[comp.sys.atari.st] Dungeon Master - Help? Hints! Arrgghh!

hrlaser@gryphon.COM (Harv Laser) (12/03/88)

Dungeon Master for the Amiga just arrived in stores this week. It's the
same exact game as you ST folks have been enjoying for months.  Even the
pkg and the manual are identical. 

With about 10 hours invested in this wonderful game in the last two days
I'm hopelessly stuck on the third level. (go down 2 flights of stairs,
you're on the third level, right?)

This is the "choose your fate" dungeon and I could sure use a few hints/help
for this one. (I've ordered the hint book - my local B.Dalton was out
of stock).

1) What's with the "Matrix"? Does it go on forever?  It seems to loop around
here and there. There's a rectangular button at eye level in one of the
side corridors. Purpose?

2) Behind another door there's a transporter beam with some enticing goodies
behind it (can't quite tell what they are but looks like a key and maybe
a scroll) but go through the beam and it just sends me back out into
the hallway. Hint? Help?

3) The "Hit and Run" hallway. What's the trick. Is it possible to push
the button and make it to the end of the corridor before the wall closes
up? I can't. hint? Help?

Help on those three would get me going some more. 

Please email - I don't read this group regularly. Also if anyone has 
archived a collection of net notices regarding Dungeon Master and would
be willing to email it to me I'd be greatly appreciative. 

Thanks in advance.


-- 
Harv Laser
hrlaser@gryphon.COM      <routing site>!gryphon!hrlaser
gryphon!hrlaser@elroy.jpl.nasa.gov

woodc@cs.glasgow.ac.uk (Chris Wood) (12/16/88)

The object of this area is to gain a certain number of gold keys.
The Matrix does not go on forever but has some strategically placed
Spinners (makes you spin on the spot), and the large button at eye level
once pressed opens up a hallway somewhere in the Matrix.
And yes you can make it down the corridor and into the room before the
corridor closes again-this is the Hit - and - Run area of course.
One hint is to try and keep all four members of the party unumcumbered.
ie normally at the bottom of the character when chosen it tells you
how much the character is carrying in white. If this is in yellow then
the character is encumbered or if the writing is in red then the
character is either very encumbered or half dead.

By the way, while on about DM can anybody tell be where the c***p about
HIZZZZA not being attacked by the Dragon came from, because if you
have HIZZZZA in the party and you go down to level 14 where the dragon is,
then it may not attack you but by Christ it attacked me.

ps Don't try attacking the Dark Lord on level 13 because you will be there
all day trying to kill him. After 8000 damage on the guy I decided this
was not the right method.

pps
		Borf is Here