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- D U N G E O N M A S T E R
-
- As a multiple character role-playing fantasy simulation, DUNGEONMASTER is
- unparalleled. On one single sided disk there is (according to the
- newsletter supplied with the game and I'm sure they're not kidding) more
- than a full megabyte of graphics and sound, plus the program itself.
- Talking about data compression, here it is. Dungeon Master is a game where
- four heroes set out from the Hall of Champions and start their long way
- through the (3-dimensional scroll) dungeon where they must locate the
- Firestaff, solve its secret and finally defeat Chaos. DM is full of
- animated monsters (real time; don't think too long or you've had it) that
- actually follow you or seek you out; digitized sounds, interesting and
- potentially powerful items and intriguing puzzles. What else can I say,
- Dungeon Master is a world in itself. Thank you, FTL.
-
- A GUIDE TO DUNGEONMASTER
-
- Our little rescue force consisted of four. First there was Axident
- Brownmold, race undescript (we name them Horoou but they aren't up to the
- point where they have a name for themselves) but strong and tough and when
- he went berzerk all you saw was a brown haze next to you; dangerous as
- death itself but I'm not complaining 'cause he never really hit me.
- In our second rank we had Snoutzy Foxtrot, a small cute female Bika with
- much more mana than strength. She was our best priest and although everyone
- agreed with me that we should all get as much experience as possible in
- each of the major fields (even Axident realised the logic) she always
- stayed one step ahead of us with potions and the like. An invaluable asset
- to the party, she was.
- And then we had Barbanq the Bald, a male Human - of all races - and he was
- a good man, strong, a perfect aim with missile weapons and soon an
- outstanding wizard. Such was our company. As you see, a strange
- combination of creatures; a Horoou, a Bika and a Human. I was the only
- decent Lizar in town. And by the way, I'm Slither Smith.
-
- Passing through the Hall of Champions, gathered there for the purpose of
- restoring balance in the world, we held a long meeting. I was choosen as
- chairman or something (meaning I was immediately put in the most vulnerable
- position) and decided on a policy. Seeing how we were bound to have a long
- and hard trip, we should train to a maximum - the Hall was filled with
- those who had taken their plight to lightly.
- From the very first minute on, I ruled that mana should änever reach its
- maximum. Completely filled mana just sits there; I was our duty to use it
- as much as possible. So every time someone could make a potion (Snoutzy had
- a flask) or do a spell such as Lo Ful, whether this particular spell was
- needed or not, it would be cast. The only way to gain experience is to
- train, and we started training before we were out of the Hall.
- Beyond the Hall, we soon found a staircase, but passed it. There was more;
- we read some scrolls with simple advice, and then we opened a door. At this
- point, I thought it necessary to give everyone's backpack a destination:
- Snoutzy wasn't too strong so she could keep all things magical - flasks,
- wands and other gear. Barbanq would stow away all the food, and Axident
- would take spare weapons and the like. Me, I took the torches and scrolls.
- And down we went.
-
- The first level was relatively easy; perhaps it was my earlier incarnation
- playing tricks on me but there seemed little difficulty fighting Mummies
- and Screamers once we had some experience. As far as keys were concerned,
- it was just a matter of locating them. There were two things that weren't
- immediately clear to us: a door that said "none shall pass"; Axe solved
- that problem with his falchion. And then we found a lever that seemed to
- have no direct purpose, but after a thorough search we found an extra room
- with a pleasant surprise.
-
- Things started getting interesting on level two. Apart from some gadgets
- and the secret rooms that held a compass (in the beginning) and a sword
- (near the end) there were six major "caves", all branching off the main
- hall where it said "choose a door, choose your fate."
- The thing was, we cleared out the creature cavern (where Snoutzy surprised
- us all with her first successful fireball) and found a gold key. Seeing how
- at least four doors obstructed progress between our present location and
- level three, we figured there would probably be a key in each of the six
- caverns. And we figured right - finding hidden knobs, opening a door from a
- distance with a Lo Zo spell, reflecting an Eye in the wall and retrieving a
- gem were some of the things that kept us busy for many hours. Also at this
- point, we found out that lots of puzzles could be solved by throwing or
- putting something in the right place.
- Like I said, we only needed four keys to get to level three; the fifth we
- used for a little extra at the end of level two. And the last we used on
- level three for a shortcut.
-
- Monsters were getting more ingenious - on level two they were nasty with
- poison and clubs, but they could all be killed if you took the right tactic
- (mostly hit & run, we took a lot of steps backwards). On level three there
- were some surprises; it was only the use of the proper spell (as found in a
- scroll) that killed a Wraith. The wasp was easy, but it seemed there would
- never come an end to the multitude of worms. These worms were good for
- one thing, though: we killed so many of them that their dried remains could
- no longer be carried. So I figured that we might as well excercise a
- little, and by the time we came at the end of level three we had all gained
- three ninja levels by throwing the stuff ahead of us all the time. And by
- the way, throwing stuff in front of our faces revealed three hidden rooms,
- unseen behind illusionary walls. And each room held an interesting surprise
- in the form of potions or magical boxes and the like.
- Onto level four and here at last we found some worthy opponents, though my
- scales still creep when I think of Axident, so fascinated by the
- magnificent twists of a flying Couatl that he just stood there and gawked -
- while the rest of us swallowed fireballs and tried to save our skins.
- Puzzles were getting harder to solve. Some of them needed Barbanq's logical
- deductions, others required Snoutzy's hunches or Axe's straightforward
- disbelief. Many solutions were done in more than one step; it was the level
- where the first complex combinations occured. And things could often be
- brought down to a process of trial, error and elimination. For instance,
- getting to know just what our location was in the Blue Hall was simply a
- matter of leaving large items on several floor spaces. Not hard, just a lot
- of work.
- Level four yielded its prizes reluctantly, but some things we found were
- valuable indeed.
-
- Beholders and skeletons lived on level five, where the access was gained
- through "The Riddle Room". Four items were needed, three to open the door
- and one more to gain the first of five iron keys. The other keys were
- gained by pushing buttons, giving gold to a long-dead King and putting (not
- throwing) an item in a blue screen (by the way, here's where we discovered
- that a älot of interesting things could be found by jumping or climbing
- down trapholes).
- The keys opened the most magnificent gold doors, and I remember vividly how
- Axident remarked, "Well, these doors look like the bad guy is right behind
- them. I think we're almost there." It was not until level seven (where we
- found stairs to level 12) that Axe swallowed that remark.
- Behind the doors, a junction. We took the right side, and had some trouble
- guiding a couple of skeletons to the place where they would trigger a
- secret door. And when we found some torso plate, I knew that we had only
- just begun our explorations.
- We also found two vorpal blades on this level, as well as some slayers and
- a crossbow. Nice equipment for the right foes.
-
- We got down the stairs to level six and found that this was the Tomb of the
- Firestaff. Our use of the first Ra key opened a magic door and beyond it we
- found an ominous message on a scroll. Finding no further entrance, we
- descended onto level seven and were attacked with swords, undead screams
- (here our vorpal blades proved very efficient), zig-zagging fireballs and,
- finally, thieving Imps. After we had lost our shields and arrows for the
- second time (and retrieved them after chasing the little rascals all across
- the enormous cavern) we made it a rule to have a fireball and a magical box
- ready. Just in case; it was no good running across a room where a dozen or
- more direction-change devices transported fireballs from one corner to the
- other.
- But the fireball machinery could be stopped, and after we got some rest we
- found a Mace of Order, a Delta (that was a tricky corridor; we had to walk
- slow and turn back at the right point) and several less exclusive items,
- such as a key carelessly left on the floor.
-
- Onto level eight where we puzzled a long time solving "when is a rock not a
- rock" until Axe once more tried the easy way - disbelief - and got us to
- the next piece of trouble. A direction changer almost had us fooled but
- Snoutzy noticed something weird in the length of a hallway and soon we were
- deep into the corridors. Giant rats formed little trouble because they
- hated fireballs - we built up a good supply of drumsticks from these
- animals, which we could use well as we'd all but run out of food. Then
- there were crazy creeps that looked too much like rust monsters to let them
- get anywhere near us so we never really did find out what tricks they had
- up their tails, and finally the Gnome magicians yielded a good many cheeses
- and corn ears which, with the help of our ever voracious Snoutzy, soon
- turned into cobs.
- The only interesting puzzles on the level were a gate that needed either a
- gem or a jump to open, a fireball mechanism that could be tricked with
- small items and a gate that was opened by putting something on it that
- weighed nothing - found elsewhere. And then there was the skeleton key,
- and we came back to our seven-level staircase.
-
- Level nine started with a warning "Beware my twisted humor - the Deceiver,
- the Snake" but the route that had to be followed was hidden in the warning
- so we had little trouble, except for the fact that a couple of skeletons
- and spell-casting beholders needed a stern lesson in manners.
- A Key of B opened one of two doors, behind the door could be found another
- Key which opened the one not initially selected, and then (after killing
- the first vicious, poisonous, far-too-quick and well-armored giant
- scorpion) a third key brought us to "Zoooooom". It took us a long time
- before we got the idea to make a right turn and then step forward. We
- entered a room filled with all kinds of nasties and by the time we were
- finished Axe and I had both gained some fighting experience. We found a
- speedbow and a helmet, and further down in the bowels of the twisted stone
- passages we found mail, a Shield of Lyte and a Hardcleave - not to
- mention all the less spectacular items hidden in secret rooms.
-
- Down the stairs and here we got to a point where Axe, had an exit been
- present, would have given up and gone back. But then we all got a little
- irritated, it didn't matter because with some logic and some testing we
- soon found out how to "turn back" "clockwise", it all depended on how you
- interpreted the words; you could do a lot of turning without moving. Of
- course, you did need to do it all on the right places, but then I honestly
- admit I never did quite find out whether our solution was pure logic or
- just plain luck.
- Anyway, old acquaintances had made some new friends on level ten and armed
- with a Fury and a Diamond Edge (don't ever move) we cleared out one of the
- Cross Caverns. Never seen so much blue in my life. Later on we finally used
- that magnifier and still later a second Cross Key; we cleared out another
- cavern and were once more very grateful for the existence of our vorpal
- blades; elementals are a nuisance.
-
- Level eleven and here's where we trained our leg muscles; we did a whole
- lot of running from one side of the dungeon to the other just to push
- buttons and find keys and open doors. Our efforts were rewarded with both
- armored opponents (Knights wearing cursed armor, as we soon found out) and
- immaterial whatchamacallums, they were either dispelled or disrupted but
- anyway very noxious and fiery.
- We did find a lot of goodies and while Axe wore Lyte's armor I donned
- Darc's. Heavy protection any way you looked at it; after a lot of running
- to and fro and discovery of the third Ra key we came near the end of the
- level where "cowards will be hunted down and killed"; remember Kesey: Never
- Give an Inch.
- The approach for the giant spiders was locked off by pushing a button and
- without too much trouble (there was something tricky with a moving traphole
- but a quick step was all it needed) we opened the skeleton door onto the
- staircase and then went to the Tomb of the Firestaff.
-
- The Firestaff Tomb held guarding stone golems only; beyond that it was
- deserted. Useful and, indeed, essential items could be found in abundance
- once the correct door was opened with the Ruby Key. After that it was
- merely checking walls to see what secret passages (one entire multi-level
- stairway came in handy) could be found and what lay behind them. We found
- the winged key and some very interesting scrolls; also the last Ra key and
- then we went to the Firestaff itself.
- Once we held the - incomplete - Firestaff, we studied how it should be used
- and went to level twelve.
-
- Level twelve seemed much like the elemental plane of fire; we killed some
- devils or demons or whatever they were but soon we heard a sound like a
- massive electric discharge and then we stood eye to eye with Chaos
- incarnated. We managed to walk around him for a short while but this guy
- was äfast ; the only way to survive was jumping down a hole in the
- ground - no time to use rope.
- From the frying pan into the fire: we plunged right into the dragon's lair
- and it was chase and be chased, we drank lots of Vi potions and just when
- we were all healthy again I heard a great belch and we managed to escape
- his breath weapon by inches.
- The thing that saved us in the start was a single pillar in the hall; it
- was relatively easy to hide behind. Seeing how we didn't feel up to
- fighting a monster of such gargantuan proportions, we took the easy way
- out - a staircase, and we once more found ourselves in the "Fire Hall". To
- the left was the original entrance and we made it before fireballs hit us
- again. For several hours, we didn't do anything but rest.
- Finally we got up, opened the last Skeleton passage, went downstairs and
- used our winged key. This time we knew the danger we would face, and we
- were prepared.
- After we slayed the dragon we found the Power Gem, firmly fixed in the
- mountain's flesh. Barbanq remembered the right spell and Snoutzy set if
- free; when she held the Firestaff on the radiating Power Gem they both
- seemed to melt. In the end, we held the real, complete, flaming Firestaff
- in our hands. Although every way up was now blocked, we feared not: armed
- with the Firestaff and the knowledge how to use it, we did not hesitate to
- confront Chaos and end its reign of terror.
- And I say, we do look kinda pretty in the History Gallery.
-
- That's it!!...... let's hear it for the Dungeon Master!!!!!!!!!!!!!!!!!!!
-