Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses a first-person view. The party explores interconnected outdoor regions, settlements, and dungeon complexes while searching for objects, solving environmental puzzles, and uncovering a route to Skullkeep. Doors, switches, containers, magical devices, and other objects often require experimentation or the correct item.
Combat occurs in real time against hostile creatures. The player manages a party of up to four characters, assigns weapons and equipment, uses physical attacks and spells, and watches health, stamina, and mana. Characters improve through use and equipment, while recruited companions add new abilities and tactical options.
Plan your run
Keep the party supplied with food, water, healing items, and spare equipment before entering unfamiliar areas. Examine walls, containers, switches, and unusual scenery carefully; important solutions are often environmental rather than purely combat-focused.
Use different weapon types and spells instead of exhausting one resource. Save frequently before major puzzles or dangerous encounters, and rotate equipment so damaged or weakened characters are not left exposed.
Before you begin
Search thoroughly: apparently decorative objects and side passages can hide useful items or clues.
Dungeon Master II: The Legend of Skullkeep is a first-person real-time dungeon-crawling role-playing game developed by FTL Games and published for DOS by Interplay Productions. The player leads Theron and a group of recruited companions through a dangerous world centered on the ruined Skullkeep fortress. Exploration, environmental puzzles, item management, spell casting, and close-quarters combat are handled directly from the party’s viewpoint. Compared with the original Dungeon Master, the sequel expands the adventure beyond a single dungeon with outdoor areas, towns, non-player characters, and recruitable allies. Its real-time systems and atmospheric exploration were generally well regarded, although the interface and technical presentation could feel dated. The game remains a distinctive late example of FTL’s dungeon-crawling design.
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