Walkthrough forDungeon Hack

The Basics

In Dungeon Hack, a straight class is usually a bad idea. A Fighter/Cleric or Fighter/Mage/Cleric gives you the combat skill and spell access you need. Cleric spells are especially important because they provide healing, Create Food/Water, and Underwater Breathing.

There are three main difficulty levels, Easy, Moderate, and Hard. You can also customize the game. One option worth disabling is Character Death Real, since death wipes out your saved games as well.

Combat and Survival Tips

One strong approach is to carry a primary melee weapon and keep three missile weapons on your belt. Use your main weapon first, then throw your best missile weapon, pick it back up, and throw it again. A highly magical weapon is often better than a stronger base weapon, so a Mace +2 can outperform a Long Sword +1.

You can rest whenever you get about four or five squares away from enemies, and there is no real penalty for doing so. Rest often whenever you lose hit points.

To cast spells, equip a Holy Symbol or Mage Book in hand and activate it to open the spell list. After that, you can cast freely, but while casting you cannot see the small map.

Always save before reading a book or scroll because they may be cursed. Valuable finds include permanent stat boosters like Manuals of Strength. Journal pages are always safe.

One standout tactic is using Spiritual Hammers. They deal strong damage, can be dual-wielded, attack again on the return flight if they miss, and let you back away while attacking. They also cannot be absorbed by Living Mucks.

The Levels

Explore every level completely. You never know when you will find better armor, a strong weapon, or a devastating wand. The later levels become brutal, and every advantage matters. Watch the walls carefully for niches, hidden switches, and other secrets instead of relying only on the map.

Each level usually has two normal enemy types, and some levels also feature a tougher enemy near the stairs down. The spell True Seeing is extremely useful because it highlights magical items and reveals hidden passageways.

If you fall into a pit, use a Grappling Hook to climb back out. When you find stairs down before fully exploring, go down and back up once to collect the experience reward for clearing the level.

Many dungeon doors require a special object. Bull's Horns, Tiger Eyes, Agate Gems, and colored Mallets all fit matching locks or gongs. Sometimes a key comes from killing a specific enemy. Some doors open with nearby buttons, while others use disguised switches on opposite walls.

At the end of the dungeon you will face a final boss. It can be a variety of creatures, but it usually is not overwhelmingly difficult once you are prepared.

Special Sections

Underwater levels require plenty of Underwater Breathing, a third-level cleric spell. Without it, you take damage every step and cannot rest. Common enemies there include Water Elementals and Water Weirds.

A No Magic Zone prevents casting while you remain inside it, although spells already active stay in effect. In Darkness sections, you cannot see normally and must rely on the map to navigate, search for doors, and test walls for locks or interactions.

Enemy Notes

Enemies can vary in hit points even within the same type. Some carry important items, so do not automatically avoid them.

Chimeras shoot fire bolts. Ettins are large and extremely dangerous. Flesh Golems move slowly, so you can hit them, back up two steps, and repeat without taking damage if you are careful.

Greater Feyrs ignore armor class and should never be fought in pairs. Hit one, retreat, rest, and repeat. Living Mucks absorb ordinary weapons, so attack them with spells like Flame Blade instead.

Ogre Slugs take only half damage from blunt weapons. Sword Wraiths require highly magical weapons to hit, such as the Mace of High Priest Myrh. Wights can steal experience levels, so save before engaging them and restore if necessary.

Frequently Asked Questions

If you throw a missile weapon and cannot find it, it may have passed through an illusionary wall. Move straight ahead and test the wall. Silver and gold coins can be inserted into certain wall devices to restore health, with gold also curing status effects.

If a door has no visible lock or button, you are probably on the wrong side. If you lose a weapon to a Living Muck, it is usually gone for good. If you suddenly cannot cast spells, you are probably standing inside a No Magic Zone.