TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Trial by Magic » Trial by Magic solution
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04

Sponsors:

Trial By Magic Walkthrough version 1.0
--------------------------------------
Based on "Trial By Magic", by Silver Lightning Software.
Walkthrough written by Rodney Hobbs (rodneyhobbs@one.net.au)
Walkthrough copyright (c) Rodney Hobbs 1998
This document may be freely distributed by any means, however no
modifications may be made to it without prior approval.

ACKNOWLEDGEMENT: This walkthrough would not be possible without the patience
and generous assistance of Paul Turbett, the creator of the game.

Comments, Errors and Addendum: If you have any comments to make, errors to
report or find any additional secrets, please send them to Rodney Hobbs
(rodneyhobbs@one.net.au).

TABLE OF CONTENTS
-----------------
Part One: Bugs and Errata
Part Two: Character Creation
Part Three: General Notes and Hints
Part Four: Level Hints
Part Five: Combat Tactics
Part Six: Spell Tactics
Part Seven: Detailed Walkthrough

Part One: Bugs and Errata
-------------------------
I have detected no serious bugs with the program, and have never encountered
any program crashes or timing errors. If this happens to you, you may have
insufficient memory or a CPU which is too fast for the game.

Four errors I have picked up:
1) In the Rune Selection area, constructing an unrecognized spell and
clicking on it will result in numbers showing on the screen. Ignore it, it
apparantly has no other effects.
2) When you reach the lower levels of the dungeon, parts of previously
explored levels will dissappear from your automap. Returning to these levels
will enable you to see everything you have explored.
3) On level 21, casting "See Reality" may not work, and the results of
previous castings may disappear. This may happen if you save and restore the
game. See the level notes for a workaround.
4) If you run Win9x and do not start the game from DOS, you may have trouble
on Level 18 if you fall over the edge. Use the Ring of Levitation to avoid
the problem (your character can walk on air).

The manual contains only one error that I have detected. The spell "Summon
Servant" should be DHN, not DNH as printed.

Part Two: Character Creation
----------------------------
While you can complete the game with either specialty, I recommend you
choose Combat. Don't worry, you can still cast spells, and in fact I found
that my character advanced as a spellcaster almost as quickly as he advanced
as a warrior.

When you arrive at the attribute screen, be picky. Each attribute is
independantly rolled and seems to range between 4 and 10. I recommend that
the character you accept have a minimum of 5 in all scores, with at least 8
in Strength. The best character I created had the following stats:
Str 10; Tgh 8; Dex 6; Int 7.

Part Three: General Notes and Hints
---------------------------------

Save often, and especially before going into combat, stepping onto a
teleporter or going down stairs/ladders. Rotate between two or three save
slots. Check your character's condition and equipment after a battle,
especially after dealing with Spiders, Gremlins and Red Slugs - you may want
to resore your game.

Weapons: The most damaging weapons (in order of damage) are hands, crossbow,
mace, sword and axe. Note that the crossbow is a distance weapon. I found no
magical crossbows, although you may find magical versions of all the other
weapons. There are no cursed weapons. The most powerful sword is the Sword
of Severing, and the most powerful weapon is the Axe of Hacking. Look at the
strength bonus to compare weapons. You will need a magical weapon to hit
certain opponents.

Armor: Major pieces of armor (Leather, Padded Leather etc) increase your
character's toughness - check the adjustment to see which piece is best.
Magical versions exist, but appear to have varying effects, some appear to
be no better than their non-magical versions, but none are cursed. Periphal
pieces of armor (boots, gauntlets, wristbands and braces) appear to have no
effect on your character's toughness. Magical versions exist, but some are
cursed. Identify the item or save the game before trying these items on.

Search ('S') all levels carefully - there are many secret doors on most
levels. Many of these secret areas contain important items/passageways. Look
at the floors - small squares could indicate traps, and circles are probably
pressure plates. Use your ears, the "environmental" sounds often provide
clues as to what creatures and things are nearby.

Use ('U') ladders, levers, buttons and stairs to activate them. Buttons are
sometimes hard to see, but practically every square-based pillar (as seen on
level 1) has one. The operation of Buttons and Levers can be tricky.
Sometimes you need to work them in a particular pattern in order to move
forward, so try all possible combinations.

Nearly all items in the game serve some purpose. Excluding cursed items,
they are all beneficial, and some are required for you to proceed. Even
rocks and bones can be used on pressure plates. If you can't work out
exactly what an item does, save the game and Use ('U') the item. You should
try this even if you think you know what the item is for - you may be
surprised. Make sure you take all odd/unusual items you come across, they
may come in useful later on.

Remember, you can use the Jump ('J') feature to jump over traps. You can
also use traps aggressively to kill your opponents, just remember that most
of your enemies come straight at you, and may get in the way of a trap
effect that would otherwise hit you.

Only the Revitalize spell will cure poison, and no spell will cure disease.
If your character is afflicted with these problems, other means of cure
exist - usually on the same level as you got the problem. Neither problem
will kill your character outright, and you may be able to use curing spells
to keep your character alive until you can get a permanent cure. The small
green bottles you may find contain a cure poison effect.

The levels have been well thought out to match what your character can
handle. If your character starts taking massive damage, try to think of a
spell which would help out. If there is one, and you can't cast it, try
looking for runestones or improving your casting level (stand around casting
spells). If there isn't one, try looking for an item.

Collect all the gold pieces you can. There are only two places where you can
spend it, but you can aquire some worthwhile information and equipment for
your money.

Part Four: Level Hints
----------------------
LEVEL 1: Pay attention to the central pillar. Search for secret doors.
LEVEL 2: Seach the Priest's remains. Use the bookcase.
LEVEL 4: Use the sphere.
LEVEL 5: Pay attention to the South East.
LEVEL 6: Look through the remains of all you kill. More than one is hiding
something.
LEVEL 7: Make a map. Webs are sticky.
LEVEL 8: There are many secrets here. Don't forget - you can Jump.
LEVEL 9: Look for secrets. Save your game. Use your map.
LEVEL 10: Look for three very important secret doors and some pressure
plates.
LEVELs 11 - 13: Many paths up and down in these levels. Explore thoroughly,
critical items and clues can be found here. Work lever combinations - some
levers do more than one job. Spend some cash. You will need to return to
these levels later on.
LEVEL 14: Jump and Search. You could use some money.....
LEVEL 15: Play with levers, dodge some traps. You may see a very familiar
name. Pick up all strange items.
LEVEL 16: Find the secret doors, jump the teleporters.
LEVEL 17: The maze holds many secrets. Only by risking deadly peril can you
leave this level.
LEVEL 18: Avoid the centre. Look to the south. Mazes can be tricky. Move
quickly and pay your respects to the crypts.
LEVEL 19: You can't fight fire with fire - bet your boots on it! If you have
difficulties, try elsewhere.
LEVEL 20: The levers have more than one use, try different configurations.
LEVEL 21: Look northwest. Teleporters are the only way to go.
LEVEL 22: Use the parchment from level 17. You should have an item by now
which can provide entertainment. Use it.
LEVEL 23: Look for a key in the south. Plenty of invisable creatures here.
LEVEL 24: Use the levers. "Demonlore" will tell you how to destroy the
statues.
LEVEL 25: Prepare for a tough fight. There is a secret door which leads to
the way out, but you will need a key.

Part Five: Combat Tactics
-------------------------
Most creatures require no special tactics to defeat - just go in there and
hack away. Some creatures to watch:
Gremlins: Not tough to beat, but they can steal things from you and then try
to run awsy. Use Shock to quickly knock these guys down.
Skeletons: On level four, these have snakes inside. Defeat the skeleton and
keep attacking to deal with the snake. You may get poisoned, but wait until
the end of the level to take the antidote.
Giant Spider: These creatures may poison you. If possible, don't take the
antidote until the end of the level, casting occasional cure spells will
keep your HP up.
Redworm: You can destroy these with crossbow bolts or Shock spells. Don't
engage close up.
Black Ooze: Destroy these with Shock spells. You may need to cast 2 or 3
times.
Dark Elf: These creatures aren't too hard to defeat, but they can shoot
crossbow bolts at you. Read "The Crossbow Trick" below.
Bone Devil: Cast "Magic Wall" before attacking these creatures (if
possible). Otherwise, attack from a distance with a spell (Fireball works
well).
Fire Devil: Same tactics as for Bone Devil, but use "Lightning Bolt"
instead. Kill them quickly, as each fireball sent your way releases a
Rolling Fire creature.
Wight: Treat these as you would Redworms. Wights drain experience levels.
Trialmaster: Nasty. Can cast spells and fights well. Cast many defensive
spells (Esp "Magic Wall"), and prepare many healing spells.

The Crossbow Trick: Here's how to get an (almost) infinite supply of
crossbow bolts. Find a Dark Elf, and go out of sword range. The Elf will
switch to his crossbow, and line up to fire. Since it takes a while to fire
a crossbow bolt, just move out of the way, wait for the bolt to pass you,
and move back. Keep doing this, and soon there will be plenty of crossbow
bolts lying on the ground (with a few broken ones). I collected over 100,
but you can probably get by with 10.

Part Six: Spell Tactics
-----------------------
Spell points regenerate fairly quickly, so while you should be careful about
how you use them, you shouldn't try too hard to conserve them. Remember that
every spell you cast gives you spell experience points, so it can be
worthwhile just to stand around casting spells to gain levels. Some of the
better spells:

Shock: One of the first spells you can collect the runes for, it's also the
fastest cast combat spell, and it affects every creature in sight. Great
against any except the most powerful creatures.
Light Heal: One of the best value healing spells, and you should be able to
cast it very early in the game. Restores more HP (per point of spell energy)
than Great Heal, and is more flexible than Revitalize.
Identify Magic: The best way to find out what magic items you have, and what
they are. Also lasts for quite a while.
Candle Flame: Provides light while spellcasting or jumping, and also saves
on torches. The light is a bit dim, so use Torch Light and Daylight when
they become available.
Fireball: Good area affect spell, but it takes a while to cast so make sure
your enemies are a long way away before you start casting.
Luck: Lasts a while, and improves your combat chances. Worth casting against
tough monsters.
Lightning Bolt: Excellent spell if you can get your enemies to line up,
because it goes straight through them, doing lots of damage. Takes a while
to cast.
See Reality: You will need this to see invisible monsters and items.
Available so late in the game that it is of limited use, it will reveal
those secret doors if you don't want to search.
Shifting Image: Good defensive spell which lasts a while. You may want to
cast it before some tough battles.
Torch Light: See "Candle Flame".
Unlock: Great against some locked doors, but don't expect this spell to be
too useful on most. Worth a try.
Hold Time: Good when being attacked by many powerful monsters.
Revitalize: One of the best spells in the game. Restores you to full hit
points, cures poison and fills your stomach (you don't need to carry food).
When your character is low on hit points and spell points, use your sleeping
bag and sleep for 6 - 8 hours to restore full spell points, and then cast
this spell.
Daylight: See "Candle Flame". You may wish to reserve this spell for special
occasions because it requires so many spell points.
Magic Wall: This is the best way to avoid the effects of traps and missiles.
It's also very useful when dealing with Bone and Fire Devils.

Part Seven: Detailed Walkthrough
--------------------------------
LEVEL 1: Equip your character with the Mace, then attack the Boogers. You
will find a Red Key beyond the first door to the north, Use ('U') this key
Jump to page:
01 · 02 · 03 · 04

Sponsors:

Other files from this game:
  1. Trial by Magic solution by System on 09/03/2006, 09:50