Dook's Castle

Walkthru and Strategy


Dook's Castle Map
Perception: 8
Lock Difficulty: 8
Trap Deadliness: 5
Treasure Level: 3
Creatures: Basilisks, Half Orcs, Trellborgs, Winged Mutants

Get Rid of the Dook

Getting rid of the Dook (1) for Markel isn't very difficult. For all his bluff and bluster the Dook is actually quite the coward. If you threaten him with bodily harm he is more than compliant and agrees to leave. (Actually he never does leave but Markel is happy so who am I to argue.) His guards make no move against you when you enter here. In fact I don't know what the man has guards for.


You can ransack the place even looting the chest behind the Dook and his throne without any one so much as lifting an eyebrow. Things do change however if you fiddle with the shield mounted on the wall (2) and open the secret door (3) leading underneath the castle.


Ranger Promotion

For one desiring to become a Ranger, the Everstrike Bow is an integral part of your Promotion Quest. It is not so easy to reach. Many obstacles stand between you and your objective. Once those are cleared out then you still have to get out of building with your prize. The easiest thing you will encounter are basilisks. Do what you always do, kill 'em, skin 'em, swig down cure poison potions, and be on your way.


Dealing with Trellborgs and Winged Mutants is no easy task and not one to be done at low levels. If you are just coming in from Strumford and Drangheim, stick to your objective of getting rid of the Dook. Tackle this lower section later. These beasts break items like there's no tomorrow and they also break heads, yours.


Trells stick together, you aren't luring just one to his doom unless you get the others hung up on the twists and turns of the passages. Since there's a group of them almost immediately inside the passage it is next to impossible to do anything other than deal with the three of them at once. We used scrolls of Dark Grasp which seemed to have the best affect on them and gave us a chance to get a few hits in before they pounded us into dog meat.


Once you manage to get past them go the short route to the chasm. Some things you may want to try to do now is lure the winged mutants one at a time into the tunnels away from the open water filled chasm. This watery chasm has a series of broken wooden walkways which you need to jump around on in order to make your way across to the bow (4).


Having these mutants harassing you along the way is not a good idea. Dealing with them one at a time isn't easy but its definitely preferable to several on you at once on rickety walkways. Which could become downright impossible to do unless you are mid to high levels. And don't think you're gonna race over there and grab the bow to use on these monstrosities on the way out. Only a Priest or Ranger can equip this bow, and if you're coming for it, you ain't no Ranger yet. One of you may be Priest.


Getting back out past the remaining Trellborgs can be easier than getting past the ones you are forced to face coming in. (And they can be avoided altogether if you return the way you came.) Here you have plenty of room to run and separate these guys. We would run back to the chasm, leap onto one of the walkways and used ranged attacks on those unfortunate souls who did keep pace with us. A bit of pay back for past embarrassments ya might say.


One problem, if one of these yahoos takes it into his head to dive into the water it can be a real pain. For some reason the only creatures that cannot survive under water are us. Everyone else seems to have invisible scuba tanks. We found the other Black Chest quite by accident this way. We went Trellborg diving and he happened to be standing practically on top of it. It is under water.


Now you have the bow and its clear sailing. Ah no. You remember those guards who will let you rob the Dook blind? Well they won't stand for you taking the bow, so rest up and be at your best before entering the Castle proper again.