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Conference hydra::amiga_v1

Title:AMIGA NOTES
Notice:Join us in the *NEW* conference - HYDRA::AMIGA_V2
Moderator:HYDRA::MOORE
Created:Sat Apr 26 1986
Last Modified:Wed Feb 05 1992
Last Successful Update:Fri Jun 06 1997
Number of topics:5378
Total number of notes:38326

1874.0. "Dungeon Master (almost)" by LEDS::ACCIARDI (Insert witty anti-Dukakis slogan here - ) Mon Nov 14 1988 02:40

    
    FTL has released a working demo of the long-awaited Dungeon Master
    game.  Dungeon Master is supposed to break new ground in fantasy
    D&D games.  The demo (and, I assume, the real game) features incredible
    artwork, digitized sounds, and depth of player involvement.
    
    The demo game really works, and has a definite goal.  I can testify
    to the quality of the artwork and sound.  The attention to detail
    is amazing.  For example, you can throw a weapon at a steel door
    and the weapon will get smaller as it travels further away from
    you.  When it hits it's target, it makes a metallic clunk.
    
    The demo is called DMASTER.WRP, and is in WARP format, so you'll
    need the WARP program to rebuild the disk.  Currently, the file is
    in LEDS3::USER6:[ACCIARDI.AMIGA], but I plan to move it over to
    NORSE""::AMIGA[GAMES] as soon as I can reliably connect.
    
    By the way, there a few hints needed to get the game running.
    
    1.  After un-warping, remove the disk from df0: and wait a few seconds.
        Then, just reinsert the disk into any drive. AmigaDOS needs to 
        validate the disk before it can be recognized as a valid DOS
        disk.
    
    2.  Once the disk is made bootable, edit the s/startup-sequence
        file and remove the first line, which is 'WOW'.  If you don't
    	do this, you'll get a never ending advertisement for World of
        Wonder (WOW).  Make no other changes to the startup-sequence
        or disk.  Just reboot and enjoy.  
    
    3.  No joysticks are needed, since the game is controlled via keypad.
    
    4.  I believe this will run on a 512K machine, but I can't be sure.
    
    Ed.
        
    
    
T.RTitleUserPersonal
Name
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1874.1CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Mon Nov 14 1988 10:4811
    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
    
1874.2MEIS::ZIMMERMANI'm not bad, I just draw that wayTue Nov 15 1988 12:535
    Beautiful game!  When's the real thing coming out?  In time for 
    Xmas?

    - Cliff
1874.3At the end of the month....CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Tue Nov 15 1988 14:0311
    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. 
1874.4BAGELS::BRANNONDave BrannonFri Nov 18 1988 15:3715
    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
1874.5Thanks, Ed.STC::HEFFELFINGERSat Nov 19 1988 01:4815
    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.)
1874.6LEDS::ACCIARDIInsert witty anti-Dukakis slogan here - Sat Nov 19 1988 02:1513
    
    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
    
1874.7Could use some help, maybeLDP::MCCARTHYMike McCarthy MRO4-2/C17 297-4531Mon Nov 21 1988 19:0812
    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
1874.8That's all I seeLOWLIF::DAVISThat's not a BUG, it's a FEATURE!Tue Nov 22 1988 02:363
I think that's about it.  Just enough of a taste to make you hungry!!

...richard
1874.9CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Tue Nov 22 1988 18:502
    I talked to FTL today, and they are shipping the game starting Monday.
    
1874.10KAOO01::LAPLANTEMon Nov 28 1988 11:2610
    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
1874.11It's heeere...LRGFMT::COLLUMWed Nov 30 1988 19:109
    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...
    
1874.12LDP::MCCARTHYMike McCarthy MRO4-2/C17 297-4531Wed Nov 30 1988 23:227
    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
1874.13On level 5 and going down...LRGFMT::COLLUMFri Dec 02 1988 04:3129
    
    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
    
1874.14CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Fri Dec 02 1988 10:185
    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.
1874.15Good GameCLT::UTZTue Dec 06 1988 20:2914
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
1874.16Maps available...LEDS::ACCIARDITime to change this damn messageWed Dec 07 1988 01:479
    
    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.
    
1874.17CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Wed Dec 07 1988 10:512
    I am doing my own mapping, but suspect I'll need something to compare
    against. Please upload the maps. (OK, I'm a wimp...)
1874.18Anything for a few IFF pics!WJG::GUINEAUWed Dec 07 1988 11:247

Ed, if you got maps, I guess I'll buy the game!



John (Definetly NOT a Dungeon Master!)
1874.19512k?HAZEL::MELLITZWed Dec 07 1988 12:363
Will it run on 512K?
    
    ..Rich
1874.20It takes a Meg to run....CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Wed Dec 07 1988 12:372
     
    
1874.21Hint neededELWOOD::PETERSWed Dec 07 1988 16:0012
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
1874.22Spoilers for re:-1LRGFMT::COLLUMWed Dec 07 1988 16:4740
    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.)
    
1874.23Wimps Unite!LEDS::ACCIARDITime to change this damn messageThu Dec 08 1988 02:325
    
    MAPS.arc is now in LEDS3::USER6:[ACCIARDI.AMIGA]
    
    Ed.
    
1874.24Sixel version available...CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Thu Dec 08 1988 16:288
    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
1874.25Still can't get itELWOOD::PETERSThu Dec 08 1988 16:5114
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.


                      
1874.26CLO::HERSHBERGERFri Dec 09 1988 15:0511
    	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
1874.27or...LRGFMT::COLLUMFri Dec 09 1988 15:218
    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
    
1874.28re .25MPGS::GOGUENMon Dec 12 1988 13:2912
    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
    
1874.29Hints 2 ELWOOD::PETERSMon Dec 19 1988 14:0312
    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
1874.30More hints PleaseANT::SMCAFEESteve McAfeeMon Dec 19 1988 14:0932
    
    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
1874.31Maps?GRYHWK::WITHERSEven a miracle needs a hand..Mon Dec 19 1988 17:2310
    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
    
1874.32Protection problem (oops.. feature)LRGFMT::COLLUMMon Dec 19 1988 20:2312
    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
    
    	
1874.33reply .30MPGS::GOGUENMon Dec 19 1988 20:3966
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

                  
1874.34This could happen to you....MPGS::GOGUENMon Dec 19 1988 20:4913
    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
1874.35This may helpCLO::HERSHBERGERTue Dec 20 1988 11:2910
    	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
1874.36MEMORY::BERKSONThink honk if you're a telepathTue Dec 20 1988 12:596
    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
1874.37Alternate directoryNITMOI::WITHERSconjugate the verb to go...Tue Dec 20 1988 17:599
    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
    
1874.38AlasMEMORY::BERKSONThink honk if you're a telepathTue Dec 20 1988 18:043
%DIRECT-E-OPENIN, error opening GRYHWK::DUA1:[AMIGA]*.SIX;* as input
-RMS-E-DNF, directory not found
-SYSTEM-W-NOSUCHFILE, no such file
1874.39OoopppsssNITMOI::WITHERSconjugate the verb to go...Tue Dec 20 1988 18:144
    Sorry... (whooops)... GRYHWK::DUA1:[PUBLIC]*.SIX;*
    
    George
    
1874.40Who to choose?NITMOI::WITHERSconjugate the verb to go...Thu Dec 29 1988 02:2311
    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
    
1874.41CLO::HERSHBERGERThu Dec 29 1988 11:3512
    	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  
1874.42More on choosing your partyMPGS::GOGUENThu Dec 29 1988 16:1018
    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
    
1874.43Classes? Whats that..;-)NITMOI::WITHERSconjugate the verb to go...Fri Dec 30 1988 12:4411
    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
    
1874.44Character classesMPGS::GOGUENWed Jan 04 1989 11:4933
    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
    
1874.45Help!INCH::HERBERTHerbie Goes BananasThu Jan 05 1989 11:3011
    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.
1874.46Horta spell?MEIS::ZIMMERMANNinja turtles fight with honor!Thu Jan 05 1989 15:2915
    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
1874.47Riddle helpCLO::HERSHBERGERThu Jan 05 1989 16:1814
    	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
1874.48Monsters? Hello? Can anybody hear me? :-)NITMOI::WITHERSconjugate the verb to go...Thu Jan 05 1989 16:3414
    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
    
1874.49ANT::SMCAFEESteve McAfeeThu Jan 05 1989 17:2112
    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.
    
1874.50All four members fighting together.FOOT::HERBERTHerbie Goes BananasFri Jan 06 1989 07:2811
    
    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.
1874.51CLO::HERSHBERGERFri Jan 06 1989 11:1413
    	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
1874.52RTL::UTZFri Jan 06 1989 12:5517
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
1874.53Green Slime: Fact or Fiction? Geraldo Rivera reports...NITMOI::WITHERSconjugate the verb to go...Fri Jan 06 1989 13:5112
    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
    
1874.54re .52MPGS::GOGUENFri Jan 06 1989 14:4013
    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
    
1874.55LRGFMT::COLLUMFri Jan 06 1989 17:1654
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
1874.56RTL::UTZFri Jan 06 1989 19:2035
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
1874.57Priest vs Wizard SpellsKAOO01::LAPLANTETHE INTERLOPERMon Jan 09 1989 16:177
    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
1874.58Priest vs WizardGRYHWK::WITHERSNo life I know can compare with pure imagination..Mon Jan 09 1989 19:1412
    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
    
1874.594th/3rd level help?GRYHWK::WITHERSNo life I know can compare with pure imagination..Tue Jan 10 1989 12:3316
    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
    
1874.60Room of the GemMEIS::ZIMMERMANNinja turtles fight with honor!Tue Jan 10 1989 14:5014
    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.
1874.61The right combination?MEIS::ZIMMERMANNinja turtles fight with honor!Tue Jan 10 1989 14:565
    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
1874.62re.52 hints for 8th level...MPGS::GOGUENWed Jan 11 1989 16:5024
    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
1874.63re .55MPGS::GOGUENWed Jan 11 1989 17:0011
    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
    
1874.64re .57 Identifying spell typesMPGS::GOGUENWed Jan 11 1989 17:0713
    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
    
1874.65re .61 Correct combination maybe...MPGS::GOGUENWed Jan 11 1989 17:1617
    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
    
1874.66Maps unavailable!YARD::HERBERTHerbie Goes BananasTue Jan 17 1989 08:1032
 	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.
1874.67CSC32::J_PARSONSLike Lesser Birds on the 4 Winds...Tue Jan 17 1989 10:583
    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.
1874.68later..NITMOI::WITHERSNo life I know can compare with pure imaginationTue Jan 17 1989 13:097
    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
    
1874.69DMASTER_MAPS.BCK on WJG::WJG::GUINEAUTue Jan 17 1989 14:468
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
1874.70SuccessINCH::HERBERTHerbie Goes BananasWed Jan 18 1989 07:367
    
    Re. Dungeon Master Maps...
    
    I managed to transfer the maps late last night.
    
    Thanks, 
    Herbie.
1874.71Hints RequiredINCH::HERBERTHerbie Goes BananasMon Jan 30 1989 12:4830

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.
1874.72re. 71 hintsMPGS::GOGUENMon Jan 30 1989 17:2757
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

1874.73Success at last!MPGS::GOGUENMon Jan 30 1989 17:3412
    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
    
1874.74More maps?MEIS::ZIMMERMANNinja turtles fight with honor!Tue Jan 31 1989 01:046
    Are there any maps for level 8 on down???

    - Cliff

    PS: Congratulations, Paul!
1874.75FOOT::HERBERTHerbie Goes BananasWed Feb 01 1989 07:108
    Re .72
    
    Paul,
    
    Thanks for the hints, the quest continues...
    
    
    Herbie.   
1874.76Stuck and frustratedCSC32::M_PFOFFNickeled and Dimed to DeathMon Feb 13 1989 02:0141
    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.
    
    
    
1874.77Zap, try againCLO::HERSHBERGERMon Feb 13 1989 11:1712
    	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
1874.78Weight might be the keyCSC32::M_PFOFFNickeled and Dimed to DeathTue Feb 14 1989 15:5715
    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
    
1874.79SPIDER::LONGThu Feb 16 1989 01:395
Are the IFF maps still available on the net anywhere? I found the SIXEL ones
but would prefer the IFF.

Thanks,
	Dick
1874.80How many levels??LOWLIF::DAVISThat's not a BUG, it's a FEATURE!Thu Feb 23 1989 03:335
Paul,

How many levels are in the dungeon??

...richard_who_is_stuck_on_five  (well, I just got it a few days ago!)
1874.8114 LevelsMPGS::GOGUENThu Feb 23 1989 12:408
    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
    
1874.82This game is better than WizardryGUCCI::HERBSat Feb 25 1989 23:463
    What do I do to use scrolls? 
    
    Matt (I got dungeon master yesterday)
1874.83ScrollsMPGS::GOGUENMon Feb 27 1989 12:5219
    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
     
1874.84It is a GURU gameGUCCI::HERBTue Feb 28 1989 00:348
    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
    
1874.85No Guru's for me....MPGS::GOGUENTue Feb 28 1989 09:588
    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
    
1874.86Dying on six.LOWLIF::DAVISThat's not a BUG, it's a FEATURE!Tue Feb 28 1989 15:2120
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
1874.87It can be doneR2ME2::UTZTue Feb 28 1989 15:3343
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??
1874.88re. 86 more on the hunger problemMPGS::GOGUENWed Mar 01 1989 12:2521
    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
1874.89same hereLOWLIF::DAVISThat's not a BUG, it's a FEATURE!Mon Mar 06 1989 23:2211
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
1874.902nd key of RAMPGS::GOGUENTue Mar 07 1989 13:4211
    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.
    
1874.91None Shall Enter?CGFSV1::WADLEIGHDave in Calgary, AlbertaThu Mar 09 1989 16:2519
    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
1874.92LEDS::ACCIARDIThu Mar 09 1989 17:165
    
    Just bash the door down.  The passagway beyond the door will allow
    you to get the chest behind the force field.
    
    Ed.
1874.93HELP MEGUCCI::HERBFri Mar 10 1989 23:069
                           <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.
    
1874.94Need Help on Level 4BLKWDO::MACKELPRANGWho R USat Mar 11 1989 15:5113
    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 -
    
1874.95riddle room (re. 93)MPGS::GOGUENSun Mar 12 1989 11:3915
    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
    
1874.96Riddle spoilerLOWLIF::DAVISThat's not a BUG, it's a FEATURE!Sun Mar 12 1989 19:0910
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
1874.97Level 4 stuffLOWLIF::DAVISThat's not a BUG, it's a FEATURE!Sun Mar 12 1989 19:1721
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    
1874.98More on the Key(s) of RAMPGS::GOGUENMon Mar 13 1989 17:0314
    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
    
1874.99Keys of RAR2ME2::UTZMon Mar 13 1989 19:579
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
1874.100re. 99MPGS::GOGUENTue Mar 14 1989 13:139
    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
    
1874.101Only two more rooms on level 6 - HELP!!!MANTIS::LONGTue Mar 14 1989 16:349
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
1874.102hints for level 6MPGS::GOGUENTue Mar 14 1989 17:5822
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.
                                         
1874.103Waiting for Ultima VIGUCCI::HERBTue Mar 14 1989 19:135
    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)
1874.104When rock is not rockLOWLIF::DAVISThat's not a BUG, it's a FEATURE!Sat Mar 18 1989 17:1512
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
1874.105Map level 12 available ?SUOIS3::BLATZHEIMGermany/Stuttgart - Udo Blatzheim DTN 866-4251Mon Mar 20 1989 10:374
    the maps level 1-7 were very helpful, but now i need a map for
    level 12. Can anybody help me ?
    
                     -Udo
1874.106ElementalsBLKWDO::MACKELPRANGWho R UMon Mar 20 1989 12:367
    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.
1874.107Killing elementalsMPGS::GOGUENMon Mar 20 1989 15:0911
    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
    
1874.108exitINCH::HERBERTHerbie Goes BananasTue Mar 21 1989 08:1410
    
    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
    
        
1874.109About to run out of food & waterMANTIS::LONGWed Mar 22 1989 01:444
Anybody know how to get out of the CLOCKWISE room ( level 10 I think t the 
bottom of the stairs) ??

	Dick
1874.111Are you getting dizzy yet? (II)MPGS::GOGUENWed Mar 22 1989 15:0024
    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
    
1874.112still dizzyMANTIS::LONGThu Mar 23 1989 13:4423
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
1874.113level 5 or 6 (maybe 7)GUCCI::HERBThu Mar 23 1989 21:046
    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
    
1874.114how to keep that damn door open?MPGS::GOGUENFri Mar 24 1989 10:5315
    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
    
1874.115Endgame help needed!MANTIS::LONGTue Mar 28 1989 17:3322
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
1874.116Final - No way outSUOIS3::BLATZHEIMGermany - Udo Blatzheim 866-4251Wed Mar 29 1989 15:519
    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
1874.117conFUZEingCLO::HERSHBERGERThu Mar 30 1989 12:126
    	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
1874.118Deal with the Dark LordSUOIS3::BLATZHEIMGermany - Udo Blatzheim 866-4251Thu Mar 30 1989 13:375
    There is no discussion about the Dark Lord before. How and by what
    can i deal?
    
    Thanks
      -Udo
1874.119DARK LORD helpCLO::HERSHBERGERFri Mar 31 1989 12:1111
    	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
1874.120for those who *really* need helpWR1FOR::COLLUMJAFri Mar 31 1989 15:0712
    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
    
1874.121ELWOOD::PETERSFri Mar 31 1989 20:536
    
    
    	You can put it in  TAPE::USER1:[upload] .
    
    		Steve
    
1874.122GOT IT!MDKCSW::DAVISThat's not a BUG, it's a FEATURE!Tue Apr 04 1989 22:379
!!!!!!!!!!!!!!!!!!!! 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
1874.123I DID IT! RTL::UTZMon Apr 24 1989 16:455
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
1874.124DM Finished!YARD::HERBERTHerbie Goes BananasWed Apr 26 1989 08:3411
    
    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.
   
1874.125Me too...FRAMBO::BALZERWed Apr 26 1989 08:448
    
    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>
    
1874.126FLYING KEYMTHOOD::SIPEMIFri Apr 28 1989 22:432
Could someone tell me where the flying key is, I am totaly stuck and
    I believe this is important to continue.
1874.127MANTIS::LONGMon May 01 1989 12:419
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
1874.128winged keyMTHOOD::SIPEMIWed May 03 1989 05:306
    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
1874.129YANAFH -- Yet Another Note Asking For Help!NITMOI::WITHERSSo shines a good deed in a weary world..Sat May 13 1989 16:597
    Hello everyone!
    
    I'm stuck on level 13? .. Anyway, how does one kill a fire monster,
    pray do tell oh mighty adventurers?
    
    George
    
1874.130MANTIS::LONGMon May 15 1989 12:187
re: fire monsters

SPOILER:

You can't kill them but you can disrupt them.

	Dick
1874.131RTL::UTZThu May 25 1989 14:459
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
1874.132Stuck on 4GIDDAY::LAWSONBeatings will continue until morale improvesSun Jul 16 1989 22:5317
    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
1874.133Here come the spoilers!LOWLIF::DAVISThat's not a BUG, it's a FEATURE!Mon Jul 17 1989 18:1519
>    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
1874.134Still stuck on four.GIDDAY::LAWSONTue Jul 18 1989 01:459
    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
1874.135CLO::HERSHBERGERTue Jul 18 1989 11:428
    	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
1874.136Two: rabbit's foot & guardian `eye'...GIAMEM::I_SHAWI hate LJ252-Amiga problems.Fri Jul 21 1989 12:5611
	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--
1874.137And another...GIAMEM::I_SHAWI hate LJ252-Amiga problems.Mon Jul 24 1989 12:296
1874.138Any Dungeon Masters out there????????GIAMEM::I_SHAWI hate LJ252-Amiga problems.Mon Jul 24 1989 14:361
--mikie--
1874.139Try this...CURRNT::HERBERTHerbie Goes BananasTue Jul 25 1989 09:0723
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.
1874.140ZO KATH RAATLV5::MCDONALD_JSurly to bed, surly to rise...Tue Aug 01 1989 20:2612
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
    
1874.141Look same, act different?LOWLIF::DAVISThat's not a BUG, it's a FEATURE!Thu Aug 03 1989 15:265
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
1874.142Are Maps still available?MQOFS::LEDOUXReserved for Future UseThu Aug 03 1989 21:0120

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.
1874.143Will this do?SMAUG::SPODARYKScaring the pedestrians...Thu Aug 03 1989 21:3219
    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.
    
1874.144not there anymore, but...SPIDER::LONGFri Aug 04 1989 02:0313
>> 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
1874.145Maps again...MQOFS::LEDOUXReserved for Future UseTue Aug 08 1989 14:529
    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.
1874.146riddle room?SETH::PREVIDISat Aug 26 1989 19:1822
	  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


1874.147Some help, but not much!LOWLIF::DAVISThat's not a BUG, it's a FEATURE!Mon Aug 28 1989 14:0526
>	  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
1874.148Stuch in 6 too.MQOFS::LEDOUXReserved for Future UseMon Aug 28 1989 19:2241

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"
1874.149CLO::HERSHBERGERTue Aug 29 1989 11:395
    	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
1874.150Help for a friendCSOA1::LENDavid M. LenThu Aug 31 1989 15:287
    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?
    
1874.151Some helpLOWLIF::DAVISThat's not a BUG, it's a FEATURE!Thu Aug 31 1989 21:338
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
1874.152and also the spell...MQOFS::LEDOUXReserved for Future UseThu Sep 07 1989 17:2711
    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.
1874.153Zoooooom?SETH::PREVIDIThu Sep 07 1989 20:0114
	  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.


1874.154Some (not much) helpLOWLIF::DAVISThat's not a BUG, it's a FEATURE!Fri Sep 08 1989 15:299
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
1874.155Zoom and skeleton key?MQOFS::LEDOUXReserved for Future UseFri Sep 08 1989 20:3211
    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.
1874.156LARGE STONE GIANTS - PLEASE HELP!PEKING::WILLIAMSCTue Oct 03 1989 15:2817
    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
1874.157Those nasty Stone Giants, will they ever die.....MPGS::GOGUENTue Oct 03 1989 18:4926
    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
    
1874.158The Black DeathPANIC::JACOBUsque Ad Mortem AddendumTue Nov 07 1989 07:5925
    
    
    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!" 
    
    
1874.159Black KnightMSHRMS::GOGUENWed Nov 08 1989 10:1011
    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
    
1874.160OK, but what next ?PANIC::JACOBUsque Ad Mortem AddendumThu Nov 16 1989 11:5817
    
    	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.
    
    	
    	
1874.161Too Dumb to DM?CGOFS::R_RYANMon Nov 27 1989 21:1917
    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
    
1874.162It's in here somewhere.YUPPIE::WILSONTony, the HOSS TRUMPETThu Nov 30 1989 11:543
    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.)
1874.163In search of the easy way out.CGOFS::R_RYANThu Nov 30 1989 16:2913
    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
1874.164WJG::GUINEAUQuantum RealityThu Nov 30 1989 18:237
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
1874.165WJG::GUINEAUQuantum RealityThu Nov 30 1989 18:443
And the spells are at the same place as DMSPELLS.ZOO

John
1874.166Here are the spells!!!!!!CGOFS::R_RYANThu Nov 30 1989 19:0342
    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
    		
1874.167I must be blind or sumthin!CGOFS::R_RYANThu Nov 30 1989 19:1110
    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
1874.168We should have turned left!!!!CGOFS::R_RYANFri Dec 08 1989 16:588
    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!
1874.169ARC->ILBM->COLOR_SIXEL->UTOX->GREYSCALE->BW_SIXELWJG::GUINEAUQuantum RealitySat Dec 09 1989 02:247
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
1874.170Converted and posted to TAPEBOMBE::MOOREBaN CaSe_sEnSiTiVe iDeNtIfIeRs!Sat Dec 09 1989 05:327
    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 -
1874.171Now we're COOKING!!!!CGOFS::R_RYANMon Dec 11 1989 16:1414
    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" doorDECEAT::LANDINGHAMGuy M., BXB1-1/F11,293-5297Thu Dec 14 1989 13:4640
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
1874.173Are you waiting?MSHRMS::GOGUENThu Dec 14 1989 14:2012
    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
     
1874.174No, not waiting, but delay is thereMSBIS1::LANDINGHAMGuy M.,BXB1-1/F11,293-5297Fri Dec 15 1989 23:5019
>    
>    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
1874.175Overload PANIC::JACOBUsque Ad Mortem AddendumMon Dec 18 1989 08:5917
    
    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.
    
1874.176Perhaps one of them is wounded?MQOFS::LEDOUXReserved for Future UseThu Dec 21 1989 15:2711
    
    
    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.
1874.177Starting over againRUTILE::BISHOPThu Dec 28 1989 08:2038
	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.
    
1874.178LODGE::LENDavid M. LenSat Dec 30 1989 15:4217
    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?
    
1874.179postscript mapsAIAG::WISNERI have a totally traditional haircutTue Feb 20 1990 21:497
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.
1874.180NZOV01::MCKENZIEStop Pollution: Leave a legacySun Feb 25 1990 21:4521
    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
    
1874.181NZOV01::MCKENZIEStop Pollution: Leave a legacySun Feb 25 1990 22:0821
    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
1874.182It should workODIXIE::WILSONTOSun Feb 25 1990 23:215
    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.
    
    
1874.183NZOV01::MCKENZIEStop Pollution: Leave a legacyMon Feb 26 1990 02:388
    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
1874.184Spell listNZOV01::MCKENZIEStop Pollution: Leave a legacyMon Feb 26 1990 20:5362
    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

1874.185Secrets sheets available...NZOV01::MCKENZIEStop Pollution: Leave a legacyMon Feb 26 1990 21:108
    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
1874.186DMPATCH.LZHTALLIS::MCAFEESteve McAfeeTue Apr 17 1990 16:3142
    
    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: danbabcock@eklektik.UUCP (/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 <1990Apr9.022510.6395@uncecs.edu>:
 
> 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
    
1874.187DMPATCH.LZH is here!CSC32::J_PARSONSGeorge Stark: Not A Very Nice GuySun May 06 1990 22:195
    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]
1874.188TALLIS::MCAFEESteve McAfeeMon May 07 1990 17:245
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
1874.189Anonymous ftp from easynetTUBORG::J_MANNINGOnly Amiga Makes it PossibleMon May 07 1990 17:373
    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.
1874.190Where did it go??POLAR::RIDGEMon May 07 1990 17:454
    I have just looked on tape::user2:[upload] and cannot find it.  Could
    you please verify and reply.
    
    Thanks..
1874.191Well, I can see itCSC32::J_PARSONSGeorge Stark: Not A Very Nice GuyMon May 07 1990 17:522
    I just did a directory of tape::user2:[upload] and I can see it.
    Filename is dmpatch.lzh.
1874.192thanks for the infoPOLAR::RIDGEMon May 07 1990 18:112
    thanks...
    harry
1874.193NAVIER::LONGTue May 08 1990 04:0616
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

1874.194Lets get mappingAYOV27::CWILLMy sandwich is empty...Wed Oct 24 1990 08:1510
    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.
1874.195EnjoyMSHRMS::GOGUENFri Oct 26 1990 19:275
    Have fun Chris. It's a great game.
    
    
    					-Paul
    
1874.196Missing maps!COMICS::HOGGANNo, I am not kidding !!!Mon Nov 26 1990 10:338
    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.
    
1874.197DM Demo still available?VISA::ANDREASSONCogito, ergo amMon Feb 25 1991 12:315
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
1874.198What use are the SCROLLSMEALA::MERLEHANThu Mar 28 1991 08:3020
    
    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
    
1874.199BOMBE::MOOREAmiga: Where 'multimedia' REALLY beganThu Mar 28 1991 19:194
    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.
1874.200BARD::mcafeeSteve McAfeeFri Mar 29 1991 14:065
re: .198

I don't think you have placed the scroll on the eye to read them...

'nuff said.
1874.201A Blue thing has got me!!!!NEST::CURRYTue Apr 02 1991 01:469
    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
1874.202Have fun. Help's on the way...GOBAMA::WILSONTLLead Trumpet (Read that...LEED!)Tue Apr 02 1991 11:413
    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.
1874.203Here is some help...hopefully.MQOFS::LEDOUXReserved for Future UseTue Apr 02 1991 18:0724
    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?
1874.204am I stuckSALEM::LEIMBERGERFri Apr 26 1991 11:147
    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
1874.205same row of doors..?MQOFS::LEDOUXE.T. Notes HomeMon Apr 29 1991 17:1915
    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.