Walk through the wall at (22,16) and (21,8).
•       The button at (22,28) puts a rejuvenating fountain at (22,22). The fountain replenishes HP and SP.
•       Keep walking over the west hallway where the ground is unsteady until it collapses and drops you down to Crypt 3 West.

Crypt 3 West
•       Explore this whole west area.
•       Get the stone key at (3,14).
•       Walk through the wall at (4,10) to get the magic carpet. Any time you walk under the place where the floor collapsed from Crypt 2, the magic carpet will lift you up to Crypt 2. When you are done with the Crypt, you can drop the carpet. If you do, it returns to its chest in case you need it again.

Crypt 2 Again
•       Use the stone key at (21,19).
•       Get the crypt key from (28,1) and use it at (8,14) to find the flask.
•       Walk through the wall at (25,21) to find a ladder down to the main part of Crypt 3.

Crypt 3 Main
•       There are halls west of center full of barriers that give 10 points of damage each step, unless you cast levitate. Walk through the first two groups of these, then find a button on the wall that turns them off. There is another button around the next corner that turns them off again, because they will come back on by themselves.

•       Walk through the wall at (28,13) to find a plate mail*.
•       There is a room in the NE with a message about being blind. Wait until your light spells have been used up, and unequip any light weapons, and drop Tesser at an inn if you have him, then enter the room to find the skull of Timu.

Timu
•       Take the vat skull to the vat in the graveyard at (2,14). Push the vat to drop the skull in.
•       With the flask, go to (25,15) in Crypt 1. Fill the flask at the fountain by pushing the fountain. Then take the flask to the vat in the graveyard and empty it into the vat by pushing the vat. Repeat this three times. Timu appears and creates a portal to the Centurion Frontier. The portal is in the SE corner of the graveyard.

Centurion Frontier
•       Go SW from the portal you come in on to find the tower.
•       The entrance to the tower is at its SW corner
•       You can ignore the statue at (32,28) for now.

Tower
•       The tower is a four-level, 3D maze with lots of goodies. Each level is square.
•       Explore each level, except for the NE corner of each. There are portals on T2 and T4. Find goodies by walking through the wall at T3 (9,15).

•       Pick up the tower key at T4 (14,7). You will use it at T4 (15,9). To get there, take a ladder in the SE of T4 down to T3, work your way north, then back up to T4. After using the tower key, go down to T3, through the wall at T3 (13,5), down through T2 and T1, through the wall at T1 (12,3) for a tower shield*, and exit from the NE corner of T1. You will find yourself in the Castle.

Castle
•       Visit the mystic at (11,2). Pay him 2500 gold to open a portal so you can get out of Kra'an's lair. He puts the portal Kra'an's lair 2 at (26,21). Once you pay him, you can't talk to him again.

•       Walk through the tree at (22,21) and then through the wall to its south and then east to find the ladder to Raamtha's dungeon.

Raamtha's Dungeon
•       You can't leave the brother's keepers puzzle (18,28) until you solve it, but there are no monsters inside so you can take your time. Press the button on the north wall to turn off the spin trap in the center. In the following description, E means talk to the mage on the east side of the room, W means talk to the mage on the west. NE means enter the NE room through the door that just opened and take the teleporter inside. SE means do the same to the SE room, etc. You will know if you mess up because you teleport to the NW corner and Raamtha mocks you; just start the sequence over. Teleporting to the SW corner means that you did something right. Brother's keeper puzzle solution: W, E, NE, W, SE, E, SW, W, NW, repeat these steps three times. After the third correct time, you will teleport to (1,14) where you collect the divine key. Use it at 20,18.

•       A monk won't let you enter the inner sanctuary unless you are all dressed like him. Buy green robes for each party member in the Castle at (17,2). Put on the green robes and enter the inner sanctuary.  Walk north until you step out of the hallway into the room. Discard the robes and step forward to fight Raamtha. Collect the goodies. With Raamtha gone, you can walk through the barriers at the north to get segment 3. Also, now that he is gone, the Castle's east gate is open so you don't have to go through the Tower.

•       Cast Open Portal to return to NT, talk to the King, then talk to Helix with all three segments. Helix fuses the three segments to create the not-quite-complete DragonBane sword.

Kopos
•       Drop a member from your party at an inn.
•       Return to the Centurian Forest. Talk to the statue at (32,28). Tell him "Kopos". Kopos joins your party. Take him to (20,3) in the forest. He opens a path for you. Go east to the end of the path to where Kopos tells you you are at the entrance to the lair. You can drop Kopos before you enter.

Kra'an's Lair 1
•       Press the button on the north wall of the room you enter. This makes the portal take you out of the room instead of just moving you around in the room. Cast open portal to jump a few paces south and open the wall so you can walk back here.

•       There is a portal at (12,15) labeled "Home sweet home" that takes you back to NT.
•       This level is an eight-room puzzle, each with one or more portals and one-way doors. Teleport in and you can walk out, but if you do walk out, you have to start over. To start, pick up the four-charge staff of kinesis at (11,3). Each time you use the weird sphere (explained below), a new staff appears there.

•       NW room. Walk in through the gate, push the button, and use the portal to teleport to West room.
•       West room. Push the button and take the portal to the South room.
•       South room. Take the south portal to the North room.
•       North room. Take the "Find something useful" portal to the East room.
•       East room. Find the Weird Sphere. Walk out the gate and back to the NW room, take portals to the West, South, and North rooms again. No need to unpush the buttons that you already pushed. This time take the "Use what you found" portal from the North room to the SE room.

•       SE room. Take the "Hope you have what you need" portal to the NE room. The thing you need is the weird sphere.
•       NE room. The weird sphere creates a chest in the East room, a chest with a holy plate* at (1,20), and makes the kinesis chest in the north reappear.

•       Take the "Same place but then to the east" portal to the SW room. Take the "Where did you come from?" portal to a closed room in the north to find the ladder down. When you step next to the ladder, a wall opens so you can get out and get the plate at (1,20). Then come back here and take the ladder to Kra'an 2, whereupon you loose your protection spell, but you can re-cast it.

Kra'an's Lair 2
•       Walk north through the wall.
•       Both 4-way intersections in the south have spin traps.
•       Press the button in the center of the south wall to open hallways just north of the button and also in the SW and SE. Explore the sides before you explore the center.

•       In the east, if you enter the gate at (25,8) you will teleport to the west. Instead, walk through the wall in the back of the room to pick up a sceptre of death.

•       After exploring the east and west sides, look at the overhead map. The walls form arrows pointing north. Push on walls directly north of these two arrows, at (30,4) and (3,4), to open walls further north and find the blue dragon key and the red dragon key.

•       Cast levitation if you can, then walk north on the center hallway. Use the two dragon keys in the room at the end, then proceed through the gate. Find Kra'an two steps past the gate. Fight him just until you miss him once with the dragonbane while he is at 10'. Run away. Go talk to Helix, who tells you that the dragonbane isn't complete and won't be able to hit Kra'an. Helix creates a portal into Kra'an's Lair 2, just north of Kra'an. Find the gemstone and bring it back to Helix so he can fix the sword. Then head back to defeat Kra'an!

•       These are helpful for the battle with Kra'an: Thief to cast Belligerence, wand of dementia, wand of rest, extra sunfruits, lots of near foes, wand of attraction.

Easter Egg Level
•       There is an easter egg level for you to find. You can get there from Kra'an 2 after killing Kra'an. I'm not going to tell you exactly how, but here's a hint: explore the whole level again watching for anything strange, then check your map.


-- -- -- -- -- -- -- -- -- -- -- -- -- --
Larry Fluckiger
LarryF@...
(801) 355-1444, cell: (801) 580-8293


#973 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Thu Apr 11, 2002 12:48 pm
Subject: DB2ACK Wishlist: Improved FAR FOE+
nuke0em0from...
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Dear Jason and Gabe,

I would like to create a MOVE_GROUP spell that moves opponets more
than 10 feet.  Ideally one version would move foes 60 feet, another
40 feet and lastly 20 feet.  However, even the ability to move
opponents 20 feet would be appreciated.

The more I fool with spell, object and character design, the more
impressed I am with how well Dragon Bane 2: "Return of Kra'an" is
designed.

Sincerely yours,
NEFTF

#972 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Thu Apr 11, 2002 12:45 pm
Subject: DB2ACK Spell Damage
nuke0em0from...
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Dear Jason,

I noticed DEATH'S BLESSING doing more than 40 points of damage, its
listed maximum.  Looking at other spell effects, this is also true.
How are ATTACK, ATTACK_GROUP and ATTACK_ALL damage computed?

Thank you for your time and effort in this matter.

Sincerely yours,
NEFTF

--- In DragonBaneII@y..., "jlfreund" <freund@m...> wrote:
>
> In the case of spell weapons, just the raw physical damage of the
> spell is applied, and strength plays no part.  In the case of any
> hand weapon, physical damage is computed as:
>
> if (strength > 20) {
>     Pdamage = Pdamage + strength - 20;
> }
> Pdamage = Random(Pdamge/2,  Pdamage) + 1;
>
>
> Jason

#971 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Thu Apr 11, 2002 12:35 pm
Subject: Suggestions or Re: Latest puzzle walkthrough
nuke0em0from...
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Dear Larry,

I just reran "Return of Kra'an" and here are some suggestions for the
walk through.

Thank you for putting the time and effort into a walk through.  It
helped me several times when I was stuck the first time through.

Sincerely yours,
NEFTF

Spoiler

Spoiler

Spoiler

Sweet

Sweet


--- In DragonBaneII@y..., "larryfluckiger" <LarryF@d...> wrote:
> DragonBane II Puzzle Walkthrough
>
> Raamtha's Dungeon
> • A monk won't let you enter the inner sanctuary unless you are
> all dressed like him. Buy green robes for each party member in the
> Castle at (17,2). Put on the green robes enter the inner
sanctuary.
> Walk north until you step out of the hallway into the room. Discard
> the robes and step forward to fight Raamtha. Collect the goodies.
> With Raamtha gone, you can walk through the barriers at the north
to
> get segment 3. Also, now that he is gone, the Castle's east gate is
> open so you don't have to go through the Tower.
> • Cast Open Portal to return to NT, talk to the King, then talk
> to Helix with all three segments. Helix fuses the three segments to
> create the DragonBane sword.

While wearing the GREEN ROBES only two squares- the South bone filled
pentagram and the square in the center of the bone filled pentagrams-
yield monsters, avoid these squares and steal all the treasures not
behind forcefields, use the pentagram in the South East of the room
to NEW TRELEON, have all the treasures IDENTIFIED at shops, sell your
GREEN ROBES, cast STEALTH, use the portal back, approach through the
North, East, or West bone filled pentagrams- the South is guarded by
a ROBED MONK.  Attack RAAMTHA.

>
> Kra'an's Lair 2
> • Cast levitation if you can, then walk north on the center
> hallway. Use the two dragon keys in the room at the end, then
proceed
> through the gate. Find Kra'an two steps past the gate. Fight him
just
> until you miss him once with the dragonbane while he is at 10'. Run
> away. Go talk to Helix, who tells you that the dragonbane isn't
> complete and won't be able to hit Kra'an. Helix creates a portal
into
> Kra'an's Lair 2, just north of Kra'an. Find the gemstone and bring
it
> back to Helix so he can fix the sword. Then head back to defeat
> Kra'an!

Find KRA'AN.  Immediately, run away from KRA'AN (no need to fight him
and miss while he is at 10', you just need him to look over his
shoulder)

> • These are helpful for the battle with Kra'an: Thief to cast
> Belligerence, wand of dementia, wand of rest, extra sunfruits, lots
> of near foes, wand of attraction.

THIEF can cast BELLIGERENCE (when GREATER DEMON casts SOUL SHADOW,
you must recast BELLIGERENCE), NEAR FOE+ and BESERK+ (give them lots
of sunfruits).  WIZARD or NECROMANCER to cast DISPELL on GREATER
DEMONS.  SORCERER for RESIST FIRE and MARK OF THE VALIANT.  Use BAND
OF COURAGE, MARK OF COURAGE and spell MARK OF THE VALIANT for maximum
damage with DRAGON BANE sword.

#970 From: "Gabe Dalbec" <gabe@...>
Date: Wed Apr 10, 2002 3:03 am
Subject: Re: DBII ACK
dalbecgc
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I'm not sure I understand your question.

Can you change the graphics?  Yes
Are there tools to edit the graphics?  No - use your favorite editor -
PhotoShop or whatever - they are all in standard format in the ACK.

If those don't answer your questions, please be more specific.

-Gabe
MythoLogical Software

----- Original Message -----
From: "nataku598" <nataku598@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Tuesday, April 09, 2002 5:20 PM
Subject: [DragonBaneII] DBII ACK


> Is the entire DBIIACK data or are there any graphics making stuff?
>
>
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>

#969 From: "nataku598" <nataku598@...>
Date: Wed Apr 10, 2002 12:20 am
Subject: DBII ACK
nataku598@...
Send Email Send Email
 
Is the entire DBIIACK data or are there any graphics making stuff?

#968 From: Dana Marshall <handheld@...>
Date: Tue Apr 9, 2002 5:28 am
Subject: Re: Pentagrams and Portal spells
DanaWheels
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Oh! *grin* So, I need to start walking to places to get to that stupid
button on the Easter Egg level. *laugh* Okay.

At 02:05 PM 4/8/02 +0000, you wrote:
>Dear Dana
>
>There are 32 possible portals in DB2ACK.  For example all pentagrams
>that lead to New Treleon are one portal (lets call it 0) and all
>pentagrams that lead to the Centaur Frontier are another portal (lets
>call it 1).  If you cast OPEN PORTAL on a pentagram for portal 0, all
>pentagrams for portal 0 become activated.  However, except in
>playtesting, you never see three pentagrams for portal 0 all next to
>each other.  As soon as you move, the OPEN PORTAL spell goes away.
>If you cast OPEN GATEWAY on a pentagram for portal 0, the pentagram
>stays activated until you use it.  If you pass any pentagram for
>portal 0 while the spell is still in effect, it is an active
>pentagram.  The pentagrams can be on different maps even, as long as
>the original OPEN GATEWAY spell is not used.  Since most pentagrams
>before the Centaur Frontier lead to New Treleon, portal 0, casting
>OPEN GATEWAY opens all pentagrams in a dungeon, and previous
>dungeons, until one is used by the party.  If you cast OPEN GATEWAY
>in Crypt 3 and walked back to Sewer 1, you would find the pentagrams
>in Sewer 1 were activated.
>
>Sincerely yours,
>NEFTF
>
>
>
>--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> > Does an OPEN GATEWAY spell put a portal on ALL the pentagrams, on a
>level?
> >
> > Dana
>
>
>
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#967 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Mon Apr 8, 2002 2:05 pm
Subject: Pentagrams and Portal spells
nuke0em0from...
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Dear Dana

There are 32 possible portals in DB2ACK.  For example all pentagrams
that lead to New Treleon are one portal (lets call it 0) and all
pentagrams that lead to the Centaur Frontier are another portal (lets
call it 1).  If you cast OPEN PORTAL on a pentagram for portal 0, all
pentagrams for portal 0 become activated.  However, except in
playtesting, you never see three pentagrams for portal 0 all next to
each other.  As soon as you move, the OPEN PORTAL spell goes away.
If you cast OPEN GATEWAY on a pentagram for portal 0, the pentagram
stays activated until you use it.  If you pass any pentagram for
portal 0 while the spell is still in effect, it is an active
pentagram.  The pentagrams can be on different maps even, as long as
the original OPEN GATEWAY spell is not used.  Since most pentagrams
before the Centaur Frontier lead to New Treleon, portal 0, casting
OPEN GATEWAY opens all pentagrams in a dungeon, and previous
dungeons, until one is used by the party.  If you cast OPEN GATEWAY
in Crypt 3 and walked back to Sewer 1, you would find the pentagrams
in Sewer 1 were activated.

Sincerely yours,
NEFTF



--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> Does an OPEN GATEWAY spell put a portal on ALL the pentagrams, on a
level?
>
> Dana

#966 From: "jlfreund" <freund@...>
Date: Mon Apr 8, 2002 7:28 am
Subject: Re: DB2ACK - objects.txt
jlfreund
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The "Misc" object type is one that doesn't have any properties (like
a key) except for the map code that reference that object.

You can have 65535 entries in text_game.txt

-Jason


--- In DragonBaneII@y..., "simonsalo" <jacobss@b...> wrote:
> Hello again,
>
> Can you explain the significance of the "misc code" field in
> objects.txt file. I have read the documentation but don't see the
> relationship to the map square - yet!
>
> Also can I just quickly confirm that you can only have a maximum
of
> 255 lines of text in the text_game.txt file?
>
> Regards,
> Simon.

#965 From: "simonsalo" <jacobss@...>
Date: Mon Apr 8, 2002 6:39 am
Subject: DB2ACK - objects.txt
simonsalo
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Hello again,

Can you explain the significance of the "misc code" field in
objects.txt file. I have read the documentation but don't see the
relationship to the map square - yet!

Also can I just quickly confirm that you can only have a maximum of
255 lines of text in the text_game.txt file?

Regards,
Simon.

#964 From: "morg2442000" <Morg244@...>
Date: Mon Apr 8, 2002 4:40 am
Subject: Re: Palm Games
morg2442000
Offline Offline
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I tried Lordinium before and didn't like it.  I thought it was too
confusing.  I'm really enjoying Aldon's Crossing though...reminds me
of Adventure of Link.  Thanks alot.
-Morgan

#963 From: wizardz <wizardz@...>
Date: Mon Apr 8, 2002 2:46 am
Subject: Re: Re: Palm Games
wizardz@...
Send Email Send Email
 
try lordinium -- i'm enjoying it a lot.

craig

--- joslyn59 <ajoslyn@...> wrote:

<HR>
<html><body>


<tt>
--- In DragonBaneII@y..., &quot;morg2442000&quot;
&lt;Morg244@a...&gt; wrote:<BR>
&gt; Does anybody know of any other RPG games like DBI
&amp; II for the palm <BR>
&gt; pilot?&nbsp; I tried Solskia but it keeps on
crashing....anybody know of <BR>
a <BR>
&gt; working file anywhere?&nbsp; I need to keep
myself occupied until Nukem <BR>
&gt; from twenty feet is finished with his
masterpiece.<BR>
&gt; Thanks<BR>
&gt; -Morgan<BR>
<BR>
Hi, Morgan<BR>
try Aldons crossing.I finsished Dragon Bane 1 and 2,
and now played a <BR>
while Aldons crossing. Finished also, sigh....<BR>
<BR>
</tt>

<br>

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#962 From: Dana Marshall <handheld@...>
Date: Sun Apr 7, 2002 11:33 pm
Subject: Re: Easter Map or Re: DBII Easter Egg level - spoilers
DanaWheels
Offline Offline
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Does an OPEN GATEWAY spell put a portal on ALL the pentagrams, on a level?

Dana

At 03:00 AM 4/6/02 +0000, you wrote:
>--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> > > > Spoiler
> > > >
> > > > Spoiler
> > > >
> > > > Spoiler
> > > >
> > > > Spoiler
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> >
> > If you go to the level, you see the teleporter to the left, the
>circle in
> > front, and then the teleporter. Past that teleporter, you see a
>font on the
> > right, and a button on the left (graphic on the map). Lost yet?
>*grin* If
> > you step into that teleporter, you get taken to NT.
>
>It sounds like you have an OPEN GATEWAY spell in effect.  Instead of
>a teleporter, you should see a pentagram on the floor.  In fact,
>facing the pentagram with the teleport on your left, this is the
>screen shot seen at the Home page of this forum.
>
>In case I am wrong, below is a list of all non-walls I have found in
>the Easter level:
>
>Easter (1,10) is a teleport to a random map [picks when you first
>enter Easter (9,10)], currently I've found:
>Cellar 2 (9,5)
>Prince's Lair 1 (8,1)
>Goblin Prison 1 (21,28)
>Lord Lair 2 (15,26)
>Crypt 2 (8,8)
>Tower 3 (6,8)
>Kra'an's Lair 1 (21,11)
>
>Easter (5,9) is a gate
>Easter (4,9) facing North is a Magic Mouth that says DB2ACK with
>picture of Jason (after defeating Jason and Gabe)
>Easter (4,7) teleport to Easter (9,10)
>Easter (2,6) facing East is a Magic Mouth that says Beta Testers 1
>with picture of Gabe (after defeating Jason and Gabe)
>Easter (4,6) torch in wall bracket
>Easter (5,6) pentagram, cast Portal to go back to New Treleon (may
>appear to be a teleport with a pentagram if OPEN GATEWAY is currently
>active, one reason I use Sunfruits as backup instead of OPEN GATEWAY)
>Easter (6,6) facing West is a Font that regenerates 3 spell points
>and 3 hit points per use
>Easter (8,6) facing West is a Magic Mouth that says  Beta Testers 2
>(after defeating Jason and Gabe)
>Easter (5,5) a barred window facing North/ South
>Easter (5,4) a pedestal with an unlocked chest holding a wand of
>attraction
>Easter (5,1) combat with Jason and Gabe
>Easter (5,0) facing South is a Magic Mouth that says Congratulations
>
>
>
>
>To unsubscribe from this group, send an email to:
>DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
>Your use of Yahoo! Groups is subject to the
><http://docs.yahoo.com/info/terms/>Yahoo! Terms of Service.

#961 From: "brian_ellerker" <brian_ellerker@...>
Date: Sun Apr 7, 2002 6:13 pm
Subject: Re: Palm Games
brian_ellerker
Offline Offline
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Try Kyle's Quest 1 (lots of stable adventures but in b&w) and Kyle's
Quest 2 (colour but few stable adventures yet) from Crimsonfire.com

Regards,
Brian


--- In DragonBaneII@y..., "morg2442000" <Morg244@a...> wrote:
> Does anybody know of any other RPG games like DBI & II for the palm
> pilot?  I tried Solskia but it keeps on crashing....anybody know of
a
> working file anywhere?  I need to keep myself occupied until Nukem
> from twenty feet is finished with his masterpiece.
> Thanks
> -Morgan

#960 From: "joslyn59" <ajoslyn@...>
Date: Sun Apr 7, 2002 12:55 pm
Subject: Re: Palm Games
ajoslyn@...
Send Email Send Email
 
--- In DragonBaneII@y..., "morg2442000" <Morg244@a...> wrote:
> Does anybody know of any other RPG games like DBI & II for the palm
> pilot?  I tried Solskia but it keeps on crashing....anybody know of
a
> working file anywhere?  I need to keep myself occupied until Nukem
> from twenty feet is finished with his masterpiece.
> Thanks
> -Morgan

Hi, Morgan
try Aldons crossing.I finsished Dragon Bane 1 and 2, and now played a
while Aldons crossing. Finished also, sigh....

#959 From: "morg2442000" <Morg244@...>
Date: Sun Apr 7, 2002 6:50 am
Subject: Palm Games
morg2442000
Offline Offline
Send Email Send Email
 
Does anybody know of any other RPG games like DBI & II for the palm
pilot?  I tried Solskia but it keeps on crashing....anybody know of a
working file anywhere?  I need to keep myself occupied until Nukem
from twenty feet is finished with his masterpiece.
Thanks
-Morgan

#958 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Sat Apr 6, 2002 10:18 am
Subject: Easter Map or Re: DBII Easter Egg level - spoilers
nuke0em0from...
Offline Offline
Send Email Send Email
 
--- In DragonBaneII@y..., "nuke0em0from0twenty0feet" > > > > Spoiler
> > > >
> > > > Spoiler
> > > >
> > > > Spoiler
> > > >
> > > > Spoiler
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> >
> > If you go to the level, you see the teleporter to the left, the
> circle in
> > front, and then the teleporter. Past that teleporter, you see a
> font on the
> > right, and a button on the left (graphic on the map). Lost yet?
> *grin* If
> > you step into that teleporter, you get taken to NT.
>
> It sounds like you have an OPEN GATEWAY spell in effect.  Instead
of
> a teleporter, you should see a pentagram on the floor.  In fact,
> facing the pentagram with the teleport on your left, this is the
> screen shot seen at the Home page of this forum.
>
Dear Dana,

I can't see them very well on my computer, but I have uploaded screen
shots of the Easter level in Photos>Spoiler>Darn Button

Sincerely yours,
NEFTF

#957 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Sat Apr 6, 2002 3:00 am
Subject: Easter Map or Re: DBII Easter Egg level - spoilers
nuke0em0from...
Offline Offline
Send Email Send Email
 
--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> > > Spoiler
> > >
> > > Spoiler
> > >
> > > Spoiler
> > >
> > > Spoiler
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
>
> If you go to the level, you see the teleporter to the left, the
circle in
> front, and then the teleporter. Past that teleporter, you see a
font on the
> right, and a button on the left (graphic on the map). Lost yet?
*grin* If
> you step into that teleporter, you get taken to NT.

It sounds like you have an OPEN GATEWAY spell in effect.  Instead of
a teleporter, you should see a pentagram on the floor.  In fact,
facing the pentagram with the teleport on your left, this is the
screen shot seen at the Home page of this forum.

In case I am wrong, below is a list of all non-walls I have found in
the Easter level:

Easter (1,10) is a teleport to a random map [picks when you first
enter Easter (9,10)], currently I've found:
Cellar 2 (9,5)
Prince's Lair 1 (8,1)
Goblin Prison 1 (21,28)
Lord Lair 2 (15,26)
Crypt 2 (8,8)
Tower 3 (6,8)
Kra'an's Lair 1 (21,11)

Easter (5,9) is a gate
Easter (4,9) facing North is a Magic Mouth that says DB2ACK with
picture of Jason (after defeating Jason and Gabe)
Easter (4,7) teleport to Easter (9,10)
Easter (2,6) facing East is a Magic Mouth that says Beta Testers 1
with picture of Gabe (after defeating Jason and Gabe)
Easter (4,6) torch in wall bracket
Easter (5,6) pentagram, cast Portal to go back to New Treleon (may
appear to be a teleport with a pentagram if OPEN GATEWAY is currently
active, one reason I use Sunfruits as backup instead of OPEN GATEWAY)
Easter (6,6) facing West is a Font that regenerates 3 spell points
and 3 hit points per use
Easter (8,6) facing West is a Magic Mouth that says  Beta Testers 2
(after defeating Jason and Gabe)
Easter (5,5) a barred window facing North/ South
Easter (5,4) a pedestal with an unlocked chest holding a wand of
attraction
Easter (5,1) combat with Jason and Gabe
Easter (5,0) facing South is a Magic Mouth that says Congratulations

#956 From: Dana Marshall <handheld@...>
Date: Fri Apr 5, 2002 7:22 pm
Subject: Re: Question and Color Photos or Re: DBII Easter Egg level - spoilers
DanaWheels
Offline Offline
Send Email Send Email
 
At 04:27 PM 4/5/02 +0000, you wrote:
>--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> > Spoiler
> >
> > Spoiler
> >
> > Spoiler
> >
> > Spoiler
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >

If you go to the level, you see the teleporter to the left, the circle in
front, and then the teleporter. Past that teleporter, you see a font on the
right, and a button on the left (graphic on the map). Lost yet? *grin* If
you step into that teleporter, you get taken to NT.

>Dear Dana,
>
>Which "darn button"?, I just replayed the level, in color, and could
>not find the "darn button" you mention.  It is a fun level.
>
>Digression: I've posted color graphics from the Easter level for
>anyone who does not have a color Palm OS device.  Go to Photos>
>Spoiler> Easter Level.
>
>Digression: I am trying to figure out how many and what kind of
>treasures to put in my adventure.  So I've been replaying "Return of
>Kra'an" (MSRK) to discover how many treasures and what kind of
>treasures are in MSRK.  With what I have learned from designing my
>own adventure (and playing it in color using Larry & Craig's walk
>thru) replaying MSRK, especially combat, has been much easier.  In
>fact, Gabe/ Gromit and Jason/ Irie were much easier to kill this time
>around then the last two times.  The only reason it took as long as
>it did was I couldn't get an Irie's graphic tile to come up.
>
>Sincerely yours,
>Nuke 'em from 20' (<sigh> actually Slaughter 'em from 10')
>
>
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#955 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Fri Apr 5, 2002 4:27 pm
Subject: Question and Color Photos or Re: DBII Easter Egg level - spoilers
nuke0em0from...
Offline Offline
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--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> Spoiler
>
> Spoiler
>
> Spoiler
>
> Spoiler
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> Oh, the monsters were cute, guys! And it was much harder than
Kra'an by
> far! But, I still beat them and didn't die! Phew! What I want to
know is,
> is there any way to hit that darn button in the middle without
triggering
> that portal? Or you just messing with our minds? *grin*
>
> Dana Marshall

Dear Dana,

Which "darn button"?, I just replayed the level, in color, and could
not find the "darn button" you mention.  It is a fun level.

Digression: I've posted color graphics from the Easter level for
anyone who does not have a color Palm OS device.  Go to Photos>
Spoiler> Easter Level.

Digression: I am trying to figure out how many and what kind of
treasures to put in my adventure.  So I've been replaying "Return of
Kra'an" (MSRK) to discover how many treasures and what kind of
treasures are in MSRK.  With what I have learned from designing my
own adventure (and playing it in color using Larry & Craig's walk
thru) replaying MSRK, especially combat, has been much easier.  In
fact, Gabe/ Gromit and Jason/ Irie were much easier to kill this time
around then the last two times.  The only reason it took as long as
it did was I couldn't get an Irie's graphic tile to come up.

Sincerely yours,
Nuke 'em from 20' (<sigh> actually Slaughter 'em from 10')

#954 From: Dana Marshall <handheld@...>
Date: Fri Apr 5, 2002 12:58 am
Subject: DBII Easter Egg level - spoilers
DanaWheels
Offline Offline
Send Email Send Email
 
Spoiler

Spoiler

Spoiler

Spoiler















Oh, the monsters were cute, guys! And it was much harder than Kra'an by
far! But, I still beat them and didn't die! Phew! What I want to know is,
is there any way to hit that darn button in the middle without triggering
that portal? Or you just messing with our minds? *grin*

Dana Marshall
handheld@...
<http://www.danawheels.net>

#953 From: "jlfreund" <freund@...>
Date: Thu Apr 4, 2002 11:25 pm
Subject: Re: DBIIACK
jlfreund
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You'll notice that Chapter 2 talks about building a set of three
databases: adventure, tile, and wall.  Chapter 2 talks about what
kind of data is stored in each of these three palm databases (pdbs),
and it also talks about how to run the mkpdbs program to compile
those database from your source data.  The rest of the chapters talk
about each of the different types of source data that are compiled
into these databases, including how to edit the data with either a
text editor, map editor, or graphics editor program.

Study the organization of the data in the sample adventure.  Try to
run mkpdbs to compile the sample adventure (see Chapter 2 for
details).  Then try modifying the sample adventure to add your own
monsters or characters, or change the maps, and test out your
changes.

By playing with the sample adventure, you should be able to learn
how the data is pieced together, and from there, you should be able
to create a new adventure from scratch.  If you still need help,
you'll have to be more specific and let me know what, in particular
is giving you trouble in the manual.  There is no simple starting
point to create an adventure, as you can pick any piece of data as
your starting point.

-Jason


--- In DragonBaneII@y..., "nataku598" <nataku598@y...> wrote:
>  Jason thank you but i still dont know what to do
>
>  I have printed out all the text files in the DBIIACK read them
twice
> and i still dont know what to do.
>  i guess i can go through the text a few more times but where
should
> i check first?
>
> (i want to get started on the maps first)

#952 From: "nataku598" <nataku598@...>
Date: Thu Apr 4, 2002 11:01 pm
Subject: DBIIACK
nataku598@...
Send Email Send Email
 
Jason thank you but i still dont know what to do

  I have printed out all the text files in the DBIIACK read them twice
and i still dont know what to do.
  i guess i can go through the text a few more times but where should
i check first?

(i want to get started on the maps first)

#951 From: Craig Davis <crd@...>
Date: Thu Apr 4, 2002 6:40 am
Subject: Re: I NEED HELP IM STUCK ! PLEASE
wizardz
Offline Offline
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I think there was a sign somewhere saying 'revenge'...and didn't the bartender in the bar the king recommended suggest people in the Lonely Spirits Tavern mentioned revenge?
 
Craig
----- Original Message -----
Sent: Wednesday, April 03, 2002 7:58 PM
Subject: [DragonBaneII] I NEED HELP IM STUCK ! PLEASE

I was at the lonely Spirits tavern and I got a few options that let
me get a round, talk to the bartender, and leave. I'd click on talk
though I didn't know what to say and every time I brought something
up the bartender ignored me. If you could tell me how to get past
this point I would greatly appreciate it. Thanx!

Please email me to rabbitsquare@...



To unsubscribe from this group, send an email to:
DragonBaneII-unsubscribe@yahoogroups.com



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.

#950 From: "rabbitsquare" <rabbitsquare@...>
Date: Thu Apr 4, 2002 3:58 am
Subject: I NEED HELP IM STUCK ! PLEASE
rabbitsquare@...
Send Email Send Email
 
I was at the lonely Spirits tavern and I got a few options that let
me get a round, talk to the bartender, and leave. I'd click on talk
though I didn't know what to say and every time I brought something
up the bartender ignored me. If you could tell me how to get past
this point I would greatly appreciate it. Thanx!

Please email me to rabbitsquare@...

#949 From: "jlfreund" <freund@...>
Date: Thu Apr 4, 2002 2:15 am
Subject: Re: DBIIACK
jlfreund
Offline Offline
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Hi,

Did you read the documentation included with the DB2ACK?  There is a
"Docs" directory included with the DB2ACK (double click on the
index.html file in that directory).

If you read through the documentation, it should be pretty clear how
to get started using the development tools and data.  But if you have
specific questions after that, please post again.

-Jason


--- In DragonBaneII@y..., "nataku598" <nataku598@y...> wrote:
> ok now i know nothing about any ACK and i want to make an adventure i
> cant figure out what to do but what im trying to do now is set a wall
> down in the dataviewer but nothing seems to be working or is there
> something i am supposed to load on my palm pilot or something or is
> it something i am supposed to install on my computer or something
> different please help me

#948 From: "nataku598" <nataku598@...>
Date: Thu Apr 4, 2002 1:54 am
Subject: DBIIACK
nataku598@...
Send Email Send Email
 
ok now i know nothing about any ACK and i want to make an adventure i
cant figure out what to do but what im trying to do now is set a wall
down in the dataviewer but nothing seems to be working or is there
something i am supposed to load on my palm pilot or something or is
it something i am supposed to install on my computer or something
different please help me

#947 From: "Larry Fluckiger" <LarryF@...>
Date: Tue Apr 2, 2002 10:18 pm
Subject: RE: Where do I go train?
larryfluckiger
Offline Offline
Send Email Send Email
 
DB2 is different from some of the other RPGs in that regard. There is no training ground. Instead, head into the wilderness or the cellar to fight monsters. Every time you kill one, your party members gain experience. When you have enough experience, visit the Elder's Review Council in New Treleon, on the west of the center courtyard, to promote your party members. As they get promoted, they increase in attributes like strength and dexterity.
-----Original Message-----
From: mench_2000
Sent: Tue 4/2/2002 2:31 PM
To: DragonBaneII@yahoogroups.com
Cc:
Subject: [DragonBaneII] Where do I go train?

I know this sounds lame, but I've gone all around the city and can't
find it anywhere!

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