T.R | Title | User | Personal Name | Date | Lines |
---|
1874.1 | | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Mon Nov 14 1988 07:48 | 11 |
| A couple of points:
1) On my copy of the demo, you can abort the Worlds of Wonder "ad"
by hitting the left mouse button.
2) The game can also be played with the mouse alone (it's not necessary
to use the keyboard at all).
The demo is really incredible. I had heard rumors earlier that the
actual game would require 1 meg to run, but I don't know about the
|
1874.2 | | MEIS::ZIMMERMAN | I'm not bad, I just draw that way | Tue Nov 15 1988 09:53 | 5 |
|
Beautiful game! When's the real thing coming out? In time for
Xmas?
- Cliff
|
1874.3 | At the end of the month.... | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Tue Nov 15 1988 11:03 | 11 |
| re .2
> Beautiful game! When's the real thing coming out? In time for
> Xmas?
This really makes me chuckle. I have been calling FTL Games (the
distributor/author) about twice a month for the past four or five
months to find out this very fact. I have come to the conclusion
that the game will be released "at the end of the month". They always
tell me this, even if it's the 25th of the month.
|
1874.4 | | BAGELS::BRANNON | Dave Brannon | Fri Nov 18 1988 12:37 | 15 |
| re:.0
many thanks for uploading it. I've heard lots of rumors about the
Amiga version of it. It appears to be a good port from the ST.
It looks and plays the same, just slightly enhanced - sound comes
out of both speakers, even seems to have some stereo effects. The
big difference is that the pointer is a real multicolored sprite.
The hand is flesh colored, not blue, when you pick up an apple the
pointer becomes an apple, not an outline of one, etc.. I hate to
see a flickering mouse pointer (constantly being redrawn), hardware
sprites are great thing to have.
Other than that, the demo looked the same as the ST version.
-dave
|
1874.5 | Thanks, Ed. | STC::HEFFELFINGER | | Fri Nov 18 1988 22:48 | 15 |
| Ed, you did it again! Many thanks.
I too have been waiting and waiting for this baby. My friend has
been bothering FTL with phone calls as well. The demo has got to
be the best way I can think of to whet the appetite. I've played
with the darn thing 4 or 5 times now and I still see or hear something
new. My wife and I were looking at it tonight and we noticed that
as we turned around, the scraping sound the skeleton makes moves
from speaker to speaker. Neat.
Latest I heard from usenet was that FTL was still trying to get rid
of some gurus. Looks like it may still be awhile.
Gary (who will probably know every pixel of the demo by the time
real thing arrives.)
|
1874.6 | | LEDS::ACCIARDI | Insert witty anti-Dukakis slogan here - | Fri Nov 18 1988 23:15 | 13 |
|
Glad you're enjoying it... I definately noticed some good stereo
imaging from speaker to speaker ( In my Amga room, I happen to have
four loudspeakers pointed directly at my skull, driven by a KLH 100
watt amp. )
Is it my imagination or does even the demo play differently from
time to time? On some trials, I'm absolutely unable to get the
last steel door to open. Other times, it opens right up, exposing
me to an unfriendly skeleton armed to the teeth.
Ed
|
1874.7 | Could use some help, maybe | LDP::MCCARTHY | Mike McCarthy MRO4-2/C17 297-4531 | Mon Nov 21 1988 16:08 | 12 |
| Ok, I'll admit it. I'm stuck, or at least I think I am.
Possible Spoilers follow:
Ok, I've gotten past the skeleton - killed him with to star knife.
I head down the end of the corridor, and get flamed to death after
reading the "Comming soon from FTL." Is that as far as one gets?
Is it possible to get out of the dungeon.
Has anyone figured out how to use the spells?
Mike
|
1874.8 | That's all I see | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Mon Nov 21 1988 23:36 | 3 |
| I think that's about it. Just enough of a taste to make you hungry!!
...richard
|
1874.9 | | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Tue Nov 22 1988 15:50 | 2 |
| I talked to FTL today, and they are shipping the game starting Monday.
|
1874.10 | | KAOO01::LAPLANTE | | Mon Nov 28 1988 08:26 | 10 |
| My son has succeeded in getting some spells to work, however they
seem to have no effect in the demo.
One throws something which goes bang when it hits a wall, or disappears
when you throw it down a corridor. Another has no apparent effect
but because karma is reduced, we know it worked.
Looking forward to getting it also.
Roger
|
1874.11 | It's heeere... | LRGFMT::COLLUM | | Wed Nov 30 1988 16:10 | 9 |
| I just picked up my copy of DM today at lunch (Santa Clara, CA).
Can't wait to get home to try it .
Jim
by the way... they also had Rainbirds Universal Military Simulator,
which I also picked up...
|
1874.12 | | LDP::MCCARTHY | Mike McCarthy MRO4-2/C17 297-4531 | Wed Nov 30 1988 20:22 | 7 |
| Jim,
Could you post a review of UMS after you've had a chance to play
with it a bit? I'm looking for a good wargame, and it might fit
the bill.
Mike
|
1874.13 | On level 5 and going down... | LRGFMT::COLLUM | | Fri Dec 02 1988 01:31 | 29 |
|
My daughter had the flu thats been going around the Bay area, so
I had to stay home with her today. DON'T BUY DUNGEONMASTER!!! I
couldn't believe the time I spent on it (6 hours straight...no
remodelling, no logging in and reading mail, nothing!) If you buy
this game you will never do anything productive again!! :^)
re.12. at this rate I may never even get to UMS :^)
A few of the minor details first... If you've been putting off expanding
memory, you've got a good reason now. The game requires 1Meg of
memory. It is copy protected and you can get a backup copy for $10.
So far, no luck with any of the standard copy programs. The games
starts off like the demo. You start in the Hall of Champions and
choose four of them to take a little stroll through the dungeon.
I haven't found a way to deselect a Champion once they were chosen
yet.
The sound is GREAT. This is the first time I've actually jumped
while sitting in front of my Amiga. You'll understand when you
play.
Anyone else out there with the game yet?
Judging from what I've done so far (actually, haven't done), I suspect
this will be a busy topic with a lot of 'spoilers' (please don't
forget the form feeds...)
Jim
|
1874.14 | | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Fri Dec 02 1988 07:18 | 5 |
| I got it yesterday but didn't have much time to spend on it. Basically
just picked up a couple of folks from the Hall and wandered around
a bit. It appears that mapping will be an essential part of the
game and could be quite difficult due to all the detail found in
the game.
|
1874.15 | Good Game | CLT::UTZ | | Tue Dec 06 1988 17:29 | 14 |
| Picked up the game on Sat. The game is played in real time in the same way
that Fairy Tale Adventure is. If you like hack and slash type games then this
one is a winner.
I like the way that you gain levels - by actually using your weapon or magic.
The more you use a weapon the better you become with it. You can also learn
no ways to wield it i.e. swing, parry, chop. The same holds for magic. You have
to use the simple spells first and after a number of uses you can gain a level.
The spells are also somewhat hidden. You have to find scrolls to tell you
how to cast different spells.
I am currently working on the second level of the dungeon...
David
|
1874.16 | Maps available... | LEDS::ACCIARDI | Time to change this damn message | Tue Dec 06 1988 22:47 | 9 |
|
I wasn't going to announce this, but I have in my possession a complete
set of IFF images that map levels 1 thru 7 of Dungeon Master.
I haven't uploaded them to the e-net, but I could. Are you guys
tough enuf to make it on your own? I'm not.
Ed.
|
1874.17 | | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Wed Dec 07 1988 07:51 | 2 |
| I am doing my own mapping, but suspect I'll need something to compare
against. Please upload the maps. (OK, I'm a wimp...)
|
1874.18 | Anything for a few IFF pics! | WJG::GUINEAU | | Wed Dec 07 1988 08:24 | 7 |
|
Ed, if you got maps, I guess I'll buy the game!
John (Definetly NOT a Dungeon Master!)
|
1874.19 | 512k? | HAZEL::MELLITZ | | Wed Dec 07 1988 09:36 | 3 |
| Will it run on 512K?
..Rich
|
1874.20 | It takes a Meg to run.... | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Wed Dec 07 1988 09:37 | 2 |
|
|
1874.21 | Hint needed | ELWOOD::PETERS | | Wed Dec 07 1988 13:00 | 12 |
|
Spoiler
I am on the third level. I have found the three gold keys and have used them
to get the strange gold key but I don't know what to do with it. I found
nothing behind the "matrix" door. I have been unable to get by the pit
behind "time is of the Esssence" door. I also have been unable to open any of
the portculuses behind the "Chamber of the Guardian" door. I need a hint.
Thanks ahead
Steve Peters
|
1874.22 | Spoilers for re:-1 | LRGFMT::COLLUM | | Wed Dec 07 1988 13:47 | 40 |
| SPOILER
1. Matrix door.. there's something in there. You need to make sure
(and this holds throughout the game) to look closely at the walls...
2. Time is of the Essence. If i recall (i'll check tonight) there
are a number of floor 'switches'. Think of it as a real floor switch.
It doesn't have to be a person standing on it for it to work.
3. Chamber of the Guardian.To solve this one, you don't need to
open any of the doors...
If this doesn't help then hit return, but try to think about it
first..
really a spoiler
1. In the matrix, space seems to bend. Leave an object at the entrance
(i use a screamer slice) and then walk away. If you turn around,
it won't be there, you'll have moved somewhere else in the 'matrix'.
Wander around until you find some of the shallow alcoves around
the perimeter walls. inside one of these on the wall you'll find
a switch. If you press it and look around you'll find you've opened
a room.
2. For most switches, you can place objects (i use rocks ) on them.
You may need to throw the rock across the pit for it to work.
3. If you press the buttons next to the guardian cages it activates
a transporter in the room. find the room with the chest and keep
pressing buttons, following it around the rooms. It will eventually
be transported out of it.
Jim Collum
(who is busy trying to figure out how to pull a lever through a
transporter field in one of the Treasure rooms.)
|
1874.23 | Wimps Unite! | LEDS::ACCIARDI | Time to change this damn message | Wed Dec 07 1988 23:32 | 5 |
|
MAPS.arc is now in LEDS3::USER6:[ACCIARDI.AMIGA]
Ed.
|
1874.24 | Sixel version available... | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Thu Dec 08 1988 13:28 | 8 |
| Thanks for uploading these Ed. I have converted all the files to
sixel format such that you can get 2 maps on 1 page. They print
very nicely on an LN03. They are available at
csc32::disk1:[j_parsons.amiga]dml12.six
dml34.six
dml56.six
dml7.six
|
1874.25 | Still can't get it | ELWOOD::PETERS | | Thu Dec 08 1988 13:51 | 14 |
| spoiler
thanks for the hints but I still can't figure out "time is of the essence" door
so I can't get the last key.
I go through the door, push the button and beat the moveable wall. Then
I walk to through the room to the pad and place an object on the pad. Then
I push the button the pit is still there. I have tried walking accros the pit,[Orit
throwing a rock accross the pit and both at the same time and I can't make any
progress.
|
1874.26 | | CLO::HERSHBERGER | | Fri Dec 09 1988 12:05 | 11 |
| Some time help follows
Spoiler
You have to be quick, try pushing the button and turning to face
the pit. If this doesn't help.
Have something ready to throw, push button, turn quickly, and throw
object at transporter wall. At least thats how I remember doing it.
Been a while. For those interested the Atari notes #12 has quite a
few hints for D.M.
Tom
|
1874.27 | or... | LRGFMT::COLLUM | | Fri Dec 09 1988 12:21 | 8 |
| spoiler
What worked for me was to judge the timing, push the button and
then blindly back up through the field (did i mention pray?)
Jim
|
1874.28 | re .25 | MPGS::GOGUEN | | Mon Dec 12 1988 10:29 | 12 |
| re .25
spoiler follows...
I think I know where you at. When you are pushing the button the pit is
at your back. If this is true, after you push the button the pit will
close ( only for a brief moment though). What you need to do is quickly
run backwards after pushing the button, then you should be on the other
side before the pit re-opens.
Paul
|
1874.29 | Hints 2 | ELWOOD::PETERS | | Mon Dec 19 1988 11:03 | 12 |
| Spoiler
I am on level nine and I was wondering if anyone could help. I searched
the level and can't find the stairs down to level ten.
I found the peice of false wall near the message.
I found the stairs down to the little section of level 10.
I found the stairs up to the little section of level 8.
I have retrieved the green gem.
I can't get through the portcules.
Thanks
Steve Peters
|
1874.30 | More hints Please | ANT::SMCAFEE | Steve McAfee | Mon Dec 19 1988 11:09 | 32 |
|
I bought DM last weekend. I believe I need some more hints...
1. I managed to get all the keys for level 2 (? The one with the
named doors discussed in the previous replys). I never did get
behind the door with the pit in front of it. That's the one with
the message something like "CAST YOUR INFLUENCE, CAST YOUR MIGHT".
So how do I get by this one?
2. Having enough keys I went on down to the next level. Here I
think I need a few hints:
a. I'm realy getting tired of these rock creatures. They
remind me of the Hoyta from and old Star Trek episode...
Is there an easy way to kill these things?
b. How do I get through the iron door which opens when I am
standing about three paces in front of it? I can't find
the trigger and it can't seem to be smashed.
c. Are the grates in the floor important?
d. Is there anything I can do with the hole in the wall that
has the green goo coming out of it?
If possible, give me hints. If I still can't get it I will come
back and ask for direct answers.
thanks,
steve m
|
1874.31 | Maps? | GRYHWK::WITHERS | Even a miracle needs a hand.. | Mon Dec 19 1988 14:23 | 10 |
| Does anyone else have net copies of the maps for Dungeon Master (in
either sixel, iff, or postscript)?
I'm having no luck with CSC32::DISK1:[J_PARSONS.AMIGA].. all I get are
Network Partner Exited messages when trying to access (ie DIR, SPOOL,
or COPY) that directory.
Thanks,
George
|
1874.32 | Protection problem (oops.. feature) | LRGFMT::COLLUM | | Mon Dec 19 1988 17:23 | 12 |
| You have to copy them without wildcards. If you do a directory of
csc32::disk1:[j_parsons.amiga]dml12.six
you'll find them. When you copy them say:
$copy csc32::disk1:[j_parsons.amiga]dml12.six,-
dml34.six,dml56.six,dml7.six <destination>
Jim
|
1874.33 | reply .30 | MPGS::GOGUEN | | Mon Dec 19 1988 17:39 | 66 |
| reply .30
> 1. I managed to get all the keys for level 2 (? The one with the
> named doors discussed in the previous replys). I never did get
> behind the door with the pit in front of it. That's the one with
> the message something like "CAST YOUR INFLUENCE, CAST YOUR MIGHT".
> So how do I get by this one?
mild spoiler...
What you need to do is cast a spell at the door, examine the scrolls
you've picked up for the correct spell. Then you need to figure out
how to close the pit.....
> a. I'm realy getting tired of these rock creatures. They
> remind me of the Hoyta from and old Star Trek episode...
> Is there an easy way to kill these things?
very helpful spoiler...
Have you used the doors (with the buttons to open and close them)
to your advantage? If not, here's how....Lead the creature that is
difficult to kill to one of these doors, by attacking and
then backing up. Once you've gotten to the door, get your party
positioned on one side of the opened door so that you have access to the
button to close the door. When the creature steps underneath the door
simply press the button and then wail on the creature with you weapons,
while the door is smashing the creature(s) on the head.
> b. How do I get through the iron door which opens when I am
> standing about three paces in front of it? I can't find
> the trigger and it can't seem to be smashed.
mild spoiler......
I believe when you step on the floor and the door opens, look to your
left and you'll see a button. This button will help aid you in getting
through this door....but, it won't do it all for you, you still need to
do something.....
> c. Are the grates in the floor important?
I don't think so.
> d. Is there anything I can do with the hole in the wall that
> has the green goo coming out of it?
mild spoiler......
Just place the hand pointer over the hole and click the left mouse
button you'll know if it's important....I've found atleast one which
I thought was important.
Good Luck!
-Paul
|
1874.34 | This could happen to you.... | MPGS::GOGUEN | | Mon Dec 19 1988 17:49 | 13 |
| Caution to all you Dungeon Master players....
When you save your game, I would save it twice to 2 seperate diskettes.
I had a diskette with my saved DM game on it (down on level 5). When
I booted it up I got a "Saved game disk damaged" message. Needless to
say I wasn't very happy.
Well I've started over and am now on level 6 and I've got 2 saved game
disks now.
-Paul
|
1874.35 | This may help | CLO::HERSHBERGER | | Tue Dec 20 1988 08:29 | 10 |
| Re: .29 spoiler follows
I think you are stuck by the door with the pits behind it and the
small room on level ten below it. If so read the scroll found in the
small room. If that doesn't help more follows.
The scroll says to return the gem. You must put the gem back were
it was before you pushed the button next to the door. Not easy, then
nothing is from level nine on down. P.S. remove the gem from the chest.
Tom
|
1874.36 | | MEMORY::BERKSON | Think honk if you're a telepath | Tue Dec 20 1988 09:59 | 6 |
| re .32:
I tried a directory without wildcards and it didn't work. I also
would like to get these maps but couldn't access them on csc32.
Mitch
|
1874.37 | Alternate directory | NITMOI::WITHERS | conjugate the verb to go... | Tue Dec 20 1988 14:59 | 9 |
| re .36:
I had trouble and had him copy the files to my system. If you want
an alternate place to look, try:
GRYHWK::DUA1:[AMIGA]DML*.SIX
George
|
1874.38 | Alas | MEMORY::BERKSON | Think honk if you're a telepath | Tue Dec 20 1988 15:04 | 3 |
| %DIRECT-E-OPENIN, error opening GRYHWK::DUA1:[AMIGA]*.SIX;* as input
-RMS-E-DNF, directory not found
-SYSTEM-W-NOSUCHFILE, no such file
|
1874.39 | Ooopppsss | NITMOI::WITHERS | conjugate the verb to go... | Tue Dec 20 1988 15:14 | 4 |
| Sorry... (whooops)... GRYHWK::DUA1:[PUBLIC]*.SIX;*
George
|
1874.40 | Who to choose? | NITMOI::WITHERS | conjugate the verb to go... | Wed Dec 28 1988 23:23 | 11 |
| Hi! I just bought Dungeon Master and want to know who suggests
what and who for a good strong party. Should I take the existing
people or remake them (reincarnate)? And who should I choose?
I know this is a matter of choice and tactic but I just want some
ideas to start off so I don't get myself killed as I try to learn
what I'm doing.
Thanx,
George
|
1874.41 | | CLO::HERSHBERGER | | Thu Dec 29 1988 08:35 | 12 |
| Some minor help with choosing a team
Between my son and I we have played the game through with four
completely different teams with little or no difference. The only
characters we avoid are those with zero mana, you can raise anyones
mana if they have at least a couple to start. I always remake,
reincarnate my party. My favorite team is Sonja, Hissssa, Gothmog and
Leif. A team character with high mana, Wuuf or Tiggy are good starting
characters but not as well rounded, very low str. and health. Hope this
is of some help.
Tom
|
1874.42 | More on choosing your party | MPGS::GOGUEN | | Thu Dec 29 1988 13:10 | 18 |
| re.40 Some more help with choosing your party...
It is a good idea to have all your characters have some mana, as
mentioned in .41, this way all of them can learn spells. I chose to
reincarnate my party also, for the simple reason that they receive
additional points to there attributes strength, dexterity, wisdom, ect.
I felt this was more valuable than alreadly having fighter, ninja,
priest or wizard levels. Since every time you gain a level you get more
points added to your attributes and lower levels are easier to gain
than higher ones (I assumed). It would be better off to start with know
experience and more points.
As for who to choose, it's really up to you. I would make sure I
have atleast one person who is really strong and one person who has
alot of mana.
Have fun!
-Paul
|
1874.43 | Classes? Whats that..;-) | NITMOI::WITHERS | conjugate the verb to go... | Fri Dec 30 1988 09:44 | 11 |
| Hi all. Me again!
How does one select character classes? Do you just keep playing
and when they gain enough experience for a level you select then
or how does it work?
I say this after noting that when I reincarnate they lose all
class information.
George
|
1874.44 | Character classes | MPGS::GOGUEN | | Wed Jan 04 1989 08:49 | 33 |
| r .43
Gaining character classes goes as follows:
Fighter class - All you need to do is get into battle and fight
with fighter type weapons ie. axe, club, sword,...
or you can just practice swing and bashing with
your weapon and this will help you gain a level
Ninja class - You need to battle using you hands & feet or fine
weapons ie saber(?), throwing star, bow & arrows,
any throwing you do will help your ninja status.
Again you can just practice doing these things
without actually fighting anything and this will
help you gain a level.
Priest class - You need to cast Priest type spells to gain levels.
Wizard class - You need to cast Wizard type spells to gain levels.
All of the gains in character classes will be notified to you
automatically at the bottom of the screen. ie "Hulk just gained a
fighter level". Then if you go into that character's personal screen,
you'll see a red box around his/her eye. This means that some of the
characters attributes have been raised. Click and hold the left mouse
button on the eye and the status of the characters attributes will come
up on the screen. Any attributes highlighted in "red" have just been
raised due to the gain in level of one of the character classes.
Well that about it. Have fun!
-Paul
|
1874.45 | Help! | INCH::HERBERT | Herbie Goes Bananas | Thu Jan 05 1989 08:30 | 11 |
| D-M hints required...
I think I have reached level 4 and cannot progress further...
1. The "Riddle Room". I have solved all the riddles except
one. I think it says "I am whole, yet have no body." Would
it be right to assume, when this riddle is solved the
door at the far end of the room will open???
Thanks Herbie.
|
1874.46 | Horta spell? | MEIS::ZIMMERMAN | Ninja turtles fight with honor! | Thu Jan 05 1989 12:29 | 15 |
| Is there a spell that'll take care of the hortas?
Mild spoiler ...
Low-power FUL spells are great for getting rid of mummies and blue
meanies, but those hortas are damnably hard to kill! Medium-power
(ON, UM) FUL spells will kill them, but it ain't easy. I played
with DES and ZO spells but only succeeded in burning my fingertips.
I know you can drop doors on them, but it takes time to lure them to
a door and sometimes it doesn't work.
Has any wizard found a good, sure-fire spell that'll zap these
suckers?
- Z
|
1874.47 | Riddle help | CLO::HERSHBERGER | | Thu Jan 05 1989 13:18 | 14 |
| Minor spoilers for riddle room
As I only needed three of the items to open the door, the forth
made an small opening next to the door which held a key. The item I
think you need follows form feed.
I think what you need is a coin but I don't remember all for
riddles. If thats not right the other three items follow.
Could be big spoiler
Gem, bow, and I think the third was a mag. glass. May be mistaken.
Tom
|
1874.48 | Monsters? Hello? Can anybody hear me? :-) | NITMOI::WITHERS | conjugate the verb to go... | Thu Jan 05 1989 13:34 | 14 |
| I have to ask....
I have only had the game a little while and haven't had the time
to really put towards it but the first level and the second (at
the least the parts I've been to) aren't overwhelmed with monsters.
Does this change? So far I've only fought two things.
Don't get me wrong, I'm not looking for a slug-fest game .. but,
I'm just wondering if its going to change so I can start to get
some more experience.
Thanks,
George
|
1874.49 | | ANT::SMCAFEE | Steve McAfee | Thu Jan 05 1989 14:21 | 12 |
|
Some more hints please. Questions follow the form feed.
- steve
1. How can you kill these darn purple worms??? They cause so much
damage even to someone with a shield potion that I can't seem
to kill them without losing someone. Even the doors don't seem
to help as they quickly move out of the way.
2. Does the magic box really do anything? I can't be sure.
|
1874.50 | All four members fighting together. | FOOT::HERBERT | Herbie Goes Bananas | Fri Jan 06 1989 04:28 | 11 |
|
To increase the overall fighting power when attacking worms, the
blue guys with clubs etc. make sure the two characters at the back
have objects that can be thrown. One of my characters has a sling and
a few rocks, the other one has a bow and some arrows. This allows all
four members to attack at roughly the same time.
I've had little success casting spells that finish off worms!
- Herbie.
|
1874.51 | | CLO::HERSHBERGER | | Fri Jan 06 1989 08:14 | 13 |
| RE .48 There is usually one new type monster per level and as
note .49 implies they can become quit difficult to handle.
Re .49 The level with the worms is a good level to take your time
and build up your fighter and ninga levels. Use the doors to hide behind
then heal up your wounds, open door and fight some more. Take your time
there is plenty of food and water around. In some of the spots worms
will regenerate so watch that you don't get between two pairs. Fire
balls will kill the worms but only higher levels then are available to
magic users of this level.
Hold the magic box in a weapon hand then click on that characters
fighting option.
Tom
|
1874.52 | | RTL::UTZ | | Fri Jan 06 1989 09:55 | 17 |
| I am stuck. I can't find the second key to get into FireStorms tomb. I have
explored the level below this in great detail. I have found two staircases
that lead further down but they don't go anywhere.
On the level above the tomb there are two doors that I also can not get into.
I have solved the riddle room and the three puzzle rooms after that to find the
iron keys. The next door is the one I can't get open. I think I may have made
a fatal mistake. Near this door is a pair a blue transport walls that take some
tricky timing to get passed. I used this key to open the gate instead of
opening the door.
So, I could use a hint to find the second key to FireStorms tomb. If this is
behind one of the two doors that need an iron key, then I need a hint to open
them.
A frustrated adventurer
David
|
1874.53 | Green Slime: Fact or Fiction? Geraldo Rivera reports... | NITMOI::WITHERS | conjugate the verb to go... | Fri Jan 06 1989 10:51 | 12 |
| Is there anyway to examine dungeon features such as puddles or the
omnipresent green slime? Or does it seem that these are just some
dungeon dressings? Unrelated: I've been getting frustrated with
the spells. I come up with what seems valid combinations and they
come out as meaningless and nothing further than a light spell (of
varying power) have I been able to pull off. Are there *LOTS* of
valid of combinations or just a handfull of spells? [Note: I'm
low-no-level so I'm not complaining that hard yet and haven't reached
the point where I'm asking for the combos...yet]
George
|
1874.54 | re .52 | MPGS::GOGUEN | | Fri Jan 06 1989 11:40 | 13 |
| re.52
Dave,
I did the same darn thing when I got the key from the chamber with the
2 transports that you needed to get by in order to get into the room. I
was so happy that I finally got through and got the key, that I just
opened the gate. Later to discover that there were two doors I was
unable to get into that required what looked to be "iron keys".
The second key of "ra" you are looking for is one or two levels below
the firestaff level. I'll check my notes an enter a spoiler later....
-Paul
|
1874.55 | | LRGFMT::COLLUM | | Fri Jan 06 1989 14:16 | 54 |
| As far as spells are concerned, if you check one of the notes in the ATARIST
conference, someone has researched all of them and has them in a listing. (hit
kp7 to add).
(I'm using the decwindows version of notes and the editor has no way (that i've
found yet) of inserting a formfeed, so there will be a lot of spaces after this
to hide the ..... spoiler....)
I haven't been able to get the one gold key after the riddle room.
t = transporter
p = pit
s = wall switch
f = floor switch
_ _
|s|_|k|
|p t s|
|f f |
| |----
when you enter this room (from the bottom in this diagram) you first step
on a floor switch. this opens the door (the one in front of the key). when
you step on the second switch it closes the door. you then proceed and flip
the wall switch which turns on a transporter. when you enter the transporter
you end up on the other side of the pit (where a wall button is located, top of
this diagram). pushing this button closes the pit. At this point i need to shut
off the transporter, but have yet been unable to. Anything i've thrown through
the transporter has returned to where i was. any hints?
thanks
|
1874.56 | | RTL::UTZ | | Fri Jan 06 1989 16:20 | 35 |
| reply .55
I was stumped for a long time by this one too. spoiler follows ...
Try throwing things into the transporter field. The field is very particular.
WHen facing the pit, throw in the lower right corner and it should transport
your object onto the switch on the other side. This will open the gate.
Have fun,
David
|
1874.57 | Priest vs Wizard Spells | KAOO01::LAPLANTE | THE INTERLOPER | Mon Jan 09 1989 13:17 | 7 |
| I'm not having too much trouble generating spells.
What I am still not sure of is how to identify Priest vs Wizard
spells easily. I would like to have characters practise, but it
is often a waste of time and mana.
Roger
|
1874.58 | Priest vs Wizard | GRYHWK::WITHERS | No life I know can compare with pure imagination.. | Mon Jan 09 1989 16:14 | 12 |
| It seems that most priest spells are of curative or protective nature.
So those spells angled towards regenerating lost points, shielding
against elements, etc are priestly. Whereas spells of destruction such
as fireballs, or with elemental power (light) are wizard.
Hang tight! I played for a few hours and didn't find much and started
toget frustrated but spent a few more hours and the game became
exciting in a flash. I now have chacaters who are going up levels and
made it to the third dungeon level!
George
|
1874.59 | 4th/3rd level help? | GRYHWK::WITHERS | No life I know can compare with pure imagination.. | Tue Jan 10 1989 09:33 | 16 |
| 4th level help needed:
At the entrance to the "main" fourth level I can't seem to open
the door with the note next to it, right near the stairs to lvl
three.
On lvl three, I was able to clear everywhere (after a weekend of
sitting in front of Ami.. :-) ) EXCEPT (there's always one!) the
"Room of the Gem"(?), where there is a door staraight ahead with
a diamond shaped "lock" on the wall next to it. I can't get beyond
that door but I did clear out the stuff over the pit in that lair.
Thanks for ny help!
George
|
1874.60 | Room of the Gem | MEIS::ZIMMERMAN | Ninja turtles fight with honor! | Tue Jan 10 1989 11:50 | 14 |
| Re .-1
Spoilers:
In the Room of the Gem, you have to leave something on the pressure
plate to get across the pit. Somewhere back in the tunnels there's a
gem that'll open the door you want to get through. The maps
mentioned earlier are a great help in finding it.
Another:
When all else fails, try force.
|
1874.61 | The right combination? | MEIS::ZIMMERMAN | Ninja turtles fight with honor! | Tue Jan 10 1989 11:56 | 5 |
| Down in level 6 in the room of the combinations, does anyone know
what the correct one is? I believe there're 24 possibilities if you
press each button once. It'd be a real pain to have to try them all.
- Z
|
1874.62 | re.52 hints for 8th level... | MPGS::GOGUEN | | Wed Jan 11 1989 13:50 | 24 |
| re .52 hints for level 8
slight spoiler follows...
After exploring the little bit of level 7 "tomb of the firestaff" you
can proceed down two stairways. One that goes up and down several
levels, and another that goes to level 8. Once down on level 8 you'll
seem to be stuck. This is not so. You'll see an inscription on the wall
"when is rock not rock", first hint when it's an illusion.
bigger spoiler follows....
Try bumping into the walls or throwing things into the walls, until you
walk right through or throw something that disappears. This is you way
to continue on exploring the 8th level.
direct spoiler follows....
when you are facing the inscription on the wall "when is rock not
rock", side step to the left and walk on through. You can go back and
forth thru this illusion as much as you like.
Have fun!
-Paul
|
1874.63 | re .55 | MPGS::GOGUEN | | Wed Jan 11 1989 14:00 | 11 |
| re .55
spoiler follows...
if you place an object down on the spot where the transporter will be,
prior to turning on the transporter with the lever on the wall, when
you do switch the lever on and the transporter comes on the object will
be transported to the corner and will activate the floor switch, which
will open up the gate next to you.
-Paul
|
1874.64 | re .57 Identifying spell types | MPGS::GOGUEN | | Wed Jan 11 1989 14:07 | 13 |
| re .57
How to identify "Priest and Wizard" spells.
If you cast a high "power" spell, for example using the symbol "MON"
instead of "LO", there is a greater chance that the caster will not have
enough exprience to succeed in casting the spell. Therefore you will get a
message like "Wu Tse needs more practice with this PRIEST spell" or
WIZARD spell depending on the case. This will help you identify which
spells are which catergory.
-Paul
|
1874.65 | re .61 Correct combination maybe... | MPGS::GOGUEN | | Wed Jan 11 1989 14:16 | 17 |
| re .61
The right combination for the room of combinations on level 6.
this is a guess as I'm not looking at my notes right now....
If you just walked thru the door and are facing into the room, try the
button to your left 1st, and then next try the button to the right of
that. This should open up a secret alcove in the room. If there are
more secret openings due to other combinations I didn't bother trying
to figure them out. If you find any other combinations post a note.
Again this is from MEMORY, it may not be correct information.
Have fun!
-Paul
|
1874.66 | Maps unavailable! | YARD::HERBERT | Herbie Goes Bananas | Tue Jan 17 1989 05:10 | 32 |
| I've been tring to get a copy of the maps for the last few days,
each time I get the following errors...
With CSC32...
%COPY-E-OPENIN, error opening CSC32::DISK1:[J_PARSONS.AMIGA]DML12.SIX; as input
-RMS-E-FND, ACP file or directory lookup failed
-SYSTEM-F-LINKEXIT, network partner exited
%COPY-E-OPENIN, error opening CSC32::DISK1:[J_PARSONS.AMIGA]DML34.SIX; as input
-RMS-E-FND, ACP file or directory lookup failed
-SYSTEM-F-LINKEXIT, network partner exited
%COPY-E-OPENIN, error opening CSC32::DISK1:[J_PARSONS.AMIGA]DML56.SIX; as input
-RMS-E-FND, ACP file or directory lookup failed
-SYSTEM-F-LINKEXIT, network partner exited
%COPY-E-OPENIN, error opening CSC32::DISK1:[J_PARSONS.AMIGA]DML7.SIX; as input
-RMS-E-FND, ACP file or directory lookup failed
-SYSTEM-F-LINKEXIT, network partner exited
And, with GRYHWK...
%COPY-E-OPENIN, error opening GRYHWK::DUA1:[PUBLIC]*.SIX;* as input
-RMS-E-FND, ACP file or directory lookup failed
-SYSTEM-F-UNREACHABLE, remote node is not currently reachable
Any other places I can obtain a copy from...
- Herbie.
|
1874.67 | | CSC32::J_PARSONS | Like Lesser Birds on the 4 Winds... | Tue Jan 17 1989 07:58 | 3 |
| As you should know by now, there have been some "problems" with
the network over the last few days. CSC32 should be back on the
network now, and the files should be accessable.
|
1874.68 | later.. | NITMOI::WITHERS | No life I know can compare with pure imagination | Tue Jan 17 1989 10:09 | 7 |
| Also, as for GRYHWK.. it is in the throws of a standalone backup
which doesn't want to work correctly. I have taken up the gauntlet
on this problem and should have GRYHWK back up (and backed up..)
by this afternoon.
George
|
1874.69 | DMASTER_MAPS.BCK on WJG:: | WJG::GUINEAU | | Tue Jan 17 1989 11:46 | 8 |
|
There also at WJG::AMIGA:DMASTER_MAPS.BCK.
This is a VMS BACKUP SAVESET!
To restore them type $ BACKUP DMASTER_MAPS.BCK/SAVE *.*/LOG
John
|
1874.70 | Success | INCH::HERBERT | Herbie Goes Bananas | Wed Jan 18 1989 04:36 | 7 |
|
Re. Dungeon Master Maps...
I managed to transfer the maps late last night.
Thanks,
Herbie.
|
1874.71 | Hints Required | INCH::HERBERT | Herbie Goes Bananas | Mon Jan 30 1989 09:48 | 30 |
|
Dungeon Master help, please...
I'm wondering around on levels 8,9, and 10 and seemed to have reached
a dead end.
1. I've found two skeleton keys of which one has been used to unlock a
hidden door, the lock was a skeletons' head. Any ideas where the other
one is used?
2. There is a door which I cannot open, "lighter than a feather?" any
ideas on this one? I've tried removing all the characters
clothing/possions, but nothing happens.
3. I've found an object which looks like a lump of lava rock, is it used
for any thing? I've also found the green gem, where is this used?
4. And lastly, at the bottom of 6 flights of stairs is a lock, which has
a red 'E' shape character next to it. What do I need to open this?
Thanks,
Herbie.
|
1874.72 | re. 71 hints | MPGS::GOGUEN | | Mon Jan 30 1989 14:27 | 57 |
| Reply Note 1874.71
-< Hints Required >-
>1. I've found two skeleton keys of which one has been used to unlock a
> hidden door, the lock was a skeletons' head. Any ideas where the other
> one is used?
mild spoiler follows....
It fits in another skeleton's head key hole. There is one per level from the
8th level down.
>2. There is a door which I cannot open, "lighter than a feather?" any
> ideas on this one? I've tried removing all the characters
> clothing/possions, but nothing happens.
spoiler follows....
Boy that must have taken awhile. Your on the wrong track. Try examining the
weight of items you have.
>3. I've found an object which looks like a lump of lava rock, is it used
> for any thing? I've also found the green gem, where is this used?
spoiler follows....
Don't remember exactly where the green gem is used, if at all. I could check
my notes if you wish.
and about the lump of lava, which is called something like "corbomite".
Are you sure you want this....?
See response above for 2.
>4. And lastly, at the bottom of 6 flights of stairs is a lock, which has
> a red 'E' shape character next to it. What do I need to open this?
spoiler follows....
I can tell you which key fit in this particular key hole.
key type follows....
Winged key.
Have fun!
-Paul
|
1874.73 | Success at last! | MPGS::GOGUEN | | Mon Jan 30 1989 14:34 | 12 |
| Alas the Dungeon has been purged and balance has been restored to the
realm!
Well, we managed to beat Dungeon Master this week end. It was a pretty
good ending. I'll keep and eye on this note, to help all you adventures
out there. If you need it that is. If you would like very specific
hints on winning the game, please send e-mail.
Have fun!
-Paul
|
1874.74 | More maps? | MEIS::ZIMMERMAN | Ninja turtles fight with honor! | Mon Jan 30 1989 22:04 | 6 |
|
Are there any maps for level 8 on down???
- Cliff
PS: Congratulations, Paul!
|
1874.75 | | FOOT::HERBERT | Herbie Goes Bananas | Wed Feb 01 1989 04:10 | 8 |
| Re .72
Paul,
Thanks for the hints, the quest continues...
Herbie.
|
1874.76 | Stuck and frustrated | CSC32::M_PFOFF | Nickeled and Dimed to Death | Sun Feb 12 1989 23:01 | 41 |
| In have found that I am stuck at a point on level 6 and I read where
some people refer the point that I am stuck at so I thought I would
get some help before I go nuts.
reference in .52
> Near this door is a pair a blue transport walls that take some
> tricky timing to get passed.
I think this is where I am stuck at. It is on level 6 When you enter
this section of the dungeon the door closes behind you and you can
not open the other door and there is a hall that has Transports
and I can not get past these transporters to get the key that I'm
sure will open the door.
Crude map:
---------------
|| x || || - Door
------- -----
| | ~ - transportor
|~~~|
|===| = - Gate
|~~~|
| ---- x - pressure plate
| k|
| |
--------
I think I have tried every timing trick possible, but there
must be something that I have not tried.
Thanks,
Mark
PS I can not stop playing this game.
|
1874.77 | Zap, try again | CLO::HERSHBERGER | | Mon Feb 13 1989 08:17 | 12 |
| Some help follows
Spoiler
There are two pairs of transport walls in this puzzle one set
before the door and one set after the doorway. The only way out of the
area you are in is going through the transporters.
If you are using the mouse try the arrow keys. Also try walking
sideways, it may help with the timing. Try to go two steps only then
stop in the doorway. Then take on the second pair. It can take a
while to get the hang of it.
Tom
|
1874.78 | Weight might be the key | CSC32::M_PFOFF | Nickeled and Dimed to Death | Tue Feb 14 1989 12:57 | 15 |
| re .-1
After I read your reply that it is just a matter of timing,
I knew that it had to be something about my characters that was holding
me back, because I tried over an hour with timing and it just could
not be that. So, last night I thought maybe I'm to over loaded or
I have something on like 'boots of speed -5'. SO, I took everything
off. I had four nude fighters and went right through with no problem.
I think the problem was that I was too over loaded, but I really
don't know for sure.
It's great to be moving again.
mark
|
1874.79 | | SPIDER::LONG | | Wed Feb 15 1989 22:39 | 5 |
| Are the IFF maps still available on the net anywhere? I found the SIXEL ones
but would prefer the IFF.
Thanks,
Dick
|
1874.80 | How many levels?? | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Thu Feb 23 1989 00:33 | 5 |
| Paul,
How many levels are in the dungeon??
...richard_who_is_stuck_on_five (well, I just got it a few days ago!)
|
1874.81 | 14 Levels | MPGS::GOGUEN | | Thu Feb 23 1989 09:40 | 8 |
| Richard your 5/14ths of the way through. There are 14 levels total.
If I remember correctly level 5 was pretty good.
Having fun, I hope.
-Paul
|
1874.82 | This game is better than Wizardry | GUCCI::HERB | | Sat Feb 25 1989 20:46 | 3 |
| What do I do to use scrolls?
Matt (I got dungeon master yesterday)
|
1874.83 | Scrolls | MPGS::GOGUEN | | Mon Feb 27 1989 09:52 | 19 |
| Matt,
There is an explanation in the manual, you should read this, it
tells you all about using magic in DM.
I'll try to explain it somewhat here. First the scrolls are just
informative, you don't actually use a scroll ala Bardstale and other
adventure games. In DM you just record what the scroll says on a piece
of paper for future use. Some scrolls just give you hints about your
quest, while most give you the specific syllables to use to activate a
particular spell. Again read you manual it explains how to use magic in
the game very well. I would probably leave something out if I tried to
explain it all here.
Good Luck!
-Paul
|
1874.84 | It is a GURU game | GUCCI::HERB | | Mon Feb 27 1989 21:34 | 8 |
| I have version 2.0 of DM. When I am playing the game sometimes
gates will not open when I press the button,moving around the dungeon
is 3X slower than when I first started playing and when I kill one
of those purple monsters the cloud that is shown when they die does
not go away. Why????
Mattt
|
1874.85 | No Guru's for me.... | MPGS::GOGUEN | | Tue Feb 28 1989 06:58 | 8 |
| Matt,
I don't know what version I was running, but I never had any of the
problems you are experiencing. Also spent alot of hours playing this
game and never had a guru.
-Paul
|
1874.86 | Dying on six. | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Tue Feb 28 1989 12:21 | 20 |
| HHHHHHEEEEEEELLLLLLLPPPPPPP!!!!!!!!!! (please)
I'm on level six and have a couple of problems. First of all, there is
NO MORE FOOD and I'm VERY hungry. Is there something I can do to stay
alive. Possibly a potion that a priest can make to be a food substitute?
(yum, yum) Really though, I have only eaten food when I needed it and I
killed all the screamers I could find and ate them too! Can you eat the
purple worms? (I never figured out how to kill them, I just ran past!)
Also, I can't figure out one of the rooms on six. Spoiler alert!
When you come out of the riddle room and hang a right and go to the end
of the hall there is a door. Behind the door is a nasty eyeball thingy.
No problem. "Wizard, throw a fireball" Zap. Sizzle. OK, Now I'm in
this room with pressure plates, a pit, a switch that activates a force
field, and a door that I can't get open. Who knows how?
Thanks!
...richard
|
1874.87 | It can be done | R2ME2::UTZ | | Tue Feb 28 1989 12:33 | 43 |
| re .86
<spoiler>
Hunger. This is a real problem. If the load amount you are carrying turns
yellow then you start losing stamina faster. The best solution here is to back
up to level 4. near the end is a small room with a gate. This room will
regenerate mushrooms. After killing the first set, leave the room and walk
around about 20 spaces. The gate automatically closes and there will be more
mushrooms inside.
Purple worms. Yes, you can eat these. I killed them by hit and run. Lead the
worms to a room. The do a side step dance. Hit, side step, turn. Hit side
step, turn. You can move faster than they.
The room after the riddle room. I answered this one before. Try reading the
previous notes. If that doesn't help, send me mail and I can send you the
answer.
David
Ps. I still can't find the second key to FireStorm's Tomb??
|
1874.88 | re. 86 more on the hunger problem | MPGS::GOGUEN | | Wed Mar 01 1989 09:25 | 21 |
| re .86
milded spoiler follows...
The way we solved the hunger problem, was to collect several empty
chest and head up to level 3 (purple worm level) I think. And then we
just killed worm after worm and filled the chests up with food. Then we
hauled them down to a place in the dungeon where we had easy access to
from several levels. Also there are some mushroom creatures on this
level for the taking.
spoiler on killing worms...
You may be powerful enough now that fireball spells will be effective
against the worms. It appears that the fire balls are going over there
heads but they are really hitting them. It takes awhile to kill a worm
with conventional weapons. You can always use the gates too.
Good Luck!
-Paul
|
1874.89 | same here | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Mon Mar 06 1989 20:22 | 11 |
| re .87
>Ps. I still can't find the second key to FireStorm's Tomb??
Me either. I've gone past the Tomb and deeper into the dungeon. Is that
good or have I missed the second key.
BTW, this game is incredible! I've never had a game that glued my
attention to it near as much.
...richard
|
1874.90 | 2nd key of RA | MPGS::GOGUEN | | Tue Mar 07 1989 10:42 | 11 |
| re .87 & .89
I'll have to check out my maps tonight. Hopefully I marked the location
for the 2nd key. I believe it is on level 9. I will reply tomorrow
with more info.
-Paul
ps. I agree with .89, DM is an incredible game. I wonder what DM2 will
be like.
|
1874.91 | None Shall Enter? | CGFSV1::WADLEIGH | Dave in Calgary, Alberta | Thu Mar 09 1989 13:25 | 19 |
| I'm almost through level 3, but a nagging doubt is driving me crazy!!
When on level 2, there was a door which said "None Shall Enter",
and I couldn't get through. Near it was a blue force field which
I also couldn't get through, although I tried EVERYTHING as I can
see a treasure chest behind the force field.
I guessed at the time that perhaps I needed something from a level
down below to solve these. Now the doubts have crept in. Perhaps
I've missed something fundamental? I'd hate to get down deep in
the Dungeon with well develped characters only to find out I missed
a key item way back on level 2.
Since nobody else has asked for a hint on this one, I'm feeling
like a real wimp to ask, but, can someone give a hint to me? By
either notes or mail?
Thanks, I hear footsteps, have to go!
Dave
|
1874.92 | | LEDS::ACCIARDI | | Thu Mar 09 1989 14:16 | 5 |
|
Just bash the door down. The passagway beyond the door will allow
you to get the chest behind the force field.
Ed.
|
1874.93 | HELP ME | GUCCI::HERB | | Fri Mar 10 1989 20:06 | 9 |
| <HELP, SPOILER!>
I'M AT LEVEL 5 IN THE RIDDLE ROOM AND STUCK. I HEARD THE RIDDLE
I NEED TO SOLVE INVOLVES A MAGNIFING GLASS. I DON'T HAVE THIS. PROBABLY
BECAUSE I HAVEN'T COMPLETED THE LAST ROOM IN "THE TREASURE STORES",
THE ONE WITH ALL THE PORTALS. I NEED HELP.
AL HERB JR.
|
1874.94 | Need Help on Level 4 | BLKWDO::MACKELPRANG | Who R U | Sat Mar 11 1989 12:51 | 13 |
| I need some help at the end of level 4 (the worm level). I cant seem
to get the door open to go to the next level. I haven't been able to
find any secret buttons either. Also, what should I do about the
trapped mummy? When I kill him, it looks like a secret door opens, but
before I can check it out, worms come from everywhere to get me. One
last thing, I cheated and looked at the map for level four and noticed
a secret room with a stairway going down, but haven't been able to open
the door to this room. Could somebody give me some hints here too?
Thanks
Mark -
|
1874.95 | riddle room (re. 93) | MPGS::GOGUEN | | Sun Mar 12 1989 08:39 | 15 |
| re .93
riddle room spoiler follows...
It is not necessary to solve all four riddles, If you solve three of
them the door will open for you. I believe if you solve all four
another secret door will open (I remember reading this in a previous
note). I never did solve all four riddles. Possibly I just got lucky
and solved the right combination of three to open the door, you'll have
to test that out for yourself.
GoodLuck!
-Paul
|
1874.96 | Riddle spoiler | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Sun Mar 12 1989 16:09 | 10 |
| re .93
You need to answer three riddles to open the door, but the fourth riddle
opens a spot in the wall (in the riddle room) that gives you another key.
Here comes the riddle answer:
I Am All, I Am None: Mirror of Dawn
...richard
|
1874.97 | Level 4 stuff | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Sun Mar 12 1989 16:17 | 21 |
| re .94
> I need some help at the end of level 4 (the worm level). I cant seem
> to get the door open to go to the next level.
Do you mean the last door (at the top of the stairs) or the one before it.
You just chop down the one before it. As for the one at the top of the
stairs, I don't remember doing anything special.
I had a terrible time killing the worms, but its worth it since they are
great eating (yummy!). Do you know the spell to throw a ball of fire?
It works wonders. Lots of times when I was low on mana, I just lured them
back to a large room and ran around them. (chicken!)
> One last thing, I cheated and looked at the map for level four and noticed
> a secret room with a stairway going down, but haven't been able to open
> the door to this room. Could somebody give me some hints here too?
You can only get to this spot by coming up from below.
...richard
|
1874.98 | More on the Key(s) of RA | MPGS::GOGUEN | | Mon Mar 13 1989 14:03 | 14 |
| More on the Key(s) of RA. First off, I neglected to indicate where all
the keys were located.
spoilers follow.....
1. there are 3 RA keys
2. the 2nd one is somewhere between levels 7 & 12. I believe it is on
level 9.
3. the 3rd key is on level 12, I know where this one is.
-Paul
|
1874.99 | Keys of RA | R2ME2::UTZ | | Mon Mar 13 1989 16:57 | 9 |
| I may have met my match but am stuck again.
I have made it passed the message "When is rock not rock" with some help here.
I have explored the resulting passageways. I found the chest with the green
gem and the stairs back up. I don't know what else to do. I asked about the
keys of RA thinking that it was the next step. Could I have a hint on how to
continue....
A frustrated adventurer.
David
|
1874.100 | re. 99 | MPGS::GOGUEN | | Tue Mar 14 1989 10:13 | 9 |
| re .99
David,
You won't actually explore the 7th level until you have been to the
12th level. Have you found stairs down to the 10th level yet?
-Paul
|
1874.101 | Only two more rooms on level 6 - HELP!!! | MANTIS::LONG | | Tue Mar 14 1989 13:34 | 9 |
| I have two places on level 6 that I would love to see a spoiler for
1. In the room with the pillers there is a touch plate that you stand
and a wall opens, but as soon as you step off it closes. I don't
seem to be able to set anything on the plate to hold the wall open
for me.
2. The "test your strength" room is a complete mystery to me.
Thanks,
Dick
|
1874.102 | hints for level 6 | MPGS::GOGUEN | | Tue Mar 14 1989 14:58 | 22 |
| re .101
>I have two places on level 6 that I would love to see a spoiler for
> 1. In the room with the pillers there is a touch plate that you stand
> and a wall opens, but as soon as you step off it closes. I don't
> seem to be able to set anything on the plate to hold the wall open
> for me.
hint follows....
How about getting someone else to stand on it for you.
Have you ever seen anyone frozen in time?
> 2. The "test your strength" room is a complete mystery to me.
hint follows....
Have you thrown anything down this corridor yet?
Have you thrown anything down this corridor that has not come back to you?
Have you shot anything down this corridor?
Then listen. You'll know what to do next.
|
1874.103 | Waiting for Ultima VI | GUCCI::HERB | | Tue Mar 14 1989 16:13 | 5 |
| What does the rabbits foot do? Do some characters eat more food
than others? I have Wuuf in my party and he seems to always be
out of food.
matt (I never fight hand-to-hand combat anymore)
|
1874.104 | When rock is not rock | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Sat Mar 18 1989 14:15 | 12 |
| re "When rock is not rock"
Hint:
It means just what it says. Somewhere there is rock that is not...
Spoiler...
The wall to the left of the one with words on it is not solid. Walk on
through!
...richard
|
1874.105 | Map level 12 available ? | SUOIS3::BLATZHEIM | Germany/Stuttgart - Udo Blatzheim DTN 866-4251 | Mon Mar 20 1989 07:37 | 4 |
| the maps level 1-7 were very helpful, but now i need a map for
level 12. Can anybody help me ?
-Udo
|
1874.106 | Elementals | BLKWDO::MACKELPRANG | Who R U | Mon Mar 20 1989 09:36 | 7 |
| Can somebody tell me how to kill the water elementals on level 12?
I spent about 30 minutes trying to kill one last nite, but had no luck.
Fireballs and lightning don't seem to hurt them at all.
Thanks..
Mark.
|
1874.107 | Killing elementals | MPGS::GOGUEN | | Mon Mar 20 1989 12:09 | 11 |
| re .106
How to kill elementals. Spoiler follows....
You need to use a weapon that can "Disrupt"
The weapon we used was the Vorpal Blade. (the black crooked looking
sword).
It does take a number of hits to kill them.
-Paul
|
1874.108 | exit | INCH::HERBERT | Herbie Goes Bananas | Tue Mar 21 1989 05:14 | 10 |
|
I have a booklet which details all 14 levels and also includes
character attributes and a complete list of spells.
Mail me with your mailstop and I'll send you a copy.
FOOT::HERBERT
|
1874.109 | About to run out of food & water | MANTIS::LONG | | Tue Mar 21 1989 22:44 | 4 |
| Anybody know how to get out of the CLOCKWISE room ( level 10 I think t the
bottom of the stairs) ??
Dick
|
1874.111 | Are you getting dizzy yet? (II) | MPGS::GOGUEN | | Wed Mar 22 1989 12:00 | 24 |
| re: .109
Dick,
Something happened when I tried to reply the first time, I'll try
again. Here are some hints on getting out of the clockwise room. By the
way this is one of the tougher puzzles in the game.
some hints follow.....
First off as you found out you do deplete you food and water supplies
quite a bit solving this one. You may want to go back up in the dungeon
and resupply your food and water. (bring some empty chests with you)
As for solving this one you need to experiment quite a bit. Keep track
of items you see and where they are. Also keep track of whick direction
you are moving in. (ie. clockwise or counterclockwise)
If you need more help let me know.
Good Luck!
-Paul
|
1874.112 | still dizzy | MANTIS::LONG | | Thu Mar 23 1989 10:44 | 23 |
| re:.110
John,
I've picked up a number of things, opened a door, etc. but have lost
the stairway I used to get here in the first place. Also the map I
have of this level says that I should have had another option at the
bottom of the stairs instead of entering the clockwise room which I
didn't see. ( That's right, I have maps of the 14 levels that I got
from the Atari notes file along with a VMS conversion utility to
convert them to SIXEL. Give me a few hours and I will put them in
SPIDER::WEB$TITAN:[LONG]DM.BCK )
spoiler:
All of my teams are first level masters in all arts ( Even Halk who
started out with 0 mana! ). It takes a few days, but practice
everything in the room that regenerates screamers on level 5. Boring
but tasty and makes the other levels much less painful.
In the saveset is a list of spells also. I'll leave it to everybodys
imagination how you get a 0 mana player to be a master wizzard.
Dick
|
1874.113 | level 5 or 6 (maybe 7) | GUCCI::HERB | | Thu Mar 23 1989 18:04 | 6 |
| On the level that has the message that says I won't be ignored,there
is some invisble floor things that open a wall. How do you keep
that wall open so it will not close when you try to enter it?
matt
|
1874.114 | how to keep that damn door open? | MPGS::GOGUEN | | Fri Mar 24 1989 07:53 | 15 |
| re: .113
hint follows....
get someone else to stand on it for you.
if you really want to know, spoiler follows....
lure another monster onto the switch and then "freeze life" with a
magic box.
-Paul
|
1874.115 | Endgame help needed! | MANTIS::LONG | | Tue Mar 28 1989 14:33 | 22 |
| questions that could be spoilers to others about the endgame
I have the firestaff but am at a loss as to how to finish off the game.
1. how do you kill the stone creatures on level 7?
2. how do you kill the dark lord on level 13?
3. how do you kill the dragon on level 14?
4. how do I get to the key shown in the upper left of the map for level 7?
( I can't find a staircase to this from the level below )
5. I also haven't been able to find the key to the door at the bottom of
all of the stairs on level 14.
6. At the top of the central set of stairs for levels 8 - 14 there is supposed
to be ways of getting to other rooms. How?
7. On level ? there is a message "Enlarge My View" which I read after using
a mirror on the sensor to open the door. If this is where the magnifying
glass was supposed to be used, have I permanently screwed up?
Either give hints or suggest a good divorce lawyer or suggest ways to protect
my system from the axe ;^}
Thanks,
Dick
|
1874.116 | Final - No way out | SUOIS3::BLATZHEIM | Germany - Udo Blatzheim 866-4251 | Wed Mar 29 1989 12:51 | 9 |
| I'm on level 14. I have the POWER GEM. But there is no way out.
Bevor i get the POWER GEM there was 2 ways to leave level 14. Now
i can leave this level only to go into the BLACK LORD HALL. But
the way from the BLACK LORD HALL to level 12 is now closed too.
What can i do?
Thanks
-Udo
|
1874.117 | conFUZEing | CLO::HERSHBERGER | | Thu Mar 30 1989 09:12 | 6 |
| Spoiler:
Once you get the power gem you are stuck in the lower to levels,
you must complete the end game. You must deal with the Dark Lord. I
think this was explained in an earlier reply.
Tom
|
1874.118 | Deal with the Dark Lord | SUOIS3::BLATZHEIM | Germany - Udo Blatzheim 866-4251 | Thu Mar 30 1989 10:37 | 5 |
| There is no discussion about the Dark Lord before. How and by what
can i deal?
Thanks
-Udo
|
1874.119 | DARK LORD help | CLO::HERSHBERGER | | Fri Mar 31 1989 09:11 | 11 |
| Big spoiler for end game
If you just want a few clues, there are scrolls on level seven that
tell you most of what you need to know.
Answer follows
You must use the firestaff to build a flux cage on both sides of
the dark lord, then cast fuse spell (firestaff) on him. Its easier if
you can corner him. I used the small room one level 13, you can close
the doors so nothing else bothers you. It's not easy.
Tom
|
1874.120 | for those who *really* need help | WR1FOR::COLLUMJA | | Fri Mar 31 1989 12:07 | 12 |
| Just found a pd disk with iff maps of all levels, along with spell
descriptions, magic usage, hint, descriptions of each level (what
monstors, what object each level has) and a description of each
item in the game (clothing, rings, amulets) and their relative power
and what each is used for.
Anyone interested?? 8^)
Which of the upload directories on the net should I put them in?
Jim
|
1874.121 | | ELWOOD::PETERS | | Fri Mar 31 1989 17:53 | 6 |
|
You can put it in TAPE::USER1:[upload] .
Steve
|
1874.122 | GOT IT! | MDKCSW::DAVIS | That's not a BUG, it's a FEATURE! | Tue Apr 04 1989 19:37 | 9 |
| !!!!!!!!!!!!!!!!!!!! I GOT THE FIRESTAFF !!!!!!!!!!!!!!!
Yeah, I know that's no thrill to someone who had completed the dungeon
but I AM EXCITED! (so there). By the way, those rock creatures in the
tomb of the Firestaff chased me out. What works best on killing them?
Just another happy Dungeon Wimp,
...richard
|
1874.123 | I DID IT!
| RTL::UTZ | | Mon Apr 24 1989 13:45 | 5 |
| I have restored balance to the universe. I finished the game over the weekend.
It is not easy to catch the Dark Lord.
I really, enjoyed the game. Thanks for the two hints that I needed.
David
|
1874.124 | DM Finished! | YARD::HERBERT | Herbie Goes Bananas | Wed Apr 26 1989 05:34 | 11 |
|
Inspired by the last note, I too have now finished D.M after a
marathon playing session last night (and early this morning!)
I would like to say thanks for the hints that I received, I could
not of finished it without you guys...
Thanks,
- Herbie.
|
1874.125 | Me too... | FRAMBO::BALZER | | Wed Apr 26 1989 05:44 | 8 |
|
Yeah, after wasting hundreds of hours with this great game, I finished
it last weekend.
After that I took a look at all the Maps and hints on Tape:: and
was quite astonished how much you could leave out and still succed.
- <CB>
|
1874.126 | FLYING KEY | MTHOOD::SIPEMI | | Fri Apr 28 1989 19:43 | 2 |
| Could someone tell me where the flying key is, I am totaly stuck and
I believe this is important to continue.
|
1874.127 | | MANTIS::LONG | | Mon May 01 1989 09:41 | 9 |
| re .126 Never found it myself but was able to finish anyway
Spoiler:
I believe it is in the hidden room in the upper left corner of the map on
level 7 but could never figure out how to get there.
I've also seen it refered to as the Winged Key.
Dick
|
1874.128 | winged key | MTHOOD::SIPEMI | | Wed May 03 1989 02:30 | 6 |
| Well if it can be finished without the winged key I gess it's not
that important. I finally broke down and downloaded the maps, I
totally missed half the dungeon on level 9 with the rats, so I'm
back at level 9 and in the hallway with the 3 fireball cannons.
mike
|
1874.129 | YANAFH -- Yet Another Note Asking For Help! | NITMOI::WITHERS | So shines a good deed in a weary world.. | Sat May 13 1989 13:59 | 7 |
| Hello everyone!
I'm stuck on level 13? .. Anyway, how does one kill a fire monster,
pray do tell oh mighty adventurers?
George
|
1874.130 | | MANTIS::LONG | | Mon May 15 1989 09:18 | 7 |
| re: fire monsters
SPOILER:
You can't kill them but you can disrupt them.
Dick
|
1874.131 | | RTL::UTZ | | Thu May 25 1989 11:45 | 9 |
| Fire monsters - do you mean the round holes that spout fire when you get near or
the demons who shoot fire balls at you. The first need to be disrupted
the later just take a long time to kill.
a hint - the dark lord lives on this level and you can't kill him with the
firestaff. I would suggest that you finish all other levels before
finishing level 13.
David
|
1874.132 | Stuck on 4 | GIDDAY::LAWSON | Beatings will continue until morale improves | Sun Jul 16 1989 19:53 | 17 |
| I'm at the end of level 4 (Where the prisoner awaits). Tried everything
I know to get the iron door open so that I can get down to some water.
I even went back through the entire level in search of something that I
missed. I did think that it was the switch prior to the "short-cut".
Looks like I wasted my time, cause all that I achieved was to get
thirsty.
I guess that the prisoner is signifigant. My thoughts are:
1- Release him
2- throw some more stuff into the cell to provide sufficient weight to
close(?) the trap door.
3- get through before the worms get me.
Is this a reasonable approach? (all spoilers gratefully appreciated)
Glenn
|
1874.133 | Here come the spoilers! | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Mon Jul 17 1989 15:15 | 19 |
| > I'm at the end of level 4 (Where the prisoner awaits). Tried everything
> I know to get the iron door open so that I can get down to some water.
Glenn,
Here come some spoilers so watch out!
I thought that door past the "prisoner" was wooden. I'm sure I just CHOPed
it down with and axe.
As for the worms, they can be killed if you swing - sidestep, swing - sidestep,
etc. Also throwing a firebal works well. Toasted worms! (oops, sorry)
I don't remember, but maybe releasing the prisoner let more worms loose - I
know I let him go by trowing something on the floor plate.
Hope this helps, I awaiting DM II!!
...richard
|
1874.134 | Still stuck on four. | GIDDAY::LAWSON | | Mon Jul 17 1989 22:45 | 9 |
| Richard,
Thanks for the info...
However, I did bash the door down. No probs! My major
problem/opportunity is the door down to the next level. I cant get that
sucker open. tried spells, bashing, oxy-acetylene etc. I must have
missed something, but what? My party is about to die without help!!!
Glenn
|
1874.135 | | CLO::HERSHBERGER | | Tue Jul 18 1989 08:42 | 8 |
| As I recall, Spoiler follows
You must release the prisoner to open the door down to the next
level. This also releases a few more worms. Have fun.
Spoiler on prisoner follows
You must bash on the mummy with something.
Tom
|
1874.136 | Two: rabbit's foot & guardian `eye'... | GIAMEM::I_SHAW | I hate LJ252-Amiga problems. | Fri Jul 21 1989 09:56 | 11 |
| I now have this game and made it to level 4. I am deperately awaiting
my color monitor because as of yet (2 weeks) I have seen it it B&W.
One question: What is the rabbit's foot for, and in the room of
the guardian, level 3 (the one with eight or so locked doors), what is the
eye for on the back wall?
I guess that's two.
thanks,
--mikie--
|
1874.137 | And another... | GIAMEM::I_SHAW | I hate LJ252-Amiga problems. | Mon Jul 24 1989 09:29 | 6 |
| Another question: what does the zo kath ra spell do? It makes a
nugget on the screen, but I can't put it anywhere, and when I throw it, it
simply drops (no explosions or colors :�D). Does anyone know what this
does?
--mikie--
|
1874.138 | Any Dungeon Masters out there???????? | GIAMEM::I_SHAW | I hate LJ252-Amiga problems. | Mon Jul 24 1989 11:36 | 1 |
| --mikie--
|
1874.139 | Try this... | CURRNT::HERBERT | Herbie Goes Bananas | Tue Jul 25 1989 06:07 | 23 |
| Re: -1
Mikie,
I believe (although I may be wrong) the zo kath ra spell creates
'corbamite' which looks like a nugget.
Hints follow:-
<mild spoiler>
Examine its weight.
<big spoiler>
The corbamite is used to open a door on level 9 which has the message
'lighter than a feather' or some message similar to this.
As I haven't played D.M. for sometime now the above info. may not be
correct.
- Herbie.
|
1874.140 | ZO KATH RA | ATLV5::MCDONALD_J | Surly to bed, surly to rise... | Tue Aug 01 1989 17:26 | 12 |
| Re: ZO KATH RA question...
*** Warning - spoiler follows ***
I believe the ZO KATH RA spell creates a magic nugget which you use to get the
... er ... staff of whatever-it-is that you're searching for. I didn't know
the nugget was corbomite, though. If that's true, I wonder if you can use one
of the corbomite nuggets you find to get the staff.
John
|
1874.141 | Look same, act different? | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Thu Aug 03 1989 12:26 | 5 |
| I seem to remember that corbomite and ZO KATH RA looked alike, but were
still different. I know when you picked them up they each had their own
name.
...richard
|
1874.142 | Are Maps still available? | MQOFS::LEDOUX | Reserved for Future Use | Thu Aug 03 1989 18:01 | 20 |
|
I got Dungeon Master quite recently and I'd like to put
my hands on a set of maps.
Going in this note I've found maps for level 1 to 7 in sixel
(pretty nice maps though!), but I can't get to DM.BCK who
should include all 14 levels.
I know Dick Long(?) has it in his account on
SPIDER::WEB$TITAN:[LONG.AMIGA]DM.BCK, but the file protection is
world no access.
TAPE::USER1:[UPLOAD] doesn't have this file anymore.
Is there anybody that could help a
non-dungeon-master-yet-but-willing-to-cheat-to-become-one?
Ashamingly yours,
Vince.
|
1874.143 | Will this do? | SMAUG::SPODARYK | Scaring the pedestrians... | Thu Aug 03 1989 18:32 | 19 |
| How about this...
<<< BOLT::MAY14$DUA1:[NOTES$LIBRARY]ATARIST.NOTE;1 >>>
-< Atari's 68000 based systems. >-
================================================================================
Note 12.70 Dungeon Master Help? 70 of 75
CHEFS::MURPHYJ1 9 lines 18-JUL-1989 06:06
-< More maps and info available.. >-
--------------------------------------------------------------------------------
A complete set of maps, a comprehensive spell list and a guide to
the attributes of all available characters is available over the
net in postscript form, at
DISTR1::DM.PS (Size about 8200 blocks)
DISTR1 is at 41.641
Jon.
|
1874.144 | not there anymore, but... | SPIDER::LONG | | Thu Aug 03 1989 23:03 | 13 |
| >> I know Dick Long(?) has it in his account on
>> SPIDER::WEB$TITAN:[LONG.AMIGA]DM.BCK, but the file protection is
>> world no access.
Sorry, I accidentally nuked them about a month ago. I originally got them
from the ATARIST notes file along with a utility to convert from the
ATARI format to SIXEL. I think the maps were pointed at in note 12 or 20.
Once you find the filenames, you'll have to do a search through either
the ATARIST or OLD_ATARIST notes file for the filename's extention for
the conversion routine. ( Just shows you how desperate I got below level
6!!! )
Dick
|
1874.145 | Maps again... | MQOFS::LEDOUX | Reserved for Future Use | Tue Aug 08 1989 11:52 | 9 |
| re. 143 (location of DM.PS)
About the DM maps & all...
I can't get to DISTR1:: (node unreacheable) and when I can
FTSV is craping out with an internal error.
Any body has the postscipt file somewhere on the net?
Thnks, Vince.
|
1874.146 | riddle room? | SETH::PREVIDI | | Sat Aug 26 1989 16:18 | 22 |
| I am stuck on sixth level, and have some questions. I have
solved all but one riddle in the riddle room. The riddle
says, "I arch but have no back".
1. Does the bow have to do with the last part of
the riddle and if not what is the last part?
2. Where is the bow?
3. How do you get to the left passageway in the
room with all the pits? (I think this is on the
fifth level.)
4. After the riddle room I can open the first door
with the iorn key that I found in the room with
the transporter. Where is the other key?
Any help will be appreciated.
thanks
|
1874.147 | Some help, but not much! | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Mon Aug 28 1989 11:05 | 26 |
| > I am stuck on sixth level, and have some questions. I have
> solved all but one riddle in the riddle room. The riddle
> says, "I arch but have no back".
> 1. Does the bow have to do with the last part of
> the riddle and if not what is the last part?
Yes, the bow is the answer. I don't remember where I found it, though. I
think it was earlier in the game.
> 2. Where is the bow?
See above.
> 3. How do you get to the left passageway in the
> room with all the pits? (I think this is on the
> fifth level.)
You have to just move around the room until you find the pattern. I think
I always walked into the room and went to the right first and worked my way
to the back wall and then came back towards the front of the room down the
center and finally worked over towards the left side. Eventually, you can
get the correct pits to close to let you through. Have lots of fire spells
ready for those nasty winged serpents!!!
...richard
|
1874.148 | Stuch in 6 too. | MQOFS::LEDOUX | Reserved for Future Use | Mon Aug 28 1989 16:22 | 41 |
|
To reply to few notes before, yes, definitely, the bow was on previous
floor, (the fifth if I remember correctly).
You have to go *everywhere* in order not to be stuck further down.
Now, I am also stuck on the 6th.
After the riddle room, you turn right and arrive in a room
with 3 pressure plates, one pit and a lever that controls
a force field. Here is a drawing of the room:
Enter here.
V
_______|..| X = Pressure plate
| X X| O = Pit
|/ W O| W = Force field (lever controled)
|..|____ | / = Lever
| k| |.X| .. = Door
|__| ---- . = Button (closes the pit)
When entering, the first pressure plate opens the door, but
the second closes it.
I have been stuck in that one. Someone before mentionned to get
some monster(s) to go on the first "X" so the door for the key will come
open, but all monsters won't even enter that room. They stop
chasing you 2 spaces before entering the room.
I also tried to get all 4 totaly naked (so the weight would not be
enough to activate the pressure plate), Without success....
The solution is probably easy, but I can't figure it out.
I am reluctant to go further without that key. Although I did
(unsaved game) and went a little further that the "test your strenght".
There are 2 little room down the corridor and one of them uses
a key, where do you get that key? (There are 2 flying mosquitoes in it)
Help! Vince.
To simplify I have 2 questions:
1) How to get key in room described above.
2) How to open the keyed door after the "test your strenght"
|
1874.149 | | CLO::HERSHBERGER | | Tue Aug 29 1989 08:39 | 5 |
| The trick is, spoiler to follow;
You need to put something in the force field, not high up but low
to the floor, keep tring, almost any item will work.
Tom
|
1874.150 | Help for a friend | CSOA1::LEN | David M. Len | Thu Aug 31 1989 12:28 | 7 |
| A friend of mine, thinks he is almost at the end of Dungeon Master,
but he is having some trouble and would like a hint.
He trying to get some gem out of the wall, he says that there is
a spell that should do it, but it doesn't do him any good. Can
someone offer some help?
|
1874.151 | Some help | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Thu Aug 31 1989 18:33 | 8 |
| Well, here's how I remeber it. Spoiler alert!
Tell him to take the firestaff in hand and touch it to the gem.
I *think* that's all I had to do. If I'm wrong, somebody correct me - it's
been awhile...
...richard
|
1874.152 | and also the spell... | MQOFS::LEDOUX | Reserved for Future Use | Thu Sep 07 1989 14:27 | 11 |
| re :-.1
Indeed, you need the firestaff on the gem, but the spell
you need to free the gem is:
spoiler---
2
Zokathra (although I can be wrong!!!)
Vince.
|
1874.153 | Zoooooom? | SETH::PREVIDI | | Thu Sep 07 1989 17:01 | 14 |
|
Hi. I'm having some problems on level nine.
1. Is there any way to control where you go
when you step on the pressure plates in
the zoooom room?
2. Where is the skeleton key to that level?
Thanx in advance.
|
1874.154 | Some (not much) help | LOWLIF::DAVIS | That's not a BUG, it's a FEATURE! | Fri Sep 08 1989 12:29 | 9 |
| re: Zoom room
I always thought you just had to be able to step off the tiles at the right
place. In other words, there _IS_ another way off if you move the right way
at the right time. I only did the manuever a couple of times (saved game,
you know) and both times took me a lot of tries.
...richard
|
1874.155 | Zoom and skeleton key? | MQOFS::LEDOUX | Reserved for Future Use | Fri Sep 08 1989 17:32 | 11 |
| re : .153 (zoom room)
I beleive the zoom room is on the 10th, not the 9th as previously
mentionned. To get out of the "zoom" you have to hit the right
key at the right time (try using the keyboard arrow key) it's
was easyer for me.
I don't know what you mean by "skeleton key???" can you expand
on that?
Vince.
|
1874.156 | LARGE STONE GIANTS - PLEASE HELP! | PEKING::WILLIAMSC | | Tue Oct 03 1989 13:28 | 17 |
| Help, I have found the three RA keys to let me into the Firestaffs
Tomb? and have inadvertenly let a VERY LARGE STONE MONSTER out.
Can anyone tell me how do you kill these stone monsters. I have
tried FULL bombs and the highest level fireball and lightening spells.
All my players are Master Wizards but none seem to be able to reduce
these large stone men to rubble.
Please can anyone suggest how I can get rid of these monsters.
There are at least three on the loose at the moment, and although
fairly slow movers, I have no way of running round them.
Yours desparately
Collette
|
1874.157 | Those nasty Stone Giants, will they ever die..... | MPGS::GOGUEN | | Tue Oct 03 1989 16:49 | 26 |
| To kill the Stone Giants try this......
Do you have any freeze life magic boxes with you? Preferably the green
ones, longer duration. If so coax the Stone Giant towards and over head
gate or door that is open. When the giant is directly below the door
use the magic box to freeze life. Then activate the switch or button to
close the door. The door will come down and smash the giant on the head
doing some damage. The door will continue to do this until the giant is
unfrozen and moves. While the door is smashing away, you can attack
with you characters doing more damage. By the time the giant get
unfrozen he will probably be dead or close to it. If he is not dead
yet, do not back away from the giant just keep swinging. He will
eventually back away from you because of the terrible headache he is
receiving from the door. The door will then close at which time you can
heal yourselves if needed. Then open the door and let him come in
again.
If you don't have any magic boxes. Just do the same thing but without
freezing him.
Good Luck! This should work.
Have fun!
-Paul
|
1874.158 | The Black Death | PANIC::JACOB | Usque Ad Mortem Addendum | Tue Nov 07 1989 04:59 | 25 |
|
Stone giants no problem make about a dozen Ful Bro + the sword symbol
one potions. And give these to your 2 front men, should be your
beefy fighters.
This will drastically affect their strength and the damage they
do. For weapons, it is best to use either Diamond Edge or mace type
weapon. Freezing them with green boxes helps as suggested in prev
note. But when you have killed one, you will be able to use it's
weapon against the others! You should have a strength of over 100
for the stone club to be effective.
OK that's some help for you, now me....
I have never killed the Black Spinning/Vanishing Knight-cum-Wraith,
every time I feel he is close to expiring he teleports out!
Anyone killed him? More importantly how and was it worth it ?
Regards, Mark "I've feasted on D-steaks,Zokathra-ed it,crumbled the
golems, but haven't killed the B***** Knight!"
|
1874.159 | Black Knight | MSHRMS::GOGUEN | | Wed Nov 08 1989 07:10 | 11 |
| re. 158
kind of a BIG spoiler...........
Mark,
If you kill the black knight/wraith, you win the game! I won't tell
you how here, but feel free to E-Mail me if you want to know.
-Paul
|
1874.160 | OK, but what next ? | PANIC::JACOB | Usque Ad Mortem Addendum | Thu Nov 16 1989 08:58 | 17 |
|
AT LAST !!!!
I have completed this fabulous game, it has taken me three months
elapsed time (unfortunately I couldn't play it continuously)
and countless "real" hours in the darkest reaches of the dungeon.
The Dark Lord is dead, long live the balance!
But does anyone know if there is an FTL sequel in the making?
I would love to take my party of adventurers on another quest
in a game of this ilk.
Regards, Mark.
|
1874.161 | Too Dumb to DM? | CGOFS::R_RYAN | | Mon Nov 27 1989 18:19 | 17 |
| I realize that most of you are out there have completed this game and
no longer are all that interested but....If anybody has a list of
spells and/or maps still available I would be forever in their debt.
I know its a weenies way out but after all the mapping I had to do
in BT and BT II, I just can't get into the mapping.
The spells are the most important. I know a few but I would like to
make sure I'm not missing any. Oh what the #@!&, I'm just too lazy to
figure them all out. I just don't have the time to learn them all.
I've tooled around in ATARIST notes as well as these and no one that
had these sources of info seems to still have them.
I'm still plugging away but any help I can get would be great. My wife
would appreciate any help you could give me as well. Shes got a hammer
with my AMIGAs name on it and maybe one with my name on it...
Regards,
Ron
|
1874.162 | It's in here somewhere. | YUPPIE::WILSON | Tony, the HOSS TRUMPET | Thu Nov 30 1989 08:54 | 3 |
| You might want to check back a few replies. I think they are located
on several machines: WJG, NORSE, CGOU01 (think that is the correct node
name; I have a logical which points to it.)
|
1874.163 | In search of the easy way out. | CGOFS::R_RYAN | | Thu Nov 30 1989 13:29 | 13 |
| I believe that everybody has purged the spell and maps files for DM
from their accounts. I have checked ( I don't think I missed any )
every reference in this notes file and in the ATARIST notes file. There
are nine different nodes that had these files at one time or another
but all are gone now.
I got a mail message from another guy who has also searched through
every node he could find and he has had no luck either. *Sigh* oh well,
it was worth a try. I'll just chalk this game up to a character
building experience, Bards Tale II, all over again.
Regards,
Ron
|
1874.164 | | WJG::GUINEAU | Quantum Reality | Thu Nov 30 1989 15:23 | 7 |
| Not so. There here at WJG::AMIGA: as
DMMAP1-7.ARC;1 50/51 7-APR-1989 16:34:26.36 (RWED,RWED,RE,R)
DMMAP8-14.ARC;1 45/45 7-APR-1989 16:34:32.35 (RWED,RWED,RE,R)
John
|
1874.165 | | WJG::GUINEAU | Quantum Reality | Thu Nov 30 1989 15:44 | 3 |
| And the spells are at the same place as DMSPELLS.ZOO
John
|
1874.166 | Here are the spells!!!!!! | CGOFS::R_RYAN | | Thu Nov 30 1989 16:03 | 42 |
| I spoke too soon. We have the spell list now, thanks to Harold
Swaffield. I' m going to enter it here so that it never gets lost.
*******BIGGGGGG SPOILER***********
*******LAST CHANCE****************
Spell name Caster Power Elemental | Form | Class
Mon potion ( stamina ) P any YA
VI potion ( healing ) P any VI
Light W any FUL
Open Button Doors W any ZO
Spell Shield W any YA IR
Ya potion ( protection ) P any YA BRO
Bro potion ( cure poison ) P any VI BRO
Poison Cloud W any OH VEN
Fire Ball W any FUL IR
Poison Ball W any DES VEN
Weaken Immaterial Beings W any DES EW
Poison Potion P any ZO VEN
Magic Footprints W any YA BRO ROS
Dane potion ( wisdom) P any YA BRO DAIN
Neta potion ( vitality ) P any YA BRO NETA
Xray vision P any OH EW RA
Lightening Bolt W any OH OH RA
Monster Confusion P any OH OH SAR
Light W any OH IR RA
Ros Potion ( Dexterity ) P any OH BRO ROS
??? W any FUL EW SAR
Ku potion ( strength ) P any FUL BRO KU
Fire Shield P any FUL BRO NETA
Darkness W any DES IR SAR
Zokathra W any ZO KATH RA
EE potion ( mana ) P any ZO BRO RA
P = Priest
W = Wizard
|
1874.167 | I must be blind or sumthin! | CGOFS::R_RYAN | | Thu Nov 30 1989 16:11 | 10 |
| Re:.164 and .165
Thanks John,
I must have been entering all those spells in .166 while you were
answering my plea for help. I can't vouch for the list I got but its
pretty accurate.
Regards,
Ron
|
1874.168 | We should have turned left!!!! | CGOFS::R_RYAN | | Fri Dec 08 1989 13:58 | 8 |
| Does anyone have the DM maps in a format that can be printed on an
LN03. I have found The .arc files from several sources but they are in
a format that I can not print. If you don't have them then maybe
someone out there knows how to modify the format of these files.
Thanks,
Ron
Missed something on level 7 therefore stuck on level 8!
|
1874.169 | ARC->ILBM->COLOR_SIXEL->UTOX->GREYSCALE->BW_SIXEL | WJG::GUINEAU | Quantum Reality | Fri Dec 08 1989 23:24 | 7 |
|
If you have a DECwindows workstation, you can take the arc files, extract the
ILBM images (files), run them through CSIX and then through UTOX which
can do a greyscale from them and then back to sixel. The result should print on
an LN03.
John
|
1874.170 | Converted and posted to TAPE | BOMBE::MOORE | BaN CaSe_sEnSiTiVe iDeNtIfIeRs! | Sat Dec 09 1989 02:32 | 7 |
| OK, I've done the conversion and 'uploaded' the file to:
TAPE::USER2:[UPLOAD]DM_MAPS_SIXEL.ZOO
The archive contains one file (about 1500 blocks), printing 3 maps per
page.
- Bruce -
|
1874.171 | Now we're COOKING!!!! | CGOFS::R_RYAN | | Mon Dec 11 1989 13:14 | 14 |
| re .170
Thankyou very much. I downloaded the maps and they are great. I
managed to get to level 9 without them but I noticed a few places that
I missed, just after glancing at them.
Again,
Thanks a bunch!
Ron
Soon to be a DM kinda-guy!
|
1874.172 | "Time" door | DECEAT::LANDINGHAM | Guy M., BXB1-1/F11,293-5297 | Thu Dec 14 1989 10:46 | 40 |
| I wasn't going to ask, but I am definitely stuck.
I'm on level 3 at the "TIME IS OF THE ESSENCE" entryway. I've read the previous
notes on how to get through the secret door, that is...(spoiler for those who
don't know yet)
Press the button and "run" 4 left and 2 forward before the door disappears. But
at least on my machine there is so much of a delay between when I click a move-
ment button and the program updates the screen and will accept another movement,
it seems impossible for me to get to the opening in time. I've tried using the
keypad for movement but it doesn't help. I also tried cutting everyone's weight
to a minimum, but the delay is still there.
Can anyone offer any suggestions? I hope this has nothing to do with the fact
that I'm running on a 1000!
Thanks, and Merry Christmas
|
1874.173 | Are you waiting? | MSHRMS::GOGUEN | | Thu Dec 14 1989 11:20 | 12 |
| re .172
Question: Are you waiting for the screen to move before pushing the
button or key for your next move?
If you are, you do not need to wait for the screen. I would recommend
the keypad for this move, just push the buttons you want right after
each other and then sit back and watch. You should be able to make it
thru.
-Paul
|
1874.174 | No, not waiting, but delay is there | MSBIS1::LANDINGHAM | Guy M.,BXB1-1/F11,293-5297 | Fri Dec 15 1989 20:50 | 19 |
| >
> Question: Are you waiting for the screen to move before pushing the
> button or key for your next move?
>
No, that's just the problem. I've tried using the keypad instead...I'll click
the wall button with one hand and immediately do the six keypad presses with the
other, but there is such a delay between each "step" that the hidden door just
disappears an instant after it scrolls in front of us (and then we walk into the
wall). I've tried this many times with exactly the same result.
It is very frustrating not being able to go any farther (and my nose is
getting sore!)
Anyone have any further suggestions? Can anyone give me an idea of what kind
of response time they see with rapid movement? I have a nagging suspicion
that this may have something to do with my particular configuration.
Thanks
|
1874.175 | Overload | PANIC::JACOB | Usque Ad Mortem Addendum | Mon Dec 18 1989 05:59 | 17 |
|
The problem you have with not being fast enough is due to encumberence.
Either you are all carrying too much, or one party member is
overloaded. I can't remember the exact colour scheme for overloading
but check out each players load and adjust so that none is more
than 80% loaded. N.B. The party moves at the speed of the slowest
member!!!
This should do the trick,also you need to click the mouse on the
wall button and use keyboard to immediately leg it!
Hope this helps,
Mark "DM" Jacob.
p.s. Anyone heard of a sequel.
|
1874.176 | Perhaps one of them is wounded? | MQOFS::LEDOUX | Reserved for Future Use | Thu Dec 21 1989 12:27 | 11 |
|
I also have seen some "slow response" due to one of the
member being hurt. (bandage over hand\feet\head etc.
(remove the helmet\armor to see if he his hurt or not)
There is a potion to heal any type of wound.
Good Dungeon master'in.
Vince.
|
1874.177 | Starting over again | RUTILE::BISHOP | | Thu Dec 28 1989 05:20 | 38 |
| Hi,
I've had both Bards Tale I & Dungeon Master for quite awhile,
and upon first playing them i thought they were great !
But after 2/3 weeks and not getting very far i gave up on
these. Having seen the depth of both games (in notes) when a
little futher into them, i have decided to start up again.
As you probably all know when, after a couple a weeks when they
still seem the same as when you first bought them, they seem
to lose their appeal .
As i am not too good at these kind of games i tend to get
extremely frustrated when, after mapping, i end up in a dead
end and die (especially in DM !).
Most of the problem seems to come from my mapping and i was
wondering if anybody had any tips on mapping.
Some other causes of problems is the 'hidden' things. How do
you know where a secret passage is in DM without walking into
a wall all the time and causing damage to your characters ?
Is there someway you can tell ?
I have an ST, and would also like to know if there are any
differences between the 2 machines for each game.
If anybody has any helpful tips on these sorts of games it would
be most appreciated in this direction.
~lewis.
a_soon_to_be_very_fustrated_DM/BT_player.
N.B. I am posting this on both DM and BT notes for both
Amiga and ST.
|
1874.178 | | LODGE::LEN | David M. Len | Sat Dec 30 1989 12:42 | 17 |
| This was in the Game Tip section of INFO.
Here it is.
***********************************************************************
Dungeon Master: Go to the dungeon's entrance (where you started the
game) and face the door. Use the spell 'oh ew ra' to look through the
door and you will see something (or someone). - Kevin Miguel
***********************************************************************
While I was entering this reply, I thought it would be useful if we had
1 topic for all "cheats/tips" like this one. That way you would only
need to scan 1 topic instead of searching through many topics.
What do you think?
|
1874.179 | postscript maps | AIAG::WISNER | I have a totally traditional haircut | Tue Feb 20 1990 18:49 | 7 |
| If you have a postscript printer, I've put all the maps into a postscript
document at:
DISK$FUN:[WISNER.A1000]dm.ps
This has all 14 levels. It takes a long time to print. Please copy during off
peak hours.
|
1874.180 | | NZOV01::MCKENZIE | Stop Pollution: Leave a legacy | Sun Feb 25 1990 18:45 | 21 |
| Only just started playing this and have a quick question....
<Possible Spoiler>
I found some leather gear on level II and decided to swap Ishidos
Gi for the leather gear. When I removed the Gi top I noticed the
Box had turned RED and he appeared to be wounded (wearing a bandage
with a spot of blood - at least thats what it looks like)
How can I heal this? I have cast a spell into a flask which
supposedly heals wounds (according to a scroll I found) and given
it to Ishido nd made him drink it - but nothing changed...
I repeated the process three more times with no improvement...
Health, Mana and stamina are all ok...
Confused...
Phil
|
1874.181 | | NZOV01::MCKENZIE | Stop Pollution: Leave a legacy | Sun Feb 25 1990 19:08 | 21 |
| Almost forgot...
I'm down on Level III now...
How do I enter any of the following areas...
Chamber of the guardian
The Vault
The Matrix
Room of the Gem
Creature Cavern
Time is of the essence...
when I press the wee buttons...noting happens...Ive picked up all
usefull objects and stepped on every square (also checked walls
for switches etc)
I have obviously missed something...but what?
Phil
|
1874.182 | It should work | ODIXIE::WILSONTO | | Sun Feb 25 1990 20:21 | 5 |
| The buttons on the wall next to the doors should open them with no
hesitation. There are other levers and gizmos inside each of the
aforementioned areas, but the initial entries are the buttons.
|
1874.183 | | NZOV01::MCKENZIE | Stop Pollution: Leave a legacy | Sun Feb 25 1990 23:38 | 8 |
| Damn! - I was afraid of that! - will have to try again tonight -
if its a dud then back to FTL it goes....
*sigh*
Thanks
Phil
|
1874.184 | Spell list | NZOV01::MCKENZIE | Stop Pollution: Leave a legacy | Mon Feb 26 1990 17:53 | 62 |
|
The following list was extracted from an archive copied from a
destination mentioned in note 12 of the ATARIST conference
(conference located at node MAY14::ATARIST)
I cant testify to the accuracy because I havent played with the
spells too much...but assuming its accurate please treat it as
a BIG SPOILER
Dungeon Master Spell List
Compiled By Michael Stetter
Note: The power symbols are required for all spells. Power effects
the strength and duration of the spell. All potions require
a empty flask.
Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON
Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO
Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR
Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR
Power Elemental Form Class Caster Effect
-----------------------------------------------------------------------
1-6 1 P MON Potion (Stamina)
1-6 2 P VI Potion (Healing)
1-6 4 W Light
1-6 6 W Open Button Doors
1-6 1 4 P Spell Shield
1-6 1 5 P YA Potion (Protection)
1-6 2 5 P BRO Potion (Cures Poison)
1-6 3 1 P Poison Cloud
1-6 4 4 W Fireball
1-6 5 1 W Poisonball
1-6 5 2 W Weaken Non-Material Beings
1-6 6 1 W Poison Potion
1-6 1 5 2 P Magic Footprints
1-6 1 5 3 P DANE Potion (Wisdom)
1-6 1 5 4 P NETA Potion (Vitality)
1-6 3 2 5 P Look Through Solid Objects
1-6 3 3 5 W Lightning Bolt
1-6 3 3 6 P Monster Confusion
1-6 3 4 5 W Light
1-6 3 5 2 P ROS Potion (Dexterity)
1-6 4 2 6 W ?
1-6 4 5 1 P KU Potion (Strength)
1-6 4 5 4 P Fire Shield
1-6 5 4 6 W Darkness
1-6 6 3 5 W ZOKATHRA Spell
1-6 6 5 5 P EE Potion (Mana)
-----------------------------------------------------------------------
End Of File
|
1874.185 | Secrets sheets available... | NZOV01::MCKENZIE | Stop Pollution: Leave a legacy | Mon Feb 26 1990 18:10 | 8 |
| I also have some cheat sheets which may be handy to those who are
stuck...
Send EM if interested and I'll mail you a copy...
Cheers
Phil
|
1874.186 | DMPATCH.LZH | TALLIS::MCAFEE | Steve McAfee | Tue Apr 17 1990 13:31 | 42 |
|
Could one of you PLINKers keep an eye out for DMPATCH.LZH? The guy
below mentioned on usenet that this is available on Plink. After using
this supposedly it is possible to install DM on a hard drive. I don't
want it bad enough to join, but it having this on my hard drive might
motivate me to finish the game :-).
Sorry for the diversion...
thanks,
steve
-------------------------------------------------------------------------
From: [email protected] (/dev/ph1)
Newsgroups: comp.sys.amiga
Subject: Dungeon Master protection
Date: 10 Apr 90 21:45:45 GMT
Organization: Computers, Gerbils, and Games in the Basement, Pgh, PA
Ken Steele wrote in <[email protected]>:
> I just got DungeonMaster. The disk had a broken spring on
> the slide cover, and it is going back for replacement. I
> have been playing with a nibbled copy.
>
> The copy appears to work ok. I can pick my group and make it
> down into the dungeon but I have twice had the game crash
> with a pseudo-alert: DungeonMaster System Error #60.
>
> Does anyone know what this error message means?
Dungeon Master uses the protection scheme known as weak bits. That means
that some bits on the protection track are not supposed to be consistantly
read as a 1 or a 0. DM reads the protection track periodically during
gameplay (most often when changing levels). If some of the bits (it is
quite picky about which ones) are weak, then all is well. If, however,
after several reads it still gets consistant results, it displays that
"error #60" message. I uploaded a patch on People/Link called DMPATCH.LZH
that removes the protection and permits hard disk installation.
-- Dan Babcock / voice (412)-373-1753
|
1874.187 | DMPATCH.LZH is here! | CSC32::J_PARSONS | George Stark: Not A Very Nice Guy | Sun May 06 1990 19:19 | 5 |
| Just found this on xanth and ftp'ed it over, and I'm happy to say that
IT WORKS! (or appears to, I played for about 30 minutes from the HD
without error).
I've moved it to TAPE::USER2:[UPLOAD]
|
1874.188 | | TALLIS::MCAFEE | Steve McAfee | Mon May 07 1990 14:24 | 5 |
|
Thanks for DMPATCH! I'll try it tonight. Did you do an FTP from inside of
DEC to an outside system? I was under the impression this wasn't possible...
- steve
|
1874.189 | Anonymous ftp from easynet | TUBORG::J_MANNING | Only Amiga Makes it Possible | Mon May 07 1990 14:37 | 3 |
| There is a bitftp server at pucc.princeton.edu that can be used to make
requests for anonymous ftp transfers. This can be accessed by anyone
on easynet. I can send you the docs on how to use it if you like.
|
1874.190 | Where did it go?? | POLAR::RIDGE | | Mon May 07 1990 14:45 | 4 |
| I have just looked on tape::user2:[upload] and cannot find it. Could
you please verify and reply.
Thanks..
|
1874.191 | Well, I can see it | CSC32::J_PARSONS | George Stark: Not A Very Nice Guy | Mon May 07 1990 14:52 | 2 |
| I just did a directory of tape::user2:[upload] and I can see it.
Filename is dmpatch.lzh.
|
1874.192 | thanks for the info | POLAR::RIDGE | | Mon May 07 1990 15:11 | 2 |
| thanks...
harry
|
1874.193 | | NAVIER::LONG | | Tue May 08 1990 01:06 | 16 |
| Re: dmpatch.lzh
Is there a way to quit or push the game to back so that you can continue
with real work without rebooting to get rid of the author's page?
I'm running QMOUSE and can't <SHIFT>N or M to another window ( I executed the
BOOT for DM from an icon ) which means you can't alternately download big
files and play DM while waiting for it to complete.
The only value I saw beyond running from floppy was that the program was
backed up to hard disk and I no longer have to worry about nuking my floppy.
Maybe my disk is fragmented, but I didn't see much of a speed increase in
loading images.
Dick
|
1874.194 | Lets get mapping | AYOV27::CWILL | My sandwich is empty... | Wed Oct 24 1990 06:15 | 10 |
| Well after owning my Amiga now for 6 months I finally gave in a
bought Dungeon Masters. Excellent game ( xenomorph is very similar,
it was probably based upon DM ), Im playing V2.2 at the moment seems
to be pretty solid, the occasional worry with saving / loading game
positions other than that no problems. Im on level 3, I have skipped
most of the notes / spoilers in this topic so far. Hope some of
you DM vets are on standby over the next few months.
Regards,
Chris.
|
1874.195 | Enjoy | MSHRMS::GOGUEN | | Fri Oct 26 1990 17:27 | 5 |
| Have fun Chris. It's a great game.
-Paul
|
1874.196 | Missing maps! | COMICS::HOGGAN | No, I am not kidding !!! | Mon Nov 26 1990 07:33 | 8 |
| Hi,
Sorry to dig up the old subject of maps, but I can't get them from any
of the aforementioned places... A vaiety of error messages are all that
appear. Does anyone know where the postscript versions may be found??
Cheers, Dave.
|
1874.197 | DM Demo still available? | VISA::ANDREASSON | Cogito, ergo am | Mon Feb 25 1991 09:31 | 5 |
|
Is the Dungeon Master DEMO still available on the net? Also, does the DEMO
need 1MEG, or is it just the REAL DM that needs it?
Sigge
|
1874.198 | What use are the SCROLLS | MEALA::MERLEHAN | | Thu Mar 28 1991 05:30 | 20 |
|
I have recently bought an B2000 and Dungeon Master. It is a great game
and I have only survived as far as Level III to date.
I have a good idea from the hints/spoilers in this note on how most
things/spells work but I fail to understand the use of the SCROLLS.
Are they just hints as to what spells can be used or is there a way to
get the scroll to tell you how to cast its spell.
As I have been reduced to BONES many times and I have the SCROLL from
the 1st Level Altar "Lives for Old Bones" it would be very handy to
return my character(s) to life without having to restore the game.
The handbook makes no mention of the scrolls but then it does not tell
you very much about many things....
Colm
|
1874.199 | | BOMBE::MOORE | Amiga: Where 'multimedia' REALLY began | Thu Mar 28 1991 16:19 | 4 |
| I don't think the scrolls *do* anything themselves. They are there to
help you understand the significance of other things. In the case of
the altar, that scroll informs you that you can resurrect dead characters
by bringing them to the altar.
|
1874.200 | | BARD::mcafee | Steve McAfee | Fri Mar 29 1991 11:06 | 5 |
| re: .198
I don't think you have placed the scroll on the eye to read them...
'nuff said.
|
1874.201 | A Blue thing has got me!!!! | NEST::CURRY | | Mon Apr 01 1991 23:46 | 9 |
| Hi There!
I just bought this game and I'm having a bit of trouble
learning the magic spells. The instruction manual that came with
the game isn't very specific about the way that you actually use
the magic. Could someone give me(and my wife!) a few tips?
Eternally Grateful!!!
Mike
|
1874.202 | Have fun. Help's on the way... | GOBAMA::WILSONTL | Lead Trumpet (Read that...LEED!) | Tue Apr 02 1991 09:41 | 3 |
| Check back a few replies. There are files available that contain maps
and a complete set of spells. Look on TAPE::AMIGA. There's even a
special directory.
|
1874.203 | Here is some help...hopefully. | MQOFS::LEDOUX | Reserved for Future Use | Tue Apr 02 1991 16:07 | 24 |
| I understand you can be troubled by those.
On the screen there is 6 symbols
When you click on one of them, you get 6 different etc...
4 times.
The first 6 decide of what power you want to use on your spell.
ie: When you want to send a fire ball, if the first symbol
you press is the left most, the ball will do little
damage, if you use the right most, it will do most damage.
after clicking on the "power level", you then press
a reversed "N" like symbol, then the "E" shaped one.
You need only 3 symbols for that one. Some others require
4. To cast it you click where those 3 symbols are just under
the 6 symbols boxes are (not over the left arrow).
If you have enough experience, you will see a fire ball
going toward a monster. If you don't have enough experience
it will tell you so. You should then use a less "strong"
spell. Note: Do not send it on a wall in front of you, the
ball will damage you.
If you want a full list of all the casts, let me know I can
upload it, but I am sure it must be somewhere on Tape::
As for the maps, it sure help... but is it cheating?
|
1874.204 | am I stuck | SALEM::LEIMBERGER | | Fri Apr 26 1991 09:14 | 7 |
| I am at the level of the firestaff(7??). My problem. I had a RA key,and
used it to open the door that looks like a force field. I then decided
to go down to the next level. Later I find the door closed,and I have
no RA key. Can I finish the game if I get the rest of the keys, or do I
have to restart,and not use the key until later ? Many of the doors stay
unlocked in the game so I was suprized to see this one closed.
bill
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1874.205 | same row of doors..? | MQOFS::LEDOUX | E.T. Notes Home | Mon Apr 29 1991 15:19 | 15 |
| Hi Bill,
I remember being on the 7th and the door(force field) never
closed back on me. But BEWARE, there are 3 identical doors
(F-F) perhaps, you've opened the first one, but 2 move forward,
found an identical one and think it came down? They are right
next to eachother (3 of them)
There are ONLY 4 RA keys and you need them to complete the game,
if my memory serves me right. They are on ...small cheat comming...
levels 3, 7, 9 and 12.
Vince.
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