220 15034 <4cgh9q$bb7@manuel.anu.edu.au> article Path: ix.netcom.com!ix.netcom.com!howland.reston.ans.net!newsfeed.internetmci.com!chi-news.cic.net!nntp.coast.net!harbinger.cc.monash.edu.au!newshost.anu.edu.au!newsmaster From: Barry BrookNewsgroups: comp.sys.ibm.pc.games.rpg,alt.games,aus.games Subject: STONEKEEP: COMBAT FAQ Version 2.0 Date: 4 Jan 1996 12:30:50 GMT Organization: Australian National University Lines: 622 Message-ID: <4cgh9q$bb7@manuel.anu.edu.au> NNTP-Posting-Host: 150.203.92.16 Xref: ix.netcom.com comp.sys.ibm.pc.games.rpg:91886 alt.games:15034 aus.games:3903 STONEKEEP: COMBAT FAQ Version 2.0 By Barry Brook (brook@mso.anu.edu.au) 4th January 1996 Note: This FAQ is not intented to cover every aspect of Stonekeep. Combat, weapons, armor and monsters are the concern of this document. If you want general game hints, or solutions to puzzles, try Doug Swarin's STONEKEEP FAQ, or Dave's Semi-official walkthrough of Stonekeep. I'll post this FAQ every two weeks on the newsgroups, and will probably post it on a web page soon. Stay tuned. Now read on, fellow Stonekeepers! INDEX 1. Importance of good combat knowledge 2. Frequently Asked Questions a) What is the best weapon to use? b) What is the optimum armor configuration? c) When should I use missile weapons? d) Who are the best NPC fighters? e) How can I increase my skills? f) Which is better, magick or hack-n-slash? 3. Weapons a) Missile weapons b) Cutting (slashing) weapons c) Crushing weapons d) Piercing (stabbing) weapons e) Miscellaneous weaponary 4. Armor a) Body armor b) Leg armor c) Head armor d) Rings e) Shields 5. Denizens of the dungeons a) Dungeon items b) Ants c) Sharga d) Green slimes e) Snakes f) Otyughs g) Hornets h) Triffids i) Ettins j) Squealing fungi k) Throgs l) Mummy (undead) m) Golden Dragon n) Trolls o) Ice witches p) Ice Queen q) Skeletons r) Flying Skulls s) Scourge t) Fire Elementals u) Spinning spikes v) Dark Dwarves w) Khull-Khuum 6. Revision notes and copywrite 1. THE IMPORTANCE OF GOOD COMBAT KNOWLEDGE Stonekeep is a dangerous place. Numerous untold horrors (well actually they are told in this FAQ) await, ready to send you to your doom. Are you ready for the challenge, the blood, the gurgles, carnage, of combat in Stonekeep? The realm of Stonekeep provides a wide variety of weapons and armor for Drake and his companions to use in their quest. They are found scattered throughout the game, generally with the more powerful items found in the later stages. Search diligently, for new and more powerful items only increase your chances of getting through the dungeons in one piece. A good grasp of combat tactics is essential for completing Stonekeep. The aim of this FAQ is to give this basic grounding for all you prospective Drakes out there. Read on, and soon you'll know what weapons to use, what armor to equip, how to get out of trouble, and how to cause some! 2. FREQUENTLY ASKED QUESTIONS 2a) What is the best weapon to use? I.M.H.O., the best weapon in the game is the Shadow Hammer. It packs a clout equal to the Shadow sword or dagger, but hits like lightning. On maximum agility, I was able to strike at twice a second with the Shadow hammer! (c.f. Shadow dagger, about 2/3 that speed). For missile weapons, you can't beat the magickal throwing axe. Stick it in your left hand, and it magickally reappears there after being throw. No collecting ammo here! It hits very hard too. 2b) What is the optimum armor configuration? The best armor configuration I've been able to achieve is: Cut(34) Crush(29) Pierce(28) Can anyone do any better (without spells)? This is done by equipping the following: Ancient Breastplate, leggings and helm, three armor rings, and the ring of ducking. Add the magickal wedge-shaped shield, the spells "shield" and "armor", and you're pretty darned near impregnable! Note: the magickal chain mail shirt affords better protection than the ancient breastplate against cutting attacks, but falls down in the crush and pierce categories. 2c) When should I use missile weapons? Missle weapons are ideal for softening up opponents before engaging in hand to hand melee. If you hear footsteps, try to spot the monster and hit them with a few ranged attacks before they arrive. Enigma is REALLY good at doing this. Missle weapons are best utilized when staring through an open door. The monsters stupidly wait for you to enter. All you have to do is keep chucking those missiles through the door, and you'll eventually kill them, without ever getting hurt. The exception which proves the rule are the flying skulls. Those meanies blow this tactic out the window, by firing magic bolts at you. So watch out. Consistent use of light missile weapons will increase agility. 2d) Who are the best NPC fighters? All have their good points. Farli is good with the hammer, and gets better with time. Stick a shield in his other hand. Karzak does well with an axe. Both are great stand and deliver guys. Enigma is brilliant for ranged attacks, but he won't fire through a door. Sparkle is useless in combat, but does heal you from time to time. Skuz is a bit of a wimp, but lets you watch that ballista bolt work! Dombur...give up on Dombur. Wahooka casts some nice magic bolts, but doesn't do much else but groan in melee. Don't rely on NPCs, trust only your own ability to see you through the day. 2e) How can I increase my skills? Patience. Attack anything that's attackable (i.e. barrels, beds, mats, skeletons etc.). Go to one of the parapets of the Entrance to Stonekeep, where you'll find a drain that provides a ready supply of ants to defeat. Similar situation in one three of the rooms of the second level of Stonekeep, except this time it's snakes coming out of the drains, so you have to be a little bit tougher. The large glorystone in the dwarven blacksmith's area is the best for weapons practice. It lasts forever, and each blow to it is acknowledged as a hit. Consistently use a particular weapon to increase your skills with it (an increase in weapon skill increases your accuracy). Remember though, that a newly found weapon of the same basic type (e.g. Standard hammer -> Stone hammer) will feel different in your hands, and thus will require a bit of use to hone your skills back to their old levels. The increase in damage most often makes it worth it. Use of heavy weapons will increase your strength, use of light weapons increases your agility. An increase in either of these stats will add to your vitality, leading to a life point gain. 2f) Which is better, magick or hack-n-slash? I find this is a personal choice. Your steel is always with you, but mana needs recharging. Magickal bolts can deliver quite a punch, especially when charged with meta-runes. The best ones to use are firebolt, icebolt or lightning, enhanced with meta-runes (potency, area, triple). A shrink rune works too, making some opponents (e.g. otyughs) a more manageable size. Scare sometimes makes them flee, allowing you to peg missiles at their back! A weapon in both hands however, can give you a more rapid attacking rate. Just remember, all your mana might be drained, but like a faithfull dog, your weapons will always be by your side (you can probably tell where my biases lie ;-) I think protection spells are the best use of magic in combat situations. 3. WEAPONS The following tables provide details on the weapons usage (one or two hands, missle, slashing, crushing, stabbing), and on the amount of damage they inflict. The damage index used is based on the initial strength of Drake (3 points). As Drake's strength increases (to a maximum of 10 points), the amount of damage the weapon inflicts increases from the standard table values in the following way: Strength increased to: 4 (+3 to damage), 5(+6), 6(+10), 7(+14), 8(+18), 9(+22), 10(+27). So when Drake's strength has reached 10 points, he will inflict up to 107 points each hit with the Shadow weapon. Now that's quite a body blow! Different weapons are better at inflicting different types of damage. Monsters may be more susceptible to a particular type of force. For instance, slimes are hurt more by slashing than crushing, whereas skeletons take much more damage from crushing weapons than slashing ones. Don't concentrate on only one type of weapon, be flexible (get some skill in hammer and sword work!). Over all, I've found crushing weapons to be most useful, especially in the later stages of the game, so make sure you specialize in the hammer! More on this in the monsters section of this FAQ. 3a) MISSLE WEAPONS WEAPON # HANDS CUT CRUSH PIERCE Throwing axe (magickal) 1 27 0 0 Bow (short) & arrow 2 0 0 20 Mechanimagickal device 1 0 17 0 Crossbow (sharga) & bolt 2 0 8 15 Throwing axe (standard) 1 12 9 0 Dart 1 0 0 9 Dagger (warm) 1 0 0 9 Stone 1 0 9 0 Dagger (simple) 1 0 0 7 3b) SLASHING WEAPONS WEAPON # HANDS CUT CRUSH PIERCE Sword (shadow) 2 80 0 0 Axe (shadow) 1 43 43 0 Axe (stone) 1 18 14 0 Sword (ice) 1 18 0 0 Sword (stone) 1 16 16 0 Axe (battle) 2 15 12 0 Sword (long) 1 15 0 0 Axe (dwarven) 1 14 11 0 Sword (dwarven) 1 11 9 0 Sword (broad) 1 9 8 0 3c) CRUSHING WEAPONS WEAPON # HANDS CUT CRUSH PIERCE Hammer (shadow) 2 0 80 0 Hammer (stone) 2 0 30 0 Hammer (war) 1 0 24 0 Hammer (ice) 1 0 17 0 Hammer (standard) 1 0 15 0 Quarterstaff 2 0 12 0 Fist 1 0 7 0 3d) STABBING WEAPONS WEAPON # HANDS CUT CRUSH PIERCE Dagger (shadow) 1 0 0 80 Spear (shadow) 2 43 0 43 Dagger (of penetration) 1 0 0 30 Spear (stone) 2 0 12 15 Pick (dwarven) 2 0 0 16 Dagger (throggish) 1 0 0 13 Pick (sharga) 2 0 0 13 Sword (throggish) 1 10 0 10 Ballista bolt 2 9 0 10 Sword (sharga) 1 8 0 8 3e) MISCELLANEOUS WEAPONARY There are lots of items Drake can simply pick up and throw, although they can't be equipped in his hands. Some of these make really good weapons. Oil flasks for instance, explode in a fireball when they hit the ground (or an opponent), and do quite a bit of damage. They can be thrown through a door. You can also throw skulls, broken swords, parchments etc. but I don't vouch for their effectiveness! 4. ARMOR Armor stops Drake from taking as much damage. So does a high agility. The better the armor he is wearing, the less likely he is to be hit, and if he is he, he will sustain proportionally less damage. Some forces are more easily deflected by armor than others. A general rule to follow is that armor is most effective against slashes, and least effective against stabs. Some magickal armor, such as the faerie clothes, will grant magickal resistance to certain types of creatures (Trolls in the case of faerie clothes). Other non-armor rings will grant resistances e.g. poison immunity. Armor can be divided into five categories, detailed in the tables below. 4a) BODY ARMOR ARMOR TYPE CUT CRUSH PIERCE Breastplate (ancient) 15 10 10 Shirt (magickal chain) 11 7 4 Breastplate (plate) 10 7 7 Shirt (faerie) 3 3 7 Shirt (chain mail) 5 3 1 Breastplate (leather) 2 1 1 Nothing 0 0 0 4b) LEG ARMOR ARMOR TYPE CUT CRUSH PIERCE Leggings (ancient) 8 8 8 Skirt (magickal chain) 8 5 3 Leggings (plate) 7 5 5 Pants (faerie) 7 3 3 Skirt (chain mail) 3 2 1 Leggings (leather) 1 1 1 4c) HEAD ARMOR ARMOR TYPE CUT CRUSH PIERCE Helm (ancient) 5 5 4 Helm (From the far east) 3 3 2 Hat (Jesters) 2 2 2 Helm (dwarven) 2 2 1 Helm (battered) 1 1 0 4d) MAGICKAL RINGS ARMOR TYPE CUT CRUSH PIERCE Ring (ducking) 3 3 3 Ring (armor) 1 1 1 4e) SHIELDS Shields are a bit of a problem area. I haven't been able to quantify the their defense bonus, so I think they don't work quite the same as regular armor. Instead, I believe successful use of a shield actually deflects a blow completely. The better you are with a shield, the less likely you are to be hit. Since NPCs only seem to utilize a weapon in one hand, I tend to alway equip their other hand with a shield, to give them a bit of extra protection. Shields range from wooden types, to leather throggish ones, circular metal (dwarven?) types, to the wedge-shaped magickal one given to you by Torin, the dwarven chief. I think I've listed them here in order of effectiveness. 5. DENIZENS OF THE DUNGEONS a) Dungeon items Description: Skeletal corpses, piles of refuse, mats, beds, barrels, grain sacks, snow drifts, tables, chairs etc. Location: Every level Attack characteristics: Stationary Combat tactics: Hit them with a weapon to destroy. Good idea, as they often conceal useful items, in addition to giving a little extra weapon practice. I do suggest however, that you don't destroy this sort of stuff in the Dwarven clanhalls...they might get a little upset with you! b) Ants Description: Large black insects, ~1' high at the shoulder. Location: Entrance, Stonekeep lv1, Feeding grounds lv1 Attack characteristics: Rear on back legs and bite. Combat tactics: Aim low. Better to hit them from a distance with a missle weapon, as your usually weak in the early stages of the game, and want to avoid too much hand to hand combat. c) Sharga Description: Small, yellowy-green humanoids similar to goblins, generally about 4' tall (note: there are exceptions!). Location: Entrance, Stonekeep lv1 & lv2, Sewers, Sharga mines lv1 & lv2, Temple Entrance, Temple of Throggi, Feeding grounds lv1 & lv2, Ice caverns. Attack characteristics: Like to stab or slash with a short sword. May fire crossbows. Sharga in the ice caverns posess ice swords. Combat tactics: Aim your blows for the eyes; you can sometimes blind them. The head is generally a good place to attack. Ranged attacks through doors works excellently. If they run (after taking damage), pull out the missle weapons quickly, and punish them! d) Green slimes Description: Sluggish, green and gooey, slither on the ground. Location: Stonekeep lv2, Sewers. Attack characteristics: Crushing attacks with pseudopodia. Combat tactics: Use slashing or stabbing attacks, put away the hammer! Magickal fire scares them; hit them with missiles when they retreat. Aim low, and move around, they're not very fast. e) Snakes Description: large green serpents, about 6'-8' long. Location: Stonekeep lv2, Sewers, Sharga mines lv2. Attack characteristics: Rear and strike...quickly. They hurt, but they're not poisonous. Combat tactics: Slash at the body, the belly is the weakest area. Move around, so you're only facing one at a time. f) Otyughs Description: Squat, large mouth with 'orrible brownish teeth (there is obviously no Otyugh dentist in the sewers), three pinkish tentacles with suckers. Location: Sewers, Temple entrance. Attack characteristics: Strike with all three tentacles, and bite. Combat tactics: Be careful. These garbage guts are tough! Ranged attacks work fine, and since they are slow, you can generally stay out of harms way and attack with missles. When forced into melee, slash the tentacles with a sword or axe, you can chop them off after a while, and thereby reduce the amount of damage the Otyugh can inflict. Be careful. Did I say this already? g) Hornets Description: Small flying hymenopterans, with a nasty great stinger. Location: Sharga mines lv1, Feeding grounds lv2, Faerie realm. Attack characteristics: Standard hornets just try to sting you, the ones in the Faerie realm spit magickal fire, so watch it. Combat tactics: Don't attack the sentry hornet at the beginning of Sharga mines, an incessant flow of insects will proceed to attack you if you try. There is a nest near the stairs to the mines second level; stand back with your missile weapons an party on...they won't come after you, and it's a great way to increase your skills. In the faerie realm, charge those fire spitters and hack them to bits quickly, don't stand back and try to hit them with missles...you'll get toasted. h) Triffids Description: Green-red plants, with a stalk. 3' tall. Immotile. Location: Sharga mines lv1 & lv2, Feeding grounds lv1 & lv2. Attack characteristics: Envisceration (I assume). Anyway, parts of the plants insides hurtle out towards you. Pretty slow missiles. Combat tactics: Back up two squares and fire away with missiles. Their slowly flung attacks will be in vain, and never reach you. Sitting ducks if you don't approach them, since they're anchored to the ground. Vulnverable to crushes. i) Ettins Description: Two-headed giant, dressed in a loose skin. One head is a dog, the other a man. Wields a massive spiked club, snores really loudly. Location: Sharga mines lv1. Attack characteristics: One hit and you're history. Combat tactics: Don't try to fight this fellow. It simply does no good. If he wakes up, you free, he talks, then you die. I know it's not fair (I felt like kicking his ****) but that's life...or death. Cast a silence spell on your party and attack his barrels with throwing daggers from a distance. j) Squealing fungi Description: One large toadstool (looks like the Fly Agaric) surrounded by two smaller ones. Location: Sharga mines lv1 & lv2, Feeding grounds lv1, Faerie realm. Attack characteristics: Doesn't attack you, but squeals it's head off if you step next to it. This calls other denizens of the area (sharga, throgs, trolls), and they to the fungi's dirty work. Combat tactics: When you see one, stand back and hit it hard with a ranged weapon. Choose a powerful one, as if you don't kill it first blow, it'll scream it's hyphae off! k) Throgs Description: Tall humanoids (around 6'), generally dressed in red, with large eyes and a pig-like nose. Throg shamans wear cloaks and/or feathers. Look similar to the classic orc. Location: Temple entrance, Temple of Throggi, Feeding grounds lv1 & lv2, Dwarven clanhalls. Attack characteristics: Throg warriors carry a leather shield in one hand, and a curved, wicked looking sword that slashes and stabs. Shamans are magickal, and delight in hurling lightning bolts with a runewand, which unfortunately dies along with the caster. Combat tactics: They're tough, but don't like you moving about in combat (why don't you just stand still so I can hit you??). Aim for the face or the legs, they generally are pretty good at blocking body blows with their shield. Ranged attacks work well, but they move fast, and will run to engage you. Whatever you do, don't stand back to face the shamans (e.g. Gorga Karn), they'll toast you. Instead, charge these fellows and engage them at point blank range, they're pretty weak at melee. There is a dwarf in the clanhalls working on a wall. He's actually a throg, so make sure you slaughter him. Remember, I've met a few good shargas, but I've NEVER met a nice throg. Show no mercy. l) Mummy (undead) Description: Tall (7') undead humanoid wrapped in bandages, which emerges from a sarcophagus. Mean! Location: Dwarven clanhalls. Attack characteristics: Gropes at you with great effectiveness, hurting, and giving you a form of mummy rot, which continues to slowly drain your life points. Combat tactics: He's slow, so you can stand back and hammer him. When he approaches, run back into the corridor and contiue to punish him from a distance. If you want to go toe to toe, use slashing weapons. He takes a lot! m) Golden Dragon Description: Huge ancient lizard, squashed into mineshafts (can you imagine how uncomfortable that must be). Name is Vermatrix Goldenhide. Location: Feeding grounds lv2. Attack characteristics: Will wack you with her tail, or breath a deadly column of flame, which toasts you instantly. Combat tactics: Don't attack her, she's nice. Just do what she says. n) Trolls Description: Green humanoids with long noses, dressed in cloaks. ~5' tall. Location: Faerie realm. Attack characteristics: They move fast, and hurl magick. Combat tactics: To begin with, make sure you've got a four-leafed clover from Sweetie, otherwise they're invisible. The iron spike you found will help to stop them wizzing about the place. If you're wearing all the faerie gear, you're laughing, their magick just bounces off you. If not, move in close and bash, they generally don't last too long. This especially applies to the troll shaman, get close to him and force him into melee. Warning: don't go past the troll gate until you have the right gear, okay! o) Ice witches Description: Small floating spiky iceballs, sort of like the head of a morning star. White-blue in colour. Location: Ice caverns. Attack characteristics: Spits magickal icebolts with great accuracy and effect. Combat tactics: Don't stand back, dash in and engage them at close range. If you've stolen Helion's orb, you'll be immune to their attacks. If cast a warming spell on your party and you're laughing. p) Ice Queen Description: Tall woman (6') with black hair and bluish skin, dressed in a leotard and black boots. Don't let looks fool you. Location: Ice caverns. Attack characteristics: She'll blast away with magickal icebolts, at a very rapid rate. Combat tactics: Cast a warming spell on the party. Then fling the coldfire at her, which will disrupt her immunity. The chase is then on. She can't hurt you but you'll have trouble hitting her...she dashes about like an olympic sprinter, which can get rather frustrating. I've found a good way to get her. Stand in the corner of one of the squarish sections of her domain. When she comes along, throw some oil flasks at her. She'll occasionally freeze you solid, don't worry, this is only temporary, and won't drain life points. When you're out of flasks, arm yourself with Dombur's mechanimagickal device, then machine gun ahead of her. As she dashes around the corner to engage you, she'll be blasted by a volley of rocks. This soon saps her life! If you run out of rocks, pick up, and continue in trigger happy mode. q) Skeletons Description: Skeletal (obviously), with a helm and a longsword. One type is short, the other is tall. You can guess which is tougher. Shadowy forms exist on the eastern side of the Palace of Shadows. Location: Feeding grounds lv1, Ice caverns, Palace of Shadows. Attack characteristics: They slash away manically with their longsword. Once destroyed, they'll reanimate in around five seconds (once only). Combat tactics: Ranged attacks if possible, using something that crushes. In hand to hand melee, a good crushing weapon inflicts the most damaging blows (you can almost hear that bone crunch). There are no real weak spots, so just aim for the ribcage. Once you've dropped it, grab some part of its anatomy (in the nicest way possible), and keep it. This stops them re-animating. You may grab the skull, sword or helm. Another technique, is to smash the bones before they re-animate; this works well when you're attacking through doors and can't reach, but can be dangerously time consuming if you've still got another skeleton to deal with (they often work in pairs). r) Flying Skulls Description: Large mobile skulls, with nasty red eyes and gaping jaws. Location: Palace of Shadows, Tower of Shadows lv1. Attack characteristics: They bite, and they spit magic. Be careful with these creatures, as their magickal bolts fire through open doors. Combat tactics: Forget ranged attacks. They're hard to hit, and will punish you with their magick bolts. Instead, dash up to them, and hit them with a crushing weapon (a hammer, esp. the Shadow Hammer works best). There is a technique for fighting these monstrosities through doorways. Stand at the door and chuck you're magickal throwing axe (remember, it'll always reappear in your hand). You'll be safe until their eyes start to glow. When this happens, back up, the door will shut, and their magickal bolt will harmlessly dissapate on the door. They are then easy pickings. The main thing is...watch their eyes! s) Scourge Description: Large flying skull, with smaller ones whizzing around the main skull leaving colourful magickal trails. He likes to talk. Location: Palace of Shadows. Attack characteristics: Same as Flying skulls, he bites and he hurls magick. Combat tactics: Contrary to popular belief, you don't NEED the shadow weapon to kill this guy. I've slaughtered him with the warhammer. It does help greatly however, since it hits so dammed hard, and you need to hit this guy hard. There are three skulls to kill in all; he say something about revenge as each one snuffs it in turn, and will warn his master after you finally cave in his last temple with your hammer. Stay close to him, swing fast, and he'll be no problem. He lasts a long while, that's all. t) Fire Elementals Description: Pillars of orange flame with a vaguely humanoid form. Location: Tower of Shadows lv1, lvl2 & lv3. Attack characteristics: Well, they just touch you with hot fingers really, but boy, that can hurt! Combat tactics: Ice magick works well, as do ice weapons. I use the ice sword or ice hammer I picked up in the ice caverns, that seems to deal with these guys pretty well. They are tough however, and do take a lot of beating. Don't need to aim anywhere in particular, but as always with tough monsters, keep moving around! A shield rune activated on your party sure helps cut down the damage you'll sustain. u) Spinning spikes Description: Bronze coloured cylinders, armed with lots of spikes. Location: Tower of Shadows lvl. Attack characteristics: They float in front of you and spin those spikes. They also deliver a nasty little suprise when they die, by exploding in fire ball, with a similar magnitude to an oil flask. Combat tactics: They hate to be crushed, so use a hammer or axe. Since they tend to explode, it's better to run back a few squares and hit them with missiles. Watch out for a big nasty invincible one; you'll have to use a bit of trickery to trap him out of harms way. No good going toe to toe with this fellow, he'll grind you into pulp. v) Dark Dwarves Description: Short (4'), wear helms, have beards, carry axes...your standard dwarves really, except they're nasty and grunt like animals (possessed). Location: Tower of Shadows lv1, Lair of the Dark Dwarves. Attack characteristics: Throw oil bombs, and slash with their battleaxe. Combat tactics: Enigma deals with the first one. In their lair, don't stand back. They'll fry you with a barrage of oil bombs. Get in close and aim for the face or the legs; they'll soon be gurgling their last gurgle. If you want to be the nice guy, run straight past them into a square room, and wack the hell out of the idol you'll see (It has the head of a polearm on top). See what happens. w) Khull-Khuum Description: The Shadow King. A god. Nasty. Unmerciful. Dressed in plate armor, with a flowing cape. He's missing arms, those gauntlets just float in the right place. He's magickal, and likes to blast you in the Palace of Shadows. He's the angel fallen from grace. Get the picture? Location: Entrance to Stonekeep, Palace of Shadows, Tower of Shadows lv4. Attack characteristics: He can do what he likes. He's a god remember. Combat tactics: One word. Intelligence. You'll have to outwit him to beat him. This is one place where steel will let you down. Use that squishy thing in your head. He can't handle that power! 6. REVISION NOTES AND COPYWRITE This FAQ has been heavily reworked since the last version. After a number of suggestions, the format has been altered to make it appear more like other FAQs (especially Doug Swarin's complete STONEKEEP FAQ) for ease of reading. A number of weapons and armor items have since been added, and the values for a few corrected. A section on monsters has been included. I think that I've now listed every weapon, piece of armor and monster in the game. However, if anyone knows of any others, PLEASE e-mail me, and I'll update the FAQ to include the new item(s) or monster(s). Your contribution will be duly acknowledged! Feel free to distribute this document where ever you want, but please don't change anything. Just tell me about any errors in the information, and I'll make sure they're corrected. Thanks for reading this far....enjoy combat in the brilliant game STONEKEEP!