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Retro Game Database · DOS

The Dungeons of Grimlor II

Retro Game Database · DOS

The Dungeons of Grimlor II

The Dungeons of Grimlor II pulls you in with the simple, prickly pleasure of entering another dungeon room and immediately deciding what can kill you first: a trap, an arrow wall, a monster, or your own bad positioning. It is a compact DOS action-puzzle crawl where shooting is only part of the solution. Moving a boulder to block arrows or pen in an enemy can feel smarter than firing another shot, and the promise of secret rooms gives its maze-like floors a worthwhile sense of curiosity.

Its rough edges are part of the bargain. Labyrinths, hidden routes, and enemies that resist arrows can turn progress into stubborn trial and error, especially when you are hunting keys for the deeper dungeon. Still, the ability to save anywhere softens the sting, even with only five slots. If you enjoy old-school dungeon games that expect you to observe, experiment, and occasionally rethink a room, Grimlor II is a satisfying little sequel with more bite than its shareware roots suggest.

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Retro Replay Review

Gameplay

The first few rooms make their priorities clear: move carefully, watch the hazards, and do not assume your arrows solve every problem. The Dungeons of Grimlor II mixes top-down shooting with room-based puzzle work, so a tense encounter can turn into a quick bit of spatial planning. That combination gives the dungeon more personality than a straightforward monster-clearing exercise.

Boulders are the standout tool because they can serve two very different needs. You can use one to trap an enemy, or shove it into place to block an arrow-shooting wall. That means the same room may ask you to consider enemy movement, trap timing, and safe paths at once. When the arrangement clicks, it delivers the pleasantly scrappy feeling of surviving because you used the room well rather than because you simply had more firepower.

Not every enemy can be killed with arrows, and wizards can raise the dead, so carelessly treating each encounter alike is a mistake. Rivers that carry Sir Merdimek to secret rooms and teleporters that can lead to hidden treasure give exploration a useful payoff beyond reaching the exit. The downside is that the labyrinth structure, puzzles, and concealed routes can leave you stumped. Save often: saving anywhere is generous, but five save slots makes disciplined use of them important.

The Dungeons of Grimlor II — screenshot 1
The Dungeons of Grimlor II — screenshot 1

Graphics

The top-down, fixed-screen dungeon view is a practical fit for the game’s traps and movable boulders. Each room keeps the immediate problem in front of you, whether that is an enemy-filled passage, a dangerous wall, or a puzzle blocking the way onward.

The Dungeons of Grimlor II — screenshot 2
The Dungeons of Grimlor II — screenshot 2

Story

This sequel wastes little time complicating its goal. The dragon from the first adventure has returned as a lich, stronger than before, and Sir Merdimek must end the threat permanently. That is sturdy fantasy-dungeon motivation: descend, find the keys, and reach the source of the creature’s power.

The Cross of the Lich gives the quest a concrete target beyond “kill the boss.” You are searching for the keys that open the doors to the dungeon depths, where the Cross waits. That structure suits a game built around maze exploration, since progress through locked areas directly mirrors the larger mission.

There is more setup here than dramatic character work, and that is fine. The story mainly gives a clear reason for every trap-filled detour and hidden chamber. Fans of the original will appreciate that it continues the dragon’s defeat rather than starting from an unrelated premise; newcomers can grasp the stakes immediately.

Overall Experience

The Dungeons of Grimlor II is at its best when a room looks dangerous, your arrows prove insufficient, and you notice that a boulder or a route through the room changes the odds. It asks for patience and attention, but it rewards both with satisfying little breakthroughs. The action keeps you alert while the puzzles prevent the dungeon from becoming a repetitive shooting gallery.

Frustration is part of the package. Hidden treasures, teleporters, secret rooms, and maze-like floors mean you may spend time probing for the right route, and resistant enemies can punish an overly direct approach. Yet this is the kind of old DOS challenge where persistence has a purpose. You are meant to learn the dungeon’s rules and turn them back on it.

The three-episode structure also makes the original shareware first episode a sensible test of your patience for its style, while the full game extends the adventure through Resurrection, Insurrection, and The Lost Souls. Give it a chance if you want a fantasy crawl where careful room-solving matters as much as quick attacks. Skip it only if you need constant direction or dislike being asked to uncover a dungeon’s secrets the hard way.

Retro Replay Score

7/10

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Retro Replay Score

7

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