jasonf@cetemp.Eng.Sun.COM (Jason Freund) (08/01/90)
(* MINOR SPOILERS *) I have finished Dungeon Master twice, and these questions bug me. If anyone knows any answers, possible answers, or other interesting questions, phenomena, please email me. 1) Can you kill Chaos? 2) Is there anything more to the behavior patterns of thieves other than just taking what is in your hands? Do they put them down in a particular spot or collect objects on the ground? 3) Do Monsters heal? 4) Can your health go higher than 999? Can your level go higher than MON -- (highest power symbol)? - Someone told me that "war cry" raises your priest & fighter levels alternatingly. It works. Punching things increases ninja level -- (punches *must* actually hit something to count). I can kill rats with my bare hands (and lots of potions) now. What is the best way to increase your wizard levels? Fireballs? 5) Invisible/silent activations squares: I've found 2 of them. 1) On the level with the powergem -- a square just outside the tiny room with the powergem that seals off all stairs going up above level 13, confining you to 14 & 15 forever. Square is only activated when you step on it carrying the firestaff and the powergem. 2) This one is less obvious. Level 9 (rats) -- There is a square that generates rats in the rat room in the NE part of the level. Every time you step on it, a new rat or pair of rats is released into that room. The square is located exactly 3 steps east and 2 squares north of the door that requires corobomite ("Lighter Than Air..") to open it. -- Seal off the rat room, step on it a bunch of times (allow 5-10 seconds between each time you step on it so that the rats can move off of the square that they generate on to make room for more rats), and soon the rat room will be filled wall-to-wall with rats. Send poison spells through the door if you don't want to deal with them. I am knee deep in rat-chicken legs. Does anyone know of any other invisible/silent activation squares? I'll post answers and/or more questions on this subject when I get them. Thanks, -- one of the most-likely Amiga users to finish Chaos Strikes Back, Jason Freund, Sun Microsystems, jasonf@cetemp.Corp.sun.com <== summer address Deprtmnt of Computer Science, Univ California, Davis. freund@sakura.ucdavis.edu Quantum Link: JasonF5, Compu$erve: 72007,244, 690 Erie Dr, Sunnyvale, CA 94087
ring@cie.uoregon.edu (Randy Ingram) (08/02/90)
Wow those were some great hints. I've been through Dungeon Master three times now, and I just decided to dust it off to build my characters up for "Chaos". I have a few more questions for anyone who has the answers. They don't just concern items in the original Dungeon Master and won't help for Chaos as you start that game starkers (no equipment comes with you). From various hintbooks and postings I've heard mention of a few items that I never found in the Amiga version. I suppose they may have been eliminated in our version, like the lockpicks. These items are: Dexhelm Powertowers Spirit Eye (an amulet) The Conduit (a wand) Now I do remember one wand that didn't have a name. Perhaps that's the conduit. The other one was called the Teowand. Here's a list of other items I was curious about. Does anyone know the specific powers of each of these: Calisto (crown) Gem of Ages (amulet) Ekkhard Cross (amulet) Moonstone (amulet) adds mana, anything else? Jewel of Symal (amulet) Hellion (amulet) Pendant Feral (amulet... well, I guess it's REALLY a pendant but let's not split hairs... or HARES for that matter!) Rabbit's Foot (rabbit's foot) :) Just wondering. Thanks for any answers. Any tips on "Pumping Up" my party would also be appreciated. I went back to an old save before I forged the firestaff. After throwing the staff through the doorway (so the level would not close) I'm just wandering around getting food and building up.
jasonf@cetemp.Eng.Sun.COM (Jason Freund) (08/02/90)
(* MINOR SPOILERS *) I've gotten several good responses to my last posting. Disclaimer: If you are playing the game for the first time, you don't want to read this message now. There is nothing in it that will help you finish the game. It may, however, mention things that could spoil some of the fun and suprises. > 1) Can you kill Chaos? Someone said he did 10K with just physical + tons fireballs, poison clouds and couldn't kill him. [...Question about thief deleted; no new info...] > 3) Do Monsters heal? I still don't know for sure, but I think that they don't. It's hard to tell since you can't see the effects of anything except physical damage. > 4) Can your health go higher than 999? Can your level go higher than MON -- > (highest power symbol)? 999 is max H/M/S, but you can keep gaining levels after MON ("Arch Master" levels go on forever). -- From Bill K., FTL > 5) Invisible/silent activations squares: I've found 2 of them. [...stuff about powergem room square deleted...] > 2) This one is less obvious. Level 9 (rats) -- There is a square > that generates rats in the rat room in the NE part of the level. > Every time you step on it, a new rat or pair of rats is released > into that room. The square is located exactly 3 steps east > and 2 squares north of the door that requires corobomite > ("Lighter Than Air..") to open it. > Does anyone know of any other invisible/silent activation > squares? There is one for the screamer room on level 4, just 3 steps to the left of the entrance to their room -- wait 10-15 secs between each time you step on the square. Also, Bill K. from FTL said that there are *4* (four), (IV) speed boots in the game. Lets try to figure this one out folks. One is in the spider room. I think one of the 4 doors on level 7 (that you can only open one of) has one. Where are the others? Someone posted earlier that the rabbits feet increas an invisible stat called luck. It's not a bad idea to try to build up your chars after you finish the game. In DM 2 (CSB), you start out butt naked in the dark being attacked by large monsters. I don't know what most of the necklace things do that were mentioned in a recent posting. Anyone? Anyone? Thanks, Jason Freund, Sun Microsystems, jasonf@cetemp.Corp.sun.com <== summer address Deprtmnt of Computer Science, Univ California, Davis. freund@sakura.ucdavis.edu Quantum Link: JasonF5, Compu$erve: 72007,244, 690 Erie Dr, Sunnyvale, CA 94087
uucp@rivm.uucp (08/03/90)
In article <140029@sun.Eng.Sun.COM> jasonf@cetemp.Eng.Sun.COM (Jason Freund) writes: > >(* MINOR SPOILERS *) > [stuff deleted] >> 4) Can your health go higher than 999? Can your level go higher than MON -- >> (highest power symbol)? > > 999 is max H/M/S, but you can keep gaining levels after MON ("Arch >Master" levels go on forever). -- From Bill K., FTL > I'm pretty sure about the fact that max_Mana is 900 instead of 999. Recently i boosted my figures to max (with an Action Replay Cartridge). On disk all information is encrypted, but not in memory, yeah!! So after setting the H/M/S to 999 i played somewhat around, but... The first Wizard upgrade shrinked the Mana from 999 to 900 !? Probably an overflow prevention against Mana increasing attributes (staff of manar, vorpal blade, etc.). Strange is also that Stamina is stored as 9999 max instead of 999, why? Not only H/M/S are increasable, but also stats like strength, dexerity, wisdom, vitality, anti-magic and anti-fire. This stats are max 255, but probably this is too high. Sometimes my (one_man) team dies because of nothing!!? (an upgrade??) What are the max stats? (perhaps 170, the maximum with potions) All stats at 127 does seem to work. Unfortunately i can't figure out anything more because the cartridge wasn't mine :-(. My character is now Archmaster in all categories, but what's the limit of forever?? Which level prevents myself from gaining upgrades? Without any further upgrades the stats can be set to max without the overflow danger!? Well, that's all folks. Oh, i almost forgot this: What was the time record to outplay DM? With my character, 45 minutes from start to end!!!! Arjan Bosse (lloab@rivm.UUCP) --
rmal@cernvax.UUCP (richard lucock) (08/03/90)
I have some questions of my own, plus some end-game spoilers below. 1) was there any reason for having 2 matching sets of armour (ie one white and one black). I went to some trouble to make sure that I had it all available, and couldn't see any advantage over the usual pieces lying around. 2) On level seven, approaching the room where the firestaff was held, the 'see through walls' spell told me that there were a couple of spaces, roughly two by two in size, at the points where the corridors doubled back on themselves. I couldn't find anyway in - could anyone else ? 3) On level 5 or 6 (not sure; the one where the green poisonous hissing tentacled things first appear) there is a room off the main corridor (the corridor leading to the main hall that has 4 doors around it). That room has a poison snake and a chest in it - but I couldn't find a way in. Any ideas ? 4) On level eight (the large open area with green ghosts) there are two wall section with a door between them, just standing in the middle of the area. Does this have any significance. end-game spoilers below: In article <140029@sun.Eng.Sun.COM> jasonf@cetemp.Eng.Sun.COM (Jason Freund) writes: >> 1) Can you kill Chaos? > Someone said he did 10K with just physical + tons fireballs, poison >clouds and couldn't kill him. > [deleted] > Someone posted earlier that the rabbits feet increas an invisible >stat called luck. It's not a bad idea to try to build up your chars after you >finish the game. Um, either I have quite a different version, or you haven't finished the game. You can (should !) kill Chaos, but not by force, and when you have done so the game ends (ie you no longer have control over anything). Spoilers on how to kill him: Use the 'cage' option of the firestaff to build 'flux walls' on all sides of him. If you are not quick, he will teleport out. Using walls as one or more sides of the cage (ie so you only need 3 or 2 'flux walls') helps. Then use the fusion option on him (NOTE my terms may be wrong here - I have the french language version). Richard
mjv@brownvm.brown.edu (Marshall Vale) (08/03/90)
In article <139873@sun.Eng.Sun.COM> jasonf@cetemp.Eng.Sun.COM (Jason Freund) writes: > 2) Is there anything more to the behavior patterns of thieves other > than just taking what is in your hands? Do they put them down in a > particular spot or collect objects on the ground? They just take what's in your left hand not right. From my experience, they just hold on to it and run around possibly coming back for more after awhile. Hard to remember DM these days but there are lots of thieves in CSB and they ALL look alike (crispy brown after I mon fireball them :-) > Someone told me that "war cry" raises your priest & fighter levels > alternatingly. Well, I used war cry to raise my priest levels up four notches in a row while not moving up in fighter levels. (Yeah, I was patient.) Being hit by a monster does give you fighter experience. I've seen this happen since I've had a couple of characters gain a level after they were hit. Marshall --mjv@brownvm.brown.edu
mjv@brownvm.brown.edu (Marshall Vale) (08/03/90)
In article <1990Aug2.154021.24818@cs.uoregon.edu> ring@cie.uoregon.edu (Randy Ingram) writes: > These items are: > Dexhelm > Powertowers > Spirit Eye (an amulet) > The Conduit (a wand) Was the Dexhelm in DM? The Powertowers is an item from CSB that you get in the Dragon's Den... Regenerating dragons = LOTS of dragon steaks. Don't remember the others but then I really didn't bother looking at the name, just checking if it was cursed. Marshall --mjv@brownvm.brown.edu
mjv@brownvm.brown.edu (Marshall Vale) (08/03/90)
In article <140029@sun.Eng.Sun.COM> jasonf@cetemp.Eng.Sun.COM (Jason Freund) writes: > It's not a bad idea to try to build up your chars after you > finish the game. In DM 2 (CSB), you start out butt naked in the dark being > attacked by large monsters. Gee, they weren't that big, actually kinda small but they had a nasty bite. They make you really want a flask right away and unfortunately flasks are far and very few in CSB :-) > I don't know what most of the necklace things do > that were mentioned in a recent posting. Anyone? Anyone? Specific names and powers I dunno. But some do things like extra light, slightly higher mana, increased resistance to fire or magic, higher strenght... you get the idea. The best way to find out is look at your stats before and after and see what has changed. --mjv@brownvm.brown.edu
briang@sdd.hp.com (Brian Gragg) (08/04/90)
In article <2139@cernvax.UUCP> rmal@cernvax.UUCP (richard lucock) writes: > >3) On level 5 or 6 (not sure; the one where the green poisonous hissing >tentacled things first appear) there is a room off the main corridor (the >corridor leading to the main hall that has 4 doors around it). That room >has a poison snake and a chest in it - but I couldn't find a way in. >Any ideas ? > > !!!! SPOILERS !!!!! !!!!! SPOILSERS !!!!!! !!!!!! SPOILERS !!!!!!! There actually 2 rooms connected by a imaginary wall. The entrance is also an imaginary wall. It's located in a hall near the room with pits. Brian. -- ----------------------------------------------------------------------------- Brian Gragg briang@sdd.hp.com hp-sdd!briang uunet!ucsd!hp-sdd!briang -----------------------------------------------------------------------------
ameiba@reed.bitnet (Keith Steiger,L08,640,3578701) (08/04/90)
WARNING. Dungeon Master hints for severe addicts and experts beyond the following Okay. I have the SEVERE version of the Dungeon Master maps from Jason Freund (thanks Jason!) and am going through the game for the second time to build up NASTY characters for Chaos Strikes Back. As far as the amulet list goes, I have some of that information. Here goes-- The Jewel of Symal raises either anti-magic or anti-fire--I forget. The Pendant Feral ADDS A WIZARD LEVEL. YOW! The Gem of Ages, the Ekkhard Cross and the Hellion do nothing visible to stats or levels. The Calisto adds 10 to Wisdom when worn on the head. Powerful. The Moonstone adds 3 to Mana as stated. The Rabbit's Foot is supposed to add points to luck. I have no more information than that, and I don't know whether it has to be put into a particular spot to be useful. The wand called "Wand" drains mana from you when you use it. This might well get it the name "The Conduit". There are indeed four pair of speed boots. I have all of them. Level 7 (The Firestaff Level): In one of the treasure rooms. Use the "magic vision" spell to find the right one. Level 10 (Beware my twisted logic--The Scorpion Level): This is probably the hardest to describe in words. Near the end of this level, there is the giggler (thief) area around the platemail room and there are the two scorpion rooms after that. Between the platemail room and the first scorpion room, along the north wall, there is a "crack" style button. Press it. This will release a solitary skeleton southeast of there. In the newly-revealed alcove, there will be a scroll and ANOTHER BUTTON. Press IT. Now go back to the FIRST button and there will be a newly-exposed area with platemail in it. Walk THROUGH the back wall of this alcove and you will enter a secret room with a pair of speed boots in it. Level 11 (The Clockwise Level): Go to "Enlarge my view", over by the skeleton staircase. Step out the door to the area, turn left, walk forward two, and sidestep left into a secret door. Step forward into another secret door. Sidestep left into a THIRD secret door, and the speed boots will be visible. Level 12 (The Knight Level): Inside the spider regeneration room--"Cowards will be hunted down and killed"--there is the Helm of Lite and some bombs and a pair of speed boots. I recommend backing out IMMEDIATELY so you don't get surrounded and maimed. Poison clouds help too. Well, now I'll go back to my level 6 lightning bolts (better than fireballs for practice, I think) and punching giant rats to death. -- Keith Steiger--ameiba@reed.BITNET, ameiba@reed.UUCP, tektronix!reed!ameiba "I am what you see. Myself.... I cannot be otherwise." Disclaimer: Reed College tries very hard to ignore its students' opinions.