Stonekeep v1.2 patch
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Media Type Media Type. Year Year. Collection Collection. Creator Creator. Language Language. You must start a new game. You can run save games from version 1. Shadow President 1. Version 1. When this option is enabled, ships in combat will move in the order of their initiative rating. Thus, smaller ships should move before bigger, slower ones. Bug Fixes The occurrence of This update fixes several crashing bugs and a few cosmetic bugs.
Chances are, if you're not having crashing problems, you won't notice any difference. The patch is freely distributable to registered owners of SimCity DOS and should patch any versions out there including the Australian version! Alien Legacy 1. Al Qadim 1. Aces of the Deep 1. Try adjusting the terms of your search, you can search by game titles, publishers, and developers.
TBA Owned Free. Menu Store New releases. Sign in Create account Sign in. The search term must be at least 3 characters long. Stonekeep Save game won't load after v1. MrNik MrNik Sorry, data for given user is currently unavailable.
Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation You can't chat with this user due to their or your privacy settings. You can't chat with this user because you have blocked him. You can't invite this user because you have blocked him. Posted January 24, I've got the original CD version of the game, which I've had from new but never finished back in the day.
Having reached the Ice Caverns, but not yet visited the Faerie Realm, I have come across an area I cannot access without the game freezing. You may have to press it several times to complete a conversation. The display shows compass heading, X-coordinate, Y-coordinate, level number. I use this a lot when creating the items list and the hints. I don't remember who posted this to the newsgroup, but thanks!
The map page numbers in the journal are not fixed - they will change themselves to match the levels you have been on. Use the level descriptions or the level number for absolute reference. Afri's orb can be used by placing it on the next map square, in front of you, and getting into regular mode get out of inventory mode. Your inventory scroll can hold almost anything except NPC's?
You might as well grab and hang onto everything you find. Sorting the items into categories like weapons, potions, armor, etc makes things much easier to find when the scroll gets crowded. Keep the most-used items, like throwing axes and runestaffs, at the top. Paying for weapons in the shop. I don't think it's possible to get the coins out of the bag, and it's not necessary.
You pay for the items one at a time by placing an item on the table beside the dwarf, then handing him the sack of gold. He will give you back your change. Smash them with your weapons to get through to what you want. Green slimes sometimes pick up items lying on the floor. Advanced strategies, levels list There are several objects in the game that can be attacked many times to improve weapon skills and stats.
One is the forge in the armory in the upper keep when the flame is on. Another is the giant stone thingy in the smithy in the dwarf hall. There may be others. Afri's orb projects a floor map of the immediate area, in real time. All floor tiles are displayed, whether mapped or not, including hidden and secret areas. Most monsters are also displayed as small dots, moving in real time. Use this orb often to find hidden rooms, false walls, and illusionary walls.
The power for this orb doesn't seem to drain. Some of the orbs have their own unique powers and attributes. All but Afri's and one other are activated by touching it to your character in the mirror. All but Afri's and Saffrini's have a limited amount of energy that drains quickly. This energy is replenished over time, making the orbs re-usable. For each of the wall patterns, all the secret panels and the push-buttons appear on the same point on the wall.
Once you find one, all the rest are located on the same place. For searching purposes, place the mouse cursor to where the secret panel would be - the cursor will change to a hand when you are facing the panel.
Buttons are easier to see. Personal stats and weapons skills do not go up in a stepwise fashion, as the 'circles' would indicate, but go up on a gradient ? The circles indicate certain points along the slope.
This means that weapon speed, chance to hit, shield skill, spell skill etc go up gradually, rather than in big jumps. Use lots of magic as soon as you find your first runestaff and manna circle. Magic skill goes up with every spell cast even healing spells. The higher your magic skill, the fewer spell points casting spells cost, and the faster you can cast spells. It may even be worthwhile 'wasting' spells while at a manna circle to boost your skill. You CAN use two weapons in this game, seemingly without any penalties??
My favorite is to use a hammer in one hand, and either the magic throwing axe or the dagger of piercing in the other. Each hand is on a separate 'reset' timer, allowing you to get in many more blows. The shadow weapon doesn't take the form of a regular 1-handed sword. Make sure you are advanced in another weapon skill, or are willing to occupy both hands with one weapon. The page numbers given are those used in the journal when the game is almost complete.
Any I have missed are not needed for finishing the game. The levels are listed in the order I first visited them, not in the journal page order or the level number order. They do not need to be done in exactly this order to finish the game. Downstairs is the upper keep level. Three of the towers can be reached from the upper keep including the one you start in , but the fourth tower's door is stuck and can only be opened by coming down from the tower the first time.
There are three keys needed, a brass key you might find 2 of these , a bronze key might find 2 also , and a steel key, in that order. You also need to find and keep! Afri's Orb. Unlock them both, but go down the eastern one first. When you find it, use it often. Talk about harmless, he can barely stand up straight! You can put something on the floor plate to trigger the trap. If you do this several times, the trap will run out of arrows.
A button in the room past the trap disables it. There are two keys needed, an iron key and an ivory key. There are also several illusionary walls. He wants 1 gem for the first clue, two gems for the second clue, three gems for the third clue, and so on Get the picture? He's a greedy sot! His clues may or may not be of any use to you I found them useless. Skulls work fine there are lots of them around. Pick up the arrows fired, you can use them later yourself. You can get to the button on the other side of the pit with a long detour through some illusionary walls.
Jumping in is not a big deal, though. He has the only key to get through a door later on. One is found in each of the two different areas of the sewers. Drake stubs his toe on the cylinder when you walk onto a square with a cylinder. For one of them, you will hear this only when NOT facing the wall. He calls all his buddies, and you can't kill all of them no matter how hard you try. Try 'silence' to keep from waking him up. Some sharga on this level are friendly.
The exit is directly across from the entrance. The other is a fake, but can be useful anyway. There is one illusionary wall. One will join again. Make note of the ones listing the orbs. He gives you a magical chisel to break off a piece. The magical flint looks a lot like the big rock he's standing beside.
This is also supposed to be fixed in v1. Wahooka doesn't appear in the sewers. If you never walk on the square necessary to make him appear??? Sometimes if you have been 'bugged' in an upper level, he won't appear either. This is a minor annoyance, since all he does is give you a key to a chest with some good stuff in it.
The chest contains nothing needed to finish the game. Dombur moves fairly quickly, is impatient, and is very absent-minded. When he finishes talking to you, take the 3rd piece and move it around his hand until you get the 'hand' icon, then click the mouse button. You may not get this 'hand' icon until the second or 3rd conversation. It worked straight-off for me with v1. If you like many others bypassed the Faerie Realm and continued on through the ice caverns, getting Enigma to join the party, you could not return and enter the Faerie Realm later.
Either you could not get the wall to open, or an invisible wall would prevent you from getting to the end of the passage and through the teleporter. The v1. I call this the Monty Hall problem.
Anybody else remember Lets Make A Deal? In the pits, there are three doors opening off of one intersection N, E, S. Behind one of the doors is a key. If you pick up three objects picking up one object three times is the same thing behind the doors, all three doors lock.
Putting the objects down doesn't help. Once the doors are locked, there is no way to open them again. If you don't have the key from behind door 2, there is no way to ever get the key needed to finish this level. You have to go back to a previous save game. If there is a way of 'resetting' these doors, Interplay has made it very difficult to figure out.
The Coldfire cannot exist on any level other than the ice level it melts. It'll be there when you return. If you drop it anywhere else, it disappears. See spoilers for one method. Several people have complained of a non-existent problem here.
If you head into the Castle of Shadows without all the orbs from the prior levels, you're hooped because you can't get back. The truth is, there are three 3 different ways of getting back to the prior levels.
The first two involve the magic mirrors in the castle, and the third way is to set a teleport circle somewhere before you enter the castle. This staff actually DOES contain the charges as advertised. The game inventory system seems to be limited to displaying a maximum of 99 of anything.
I picked up more than 99 rocks, skulls, arrows, and sharga swords, and all showed a total of This can be very annoying if you don't or can't have speech enabled, or can't hear her speech for whatever reason. On some levels, when you use a runecaster, you can use it only once, and from then on it doesn't function properly. If you leave that level and return, things reset and the runecasters function properly again.
I'm not sure what's the cause of this problem. I never encountered it, but by that time I was running on v1. It also seems to be a rare problem. The two people I heard of having the problem killed that sharga, removing the cause of the bug, and didn't seem to run into any repercussions. This may only be a problem with v1. Using the magic, runes list Casting spells from the runestaffs requires several steps. Placing a rune on the staff.
This should bring the staff up on the right side of the book. Meta runes can be combined onto regular runes except for 2x and 3x runes.
Getting ready to cast a spell. This should bring up the staff on the right or left? Casting a spell into the playing screen on monsters, etc - Get ready to cast a spell. Casting a spell on yourself or on an NPC in your party. If it's not, click on the mirror in the top- right corner to make it visible. Staff will move to the center of the screen. NOTE: Recharging of staffs is done automatically when you step onto a manna circle green circle on floor.
All staffs are recharged, whether in hand or in inventory. Standing on the circle doesn't do it, you have to step onto it. Many runes were found more than once. Lower keep Shrinks target Firebolt Reg.
Lower keep Minor healing spell Shrink Reg. Sewers Shrinks target Read Reg. Mines1 Minor healing spell Silence Reg. Mines1 Silences target L. Aerial Reg. Temple2 Strengthens character Spoilspell Reg.
Temple2 Cancels magical effects or provides protection vs magic Flame Reg. Temple2 Casts a magical flame on the square in front of the caster Shield Reg. Temple2 Target protected against ranged attacks Energybolt Reg. Temple2 Shoots magical energy bolts that weaken or stun opponents Translocate Reg. Lower FG Scares target. Target may flee Armor Reg. Faerie realm Duck rune. It goes Quack. Read Reg. Dwarf halls Teleports party to the target circle, set by the translocate rune Armor Reg.
Ice caves Shoots ice bolts at target Warming Reg. Ice caves Thaws target, protection vs cold Fire ward Reg. Ice caves Places a fire trap on floor in front of the caster Scare Reg. The Gate Scares target. Target may flee Deep Freeze Reg. The Gate Severely chills opponents try it on fire elementals Stoptrack Reg.
The Gate Stops opponent in its tracks Spheres Reg. The Pit Shoots spheres at opponents, crushing lightly defended creatures Read Reg. Castle Increases targets rate of attack Section 4. General gameplay hints and strategies The game is a first-person 3D real-time dungeon exploration game.
Fighting is real-time, using the mouse, but not too fast. There are a number of different types of strategies that will work, and experienced gamers can somewhat mold the character to suit their playing preferences. To bypass the opening sequences, press the ESC key after each one starts. NPC's play a real and fairly important role, setting minor tasks, sharing information, giving items, and sometimes accompanying the player.
Up to 3 companions at one time can join the quest, but the player has little control over who joins or leaves the party. Attacking them may reveal useful items, and improves combat skills. When attacking things, the white 'cross-hair' cursor will shrink and dim after each blow. When it brightens back to normal, the weapon has been 'reset' and you can strike again.
To read a scroll, touch it to your character's image in the mirror. Bring up inventory which automatically displays your character and the NPCs , then touch the chest of your character with the scroll. Shargas aren't really the 'bad' guys in this game. You will need to kill many of them, but definitely not all. A sharga that is cowering in fear or drunk!
There are three 'modes' used in gameplay. Journal mode - journal is open, time is suspended. If you want to get through an NPC's conversation quickly, press the space bar to bypass that bit of the speech.
You may have to press it several times to complete a conversation. The display shows compass heading, X-coordinate, Y-coordinate, level number. I use this a lot when creating the items list and the hints. I don't remember who posted this to the newsgroup, but thanks!
The map page numbers in the journal are not fixed - they will change themselves to match the levels you have been on. Afri's orb can be used by placing it on the next map square, in front of you, and getting into regular mode get out of inventory mode.
Your inventory scroll can hold almost anything except NPC's? You might as well grab and hang onto everything you find. Sorting the items into categories like weapons, potions, armor, etc makes things much easier to find when the scroll gets crowded.
Keep the most-used items, like throwing axes and runestaffs, at the top. Paying for weapons in the shop. I don't think it's possible to get the coins out of the bag, and it's not necessary. You pay for the items one at a time by placing an item on the table beside the dwarf, then handing him the sack of gold. He will give you back your change. Smash them with your weapons to get through to what you want.
Green slimes sometimes pick up items lying on the floor. Advanced strategies, levels list There are several objects in the game that can be attacked many times to improve weapon skills and stats. One is the forge in the armory in the upper keep when the flame is on. Another is the giant stone thingy in the smithy in the dwarf hall. There may be others. Afri's orb projects a floor map of the immediate area, in real time. All floor tiles are displayed, whether mapped or not, including hidden and secret areas.
Most monsters are also displayed as small dots, moving in real time. Use this orb often to find hidden rooms, false walls, and illusionary walls. The power for this orb doesn't seem to drain. Some of the orbs have their own unique powers and attributes. All but Afri's and one other are activated by touching it to your character in the mirror.
All but Afri's and Saffrini's have a limited amount of energy that drains quickly. This energy is replenished over time, making the orbs re-usable.
For each of the wall patterns, all the secret panels and the push-buttons appear on the same point on the wall. Once you find one, all the rest are located on the same place. For searching purposes, place the mouse cursor to where the secret panel would be - the cursor will change to a hand when you are facing the panel. Buttons are easier to see. Personal stats and weapons skills do not go up in a stepwise fashion, as the 'circles' would indicate, but go up on a gradient ?
The circles indicate certain points along the slope. This means that weapon speed, chance to hit, shield skill, spell skill etc go up gradually, rather than in big jumps.
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