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==**********
Topic 2         Thu Dec 31, 1987
DARLAH [RT SYSOP]            at 03:12 EST
Sub: Dungeon Master                         

Specific and Detailed hints on FTL's game Dungeon Master.
161 message(s) total
==**********
----------
Category 21,  Topic 2
Message 1         Thu Mar 03, 1988
M.BARRY                      at 18:54 EST
 
I'm stuck on level 9 (ref. the maps by MJS); how do you get by the spinner?
Mike Barry
----------
Category 21,  Topic 2
Message 2         Thu Mar 03, 1988
J.D.THOMAS                   at 22:25 EST
 
Pardon....   What dou mean by "spinner"....   Can't recall a "spinner" non
level 9..
----------
Category 21,  Topic 2
Message 3         Thu Mar 03, 1988
SCOTT.R                      at 21:32 CST
 
I'm a semi-neophyte still on level 3, but I'm VERY low on water. Where can you
refill on the worm level? 

Thanks, Scott
----------
Category 21,  Topic 2
Message 4         Thu Mar 03, 1988
W.GALLAGHER1                 at 23:55 EST
 
Scott;

GO BACK up  its a desert in here  

If anyone can help me get off of level 3 help.... I LEFT A MORE DETAILED
REQUEST IN CAT 9, TOP 74

SPECIFIC PLEASE. ILL RETURN THE FAVOR
----------
Category 21,  Topic 2
Message 5         Thu Mar 03, 1988
DARLAH [RT SYSOP]            at 23:57 EST
 
If you need/want specific help, I can let you into Cat 21. Just let me know.
----------
Category 21,  Topic 2
Message 6         Fri Mar 04, 1988
SANDY.W [RT SysOp]           at 00:48 EST
 
 Uhhhh.....this is Cat 21, Darlah  <grin>
 (nice to know I'm not the only one that makes that mistake!)
----------
Category 21,  Topic 2
Message 7         Fri Mar 04, 1988
DARLAH [RT SYSOP]            at 00:59 EST
 
Ha Ha Ha...and it is not even late. Guess with BRO you tend never to  look at
Category numbers.
----------
Category 21,  Topic 2
Message 8         Thu Mar 03, 1988
COREY [COREY.COLE]           at 22:57 PST
 
There is *no* water on the Purple Worm level.  Your best bet is to go back up
to the previous level, go all the way down the long corridor, then go up the
stairs to level 2 -- there is a fountain just above the stairs.  You will also
find all the water you could want if you survive to the next level after the
Purple Worms.
----------
Category 21,  Topic 2
Message 9         Fri Mar 04, 1988
M.BARRY                      at 18:49 EST
 
To J.D. Thomas:  The term "spinner" comes from the map of level 9 by MJS and
seems to be an invisible force field that turns you around and causes you to
walk in the direction from which you came.  I threw a minor spell at this area
and the "spell" was redirected back at me.  I have no other name for this
except "spinner";  As a point of refeerence, level nine, in this case, refers
to the level with the fireball cannons.  The spinner is located after you walk
through "when is a rock not..." and turn right.  Any help would be
appreciated.  Thank you.

Mike Barry
----------
Category 21,  Topic 2
Message 10        Fri Mar 04, 1988
J.D.THOMAS                   at 21:57 EST
 
To GALLAGHER:   Kill that prisonerAnd the door in back will open.
   However,be prepared for a few worms to come looking for lunch.

TO M.BARRY:   Ahhhh.  Ok.  I see now (I think).  I always recommend
  using the "magic footprints" spell here.  There seems to be 2 areas
  here overlayed over one another and you gotta kind of toggle between
  the areas.   Also, note that when you initally enter thru the wall,
  there are two green spots at the bottom of the walls opposite the
  entry point.   This helps to re-located the entry point to get back
  to the "original" rat level.  Does any of this makes sense?????
  If it doesnt, let me know and I'll try to restate everything...
----------
Category 21,  Topic 2
Message 11        Fri Mar 04, 1988
THUD.ROOTER                  at 22:40 PST
 
I could use help on opening the double doors with the speed boots on the
golden scorpion level. Mail on the subject would be a big help. Yelling will
scare off the puddles, war cries that is.
----------
Category 21,  Topic 2
Message 12        Sat Mar 05, 1988
GEHENDERSON                  at 10:29 CST
 
   DOES ANYONE KNOW HOW TO KILL THE SOLDIER ON THE WATER PUDDLE LEVEL? I HAVE
TRIED EVERYTHING AND I KEEP GETTING KILLED...
                      THANKYOU.
 O*S
----------
Category 21,  Topic 2
Message 13        Sat Mar 05, 1988
GEHENDERSON                  at 10:39 CST
 
TO M.BARRY            AFTER YOU ENTER THE WALL BESIDES WHEN A ROCK IS   NOT A
ROCK YOU TURN TO THE RIGHT AND GO DOWN THE HALL UNTIL YOU HAVE  TO TURN TO THE
RIGHT AGAIN AT A CORNER AND THEN TURN TO THE LEFT. AFTER THIS WALK FOWARD
ABOUT TWO OR THREE STEPS AND TURN 180 DEGREES AND CON- TINUE TO WALK FOWARD
UNTIL YOU SEE A I BELIEVE IT IS A LOOP ON THE WALL. LIKE I SAID YOU WILL HAVE
TO TRY EITHER TWO STEPS OR THREE STEPS DOWN THE HALL BEFORE YOU TURN BUT I
CAN'T REMEMBER WHICH ONE AS OF NOW.    
         AFTER YOU SEE THE LOOP KEEP AROUND THE CORNER AND YOU WILL SEE A
WATER FOUNTAIN. I HOPE THAT THIS HELPED YOU..   
                              GREG HENDERSON.
 O*S
----------
Category 21,  Topic 2
Message 14        Sat Mar 05, 1988
P.DACUS [18]                 at 16:02 CST
 
I need help on level 10 where you start seeing the giant scorpions.  cant seem
to kill them very well.  any suggestions from out there would be greatly
appreciated.
----------
Category 21,  Topic 2
Message 15        Sat Mar 05, 1988
P.DACUS [18]                 at 19:38 CST
 
Next Problem;  According to the maps that I downloaded from the library, there
are 2 secret rooms that I cannot get into. One of the rooms is appart from the
rest of the level. It shows a forcefield and a item in the room. The other one
is at the southern portion of the map. It shows a secret wall, then a open
area with a item and then another secret wall and then another open area with
a wall. How do I gain entraince ( however you spell it ) into these rooms.
Thanks for any help in advance.
----------
Category 21,  Topic 2
Message 16        Sat Mar 05, 1988
SGLANG                       at 20:42 CST
 
I could use some specific help on the end game. On the dark lord level. How
many of those brown demons are there? Is there a limit to the firestaff power
or can I just go around INVOKING it as much as I want to. And on flux caging
the Dark Lord, do I just FLUX CAGE on him or what. What does the other
function of the firestaff perform (The one where a rainbow shoots out?
 ---Thanks,
    ---Steve
----------
Category 21,  Topic 2
Message 17        Sun Mar 06, 1988
RIKI                         at 01:34 PST
 
I need some help on one of the puzzles.  I have read all of the  messages in
this topic and no one has been able to help me out. My problem is......what do
I do with the green gem I got out of the chest with the scroll that says to
"put it back"? thanks-- Riki
----------
Category 21,  Topic 2
Message 18        Sun Mar 06, 1988
THUD.ROOTER                  at 12:20 PST
 
Set it down by the grate/door. It really isn't critical (as far as I can tell)
Doesn't come back to haunt you later anyway.   You will need the blue gem on
the puzzle level but it sounds like you aare well past that
----------
Category 21,  Topic 2
Message 19        Sun Mar 06, 1988
SGLANG                       at 15:24 CST
 
I am have a lot of difficulty solving Dungeon Master. I have fluxcaged the
dark lord but nothing happens he just moved to the side. One time he disapp
disappeared andI figured I had one but all of the exits were blocked off.
Please give me some specific hints and rtipd on the endgame,. Thank you
immensely,
  Steve Lang
----------
Category 21,  Topic 2
Message 20        Sun Mar 06, 1988
J.REID2                      at 19:05 EST
 
DO o the lockpicks operat I cant seem to use them for anythin
                                -Jeff
----------
Category 21,  Topic 2
Message 21        Sun Mar 06, 1988
B.STAHL [Bob]                at 20:29 CST
 
The lockpicks have no use whatsoever.  They were left in (or their use was
left out) by accident.
----------
Category 21,  Topic 2
Message 22        Sun Mar 06, 1988
TRISTERO                     at 23:19 EST
 
Steve:  First, it is frustrating.  The general consensus is that you have to
fluxcage the guy from all 4 sides and then fuse him. Now, a number of times I
could have sworn that I did just that ( particularly in the room with the two
treasues in the NE corner where he tends not to go unless you open the door)
and he successfully escaped.  Finally, it worked.  I don't know if he has
extremely good reactions and can teleport out of a four sided fluxcage just
before you fuse him or if there is some trick that hasn't been  posted or
thought of by me.  Anyway, if you keep trying you will get him.  Some general
hints.  First, get into that corner room where you will find a neat fireball
thrower.  Then use the eye of time from the dragon level (its easier
logistically than magic boxes) and lots of fireballs to kill off the demons
while you hold them frozen.  If Chaos shows up fuse him to get rid of him. 
Rest up in the corner room with the doors closed when necessary.  Usually,
he'll not bother you.  Wipe out the fire elementals with weaken non-material
spells.  Then go after him.  Try not to stand with him facing you and if
things look grim fuse him and run away to regroup.  One final general note in
this long message:  Version 1.2 has the sleep mode vastly speeded up.  Looks
like FTL not only makes great games but also listens to customer suggestions.
Very impressive company.  Best, Tristero.
----------
Category 21,  Topic 2
Message 23        Mon Mar 07, 1988
SGLANG                       at 19:39 CST
 
Thanks a lot Tristero. I will try out your suggestions tonight and hopefully
solve it. Thanks again,
  Steve
----------
Category 21,  Topic 2
Message 24        Mon Mar 07, 1988
W.GALLAGHER1                 at 21:29 EST
 
Corey:

JD Thomas

Thanks for the help.  I was running away after doing him in.  When you do that
they release from both directions. You have no chance when the guys in back
cannot  use theit potion powers


O K, I'm stumped for the second time. Just  past the I hate cowards area you
pass through a door which closes begind you. The gate in front of you needs a
key I don't have, and  a right turn presents  a forcefield with gate, and  I
believe another ff past that.  I've downloaded MJS's maps and it shows a key
back in this room. Assuming I need this key, I can't figure out how to enter
this room.  I can get the door open, and have thrown a few items through the
field, landing in the doorway. how do you enter this room?

The ff keeps throwing me backwards.
----------
Category 21,  Topic 2
Message 25        Mon Mar 07, 1988
THUD.ROOTER                  at 18:45 PST
 
You have to cast an open spell on the door so you can stand in the doorway

playing, go over to topic 15 and leave us some hints.
----------
Category 21,  Topic 2
Message 26        Mon Mar 07, 1988
COREY [COREY.COLE]           at 22:09 PST
 
W.Gallagher1:  We role-players call them "teleportals", not "forcefields".
<grin>  Yes, you do need that key.  It's all a question of timing, since there
is the TP screen, the door, and another TP screen.  Go forward (assuming
you've opened the door first, perhaps with a spell, perhaps by aiming the
mouse pointer *very carefully*) precisely two squares, into the doorway, then
do it again.  You want to time the move for just *before* the curtain
disappears.  It will take a few attempts unless you're incredibly dexterous
and/or lucky.
----------
Category 21,  Topic 2
Message 27        Tue Mar 08, 1988
J.REID2                      at 02:20 EST
 
SO when is this add on game for DM supposed to be ou
                           -Jeff
----------
Category 21,  Topic 2
Message 28        Tue Mar 08, 1988
COREY [COREY.COLE]           at 18:17 PST
 
J.Reid2:  I believe FTL uses the policy "We will sell no game before it's
done."  Mini-scenario was scheduled for release this month, but I wouldn't
expect it until April or May.  They are using it as a test case for their
scenario development toolkit, and as a way of documenting the scenario
development process.  This will really help them come out with scenarios
faster in the long run, but I would expect it to delay this one a little.
----------
Category 21,  Topic 2
Message 29        Tue Mar 08, 1988
SGLANG                       at 21:37 CST
 
I just tried some strategies to defeat the Dark Lord. However no matter how
hard I tried I couldn't get rid of him. I fluxcaged him on all four sid sides,
and then fused him but he just disappeared and from what I hear there
 is supposed to be a message when he is banished. Please help me,
 ---Steve
----------
Category 21,  Topic 2
Message 30        Wed Mar 09, 1988
J.D.THOMAS                   at 22:03 EST
 
To SGLANG:   I just rampaged thru the whole level spraying fluxcages
             everywhere until I bagged the bugger... To ALL:  This from a
local software store....The new mini-adventure
   is due in a week or two, and its called "The Deeper Dungeons".  As
   to the accuracy of this info....Well, sure hope it's true.
----------
Category 21,  Topic 2
Message 31        Sat Mar 12, 1988
A.RUBALCABA                  at 08:49 MST
 
Just a note to people, that are playing.  I have version 1.1. I got Lord Chaos
by baiting him to follow me in the only room on this level after words I
caught him in a corner and fluxed him  on two sides.  I then step back and
fluxed him again on the same two sides (causing a "double barrier").  The dude
went "hasta la bye bye" when i fused him. It sure was a disappointing ending
though.  
                                  a. rubalcaba
----------
Category 21,  Topic 2
Message 32        Sat Mar 12, 1988
M.BARRY                      at 11:43 EST
 
Just a quick question- how do you kill the knight freed from the room by the
topaz key on level 12?  I'm fresh out of magic boxes and other types of freeze
life aides.  Is a particular weapon more useful than others? Thanks.

Mike Barry
----------
Category 21,  Topic 2
Message 33        Sat Mar 12, 1988
SGLANG                       at 20:44 CST
 
HELP!!!
 -I have tried everything to flux c age that black wizard. I led him into the
room and fluxcaged him twice on both sides. Then fused him. Once nothing
happened. The next time it got brighter and then my characters got a blue
border around their boxes and the game locked up. Has any one else encountered
this problem? How do I tell what my version # is. Thanks alot!!!!!!!!!!!!!
 ---Steve
----------
Category 21,  Topic 2
Message 34        Sat Mar 12, 1988
A.RUBALCABA                  at 22:16 MST
 
steve, had the same problem.  i just kept on trying.  point needs to be made, 
El Chaos "needs to be facing you completely, his back or part of  front should
not be fused.  It will lock up.  I wrote message #121 I was  wrong about the
version.  I have v. 1.0.  keep trying it will work.   a. rubalcaba
----------
Category 21,  Topic 2
Message 35        Sun Mar 13, 1988
J.D.THOMAS                   at 11:03 EST
 
To the guy with the Knight problem.   Lure them to a room with a door and just
hack at them while the door bops him on the head.  
----------
Category 21,  Topic 2
Message 36        Sun Mar 13, 1988
SGLANG                       at 13:50 CST
 
THANKS A.RUBALCABA,
 I think that is what I did fused him in the back. I'll give it another try.
 ---Steve
----------
Category 21,  Topic 2
Message 37        Sun Mar 13, 1988
A.WORRELL [PILGRIM]          at 13:20 PST
 
 O*s
----------
Category 21,  Topic 2
Message 38        Sun Mar 13, 1988
A.WORRELL [PILGRIM]          at 13:27 PST
 
I have so far been able to kill the snakelike creatures on the twelth level by
using a combination of fireballs and anti-material being spells. I am not sure
if I need them both though because there was no time to experiment...if you
know what I mean.  Wait until they go solid brown to hit them.  It worked for
me!
----------
Category 21,  Topic 2
Message 39        Mon Mar 14, 1988
M.BARRY                      at 18:55 EST
 
J.D. Thomas: Thanks for the tip on the knight; do you have an effective
solution for the dragon?  Any help would be appreciated.

Mike Barry
----------
Category 21,  Topic 2
Message 40        Mon Mar 14, 1988
MRAYMOND [OBI WAN]           at 20:51 CST
 
Question: Since the fluxcage acts around the perimeter of a square does one:
1) cast a fluxcage from all four squares around Caos on the square caos is in
and then fuse him - being careful nto face him.... or 2) cast a fluxcage into
the four squares around caos and fuse him in the central (non flux'd)
square..... or do something else compeletely off the wall.....

Does anyone know how many flux cages can be active at once? I can tell they go
away, but what's the maximum you can cast into different squares? Is the
symptom that the game has locked up that both the fire and spell shield
"dashes" light up (as well as every thing locking up.) For notes: Using the
firestaff under "invoke" results in a random spell coming out. I have seen
dispell, fireball, and lightening, and some unidentifiable "blue balls",
strength of the spell seems random too. As long as I'm on here, Can Caos go
through walls? Some of the earlier messages seemed to indicate that he can,
but some of the later ones indicate that he can be trapped against a wall.

Thanks - I can hardly wait for the next mini-dungeon.
----------
Category 21,  Topic 2
Message 41        Tue Mar 15, 1988
J.D.THOMAS                   at 21:37 EST
 
To M.BARRY:   Well, you can use those magic boxes to freeze Puff and
    let him have it, but I recommend holding onto those boxes for
    the Demons....    What I did was to use one magic box to initially
    freezthe dragon, and then use the same technique with the Purple
    Worms of hacking from behind...  It takes a little while and you
   gotta keep on your toes, but you conserve resources...
----------
Category 21,  Topic 2
Message 42        Wed Mar 16, 1988
F-D-PERCIVAL                 at 22:47 EST
 
My dragon fighting method was to race to one of the two posts in the room, and
get it between myself and the beast. Once you have the dragon's attention, it
will always circle the post to try to reach you. So from this point I stood
facing the post until I could see which way old Snarly was going to circle,
and then turned to give him a hack or a spell as he came abreast of me, but
before he could turn and deliver an attack. Then I backed around the corner.
This method is slow, but very safe if you keep alert. I was able to make the
kill with no damage delivered by the dragon. By the way, this also works for
the knights on Level 12; I circled around the knight hutch in the large room.
----------
Category 21,  Topic 2
Message 43        Wed Mar 16, 1988
F-D-PERCIVAL                 at 22:57 EST
 
I have a question...After I finished my first pass through the Dungeon, I went
back and tried to find all the nooks I missed the first time. X-Rays have
disclosed some rooms that I have not been able to gain entry to. I would
appreciate directions from anyone who has accessed them. One is a space that
you can Ray looking South from the Express Stairs (Firestaff Level to Dark
Lord Level). The location is the landing on the "Turn Back" Level - The Ray
reveals a one-section deep room with a pair of Boots of Speed visible. ::
Another mystery area is on the Purple Worms Level. There appear to be a couple
of two-section rooms in the NW corner, alongside the Prisoner corridor. I have
tried placing objects in the cubbies there with no result. Has anyone gotten
in here?

Fred P.
----------
Category 21,  Topic 2
Message 44        Thu Mar 17, 1988
A.ORLANDO                    at 03:20 PST
 
Fred P.
 I think the rooms you are refering to on the Worm level are where all the
worms are kept,
 untill you kill the prisoner mummy. Look though the wall before and after you
kill the mummy.
    A.Orlando
----------
Category 21,  Topic 2
Message 45        Sun Mar 20, 1988
BRANNING                     at 09:35 EST
 
In responce to the ? about the number of fluxcages active at once, I had 7 or
8 active when I was trying to finish the game last night. The surprise was I
STILL couldn't get get him trapped. I finally got him when I found him in a
wall "nook" and put ONE fluxcage in front of him, and hit fuse. I heard that
he can go through walls, but he didn't try it on me.      Mike
----------
Category 21,  Topic 2
Message 46        Mon Mar 21, 1988
L.C.CARLSON                  at 00:08 PST
 
I finally finished this afternoon!  My group was comprised of Leif, Gothmog,
Hawk, and Sonja.  The comments that I have to add are: 1. I trapped Lord Chaos
in a corner also (after chasing him all over that level for about 2 hours),
fluxcaged him on two sides and then fused him.  Make sure that he is facing
you when you fuse him or the game will lock up. 2. The green gem can be used
in place of the magnifying glass at the "Enlarge my View" area of level 11. 3.
In response to Fred P.'s question about secret rooms that he can't get to,
some of those rooms are the bottom of pits from the previous level. 4.The
endgame was a little to tough I thought, and the actual  ending was cute, but
sort of a let down. Would have been better  iif the program saved your winning
group onto your save disk. Other than the ending I thought this was the best
D&D type game that I have played on any system.  Good luck to those of you
still swinging and spelling.
----------
Category 21,  Topic 2
Message 47        Mon Mar 21, 1988
S.BLACK3                     at 00:54 PST
 
I HAVE A QUESTION. I AM STUCK ON LEVEL 10 I BELIEVE, THE LEVEL WITH  THE
DECIEVING SNAKE WALL. HOW DO YOU GET THROUG THIS LEVEL? I KEEP DOUBLEING BACK.
I HAVE COME ACROSS ONE METHOD FOR MAKING SOME PROGRESS BUT KEEP GETTING CUT
OFF BY THE MEDUSA EYES.
                    THANKS
                            S. BLACK
----------
Category 21,  Topic 2
Message 48        Wed Mar 23, 1988
JLHOFFMAN                    at 19:31 PST
 
We are on level 10 and have gotten thru the snake walls by snaking back and
forth... I have got the boots leggings and breastplate of some armor, but in
the secret room where you get the breastplate I am stumped.  I can't find  a
way to get thru the next secret door... I can see the goods in there thru  the
wall but can't find the button commbo to do the trick on the door... HELP
PLEASE!

----------
Category 21,  Topic 2
Message 49        Wed Mar 23, 1988
V.SALZILLO                   at 22:57 EST
 
ok, here's a tough one...according to the map posted in the library of the
snake level (ZOOOM), there is a set of two secret doors, going left, just
south of the skeleton keyhole for that level. Has anyone figured out how to
open those two doors? I'm lost! thanx... >>>Vinny
----------
Category 21,  Topic 2
Message 50        Thu Mar 24, 1988
M.BARRY                      at 18:20 EST
 
     I WON!!!!

          I WON!!!!

I managed to make it with all four members intact; I also agree with the
comments about the anticlimactic ending.
----------
Category 21,  Topic 2
Message 51        Fri Mar 25, 1988
F-D-PERCIVAL                 at 07:46 EST
 
I have been wandering around the dungeon using a "post-Firestaff" Save, and
discovered an amusing game feature that no one else has mentioned. WITH the
Firestaff (but before the Power Gem) try to exit the Dungeon out the  original
entrance.

For those who are having trouble with the secret rooms on the Zooom level: The
first of the two secret rooms is accessed by hitting two wall buttons in the
general area. If you look carefully, you will find them both. (You must hit
the first to reveal the second). Once you get to the armor, what now confronts
you is NOT a secret door, but a False Wall! That's right, you just walk right
through it.

By the way, I don't think those speed boots on the Turn Back Level are at the
bottom of a pit; I went down all the ones I could find.  Has anyone found
them?
----------
Category 21,  Topic 2
Message 52        Sat Mar 26, 1988
ORION-QUEST                  at 10:55 EST
 
Hi guys! Is there anything on the Worm level worth getting, or should I just
rush through and stop being fodder? I know when you kill the worms they some-
times leave coins or something, are those necessary?

Also where are those SUPER WEAPONS, ie:the Vorpal Blade, the Fire Staff?

Any help is appreciated.

Grandizer A.K.A. Orion Quest
----------
Category 21,  Topic 2
Message 53        Sun Mar 27, 1988
W.SCHOONMAKE                 at 01:34 EST
 
Help!!!!I may sound like a neophyte in this game but I have  only enjoyed it
for a week...I cannot kill the squids under the  rocks, they always get me.
Please someone tell me a good way to kill them, this is my first adventure
game(that I have really attempted to finnish). Any help appreciated. Bill 8s
----------
Category 21,  Topic 2
Message 54        Sun Mar 27, 1988
WAYNE.PRICE                  at 09:56 EST
 
I am stuck on the knight leval.  I'm getting the s**t kicked outta me by two
knights who won't come around the corner.  I saved the game A C C C C C C C C
C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C point and cannot
get to the secret passage to get by them.  HELP!!! Should I go back and drop
down to the next leval.  I have the maps  so I can get around the dungeon ok
but can't get past this point. I've spent hours and hours to get to this point
and want to finish it.  Either leave me a message hear or E-mail help.

Wayne Price
----------
Category 21,  Topic 2
Message 55        Sun Mar 27, 1988
MWADE                        at 10:12 PST
 
1.  You need to get past the knights.  The way I did it was to duck around
that corner and hack slash and duck back, heal up and do it again. Takes a
while but works. 2.  The rock monsters are pretty tough but I found that the
poison gas spell was pretty effective against them. Good Luck.
----------
Category 21,  Topic 2
Message 56        Sun Mar 27, 1988
NCHEBERTJR                   (Forwarded) 
 
This guide is from 2 times of play and was played on version 1.0  and 1.2 some
of the things listed here from the first version may  not be on later version
or in the same place. THIS IS ALL THE THINGS THAT YOU CAN GET OFF THE
DIFFERENT LEVELS YOU MAY NOT NEED EVERYTHING YOU FIND TO WIN THE GAME
              ALSO A GUIDE OF THINGS TO EXPECT TO FIGHT
                        HALL OF CHAMPIONS:
   WATER FLASK..TORCH..CHEESE..2 BREADS..2 APPLES..CORN
                             LEVEL 1 CREATURES: MUMMIES / SCREAMERS
 FOOD               WEAPONS AND OTHER THINGS
 CORN               DAGGER(2)           GOLD KEYS (6)
 APPLE(4)           FALCIONS(2)         TOPAZ KEY
 WATER SUPPLIES     BOOTS(2)            EMERALD KEY
 DRUMSTICK          TORCHS(6)           SOLID KEY
 SCREAMER SLICES    ARROW               IRON KEY
 CHEESE(2)          PANTS(2)            KEY OF B
 APPLE              SCROLLS(3)          
                    SHIRT               MAGICAL BOX
                    FLASK(4)            COPPER COIN
                    NINJA STARS(3)      WATER FLASK
                    SWORD               BUCKLER(SHEILD) THERE ARE ALSO 2 CHEST
ON THIS LEVEL
                             LEVEL 2 CREATURES: BLUE MEANIES..ROCK
CREATURES..MUMMIES
 FOOD               WEAPONS AND STUFF
 CHEESE(3)          COMPASS             HELMET
 DRUMSTICKS(3)      CHAIN MAIL          FLASK(2)
 BREAD(2)           WATER FLASK         SWORD
                    ARROW               PANTS CHEST(1)            BOOTS       
SCROLL(2)
                    TORCHES(2)        **RA KEY
                   STILL LEVEL 2 SEPERATE ROOMS MATRIX ROOM:
    SWORD..FINE ROBES..BREAD..CHEESE..GOLD KEY VAULT ROOM:
    SILVER COIN..PANTS..BREAD..HELMET..CHEST..GOLD KEY TIME IS OF THE ESSENSE:
    SHIRT..GOLD KEY..FOOD CHAMBER OF THE GUARDIANS:
    DRUMSTICK(2)..CHEST..GOLD KEY..APPLE..SHIRT ROOM OF THE GEM:
    APPLES(2)..DRUMSTICK(2)..CHEESE(2)..SLING..BLUE GEM..BREAD
    RABBIT'S FOOT..GOLD KEY CREATURE CAVERN:
    CHEESE..SCREAMER SLICES..GOLD KEY
                             LEVEL 3   CREATURES: ROCK
MONSTERS..SCREAMERS..BEES..WORMS..GHOST
 FOOD               WEAPONS AND STUFF
 CHEESE             GOLD COINS          AXE
 DRUMSTICK(2)       WATER FLASK         BOW
 SCREAMER SLICES    GOLD KEY            HELMET
 WORM ROUNDS        PANTS               SHIRT
                    RAPIER              EMPTY FLASK(3)
                    HORN OF FEAR        HOSEN
                    CHAIN MAIL PANTS
                             LEVEL 4 CREATURE: SCREAMERS..BEES..GREEN
OCTUPUS..FLYING SNAKES..SKELTONS
 TORCH
 MANY ROOMS CALLED THE TREASURY STORES BELOW IS WHAT IS IN THEM ROOM #1 BLUE
TRANSPORTER ROOM:
     POISON DART(3)..MIRROR OF DAWN SAME ROOM..TREASURY STORES:

     VEN POTION..GOLD COIN..HELMET..BLUE GEM ROOM #2 BUTTON ROOM:

      GOLD COIN..GEM OF AGES..HOSEN..LEG MAIL..DAGGER..EKKHART  CROSS..BLUE
GEM..MACE ROOM #3 NEVERENDING ROOM:
      CHOKER..CORN..HELMET..STAFF OF CLAW..ILLUMENT ROOM #4 PIT ROOM..THERE
ARE MANY SECRET HALLWAY ON THIS LEVEL
      DRUMSTICK(2)..CHEST..VEN POTION..LARGE SHEILD..DANE POTION
      BLUE GEM..KU POTION
 DOWNSTAIRS:  VEN POTION..DRUMSTICK
                             LEVEL 5 CREATURES:WIZARD
EYES..SKELTONS..BEES..FLYING SNAKES
 BLADE..MAGICAL BOX..HELMET..SOLID KEY STUFF: IRON KEY..LARGE
SHEILD..DRUMSTICKS(2)..YEW STAFF..VORPAL 
       BLADE..MAGICAL BOX..HELMET..SOLID KEY

                        LEVEL 5 CONTINUED KING FILIUS'S ROOM:COMBINATION ROOM
       IRON KEY..MAIL AKELTON FLOOR PANEL ROOM: IRON KEY
  IN PIT: MAGICAL BOX KING MIDAS ROOM: IRON KEY I DON'T LIKE TO BE INGORED
ROOM:
     VI POTION..ROS POTION..DRUMSTICK..TORCH..MAGICAL BOX..IRON 
     KEY AFTER DOUBLE DOOR:
     CORN..NINJA STARS(2)..SLAYER ARROWS(2)..MIRTHERAL AKELTON AND  
     PANTS..DRUMSTICK..TORCH..MAGICAL BOXES(2)..VORPAL BLABE #2..
     CROSSBOW 
                      LEVEL 6 ***RA LEVEL***
 CREATURES..ROCK THING
 SCROLLS(9)..FIRESTAFF..CORBOMITE..FLASK(4)..LOCKPICKS..FUL BOMB
 VEN BOMB..THE INQUISTITOR..MAGNIFER..TORCH..WATER FLASK
 RA KEY #4..TORQUISE KEY..WINGED KEY
 TORQUISE ROOMS:
 ROOM CLOSES TO ENTRANCE IN IS 1
 1  IMMULENT NECKLACE..GEM OF AGES..SCEPTRE OF LYF
 2  DRAGON SPIT..SPEED BOOTS
 3  CROWN..FREEZE LIFE
 4  BOLT BLADE(THROWS LIGHTING)..FLAIMBAIN MAIL
                             LEVEL 7

CREATURES: THEIVES..GHOST..SKELTONS..MUMMIES STUFF: YEW
STAFF..CHEST(2)..2POTIONS..RING OF TIME..FUL BOMBS(5)
       APPLE..RABBIT'S FOOT..CHEESE..SOLID KEY..STAFF OF MANAR..
       MACE OF ORDER..DELTA..JEWEL SYMAR..MAGICAL BOX..TORCH..
       COPPER COIN..NINJA STAR
                             LEVEL 8  CREATURES: RATS..TROLLS..ARMADELLOS
STUFF: FERAL PENDANT..2 MAGICAL BOXES..2 CHEESE..DRUMSTICKS
       TORCHS(3)..APPLE..STORM RING..SCREAMER SLICE..CORBOMITE
       CHEST..SKELTON KEY..CORN..ROBE
      ***RA KEY #2
                             LEVEL 9 CREATURES: SCORPIONS..WIZARD
EYES..THEIVES..SKELTONS STUFF:
CHEESE(2)..TORCH..CORN(2)..SPEEDBOW..DRUMSTICK..BREAD(4)
       HANDCLEAVE..MAGNIFER..KEY OF B(3)..SKELTON KEY..CHEST
       MOONSTONE NECKLACE..FLASK OF WATER..FUL BOMB..APPLE
       ARMOR PIECES
                             LEVEL 10 CLOCKWISE ROOM: 
       CREATURES: BEES
       STUFF: MACE..CHEST..IRON KEY..SABRE..FOOTPLATE CROSS KEY ROOMS
CREATURES:

                  LEFT: BEE..THIEVES
                  CENTER:WATER CREATURES..THEIVES
                  RIGHT: BLUE CREATURES..THEIVES
 STUFF: IRON KEY..ARMOR OF LYTE..STAFF..MORNINGSTAR MACE..SABRE
        CHEST..DIAMOND EDGE SWORD..FURY..COPPER COINS(4)..VEN 
        POTION CROSS KEYS(2)..SKELTON KEY..DRUMSTICK..CHEST
        MAGICAL DEFENSE POTION(2)..FUL BOMB..
                             LEVEL 11 CREATURE: KNIGHTS..CRYSTAL BALL
OCTUPUS..SPIDERS STUFF: ARMOR OF DARC..HELMET OF LYTE..WATER FLASK..HEALTH
POTION
       POTION..VEN POTION..SPEED BOOTS..FUL BOMB..SLAYER ARROW FOOD:
BREAD..CHEESE..DRUMSTICK(2)..CORN(3)..APPLE(4) KEYS:
TOPAZ..EMERALD..MASTER..SKELTON.*** RA KEY #3
                           DRAGON LEVEL CREATURE: DRAGON STUFF: GOLD
COINS..SILVER COINS..KEY..CROWN..EYE OF TIME
       VARIOUS GEMS..*****POWER GEM*****
                           WIZARD LEVEL CREATURES:  TAR
PITS..GARGOYLES..WIZARD STUFF: HELION NECKLACE..FLAMITT
----------
Category 21,  Topic 2
Message 57        Sun Mar 27, 1988
NCHEBERTJR                   (Forwarded) 
 
 In Dungeon Master there are a few secrets..If you want to play  without
cheating stop right here..DO NOT READ ANY FARTHER ON THE FIRST LEVEL:
 CAST YOUR INFLUNCE..You throw a 1/6 spell to open door then you  throw a
object threw the door
 LOCKED DOOR..BLUE SHIELD YOU SEE A CHEST: Find the door and  strike it down
with your sword SECOND LEVEL:
  After going downstairs face the left wall go 6 or 7 spaces and  you will
find a switch opens secret panel where you will find a  compass to use with
the Matrix room Vault room: remove coin and replace with something else door
will  now stay open Time is of the Essense: push button and move very quickly
to get  through fist passage way..push button turn around and throw  something
through the blue field the pit will then close..push  button and walk
backwards Chamber of the Guardians: push the button next to the chest until 
the chest appears outside..In chest use the mirror of dawn to open  secret
passage next to blue eye Level 4
 Transporter Room: The way through to get to the room is a you  land you turn
RIGHT..RIGHT..180..LEFT..180..RIGHT
 Buttom Room: you push the button as they show up until you have  pushed 5 of
them you may have to push them more than once..mark  them as you push them so
that you can keep track
 Neverending Room: Find the button on the wall push it..then go  back to where
you came in the big room.turn left and follow the  wall to get to the next
room
 Pit Room: In the room to the left there are many secret room  starting to
left by walking threw the wakk while facing the arm  and wood shackles...there
are 3 secret rooms in all after entering On level 3 there is another staircase
that leads back to level 2  there is a room that has a closed gate in that
room you will find  screamers that when you leave the room the door will close
and  they will be reborn therefore a endless food supply Level 5
 Riddle room:
   I am all- I am none: mirror of dawn
   An arch but no back: bow
   Hard as a rock..Blue as the sky..Twinkle in a woman eye:  blue  gem
   A golden head but no body:  gold coin
 Midas room: you place a coin in the hole in the wall
 Room with locked gate and no way to open it: Place a heavy object  where the
Transporter appears and turn it on
 After going through the locked door you will come across a room  that is
locked and in it you will find a magical box as you leave  you will see a ring
on the wall push it..you will open a secret  passageway
 Strength Hall: shoot a arrow or throw a dagger if it comes back  try again if
not go around a corner and a gater will be open Level 7 
 The easist way to shut off the Fireballs is to drop down into the  pits and
then drop into the next one and bring yourself back to  the surface and walk
foward in front of you will be the shut off  for the deflector and the
fireballs
 Level 8
  When is a rock not a rock: when it is nothing
  Step to the left one step and walk threw the wakk as you get  through the
wall mark it so that you can find your way back
 Also on that level there is a area in the hallway that spins you  180 degrees
so you end up going back where you came from. Use  magical footprints or throw
things down the hallway when they come  back you are there mark that area and
when you get there turn 180  as you get there
 What is at your feet is overhead: you step on switches and  fireball hit you
  The easiest way is to put something on the switches as you get  out of the
way of the fireballs..with something on the switches  they will only fire once
and you can pass right threw..there are 6  floor switch 3 on both sides
 What is lighter than air.. The corbomite you found earlier
 Beware of my twisted fate: The room is set up like a snake you  have to go
threw in a winding fashion
 Vooommm: 2 places to go 
 Clockwise room: go counterclockwise to get to all the different  area of the
room you must start at the sign that says clockwise  and move to a different
section by going counter clockwise
 Poison Room: get the sword and stay where you are until the cloud  clears
when the cloud clears step foward and kick off another trap  and move back to
the clear area until out the door How to kill the Dragon:
 Lead him back to the stairway you came down and then attck him  with spells
and weapons..when you see a fireball coming run  upstairs to safety
 To get the power gem to merge with the firestaff you must ise the  Zokthra
spell..a little advice have everything you wnat in the  dragon area before you
do this for afterwords there is no way out Next to the power gem in the locked
room is a rebirthing chamber  so save those coins it's the only way in What
kills the Creatures: As you get stronger in your wizard  skills yopu will be
able to make stronger version of the same  spell as the creatures show up they
each take a stronger version  of the same potion and it may take more than one
to kill it
 mummies..Weapons at first when you wizard skills are stronger 
          fireballs
 Screamers: weapons..poison clouds..fireballs
 Blue meanies w/ clubs..Fireballs..weapons
 Rock creature..poison clouds
 Bees..fireballs
 Worms..fireballs(level 4)..posion cloud
 Ghosts..Vorpal blade..yew staffs..staff of manar..non material 
         being spell
 Green octopus..fireballs
 Flying snakes..fireballs
 Skeltons..fireballs
 Wizard eyes..Fireballs
 Rock thing in the Ra level..Catch them in a door and then use 
                             your weapons
 Theives: fireballs..when you chase after them beware they will 
          always lead you to a larger enemy
 Rats..fireballs
 Armadillos..fireballs
 Trolls..fireballs
 Scorpions..fireballs (lots of them) 
 Knights..doors and fighting skills
 Crystal ball octopus.. Vorpal blade..non material spell
 Spiders..Fireballs
 Tarpits..Fireballs
 Gargoyles..fireballs
 Wizard..firestaff after being merged with power gem
----------
Category 21,  Topic 2
Message 58        Sun Mar 27, 1988
T.BRANCATO                   at 21:45 EST
 
I need help--- has anybody experienced a lock up on the 9 level. The game 
keeps locking up om me when being attacked. I have ver 1.0 and wonder what 
could be the problem---any help would be appreciated D D D D D D D D D D D D D
D D D D D D D D D D D D D D D D D D D, the screen freezes and the only way out
is to reboot FTL if you are listening help!!!!!                   Tom
----------
Category 21,  Topic 2
Message 59        Mon Mar 28, 1988
DARLAH [RT SYSOP]            at 11:40 EST
 
The bulk of this topic can be found in the software library. It is arced for
your convenience. The file # is 6368. 
----------
Category 21,  Topic 2
Message 60        Tue Mar 29, 1988
A.HATTLESTAD                 at 00:22 MST
 
Another hint on how to kill the armored knights; from Mike Holland in albuq
urque.  Lure them into the room with the invisible pits, spring the pits on 
them and let them fall.  most will only take one fall to kill!
----------
Category 21,  Topic 2
Message 61        Wed Mar 30, 1988
J.REID2                      at 20:07 EST
 
Hi Everybody!  Ive got a couple of questions, Darlah, did somebody D/L their
master level characters a while bac  To anybody else, How in the heck do you
kill those little Jawa guys that throw fireballs and lightnin I keep getting
fried! (on level 9)-Jeff Oh, has anybody figured out any of the Magaic
Necklaces function

You can pre-order the Mini-adventure from FTL, ask for Sylvia, and have your
visa, or Master Card ready!
----------
Category 21,  Topic 2
Message 62        Wed Mar 30, 1988
V.SALZILLO                   at 22:02 EST
 
Well, I know I'm late in this topic, because I have had manyh things pressing
in the last few months which have taken priority, but I may just have stumbled
on to something that none of you have found. It isn't on the map and it isn't
in any of the databases here. On level 12 (The Knight Level), there is a small
square section in the northeast corner, a 3x3 blank area. By walking around
this area facing towards the center, you will open up a secret room which
contains: A knight, 3 potions and a scroll. The scroll is the interesting
part...has anyone recorded it? Invisibility: Power - OH - EW - SAR. Hope this
is a help to everyone, I'd like to think I discovered at least one new thing
in this incredible game. My only complaint is that it's almost finished, and
I'm not sure what short of Ultima V is going to satisfy me when I'm done!!!
>>>Vinny
----------
Category 21,  Topic 2
Message 63        Sat Apr 02, 1988
J.D.THOMAS                   at 22:18 EST
 
To the guy who mentioned the mini-adventure pre-order....  What is FTL's phone
number?  
----------
Category 21,  Topic 2
Message 64        Sun Apr 03, 1988
J.REID2                      at 00:45 EST
 
FTL-(619)453-5711
----------
Category 21,  Topic 2
Message 65        Sun Apr 03, 1988
PDNLP                        at 22:15 CDT
 
ok, I give... Can anyone help me with level 7 ???  I have the firestaff, now I
 want through the secret door to the exspress stairs.. I can't get through
that stupid door. Can you all help?? Thanks,  spidgit
----------
Category 21,  Topic 2
Message 66        Mon Apr 04, 1988
MWADE                        at 18:31 PDT
 
   The noise on my phone line is horrible right know so please forgive all the
wierd characters.  Can anyone tell me EXACLTLY where both vorpal blades are? 
I zVfound one in a room full of skeletons   on the wizard eye level.  To get
in this ro om I had to push a green button which opened th e door.  There was
also a green button in the` room which closed the door.  I really want that
other vorpa{  blade but I can't seem to find it. Thanks. 
----------
Category 21,  Topic 2
Message 67        Tue Apr 05, 1988
J.D.THOMAS                   at 19:31 EDT
 
To PDLNP? 
   In the lab area, on theside of the long wal, look for a button to press
that will open up a side entrance...
----------
Category 21,  Topic 2
Message 68        Wed Apr 06, 1988
J.WOODS                      at 19:53 PDT
 
On the worm level when you get to the entrance to the next level how do you
get the door open? The prisoner mummy can be left alone right? Also when do
the screamers start regenerating? Thanks-John
----------
Category 21,  Topic 2
Message 69        Fri Apr 08, 1988
SCOTT.R [Scott]              at 00:35 CDT
 
J.WOODS,

The mummy must be killed in order to advance. Before you open the dor 
preferably (it keeps things a little more sane). If you haven't done so 
already, you can open the door by chopping away at it with a fighter... Keep a
steady stream of fireballs going, and you'll get thru in one piece
(hopefully!)

Scott
----------
Category 21,  Topic 2
Message 70        Fri Apr 08, 1988
J.WOODS                      at 19:34 PDT
 
Thanks Scott. i got past the mummy part by brute force but I do have a couple
other ??? On the level after the mummy what is the sequence to the pit room. I
got the other rooms finished. On the level after this on the  I hate to be
ignored room there is a pressure plate and a secret room. How do you keep the
door open? I.ve put down stuff on it to no avail.. Oh well maybe in another 6
months I'll finish this game. This is my first try at this type of game.
Usually stick with war games-John
----------
Category 21,  Topic 2
Message 71        Fri Apr 08, 1988
SCOTT.R [Scott]              at 22:12 CDT
 
John,

The pit room is in the treasure stores area, right? I think the maps by 
JLS(?) have the correct sequence to follow. You can take a look there, as I 
don't remember. As for the door closing, just make sure you get everything 
you can get before you go through the doorway. If I remember right, it  will
reopen later anyway, so don't worry too much about it....Save the game often,
there are some nasty monsters on this and the following levels. Good Luck...

Scott

P.S. There are some archives in the games section of the d/l's that are 
     the messages left here giving a wealth of info. Do a SEARCH on DM.
----------
Category 21,  Topic 2
Message 72        Sat Apr 09, 1988
J.WOODS                      at 12:35 PDT
 
One more ?. I am at the teleporter at I hate cowards. How in H..L do  you get
through there? I spent a couple hours trying to time my jump to no avail!! Got
the door open no problem but DM is about to become a mini frisbee...Don't mind
puzzles etc but this is ridiculous. Read hints on timing just before the blue
field clears but that  doesn't seem to work. Help Thanks - John
----------
Category 21,  Topic 2
Message 73        Sat Apr 09, 1988
PDNLP                        at 21:06 CDT
 
J. D. Thomas,  thanks for the reply.  I'm going to go look and I'll let you
know if I have any luck.   
----------
Category 21,  Topic 2
Message 74        Sat Apr 09, 1988
SCOTT.R [Scott]              at 21:46 CDT
 
John,

If you opened the door, just hit the up arrow on the keyboard twice just as
you think the force field will go out. It is definitely not easy, but can be
done more easily with the keyboard...

Good Luck... Scott
----------
Category 21,  Topic 2
Message 75        Sun Apr 10, 1988
W.T.COLBURN [Wild Bill]      at 12:29 EDT
 
Yep, even I was able to eventually get through those tp fields by carefully
timing my advances.  I used the keyboard as well.  I was able to open the door
by carefully timing an advance via the keyboard and using the mouse pointer to
click the button. Good luck.
----------
Category 21,  Topic 2
Message 76        Sun Apr 10, 1988
JLS [John STanley]           at 12:38 CDT
 
  Anyone care to give this poor dungeon delver a hint as to how one increases
wisdom?
----------
Category 21,  Topic 2
Message 77        Sun Apr 10, 1988
MWADE                        at 12:27 PDT
 
  I believe the "YA BRO DAIN" potion increases wisdom at least temporarily. 
Other than that, increasing wizard levels does it. Also note that a moonstone
should increase your Mana by a small amount.
----------
Category 21,  Topic 2
Message 78        Sun Apr 10, 1988
JLS [John STanley]           at 16:10 CDT
 
  Thanks...
----------
Category 21,  Topic 2
Message 79        Wed Apr 13, 1988
F-D-PERCIVAL                 at 19:15 EDT
 
I called FTL to "preorder" the Dungeon Master extension, and was informed that
they were not accepting orders. For one thing, they have not yet set the price
(though $10 was estimated). The bottom line is that ordering info will be in
their next mailer, due sometime next month. Until then, we must make do! -
Fred P.
----------
Category 21,  Topic 2
Message 81        Sat Apr 16, 1988
MRAYMOND [OBI WAN]           at 10:38 CDT
 
Not all secret doors are the same, some are merely "pseudo-walls" which can be
walked through, some require actions (wall buttons pushed, trip plates stepped
on, light beams broken, etc. Some secret doors are compound... opening door1
allows access to the device which opens door 2 - which is around the corner
and looked like a wall when you last walked by. There are a few doors which
open after you spend a few minutes in a given area - these generally realease
a monster to "take you out."

The lack of specifics on what type of secrect door each is, is one of the
problems with the extant maps.
----------
Category 21,  Topic 2
Message 82        Sat Apr 16, 1988
BLACKHAWK [Bob Stinson]      at 11:59 PDT
 
Ok, forcefields are a problem for me....what's the secret in the force- field
room on L4, (I think), the same level as the room of opening pits? On the
level below, where the floating eyes appear, how do you get the key in the
room with teh forcefield?  Thanks for your help.
----------
Category 21,  Topic 2
Message 83        Sat Apr 16, 1988
R.SCHRADER                   at 23:25 EDT
 
Darlah, anyone;
 need SPECIAL help ,getting off purple worm level III. I've been
 a week,and the pat answers aren't working (I killed the mummy) :  >Why don't
the spells work? Fireballs just pop over their "heads",
 from a distance.Ditto poison. Is version 1.1 with super worms?? n' Slash -
forget it an see the secret stairwell going down. Why can't I get to it?   
4>I even tried tricking 2 pairs of the worms into the chamber and e door on
them , but there are still 3 more pairs! s is serious! If this keeps up ,I'll
have to find other things to do y life!
          Rick
----------
Category 21,  Topic 2
Message 84        Sun Apr 17, 1988
DARLAH [RT SYSOP]            at 12:34 EDT
 
My problem is I have NOT played this game....anyone else??
----------
Category 21,  Topic 2
Message 85        Sun Apr 17, 1988
W.VAUGHN                     at 12:07 PDT
 
Well I've killed the dragon, found the key, located the power gem.  What now? 
I can't figu                                                                  
B B A A D D now?  I've gone back to long stairway and tested my keys at the
bottom. None would work, I've gone up to level 8 and looked but there just
doesn't  seem to be a way to level 7.  I know that there obviously is but I
can't  find it, some help would be much appreciated... 
                         Signed: Stuck at the Bottom........
----------
Category 21,  Topic 2
Message 86        Sun Apr 17, 1988
RIKI                         at 14:25 PDT
 
To W.Vaughn,

  you have to fuse the power gem to the firestaff with the ZOKATHRA spell
after you fuse the gem to the firestaff you turn 180 degrees and go up  the
short stairwell into Lord Chaos's hideaway, there you will have to  fight
about 6 fire-demon beasts plus the ol' dark lord himself, fluxcage and fuse
him in and the game is over.

Riki
----------
Category 21,  Topic 2
Message 87        Sun Apr 17, 1988
W.VAUGHN                     at 16:16 PDT
 
Thanks Riki, but my problem at the moment is that I do not yet have the
firestaff.  I have already killed the demons on the Lord level, from there I
went down to the dragon level kill him and now I don't know how to get to
level 7 where the firestaff is located.  I may have made a mistake earlier if
I should have the firestaff now.  If so it was probably in level 8 because I
never found a way to return to Firestaff level (7).  If I s C C CAny help I
can get on how to get to the firestaff is badly needed....Thanx
----------
Category 21,  Topic 2
Message 88        Sun Apr 17, 1988
M.GIAMBRUNO                  at 23:55 PDT
 
What's the best strategy for beating the Materializers on 12? Some people call
them "Astral Ropes" or "spagetti monsters".
----------
Category 21,  Topic 2
Message 89        Mon Apr 18, 1988
MRAYMOND [OBI WAN]           at 20:55 CDT
 
Two approches work for the Materializers
 (1) Freeze life and hack for a vorpal blade or dispell with
    approriate staff/or spell (if you time your freeze life spell
    right, you MAY be able to use regular swords - I was never able to 
   do so, though.)
 (2)  In the words of Monty Python-----
     "run awayyyyyyy!"
----------
Category 21,  Topic 2
Message 90        Wed Apr 20, 1988
R.RETELLE [BobR]             at 02:28 EDT
 
Rick...   your Fireballs are hitting the worms...  it's just that at this
level, they're not powerful enough to do a lot of damage to the worms...   but
they do count...

Right now I'm playing the "Ultimate" challenge...  I'm taking *ONE* Champion
through the Dungeon, doing research for an article in a 'major' ST
publication.. I wanted to see if it was possible to succeed with only one
player...

So far, so good...

The secret to surviving the worms is to stay away from their mouths... you can
do the "DM two step" and try the "slide sideways, turn and hack" dance step..
(only in wide rooms..!!), or do as I do...  hit them, then retreat before they
can hit you... jump forward, hit them, then jump back again quickly...

If you can throw stuff at them it helps too...  throwing stars or daggers are
good if you have any good Ninjas...  hitting them hard will spin them around,
so you can run up and hack away at their backsides for a turn or two before
you have to jump back again away from their mouths..

The first time I went down through the Dungeon, I thought I'd never be ble to
make it though the worms, but practice and a LOT of save to disk finally got
me through...

BobR
----------
Category 21,  Topic 2
Message 91        Fri Apr 22, 1988
SEPP                         at 00:48 EDT
 
 I HAVE FOUND THAT BY PRACTICING THE SPELLS MUCH & THEREBY INCREASING WIZARD
LEVELS (MUCH SLEEP) I CAN DEVELOP A CHARACTER WHO IS VERY ABLE TO DEAL WITH
WHATEVER COMES UP. THE SAME GOES FOR FIGHTING SKILLS ETC. SOME MONSTERS OF THE
SAME BREED ARE TOUGHER THAN ANOTHER. ALL WORMS WARE NOT CREATED EQUAL. I ALSO
NOTE THAT NO MONSTER WILL ATTACK YOU FROM THE DIAGONAL SO IF YOU SWING (SWORD)
THEN STEP TO THE LEFT OR RIGHT IT WILL NOT BE ABLE TO RETURN THE BLOW
(USUALLY). JUST WAIT FOR HIM TO AGAIN ENTER YOUR DIRECT FIELD OF VISION THEN
SMACK HIM AGAIN,REPEAT E PROCESS TILL IT CROAKS. THE ONLY TROUBLESOME ONE IS
THE ROPE BEINGS AS THEY SOMETIMES COME IN 4'S AND ARE VERY QUICK TO STRIKE.
                                          SEPP S*
 A*S
----------
Category 21,  Topic 2
Message 92        Fri Apr 22, 1988
BLACKHAWK [Bob Stinson]      at 06:20 PDT
 
1:  How do you get the stuff from the Grave of Filius?  What's the 
    sequence of button pushing? I did it once right but couldn't
    duplicate it.

2:  How do you defeat the floor trigger in the I don't like to be
    ignored hall to get to the opening and closing room?

Please help.  Without the solution to one or the other of these I can't
proceed.
----------
Category 21,  Topic 2
Message 93        Sat Apr 23, 1988
SEPP                         at 09:24 EDT
 
YOU CAN FIND A SET OF BOOTS (ABOVEMENTIONED MAYBEE) NEAR THE DOOR USED TO GET
TO THE "IMPROVE MY VISION ???" AREA. FACE THE DOOR,OPEN IT, THEN JUST WALK
THRU THE FIRST WALL THAT IS FACING YOU. YOU MAY HAVE TO MAKE A COUPLE OF TURNS
AFTER ENTERING THE FAKE WALL BUT YOU'LL GET THERE.
----------
Category 21,  Topic 2
Message 94        Sat Apr 23, 1988
BLACKHAWK [Bob Stinson]      at 20:37 PDT
 
What's the solution to the "test your strength" area?  Is it crucial to  the
game?
----------
Category 21,  Topic 2
Message 95        Sun Apr 24, 1988
MRAYMOND [OBI WAN]           at 09:04 CDT
 
The solution is not critical, if you bypass the area opened up, you'll miss
some armor and food (I think - anyway nothing earthshaking.) At any rate the
puzzel consists of a coridor with several transporters alomg it. If you are
string enough you MAY be able to throw something down the corridor if it makes
it all the way, it will land on a pressure plate and open a portculus (?sp)
futhur down the "main" corridor. If you're not strong enough the thrown object
will ne transported back to your position. Not that I was never able to throw
an object, but there are other ways to project( shoot
 [ hint hint]) an object down the corridor.
----------
Category 21,  Topic 2
Message 96        Wed Apr 27, 1988
W.SCHOONMAKE                 at 00:07 EDT
 
Please help...I have been hacking my way thru dm for about 2 weeks now and I
am seriously stuck...I am on level 10 not counting the hall of champions and I
am stuck at the Vroooom part of the maze...It always takes me back to the
start of that level...I have the maps and know I can get to the other end of
Vrooom somehow but I can never get it  to take me there....I have very
powerful characters and am ready to finnish the game...but I can't get past
Vrooom...someone please help me out. Bill
----------
Category 21,  Topic 2
Message 97        Wed Apr 27, 1988
RIKI                         at 01:10 PDT
 
W.SCHOONMAKE..
     When your party steps on the zooom plates and starts moving you around,
turn your party so that it faces in another direction, then when you see an
open area time your move so that you get off in that open  area the next time
you pass by it.  If you don't turn your party you"ll only see the original
starting point, as an open area everytime.
----------
Category 21,  Topic 2
Message 98        Wed Apr 27, 1988
J.MANCINI [JOE]              at 20:04 PDT
 
 HELP!!   I have killed the Dragon on level 14, but can get no where on level
13.  The Gargoyles (?) have had me for lunch too many times!! I can't seem to
kill anything on this level.  (it only takes seconds to cook and eat my party.
                  THANKS IN ADVANCE
                        JOE
----------
Category 21,  Topic 2
Message 99        Wed Apr 27, 1988
R.RETELLE [BobR]             at 23:26 EDT
 
Bill... on the Zooom area...  *don't*  jump into the Transporter Mist that you
see going by... that's what's sending you back to the beginning... (the items
you seen next to the transporter aren't worth worrying about..)

The "way out" is an opening all by itself...  you have to time your jump just
right... there are 12 floor plates in all, so you can count them off, and jump
*just before* the number for the opening comes by...

With a little practice, and a few  "Oofs" into the wall, you should be able to
get it..

(I hope you *do* have really strong characters...  you'll need them on this
level..!)

BobR
----------
Category 21,  Topic 2
Message 100       Thu Apr 28, 1988
STACE [Mark]                 at 23:59 EDT
 
Hi Joe!

:-)

Mark
----------
Category 21,  Topic 2
Message 101       Tue May 03, 1988
MWADE                        at 20:15 PDT
 
   By the by.... anyone still playing with version 1.1 should definitely
upgrade to the newest version ( I have 1.2 ). It's a free upgrade and well
worth it.  The time spent while "sleeping" is tremendously sped up, making the
development of characters much more enjoyable ( as well as less tedious and
boring ).  Good luck to all!!
----------
Category 21,  Topic 2
Message 102       Mon May 09, 1988
R.SCHRADER                   at 02:04 EDT
 
 Can someone help ,with the clockwise level? I found how to get to 2 places ,
but they both ne but they both need keys. Did I miss something on the Vrooom
level?? I found 1 key of B (used) , and the skeleton key. Where is there more?
e an iron key lying around ,or do I have to go back and defeat more creatures?
kx
          Rick
----------
Category 21,  Topic 2
Message 103       Tue May 10, 1988
R.RETELLE [BobR]             at 01:47 EDT
 
Look *very* carefully on the floor in the "Clockwise" room, Rick- Both keys
that you need will be found on this level..

BobR
----------
Category 21,  Topic 2
Message 104       Fri May 20, 1988
DAVESMALL                    at 00:24 EDT
 
Howdy --
  I'm fairly new to DM, and I'm stuck a couple of levels down. (I don't know
if it's 2 or 3, because I don't know of the Hall of Champions is considered a
"level"...)

  There's a room with multiple doors, each labelled. There's Creature Cavern,
Room of the Gem, Cavernus Olympus, The Vault, and so forth.

  The problem is, I'm stuck here. There are monsters here my party can't
handle. (Come to think of it, I had a difficult time handling the mummies on
the previous level; had to drop a gate on them to get by them finally).

Both in Room of the Gem and in Chambers of the Guardian, there's these rock-
like creature that look like the Star Trek Hortas. They periodically flare up,
like a cobra does, and zap my people but good. I can't seem to affect them
with a good chop, and the "freeze life" magic box only briefly freezes them.

  My question is , a) any hints for dealing with this level? I got through the
"spinner" room okay (dropped objects to map it) ("The Matrix"), but haven't
been able to chop my way through the "horta" creatures in the other rooms to
get somewhere. I get killed off repeatedly.

  I am afraid my party is wrongly made up, and by this time, ought to be
 able to whack through these monsters. If so, please let me know, and I'll go
make up a new group. I'm using Zed and Linflas on the front lines, and a
priest & wizard in the back lines. (Who can'rt do much yet except turn the
lights back on, although I briefly learned how to do fireballs).

  Anyway, if at this point, I should be able to chop through the Creature
Cavern critters and make mincements of the hortas, I'd  appreciate knowing; if
it still ought to be some terrible struggle, I'd appreciate knowing about that
as well.

  Food supplies and water seem okay, if I could quit diddling around getting
killed.

 -- Thanks, Dave

p.s. I checked through the hint files uploaded here and didn't see much; I'm
hesitant to read too far, as they give away too much, and I enjoy the
surprises.

----------
Category 21,  Topic 2
Message 105       Fri May 20, 1988
D.FLORY [AtaribaseBBS]       at 18:30 EDT
 
Dave Small and others - I never found the 'rock squids' easy but found that a
hack and step back, advance, hack, retreat technique worked, tho' rather long
and dull. It also helps to know that they kill by poison so you can prepare
first aid before hand. Poison gas spells, poison spells and fireballsall 
work, you have to realize these guys are short and make sure you hit them with
spells and other thrown objects. You'll love the purple worms, they're neat,
and giant rats are really scary! Long life and patience, just keep practicing,
and, wi area. (sometimes a spell or potion or two can speed this up so
experimen with them or download the list of spells)
----------
Category 21,  Topic 2
Message 106       Fri May 20, 1988
MWADE                        at 22:11 PDT
 
   Has anyone found that "hacking" at walls increased a players proficiency? 
I hear people talking about it but it never seemed to do anything for my guys.
----------
Category 21,  Topic 2
Message 107       Sat May 21, 1988
R.RETELLE [BobR]             at 03:09 EDT
 
Dave.. Dave Flory described the method I use on the Rock Monsters...

At this level, most groups should have the kind of trouble you're having.. (my
latest groups fare better, but that's because I know what to expect, and how
to practice them up to higher levels...)

The thing to remember is to stay away from their mouths... (good idea for MOST
of the monsters in the Dungeon..!)    Don't just stand there and hack at them,
because they'll just keep hitting YOU...!   (Another important hint... USE THE
CURSOR KEYS TO MOVE..!  It's far faster than mousing around the direction
arrows on the screen...)

Use the cursor keys with your left hand to jump forward, and the mouse in your
right hand to hack at the rock thing, then jump back before it can rear up and
bite...   if you're *really* brave, both your front line guys can take a whack
before you jump back..   get ready again, and jump forward again...   keep
repeating the process until you either kill it, or it wounds you severely...

If you're hit really bad, hightail it out of there, back to the central room,
close the door, and rest up...   it may take several resting periods, but it's
better than fighting to the death all at once..!

One more thing about this technique...  as you jump back, the rock thing will
eventually follow you, so you have to jump back another space... be SURE to
leave yourself room behind you... don't back up into any dead ends, or they
may become  DEAD ends...!

There aren't any doors inside the "Choose Your Fate" rooms, so this won't work
in there, but banging the doors down on the rock things will really help..
they're so slow that they just sit there and take it...  you don't get any
experience points if a door kills them, but on the other hand, you don't get
dead as much, either...!

This same technique works on a lot of things... but most things move a LOT
faster than the rock monsters... 


MWADE...  most actions add to your Champion's experience, but it appears that
actions, like swinging a sword, during battle roll up experience a lot
faster.. Have you tried the "War Cry" option with an unarmed character..? 
It'll give you Priest Levels without having to expend any mana...  I have my
people walking through the tunnels Screaming their heads off, throwing loose
items and swinging swords at nothing in particular...   it all helps...!

BobR
----------
Category 21,  Topic 2
Message 108       Sat May 21, 1988
W.E.BOYD-JR [WEB]            at 15:56 CDT
 
HELP!  I have read and re-read the hints on how to get thru the blue veil on
level 5 (The level with "I hate cowards"). The door shut behind me th other
door needs a key I don't have and the blue veil keeps knocking me bac back.  I
did manage to hit the swith to open the door before the force field tele
 5> ported me back but after over an hour trying to get thru the field I am 
wondering is it necessary to get thru this area?
----------
Category 21,  Topic 2
Message 109       Sat May 21, 1988
R.CHADWICK                   at 16:38 PDT
 
I just got passed the I hate Cowards, between the two locked doors with the
key behind the teleporter feilds.  After reading the hints here they just 
wouldn't work for me until I got smart and unloaded my champions then it was
so easy it was pathetic. Anyone else in the same boat might want to try it.
----------
Category 21,  Topic 2
Message 110       Sun May 22, 1988
W.E.BOYD-JR [WEB]            at 16:17 CDT
 
That may be the answer, I'll try it.   Thanks

      WEB
----------
Category 21,  Topic 2
Message 111       Tue May 24, 1988
R.RETELLE [BobR]             at 01:33 EDT
 
WEB...  yes.. you do need to get thorugh those transporters in order to 
proceed...

As noted, you need to drop stuff until none of your Champions are loaded into 
the "yellow"...

Then put your best Ninja into the "Lead" and watch the transporter screen..
when it's about to go off, press the UP arrow on the keyboard  TWICE

You should end up in the doorway...  wait until the second transporter is
about to go off, then hit the UP arrow twice again...  you should end up in a
closed room... search the floor VERY carefully...!

BobR
----------
Category 21,  Topic 2
Message 112       Tue May 24, 1988
DAVESMALL                    at 01:39 EDT
 
Okay, I made it through L3 ("Choose your fate"), except for one item; there's
a corridor with about 8 buttons, with a chest teleporting between 8 doors.
Know the one? Well, on the wall behind, there's a button that should open a
door to a key, according to my map, but when I press it, zilch,. Any hints?

  Other than that, on to Level 4! Charge!

  (Many thanks for the help -- )

 -- Dave
----------
Category 21,  Topic 2
Message 113       Tue May 24, 1988
STACE [Mark]                 at 19:47 EDT
 
Dave....get back to work!

<grin>

Mark

(Wait till I tell the Amiga users this is how you spend your free time!)
----------
Category 21,  Topic 2
Message 114       Wed May 25, 1988
DAVESMALL                    at 23:25 EDT
 
No! I won't until I finish level 3!
 -- Dave
----------
Category 21,  Topic 2
Message 115       Thu May 26, 1988
R.RETELLE [BobR]             at 01:29 EDT
 
Golly, Dave... take another look at the thing on the wall... that's not a
*button* ...!

Think about it in light of what was in the chest that was behind those iron
grating doors that wouldn't open...

BobR
----------
Category 21,  Topic 2
Message 116       Thu May 26, 1988
STACE [Mark]                 at 22:07 EDT
 
Wow!!! More messages from Dave in the ST RT than in the dP RT!!!!

<bigger grin>

Mark
----------
Category 21,  Topic 2
Message 117       Thu May 26, 1988
W.T.COLBURN [Wild Bill]      at 22:23 EDT
 
I had to say it....I finally finished the game!  <pant, pant, Phew!>  It was a
tough fight, but lots of fun.  Now, I can't wait for the next installment. 
Dave Small, is this what you do between giving the babies their baths?? 
<grin>
----------
Category 21,  Topic 2
Message 118       Thu May 26, 1988
R.SCHRADER                   at 22:35 EDT
 
[[[*s
----------
Category 21,  Topic 2
Message 119       Thu May 26, 1988
R.SCHRADER                   at 23:58 EDT
 
OK , I have clockwise puzzle figured  out . To get to to gold keyhole from
se"go to the right, past the corner one step , turn around.
 to the chest ,go right 2 steps and turn around d the key, when you see the
rings on the wall ,turn around and look 
 next corner. Do I got it right?  Try it! n the knight level ,how do I open
these 2 rooms with the keys in them? seem to be no buttons nor keyholes ! One
room is in the middle of the large room, the  r is at the end of a long
hallway off same large room.
----------
Category 21,  Topic 2
Message 120       Fri May 27, 1988
DAVESMALL                    at 01:20 EDT
 
Ah, thank you Bob. That at least gives me an idea!

Looks like we're going to restart, this time with two fighters, a wizard and a
priest, with the wiz/priest having ninja abilities on the side. The front two
get whopped on a lot; they need all the help they can get.

 -- Thanks, Dave
----------
Category 21,  Topic 2
Message 121       Sun May 29, 1988
W.E.BOYD-JR [WEB]            at 20:34 CDT
 
I figured out what the problem was getting past the force field/transporter in
"I hate cowards" , one of my people had a bandage on thier foot. Just because
the health is maxed out does not mean the people are OK  It took a level 3 or
4 potion to heal my person then the force fields were  no problem.   Thanks
for the help.    
      WEB
----------
Category 21,  Topic 2
Message 122       Tue May 31, 1988
DAVESMALL                    at 17:21 EDT
 
Okay, got the stuff out past the eye on Level 3. Many thanks; it was driving
me batty.

 So what do I do with these grates on the floor of Level 4? And how do I do it
with purple worms chasing me? *pant, pant*

 --grin, 

  Dave
----------
Category 21,  Topic 2
Message 123       Tue May 31, 1988
JRHARRIS                     at 20:45 CDT
 
Wow, finally, after many long hours of poring thru these hints, I have fished
this game no thanks to the infamous "SYSTEM ERROR 60".  Do you know that it
takes 4 minutes and 5 secs to boot this sucker from go to restore a saved
game? Well of course you do!  Thanks to everyone here for all the hints. I
must admit tho the end was anti climatic [D [D [D [D [D [D [D [D [climatic. 
Need to be able to go back and  whomp some more of those monsters.  By the
way, I never saw this solution for the dragon, but you can lure him into the
hallway that you enter his  lair by, then back up to the wide place, freeze
him then quickly run back, hit the wall switch to close the secret door, and
zip to your right   before it can close.  Then pick up all the goodies at your
leisure.  I  finally gave up trying to kill him!
----------
Category 21,  Topic 2
Message 124       Tue May 31, 1988
MRAYMOND [OBI WAN]           at 21:24 CDT
 
Re the grates: look at them, admire them, ignore them.. they're just part of 
the decor.*s
----------
Category 21,  Topic 2
Message 125       Wed Jun 01, 1988
R.RETELLE [BobR]             at 02:10 EDT
 
Hi Rick..!

Those doors on the Knights level are controlled by pushbuttons waaaaaay across
the level from the doors themselves...   if you find a button on the wall that
doesn't seem to do anything,  go back and check the doors...

See you at Cottage Inn..!

BobR
----------
Category 21,  Topic 2
Message 126       Wed Jun 01, 1988
DAVESMALL                    at 19:31 EDT
 
Obi Wan -- many gracias (to butcher two languages at once). I was wondering.

 -- Dave
----------
Category 21,  Topic 2
Message 127       Mon Jun 06, 1988
J.D.THOMAS                   at 20:48 EDT
 
Gee, It's hard to believe that this msg base is still going so strong. I
finished DM back in Feb (Yep, I had the original v1.0) and have been
waiting...waiting...waiting...for the rumored mini-adventure.  Now I hear that
there is a DungeonMaster 2 coming out.  Anyone out there know more than me? 
In the meanwhile, I have been halfheartedly puttering around on my ST.....a
bad case of post-DM depression.
----------
Category 21,  Topic 2
Message 128       Mon Jun 06, 1988
W.E.BOYD-JR [WEB]            at 20:47 CDT
 
J.D.    WHY not try the game with just one adventurer??????
----------
Category 21,  Topic 2
Message 129       Sat Jun 11, 1988
C.MULLER                     at 12:43 EDT
 
I heard there is a secret exit on the dragon level that you can use to go up
to the high levels even after youve taken the gem.... has anyone found this?
----------
Category 21,  Topic 2
Message 130       Sun Jun 12, 1988
C.MULLER                     at 15:37 EDT
 
Attention DM players....

I just had a look at the DM hint book that is being marketed at between 10 and
15 dollars.  Don't buy it!  It has pages and pages of useless or common sense
information, and the information that should be the most useful seems to be
bogas in many cases.  There is a listing of magic items and their purpose in
the back of this manual. I compared my findings to those listed, and in many
cases information was left out or was bogas.  Here's some examples:

1. Magic Mirror - book claims these can damage etheral creatures
   (ghosts etc.) poppycock!

2. Pendent Feral - book claims these raise agility and wisdom...
   I have one of these and it does neither (that I can tell) for me,
   but instead raises my wizard level by one!  The book mentions
   nothing of this very nice (and I think most important) power!
   Book claims Gem of Ages adds to mana or magic ability I've noticed
   no such effect, have you?

then there's the mystery items... Has anyone found any of these?

    Item           Powers according to Hint Book

1. Dex Helm           adds to dex 2. Spirit Eye         protect against magic
3. Conduit
           fires lightning bolts 4. Power Towers       adds to strength

If anyone has any information concerning any of the above mentioned items or
misinformation please leave a response and in the mean time save your money
for the next DM sequel and pass on the hint book.

Chris.

----------
Category 21,  Topic 2
Message 132       Sun Jun 12, 1988
A.WORRELL                    at 16:30 PDT
 
I have also finished DM and I am ANXIOUSLY awaiting ANY new version to be
released by FTL.  Sylvia was very couteous  [D [D [D [D [D [D [D [Crteous in
taking my name, etc. but it seems the next adventure is not yet ready.  I
would like to mention a few notes to you all on DM. 1.  Get th upgrade...NOW!!
It is free and really  makes the game much
    more enjoyable when you don't haver to worry about it  [D [D [D [D [D [D
[D [D [D [D [D [D [D [D [D [D [D [D [D [D [D  [C [C [C [C [C [C [C [C [C [C [C
[C [C [C [C [C [C [C [Clocking up. 2.  Try buting the backup disk (only $10)
first.  It took only two days
    to arrive and I had the new version in my macj [D [Dchine while I sent
    in my original.  The original took about 4 days turnaround.

3.  PLEASE help with with a letter campaign to FTL.  I talked to them
    at our users group meeting (ATARI COMPUTERS OF ORANGE COUNTY) and
    they said that future versions would let us use our double sided
    disk drives.  This is just fine, but they have no plan to let us
    use our SECOND (B) drive for the save game function!!!!  Imagine,
    no more disk swapping!!!  FTL is a very small company (about 14)
    and they will respond to even a small amount of feedback.  Call
    Sylvia when you order you upgrade, or write them a letter (BETTER).
    You will be pleased with their future games if they respond to
    your request for B drive support. 4.  PLEASE DO NOT help anyone to pirate
this fine game program!!  FTL
 [C [C [C [C [C [C

----------
Category 21,  Topic 2
Message 133       Sun Jun 12, 1988
RIKI                         at 17:32 PDT
 
Hi there,

     I just want to put my own two cents in about the new book out called
"Dungeon Mastery"..First of all I think it was a complete rip-off of my money.
It had almost nothing of use to anyone who wants to learn more of what this
game is all about.  The book is something that  everyone should have gotten
free with the program, since all it contained was very vague hints, and red
herrings for the adventurer to go searching fruitlessly for in the
dungeon,(something like the novella Rainbird includes with their games like
Starglider etc..).

     What would have been worth seeing in this book would be:

  1) A complete listing of all the monsters in the game, complete with 
     their vital statistics, weaknesses, strengths, hitpoints.

  2) An Offical map of all levels of the dungeon, including the level
     numbers, which will put an end to all of the confusion on weather or
     not to include the "Hall of Champions" as a level.

  3) A list of all weapons and armor which can be found in the game, with
     complete info on each, eg.  magical uses, how hard it hits, who uses
     it the best.

  4) A complete list of treasures and their properties, be it magical, or
     just red herrings.

  5) A list of magic spells and who should cast them...(I still have yet
     to find the proper spell to make a FUL bomb)

  6) A list of the champions frozen in the mirrors, and a list of their
     strengths, and how fast each develops

  To me, this information would have been worth paying $12.95 for, and not
this piece of junk which is on the shelf today.  So save your money for the
next Dungeon Master adventure. /s
----------
Category 21,  Topic 2
Message 134       Sun Jun 12, 1988
F.PRINCE [Prince]            at 22:21 EDT
 
   I need major help!   I am on level 9 according to the maps by MJS and I
can't find a way to open this one door!  It is the door before the corridor
that leads to the fireball cannon chamber and it won't open.  (Actually it's a
gate.)  There is a grate right in front of it and a lever on the wall to the
right.  Right on the other side of the gate is a chest and something else and
when the lever is pulled all that happens is a pit opens under the objects and
they fall.  Doing the lever again will only open and close the pit.  Please
help!!!!!! Also, as mentioned in the previous message, does anyone know how to
make a FUL bomb?  

P.S.---> To anybody who hasn't figured this out yet and has enough food and
water to try:  If you have a character who has *no* spell ability (0 mana),
you can give him/her spell ability by putting one of those objects (such as
various wands) that give a small increase in mana (but it has to be at least 4
points or it won't work) in his/her right hand.  Now cast a low power light
spell, resting when a mana increase is required.  Soon he will rise in level
and you can start casting more powerful spells.  My Halk would now be a
terrific wizard if I didn't have such a shortage on food.  Will there be an
abbundance of food soon?  My characters are getting mighty hungry.
----------
Category 21,  Topic 2
Message 135       Sun Jun 12, 1988
SCOTT.R                      at 22:27 CDT
 
F.PRINCE:

I am a little ahead of you, next level. To get past the gate, I went back to
the previous level and dropped  myself down the pit just above the room with
the chest and lever. It is  easy to find the right pit if you printed out the
maps. Just place them  one on top of the other and you will know which one it
is....

Scott
----------
Category 21,  Topic 2
Message 136       Sun Jun 12, 1988
C.JENSEN2                    at 22:19 PDT
 
   Can anyone tell me how to open the door in the northeast corner of the
"knight" level? According to the map I downloaded (level 12) it contains a key
and 2 items. It looks like the key is vital to continuing in the area on the
otherside of the  4 pits. By the way is there another way across the 4 pits
other than using a rope?
                                 Thanx,
                                    Curt
----------
Category 21,  Topic 2
Message 137       Wed Jun 15, 1988
DAVESMALL                    at 20:47 EDT
 
Just a note of thanks .. my wife and I are through the "bouncing fireballs"
chamber, thanks to the help we've gotten here (in getting through L4 and L5).
Going strong -- thanks!

 -- Dave

p.s. Sure is fun hunting purple worms and slices on L4 for food... when awhile
ago they'd terrorize me.
----------
Category 21,  Topic 2
Message 138       Wed Jun 15, 1988
MRAYMOND [OBI WAN]           at 21:50 CDT
 
Dave, just wait until you decide it's time to build up some Ninja points, so
you decide to take on Purple worms barehanded..... then you know you have
arrived!
----------
Category 21,  Topic 2
Message 139       Sat Jun 18, 1988
R.RETELLE [BobR]             at 01:25 EDT
 
Just a note to everyone who's been disapointed in the official FTL hintbook..

There will soon be a much more useful book available from Unicorn
Publications... watch for the announcement...!

(It'll include everything that RIKI suggested, and more..!)

BobR
----------
Category 21,  Topic 2
Message 140       Sat Jun 18, 1988
C.MULLER                     at 02:46 EDT
 
 Bob,

Is this an official hintbook, or an independent project? By the way, FTL is
passing on bogas information on purpose because they claim they don' t want
their game catalogued; they want to keep some mystery in the game.  Well that
would be very nice if you were *EVER* going to use these bogas red herring,
mystery shrouded items...but guess what folks you lose ALL that's right ALL
you items in the miniadventures... I'm very disappointed...I thought if anyone
could finally do a progressive adventure (i.e. you keep items and xps as you
go from adv to adv) FTL would be the one.  Well, major let down, they're just
like everyone  else...The mysterious God of take your weapons away strikes
again. 

Phhuuuueeeeeeyyyyyy!

Chris.
----------
Category 21,  Topic 2
Message 141       Sun Jun 19, 1988
R.RETELLE [BobR]             at 20:04 EDT
 
Chris... this will be an independent effort, with maps, illustrations, hints
and a level-by-level section with specific information...  all organized so
that you can go only for the amount of help you need, and can avoid seeing any
specific solutions until you need them...

"Twice the info, at Half the price"... how's that for a slogan..?

     :)
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Category 21,  Topic 2
Message 142       Tue Jun 21, 1988
R.RETELLE [BobR]             at 01:10 EDT
 
I just got my official FTL  Dungeon Master hintbook today...  like some of the
reviews I've already read, my impression is mixed...

It's a very good story, and quite readable as a "fantasy genre" work... but it
really doesn't seem to give the level of help that most DM players are going
to be looking for, at least in my opinion...

It was obviously written to avoid any "giveaway" specific hints... very much
like the style of the original DM manual...   but I'm afraid that anyone who's
*really*  stuck isn't going to get the kind of help that they need...

Most of what I read made sense, but I think that was because I already knew
what the book was talking about...  someone looking at it from the "other
side" might not fully understand the hints that are being given...

I really didn't think that there was a lot of "mis"information being given,
just that the information that was given was too obscure to be truly
helpful...

I still would recommend that any true Dungeon Master player buy and read the
book...   but... I think there's still a niche for a true "hintbook"..

(My publisher says August 1...  when I told him July 4... sigh.. the wheels
sure do turn slowly...)

BobR
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Category 21,  Topic 2
Message 143       Wed Jun 22, 1988
DAVESMALL                    at 03:21 EDT
 
Can anyone help me get past the gate on L9 (after the fireball room) where you
pull a lever, the chest disappears into a pit, and in the room below the pit
you find a green gem? What exactly do I do? The gem has a hint -- "put it
back..." ... but I'm confused about it.

Many thanks for the help.

Yep, there is a real need for a hint book. I feel the FTL hint book should
have been bundled with the game -- I needed more specific solutions, not
general techniques. Something like Infocom's book.

 -- Thanks, Dave
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Category 21,  Topic 2
Message 144       Wed Jun 22, 1988
R.RETELLE [BobR]             at 05:20 EDT
 
Dave... to open the gate, you need to go UP first... then DOWN
catestrophically, unless you have a rope...

The "put it back" business seems to be just a clue that you *can* get to the
other side of that gate...

BobR
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Category 21,  Topic 2
Message 145       Thu Jun 23, 1988
DAVESMALL                    at 16:06 EDT
 
Many thanks; I'll give it a try.
 -- Dave
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Category 21,  Topic 2
Message 146       Fri Jun 24, 1988
C.MULLER                     at 03:22 EDT
 
Actually Bob you are supposed to pull the lever to close the trap door, then
you go up the stairs drop the gem in the spot where it used to rest inside the
chest and the gate will open.  There is no need to jump through the pit
yourself although it is faster that way.

Chris.

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Category 21,  Topic 2
Message 147       Sat Jun 25, 1988
L.HARRIS                     at 09:59 PDT
 
I downloaded the Maps by "MJS". It has secret doors starting on level 4 , I
believe. How do I open these doors? I can't play DM a lot. Desktop Publishing
and Wordprocessing, (my wife) takes a lot of time. I need just a little help.
I finished Sundog just fine, but this is my first attempt  at any Dugeon type
game. Wow Desktop Publishing, Wordprocessing, Databases and
 and more. Now if Atari could start Advertising the ST on T.V. oops  wrong
topic.

Any help with DM would be appreciated.

Leon
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Category 21,  Topic 2
Message 148       Sat Jun 25, 1988
JRHARRIS                     at 17:13 CDT
 
Leon, there are m   ny different ways to open secret doors.  Some require a
special object, like the mirror.  Some are opened by looking carefully for
very small 'buttons' on the wall or in cracks.  Some are opened by a sequence
of actions.  If you have trouble with a particular door, I suggest you
download the arced file of this topic from the library, (I believe it's in two
parts now) load the unarced file into a wp and  'search' for related words.
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Category 21,  Topic 2
Message 149       Sat Jun 25, 1988
M.HAND [Marc Handler]        at 19:59 EDT
 
 
 I was trying to take the firestaff back out the front gate as has
 been suggested.......but I'm getting stuck back on the first (??)
 level past the HOC.   The iron grate/porticulus just past (or
 actually just before) "Step Inside, Take a Ride" is closed......

 1) Am I back-tracking properly??? Both maps and memory say I am, but
    it HAS been about 5 months since I last did any DM.

 2) What must I do to get the grate/porticulus open??  I tried all the
    obvious things like firing arrows, Mon-Zo spells and looking for
    a nearby button, lever or plate...found no levers or buttons, and
    the few plates I found had no effect.

 Please Send E-mail to M.HAND or answer here in Cat 21, Topic 2.

 Thanks in advance for any help....


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Category 21,  Topic 2
Message 150       Sat Jun 25, 1988
S.ROSE                       at 17:44 PDT
 
   Say, I sure am having some trouble figuring out how to get past the pit
room on the 'treasure stores' level. this has been asked a couple times, but
no one has really answered it. I have gotten to the passage on the right, but
cannot ge spots, but that just ussually gets me trapped, please help as i am
really  stumped!!!!! thanx...
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Category 21,  Topic 2
Message 151       Sat Jun 25, 1988
B.SIEFERT1                   at 20:33 CDT
 
A couple of things I'd like to ask.
  1. When people talked about going back to the top with the firestaff
     did you have the gem on top of it. If i transfused the gem the only
     two exits i know of get closed and you can't leave.
  2. On the knight level according to the maps from MJS there is a key
     in a room in the upper right hand corner. How can i get it. PLEASE
  3. 180 degrees from that room is another hidden room that doesn't
     appear on the map. It has one knight in it, three potions and a scroll
     that says OH EW SAR is an invisibilty spell. Don't ask how I got in
     I was using the Look Through Wall spell and it opened the secret
     door.
  4. Are there more that just the one ruby key.

 I have version 1.2 so i don't know if that makes a difference i the
 Above questions. Any help would be appreciated.
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Category 21,  Topic 2
Message 152       Sat Jun 25, 1988
C.JENSEN2                    at 23:21 PDT
 
   Once you "meld" the gem to the firestaff you can no longer travel back up
past the "Dark Lord" level.
                                        Curt
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Category 21,  Topic 2
Message 153       Sun Jun 26, 1988
M.PALISANO [Mikey]           at 04:06 EDT
 
How can I tell which version of DM I have.  There is no indication on the disk
lable. Also how does one go about getting the upgrade?
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Category 21,  Topic 2
Message 154       Sun Jun 26, 1988
W.T.COLBURN [Wild Bill]      at 08:48 EDT
 
The version shows up on the screen with the Buttons for Load game if I
remember correctly.  Also, some of the secret doors aren't really there at
all.  Just walk right through them.
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Category 21,  Topic 2
Message 155       Sun Jun 26, 1988
CHARDIMAN                    at 09:41 EDT
 
B.SIEFERT1--for some rooms, buttons that trigger the doors are not in the same
vicinity.  If you find a button that seems to have no direct effect, keep in
mind that you may be opening a distant door.  Take a walk and look for that
button, even if it means wandering clear to the dungeon's other side.

-- Clayt
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Category 21,  Topic 2
Message 156       Sun Jun 26, 1988
S.ROSE                       at 15:06 PDT
 
  Hello?  I would like to see a reply to my messqge 150,as i am  really
stumped!  I need to know how to get through the pit room on the treasure
stores level.  Also any strategies as to how to get through the arena would be
helpful. thanx...
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Category 21,  Topic 2
Message 157       Sun Jun 26, 1988
R.RETELLE [BobR]             at 18:52 EDT
 
Whew...!  Lotsa questions..!  (Maybe what you all need is an order form for my
book...?)   :)

The pit room is tough because the last pit on the left, just before the exit
to the left can only be closed by stepping on the right spot in the room... 
the others along the left wall can be closed by moving forward and back along
that wall...   I don't have the notes which give the exact spot to step on
right here, but it's near the back wall, within sight of at last pit, so you
can see it close... then make your way back to the ront, then along the left
wall...  and watch out for those blasted flying rattlesnakes, too..!

It's true... once you fuse the Firestaff and the Power Gem, there's no going
back...  that means you MUST have *everything* you think you're going to need
down on the bottom two levels before you get the Gem..!

Marc, I can't think of any reason that grate door should be closed..! They all
should be open from when you first went through...!

That room at the top of the map on the "Knight" level is opened by a button in
a room at the lower left of the map...  the button doesn't seem to do nything,
but if you go allllll the way back, you'll find the door open...

There's only one Ruby Key, but that's all you'll need...

BobR
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Category 21,  Topic 2
Message 158       Mon Jun 27, 1988
S.ROSE                       at 18:10 PDT
 
  BobR -
   Thanks for the tip!  Ill try that right away....l8r
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Category 21,  Topic 2
Message 159       Fri Jul 01, 1988
SCOTT.R                      at 21:31 CDT
 
I am on the 'clockwise' level and need help.

I wandered around the corridor and suddenly the stairs vanished, then after
some more wandering there appeared a portcullis (sp) with a few items behind
it. Now I need to duplicate this feat, as I went thru it without my wizard (he
died fighting the scorpions) I need some specific advice on how to maneuver
thru this level,  and how to get down from it (or up for that matter).

Any help is appreciated. Thanks. Scott
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Category 21,  Topic 2
Message 160       Sat Jul 02, 1988
R.RETELLE [BobR]             at 02:29 EDT
 
Scott.. you have to move Clockwise through this room, then turn around and
move the other way...  I'm *still* trying to get the exact path through this
room down...

Watch closely for Keys, and try moving forwards and backwards, both clockwise
and counter-clockwise...

BobR
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Category 21,  Topic 2
Message 161       Sat Jul 02, 1988
JRHARRIS                     at 02:56 CDT
 
The 'clockwise' room is unmappable by conventional means, but, if you start in
the corridor, facing the word "clockwise", then turn to your right and go down
to the next corner and turn around, you are in a different corridor. To get
back to the work 'clockwise', just turn around and go back til you find it. 
Next time, go on around the next corner to the right and then  turn around,
and you are in yet another corridor.  I believe that there are four corridors
in all, and you have to visit one of them at least twice in order to get out
of here.
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