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I have been an avid computer game lover ever since I build my first computer kit in 1978. It was a "Processor Technology Sol-20" computer based on the 8080 microprocessor. After building this computer and installing my first 8k ram board (a board which cost me $279.95 in those days) I purchased a book called "Basic Computer Games" and started my love affair with computer games. Boy, have games changed! I remember mapping the game WUMPUS for the first time, and I could have used some help even then. Now we have games like "Dungeon Master" and "Carrier Command". Who knows where we will be in another 5-10 years? Anyway, I had always liked the process of "mapping" but had difficulty in solving puzzles. So, I learned to "team" up with others and attack a game like "Bard's Tale", or "Dungeon Master" as a team effort. It is with this team effort that I am now pleased to be presenting a series of "Hint Disks" for your pleasure, starting with the great game "Dungeon Master". People throughout the ages have loved and continue to love games. Games have been used to provide a means of passing the time, entertaining oneself and others, teaching rules of life, and forcing one-self to face emotional and intellectual challenges. Books, movies and games belong to the same art form and have several common values. First of all the "participator" (the reader, movie watcher, game player) agrees at some point in the beginning to suspend their disbelief and allow the author to "guide" them through "situations" that will frighten, please, humor, teach and hopefully entertain them. Computer games go one major step further, though, they allow the user to "actively participate" in the art form. The participant doesn't just sit and read or watch something, he actively participates by making decisions and observing and experiencing the results of the choices he has made. In a world where "active participation" in worldly events seem remote, the experience given by games like "Dungeon Master" can have a very healthful effect upon an individual. Games are also to be enjoyed. No one likes a game that "punishes" the player. Those games get placed on the shelf and never played again. But, there is a common problem with the new generation of computerized fantasy role playing games. That problem is known as a person's "frustration level". Everyone has their own level of frustration where, once passed, makes them quit a game out of discontent and never go back to it. Many games fail in this area due to the fact that the author was unable to allow for this, or was unable to design a game that would adjust to all sorts of people and their gaming styles. Fantasy Role Playing Game players seem to fall into one or more of several groups. First are the "Self Made" players. These game players approach all games as challenges and refuses assistance until absolutely frustrated. The chances are they will never "ask" for assistance and refuse to accept assistance because "it will take away from my enjoyment of the game". This person loves to "map" their games and probably has a "three-ring" binder somewhere for each game they have conquered with all their notes. Or, they claim to "memorize" all the levels and don't need maps. Then there are the "Lost Players" who refuse to read manuals and wants someone to "tell" them everything they need to know to start playing the game. Or they begin playing the game with no regard to instructions. They usually buy "hint books" and read them completely before starting the game. Their frustration level is low and they know they cannot stand much pressure while playing a game. These people rarely finish a game because they refuse to "read" the original manual to find out what has to be done to win. They just enjoy playing games that don't frustrate them too much. Finally there are the "Normal Players" who are comfortable with games, may or may not like to map dungeons, may or may not enjoy the puzzles, will accept help when needed and loves to "talk games" with others. It it currently impossible to program a game that would be playable" and enjoyable for all these game players. Thus is invented the need for "hints". Unfortunately most commercial hint books are only "walk-throughs" having no regard for different levels of players. They just tell you to enter the room, turn right, take three steps, pick up the biscuit, turn left, take six steps and feed the biscuit to the lizard. Not much chance for "exploration" which seems to be a major reason people enjoy these games. Exploration of new and unknown areas is a major part of the new games that people love. Game lovers seem to enjoy the experience of finding out something new and different. Thus the reason behind this hint disk. It is designed for any and all players of games (in this case Dungeon Master). This "interactive gaming aid" allows you, (yes YOU), to control just how much information you want or need to enjoy a game. Maybe you just want a printout of the map of a particular level, or maybe you need to know just what you have to do to deal with the snakes, or maybe you want to know everything in advance so you won't waste moves. Whatever your need, this gaming aid will assist you in your game. It is not a "walk- through" and hopefully will not ruin anyone's enjoyment of the game. No, it doesn't have all the answers to the game. We didn't program Dungeon Master and don't know all the intricate parts of the game, but we have done a good job in figuring out how to make the game easier when necessary so the most players will be able to "complete" the game instead of "leaving it on the shelf for another time". The designers of the game wanted you to enjoy and complete their game, and I hope this "gaming aid" will assist in that goal. Above all, enjoy! Tony Severa (handle - Rover) Whether or not you resurrect or reincarnate your characters is a choice you must make at the beginning of the game. The benifit of resurrection is that you get the skills of a character immediately. The benefit of reincarnation is that you get to evolve your characters the way you want them. Reincarnation also allows you to name them. It is more important to gather a "blend" of characters. You will need two good fighters in front and a priest and a wizard at the beginning. Later, all characters can be made to be multiple characters having both fighter, wizard and priestly spell abilities. It is best to have multiple skilled characters. Strength is fine in the upper levels, but the lower levels require more and more magic. Use characters which have both capabilities. If, after a while, you don't like the characters you have, try again with a new set of characters. Inquisitor sword: mana +3, swing, thrust, berzerk attacks Vorpal Blade Sword: mana +4, jab, cleave, disrupt attacks Good against non material beings. Diamond Edge Sword: stab, chop, cleave attacks Good against armor and hard shell monsters. Falchion Sword: swing, parry, chop attacks Hardcleve Axe: chop, cleave, berzerker attacks Good against armor and hard shell monsters. Flamit Gauntlet: swing, fireball attacks. Hellion Amulet: Unknown Shield of Darc: Block, hit attacks when in right hand. Ullumulet Amulet: Unknown Boots of Speed: Increase carrying ability Calista Head Band: Unknown Jewel Symal Amulet: Unknown Ekhardt Cross: Helps priests learn spells. Shield of Lyte: Light in weight armor. Gems : Unknown except where specificaly needed for puzzles. Stone Club: Throw, club attacks Bow: shoots arrows and slayer arrows. Speedbow: same as above with more damage and reload speed. Rapier Sword: jab, parry and thrust attacks Sabre Sword: jab, parry, melee attacks Tech Wand: mana +4, calm, spellshield, fireshield abilities. Yew Staff: mana +4, parry, light maker, dispell attacks Delta sword: Mana +1, chop, melee, thrust attacks Fury Sword: chop, melee, fireball attacks Bolt Blade: jab, chop, lightning attacks Axe: swing, chop, melee attacks Mace of Order: swing, bash, stun attacks Rabbits foot: none Mirror of Dawn: Unknown Moonstone: mana +3 Gem of Ages: Helps non mana characters start casting spells. Storm Ring: lightening attacks Eye of Time Ring: freeze monster attacks Horn of Fear: Sometimes it works and sometimes it doesn't. Staff of Manar: Mana +3, fireshield and dispell elementals Using magic in this game is like exercising your muscles. The more you use it the bigger and more efficient it becomes. Use magic in this game anytime you can. If done properly, you can get all four characters using magic. It will be of immense assistance in the lower levels of the dungeon. NOTE: Some items increase the "Mana" of your magic users and will allow non-magic users to begin casting spells. Place these items in their hands and start casting easy spells like "light or heal". They will begin to gain mana (casting ability) more and more. "Light" spells should be used by all members and allow you to save up on using the torches. Besides, the practice of casting this spell will help your characters move up in levels and their casting abilitys. If you are running out of food, don't fret, a "stamina" spell will allow your characters to continue to exist till food is found. Don't be afraid to "back-up" to where there was food to get more. Screamers and Worms tend to regenerate. Sometimes it is best to save a game, then try different spells or weapons at a particular monster (like the rock creatures) to see what has the best effect against them. Try everything on the "right hand" tor see what it is capable of doing. The following is a partial list of spells used in this game, It is by no means total or completely accurate. Play with the different spell combinations, you may find something you can use. All spells start with a "power" symbol. At first all you will be able to use is "lo", but as your character becomes more proficient he will be able to incease the power of the spell. This means that the spell will be stronger and last longer. PRIEST SPELLS: (prefix with a power symbol) ya Stamina Potion. Great when you run low on food, or a character becomes overburdened and loses a lot of stamina. ya bro Magic shield potion. Cast into a empty flask to place a shield around an individual character. Useful when one character cannot handle another blow. (I did not use this spell at all.) ya bro dain Wisdom potion. Cast into an empty flask and given to a character inceases his wisdom for a while. (Another spell I never found a use for.) ya bro neta Vitality Potion. Cast into an empty flask and given to a character increases his "vitality". (I never found a use for this spell.) vi Heal potion. Cast into an empty flask and given to a character restores lost hit points. (I had one character who only carried these flasks. They are used a lot.) vi bro Cure Poison potion. Cast into an empty flask and given to a "poisoned" character stops the loss of hit points. (Use the lowest power setting for this spell. Higher power levels do not increase its abilities.) Carry at least one for each character when in the upper levels. oh ven Poison Cloud. Cast into a monster party causes continual damage to take place as long as the cloud is evident and they do not move from the square it was cast on. oh ew ra See through walls. Allows you to see through o##DMAP3.CHRG   >   >""#!'"":   !!  @ %>?#"">"> " J 1Ra key.Monster barrier. A good place to rest.While fighting the knights? (Knights ?,you mean more than one? Protects you by closing the secret doorthree right and two below. It is a toggle.It will open and close the door. There aresome real goodies in the spider room ifyou feel capable.Helm of light. Closes one door and opens the other.Rotating pits from this direction. Followpattern. Reasonably easy to figure out.Hit it. Opens Knights room with Topaz key.Staff Toggle plate for pits in room below. Stepon this plate twice. These pits are invisible no matter whatposition the toggle plate is in. When theyare open you can see a very faint dottedline across them. Regular TV owners, sorryyou won't be able to see the line. Justremember when you touch the plate. Thefirst time opens the pit.Topaz key Knights Room. Prepare to fight.Magic won't help you here.Opens secret door at lower right.Watch for spiders.Spagetti monster land.Spagetti monster land.Kill a knight, get a key. Hope you havelots of time. Magic won't work on him. Ifyou drop him down the pits at right. Climbdown to recover the key.Topaz key. If the pit is open, monsters won't step onthem. You must close the pit, wait for ? themonsters to step on the hole, you thenquickly step on the plate, woosh, they'regone. Unfortunately, the spidersregenerate faster than you can coax theminto the pit.Welcome to the Knights Room.Don't hit this switch. (Probably the onlyone you don't want to hit. It releases thepair of knights from the monster limitarea above.Spider room. Don't open. This opens the secret door below. It isbest to get here, hit the switch, have theKnights follow you back to the monsterlimit area below. Then go around and usethis entrance to get to the spider roomand the revolving pit room without havingto take on two knights at one time.You must kill a spider in this area to beable to get any further. Making themchase you to the pit room is just a wasteof time. Use a magical box to freeze themand start hacking. Fireballs did'nt seemto have much effect. An interesting area. Once you step off theplate, it opens all doors, including thesecret door to the left. Fun, huh? Best toGo into the door at right. Fight thespiders from there, using the closing dooras an aid. Then, if a spider comes aroundYou can close the door. Deal with it, andgo back to the other spiders. Then, getall the goodies you can, and leave.Spagetti monster area. You may just wantto bypass the fight, run for the openingand hit the switch below. It will closethe door behind you and open the door infront of you. Skeleton key required. Master key. Needed to complete the 6thlevel where the Fire staff is.$!DMAP3.CHR      ' Prepare for a test fight. This will allowyou to fight a mummy. You might considerclosing the door upon him.From this point on, keep a good lookoutfor keys, especially the stone "iron" key.They're very hard to see on the floor.Water fountains are found throughout thedungeon for filling your flasks. Keep themfilled as much as possible.Keep your eye open for switches on thewalls. They come large and small. By theway there's nothing in this pit.Simple logic should help you with thispuzzle. Just bypass the second switch.Many puzzles require you go forward by adifferent route and come back to solve thepuzzle. Be ready for a fight when you openthis door.From this point, step forward, step back,and step forward again and go straight todoor way. Press the switch and bypass the footswitch It takes both switches to open this.Don't leave anything too valuable. Foodwill do. ACTUALY IT APPEARS BEHIND THE PITGot a club? Use it!Press the switch to get sword.Elven doublet, dagger and an arrow.A nice pair of boots are here.boots, torch.Nothing in this pit. Monster limit area. (not certain)Make sure to get both keys!GHI trousers.Place the rock (or anything) on the plate.Step through.Place something on the footswitch to coverpit.Look out for mummys. You might try somefire balls. SCROLLS (PLACE IT TO EYE TO READ), EMPTYFLASKS (FOR SPELLS LIKE HEALER POTIONS),AND ARMOR.GET THE TORCH. BEST TO USE MAGIC FOR LIGHTWHENVER POSSIBLE AND USE THE TORCHES ONLYAS A LAST RESORT. ALSO, TORCHES MAKE GOODCLUBS FOR FIGHTING.NOTHING OF INTEREST IN THIS PIT. BE PREPARED FOR A FIGHT WITH MUMMYS.A TORCH.DON'T WASTE YOUR TIME. GO AROUND! MORE MUMMYS. A SHIELD. A CHEST (TAKE IT) (OPEN IT BY PUTTING INRIGHT HAND. ALSO FOOD, FLASK AND SCROLL.GOING DOWN?Sword, switch affects hidden door above.Magical box.You will want to save game often from thispoint on. I got into the habit of havingthree save game disks. Whenever I got toa door, or found something important, Iwould mark the map and save on the disk.I marked the disk with the same symbol.The next time I saved to the next diskwith another symbol. Marked the map anddisk. The third was done with the thirddisk. On the next save I then startedwith the original disk and started thesame process. This allows you to be ableto go back up to three saves if you haveto.Q$ DMAP3.CHR$9  "$$#6 " $$;#  $ @8  " @@# #"@@         &   ???I Now, the going gets a little rough. Keep agood eye for small switches. Touch anyitem, crack, lever, bracelets, hole thatmight move or hold something.Timing is necessary. Check the cycle. Leave the chest for now. Pick it up laterBe prepared for a battle. Use the closingdoor to help kill the enemy. YOU WANT TOBE WELL RESTED BEFORE TAKING ON THIS AREA. If you have a rope you could start bychecking out what lies in some of thesepits. By the way they are also good atkilling the rock creatures. Let them geton top and open the pit under them. Becareful, though, sometimes they step intothe force field and teleport back up.When backing up fighting, be careful notto get cornered in places like this.Fast now, Hit the switch, L,L,L,L,ForwardIf you can't do it, make sure all your menare unburdened.Press switch, turn left and throw objectas fast as possible.Face the switch, press it and backup fast.When entering the doors, it is sometimesbest to close the door after you. Alwaysclose the door when you leave. There is a switch and a secret place here.Check the bottom left area. Watch for thespinner plates.Remember the spell that opens doors?Once the door is open you can throw anobject onto the pressure plate. Neat huh!Keep pressing the switch where the chestis and it will appear outside the cells. An eye needs a mirror. Prepare for a fightA nice place to resurect your dead. Bringtheir bones here. Switch on this wall.Replace the coin with something else fornow. You can get it back later. Be careful in this area. Once the door isopen and you go down the hall. You willmeet some rock creatures. Before fightingthe usual backup, fight, backup. Check outthis area behind you several times. Theylike to send a rock creature behind youtrapping you between two sets of monsters.FlaskFlaskTorch A hiding place for rock creatures. Wand and sling.A secret door is in the area. Look for theswitch.Rabbits foot. (unknown value)blue gem.Watch for the blue men. ArrowWeapon and a flask.And a flask.## DMAP3.CHRG ! :@8> #>#>>#>>>; > 4>  #> : #>> ## ""H # > )This will only appear when all four itemsare placed in their respective places. Not accesable through the room of riddles.Place something on the teleportation (blu)square (while it is off). Hit the switchThis may also be a good time to startchecking out the pits even if you donthave a rope. Jump in! Heal while checkingit out. A gold coin, a mirror of dawn, a bow, bluegem.OnonoffoffPlace a gold coin in the crack.Elementals are easy to kill with the woundelemental creature spell. (power-des-ew)or vorpal weapons.There are several way to do this, likemost of the puzzles in this game. Get theregenerating skeletons to follow you tillone steps on the pressure plate. Use thefreeze box to hold them there and go in tothe opening and get the treasure.This will open when the switch on the farside of the room is pressed. Touch the hook.This is a Vorpal Blade, good for killingelemtals and spirit creatures. Probably the roughest bottle neck in thegame. All your people must be unburdend.Don't worry about weapons because thereare no creatures in there. Cast an opendoor spell to open the door between thetwo force fields. Then, it is just timingto get to the door way and then beyond thesecond force field. Have your strongest shoot an arrow withbow down the hall till it doesn't comeback. This will open when an arrow hits theplate behind it from the test yourstrength area. shield The pattern for the first is differentfrom the pattern of the second.Teleports to upper level.Yew staffArrows.Ven potion. Poisen when thrown at enemy.You appear here when falling through a pitfrom above.torchTwo throwing stars, and food.Alter of rebirth. Magical box inside. To get back up youwill be teleported to the pit to the rightBe careful. When you step in the door waythe door will close on top of you. Stepall the way inside and be prepared tofight for your life.Magical box.##DMAP3.CHR$ ))A"# )   ;  " A)8  7) )) )  @ ))A &You may have to fight, go up, rest, godown, fight, go up, rest, etc. to kill thestone monsters.Face the switch, hit it and move sidewaysas fast as you can.Break it down.A nice place to rest when both doors areclosed. Don't forget to close doors afteryou.A good place to fight worms, one pair ata time, though.You must kill him to continue. Be preparedfor many worms.Another break-it door.Welcome to land of the worms. One way tofight these guys is to hit, side step andturn into them, they will then move infront of you, hit them before they turn toface you and do it again. Quite lengthybut effective. Worms taste good too. Check out the hole, a key is inside.Welcome to worm world! A good time to readup on worm fighting techniques.A Tech wand. Give to someone who has fewmana capacity. It will increase his magicability.When this appears (after you pay in thenext room, you can back up to here andkill worms by jumping back out on them.A coin will activate the force field. A much needed shield. Activates the teleport field.Don't use, best to face the worms and letlyour characters grow in strength.A safe haven to rest at.Break it down.Where you appear if you use the teleportfield earlier.These boots don't seem to have any specialprotective abilities.A great place to find food. Screamers seemto regenerate in this room. Clean it outand come back later for more. A bow.Horn of fear. Try it, you'll like it.Also good to get before you kill the mummy Dont worry about it. It will open later. Water flask and an axe. (axe is good forheavy damage to worms, etc. Give it toyour best fighter.=## DMAP3.CHR86 4  " " "" "? 6 :>  "#A$ 6>!;  Right, back, forward, left, right, back.Don't go down until you have solved allthe puzzles on this level. Hit the switch, step back as far as youcan go, slide right to the wall and go. Keep moving till you see the pit next tothe left opening close. Then go towards itGo ahead and get to the right area first.When you finish with the fight and collectthe treasures, then see hint at that doorThis pit must be closed before trying toget past it. A short cut upstairs. Needed later whenyou need to get food.Close doors after you. Or you'll get a bigsurprise visit from some monster.There is a hidden switch, somewhere. Checkthe walls.Be prepared to fight the flying snake. Areal hard biter! Use the "Horn of Fear" tomake him turn away and go get him. Keepyour hit points up, he bites for largedamage.Choker (uncertain value)Staff of claws.Torch, also.Potion This opens when the switch on the upperleft corner is pressed.This pit goes to the room of riddles. Notnecessary to go there now. Don't use thispit.TorchA mace.This is the switch that opens the doorwayto the treasure room to the right. Keep pressing switches until the secretdoor in the upper left corner opens. Thatleads to the switch that opens the mainsecret door. Have not figured out how to get into thissecret door. A flying snake lies inside.Step forward three steps. That will closethe pit. Now go around and enter the otherside.Flying snake area!Goes to the lower level. Not a good placeto go to right now.This switch opens the secret door at right## DMAP3.CHR- "      )   >" """ #  " ##"  " " #"    :<7 ! :)""  #67   #ncThis opens the pit behind you. Be careful.Step on it twice to close the pit. It actslike a toggle switch.This is the area where the fire balls comefrom. So get in and out fast.Jump down. Closes pit in front of switch on left.Closes pit jut forward of here. Opens secret door at left.Needs skeleton key to open this. This switch will shut off the fireballs.Actualy, it shuts off this force field andthat stops it from being sent to the otherforce fields.Don't stand here till you shut off thefireball shooter.Don't stand between these force fields tilyou shut off the fireball shooter. Look for a switch.Opened by the switch at right. You need the key in the upper part of theopen area. (see map)Key is in chest. Ge t out before the fire-ball shoots again. This is where the fire-balls come from.Don't stand between these till you shutoff the fireball shooter.Don't stand betwee the force fields.Ful bombs, Mace of Order26 steps and turn around wait for door toopen.Prepare for battle! Delta sword.TorchScroll This switch is realy to the left over thepit.Spinner. Hit switch and step into wall.When you hear a "hee hee hee" sound, youare being attacked by the thief. He onlytakes what is in your left hand. So,remove everything in your left hand andyou don't have to worry about him. Thisdoes make you easier to hurt, though, byother creatures.I believe the Eye of TimeThis key will open the door at the farleft. Magical box. Ful bomb and magical box.## DMAP3.CHR'!!  ,    11# 11))1111####8##)####)###  )!  )    RFace forward and keep hitting step right.You should appear in front of the teleportarea. Take the item and step into theforce field. Wala! You're back here. Nowface right and keep hitting step left andyou should appear at the opening. Welcome to scorpion land. Have your heavyfireball spells ready. You'll need them! A good place to fight the scorpions from. Key of :b: beholdersScorpions will not go past this point.Skeleton key Take your pick, Beholders or Skeletons. You get here from below.This sends you back to the beginning ofthe Scorpion area.ScrollJust walk through.Just walk through.Opened by switch above. MoonstonePrepare for fight and guys that steal whatis in your left hand.Box. Good for stalllng those big monstersso you can get extra hits or run away. Lots of Beholders live in this area. Beprepared. Fireballs work well. These will teleport you back to the stairsKey of "b" skeletons and a scorpion. If you don't have a key for this, then youmissed one above. You'll need to go backand get it. (Sorry)No steppie. Teleports you way back at thestairs with more Beholders waiting.Opens secret door below right.You'll want to shut this behind you.You'll want to shut this behind you.Opens secret door above right.An axe.The switch turn on the teleport field.From pit above. Ya staff.c## DMAP3.CHR]        --> ;..  ##### ## ##    #7 !--0/ !0/.   9 UNMAPPABLE CLOCKWISE ROOM. Have a fireballor two ready to fight the giant wasps.Walk backwards away from stairs until youfind key and its keyhole. Don't forget toturn with the corners. You will find armorand several other item. When you find thekey, do it again and open the gate to thechest. Open the chest, get the key and doit again! Use the key where necessary andit opens the secret door.Water monsters.Wasp regeneration area.Use magnifier.Use skeleton key from above right.Diamondedge sword. Worth getting.Laundry mat. Bring copper coins only.Opens all lockers. Fury sword.Giant wasps.You can only choose one way.Water elemental area. Use distruptorweapons.Opens secret door below. You'll find a key in this chest. Use itto open the secret door. You will want to save here before tryingto get the sword. Move as fast as you canwithout wasting any moves. Once you havegotten out. Go back and get two poisondarts. If you don't make it the first timethen, strip your people down. (Don't bemodest, now.)This will be here when you come back.A much needed skeleton key.Monsters in blue. Open gate, fire, close gate till safe toenter.vialMore copper coins here.Cross key.Chest with food.Magical box.Ful bomb.Magical box and ful bomb.Listen for the click and look for theswitch.w## DMAP3.CHR   ###/))###/ ""9> ># 5!>" 7:%!   > >7  6 ! $ >t When a wall is not a wall! Just walk thu. Welcome to the land of the rats! Best wayto deal with them is to have them followyou back through the hidden opening to theroom on the other side. Fight them fromthere. Don't get cornered! A good idea toleave something on the floor here so youwon't have to hesitate finding the hiddendoor. Also, rats hate poison. Don't throw this switch. The chest willfall and when you jump down from above sowill you. You want the pit just behind thedoor to be closed.It only fires when you step on each plate.So, step, get hit, heal yourself and stepagain to the next plate.Use the corbamite here.This is the continuing stairway that leadsbetween the levels. Requires skeleton key. Scroll A good place to rest and fight rats from.Close the door on them while fighting.Welcome to mage land. Don't wait too longto kill these guys, they send terrificfire balls at you.Food and a torch.A spinner plate. Be sure of yourself.Usualy where you meet your first rat.More rats.Keep this door closed behind you.RopeWizard land. Beware! Ra key.Need a skeleton key to enter.h## DMAP3.CHR2 2 2     "2!222"2"22 " "2 Z Blocks off after you fuze the gem.This is where you appear if you fall downthe pits from the above level.Use your vorpal sword to disrupt thiscreature. Sometimes more than one live ina puddle. So when one dies, step throughthe smoke.Teleports you back upstairs.Good place to fight the demons. Step outfire at them, step back, rest, do it againFluxcage all over the place until you havemade a "hole" for Chaos to step into andthen fluxcage right in front of him. Ofcourse, how you coax him is up to you.He is afraid of the "war cry". Do not fluxcage the spot on which he is standing.He must be boxed in. He also "teleports"all over, so if you think you got him, youprobably didn't. The game will end veryfast once you have actualy caged him.Don't jump into the pits. This is alsoa monster limit area. They won't go intothe hallway.Monster limit area. They won't go into thehallway. They do cast spells, though. The creatures on the floor can be "walked"through after you kill them and the smokeis in the air. Many have two-three of themliving in the same place. Don't expectto stay dead.##DMAP3.CHRi" '('(688%%%%   86            0{You'll be able to open one now, but willhave to come back later for the rest. Thisis the level of the fire staff.A Turquoise key rests below this pile ofscrolls.An Illumulet, a Gem of Ages and theSceptor of Lyf.Boots of Speed and Dragon spit. Crown of Nierra and a magical box.Bolt Blade and a Flamebair Armor.In my opinion, the best of the choices. You can only open one of these doors. Pickwisely.Have no fear behind this door. Suppliesand much needed information.Opens later when you are finished withgetting all there is on this side.Opens secret door in room at right. Ra key.Opens the secret door back down the hall.Winged key for the level of the dragon.The bottom of the long set of stairs.The home of the firestaff. A stone golem who will attack when youopen this door.A stone golem who will attack when youopen the door.Magic box.Tierra of CalinaBest way to fight the stone golems is togo up to the areas in front of the doorsand have him follow you while you attackand retreat back and forth till he finalydies.##DMAP3.CHR ' "9' @     6   9 \0Power gem. Cat the Zokathra spell toremove it. One you have you will be lockedin the 12 - 13 levels only. Place the firestaff on the gem. There, you're ready forthe final battle.Coin needed for resurection, if needed. Alter of rebirth.Eye of time. Use to freeze life.Skeleton stairs. Good place to hide behind while trying todeal with the dragon. You don't ever wantto face him, eye to eye. (Ashes!) He alsobites!A good place to fight the dragon from.There are a lot of coins on the floor.The dragon is slow and you can run acrossthe length of the hall, have time to pickup items and prepare for his return.Under a pile of ashes.Close this door after you leave so thedragon won't follow you. It is notnecessary to kill the dragon to win thegame.ne square of wall. Higher power settings only make the spell last longer. oh kath sar Monster confusion. (Never needed by my characters.) oh bro ros Dexterity potion. Cast into an empty flask and given to a character increases his dexterity. Good for giving your fighters the "edge" when fighting monsters. (They get more attacks per turn.) ful bro ku Strength potion. Cast into an empty flask and given to a character increases his strength. Good for fighters when attacking creatures of high hit points. (A potion I never used much.) ful bro neta Fire shield. Protects the party from minor fire spells like the ones the Beholders cast. (Forget using it for the Dragon. It won't help if you hits you with one of his breaths. zo bro ra Mana potion. Cast into an empty flask and given to a character replenishes his mana (ability to cast spells). (Priest has nothing to do and lots of mana? Empty a flask and cast this. You can always use this to cast heal potions, if needed. Nothing increases mana except time and this.) WIZARD SPELLS: ya ir Shield whole party. Good for the upper levels. Usualy not needed in lower levels if your characters have lots of hit points. ya bro ros Leave footprints. Useful in finding "spinner" plates but why use it when you have our maps? oh ew sar Invisibility. Obvious use. (Never thought of trying it. How dumb of me.) oh kath ra Lightening bolt. Good killing power. oh ir ra Light spell. Not worth the mana it costs. ful Torch spell. The first and most used spell in the game. ful ir Fireball. Good general kill-all spell. (But, some monsters are not effected or require several hits.) des ven Poison ball. Great for the stand and fight technique. It does continual damage until the cloud dispells. NOTE: don't walk into it or you will take damage also. des ew Weaken Non-Material beings. This is useful against the strange see-through monsters you encounter and the floor monsters. (You'll know them when you see them.) des ir sar Darkness spell. (Never needed this spell.) zo Open button doors. (Needed at one puzzle. This opens only doors with buttons. Only used once.) zo ven Poison potion. Cast into an empty flask and thrown at a creature creates a poison cloud (green looking) that does continual damage as long as the creature doesn't move from that spot. zo kath ra Zokathra spell is used to remove the gem from the wall on the lowest level. Leave alone until needed. I do hope you enjoy using this disk and hope it makes your enjoyment of Dungeon Master even better. 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X p? p?0v0 p?u% p?tT p?uu p?u p? p? o`? _? ?0@ D@ 0?``P?P?O ?O ?0v0O 0v0?u%O u%?tTO tT?uuO uu?uO u?O ?O ?P?``P@ 0D ?0@ _? o`? p? p? p81ݍa p; p8{] p;ݝ p;ݍ p? p? o`? _? ?0@ D@ 0?``P?P?O ?O 81ݍaH1ݍa E"r/;K e"#" 8{]H{] U>";ݝKݝ M""b;ݍKݍ E"r"<?O ?O ?P?``P@ 0D ?0@ _? o`? p? p? p?7c p?w p?w p?w p?8c p? p? o`? _? ?0@ D@ 0?``P?P?O ?O ?7cO7c Ȝ?wOw ( ?wOw ( ?wOw ( ?8cO8c ǜ ?O `?O ?P?``P@ 0  q nnnq  ~7|}|}|}|~7|1@00@00@00P00 P HHpPPpP xp(( @` H ````hh0000 0 0 0  0000 HH0000xx000HH `  p  0000  00000   00@``@@ pppp 000000 p pp p0P0  pp 0` ` pppp pxxp  00000 00000 00 00 0000 0 `@0   xxxxxx` 00` p00 0 pxpp@H  pp@@xx @@@ x`p xxpp xx@@xx  pP   pP 88pp HPpHH @@@Hp0 @ @ pp@@`pp @ pp PP pp@pppp `@`@hH00 xh @pP P pP@0 XP xpp 0 H xx`@`@`@xx @ ``00 @xx@xx  pP"```@`  ppxh   x0HH@@x8 xhxx  pp pp 0 pp   xpxh  @`` @pp  XHp0 ` ` ` ` 0  pP    pppp   xhxh xPhh@@@@  880 pp  xx  8  xx  pP  P  HH  HH  HHhHx8@xp xx8p xx 880  `@0 88 000000000000pp00pp @@:|N^NuPLAQUE.BRUMAPVIEW.PAK ',?\*.MAP= 5   ,LǔTONY SEVERA'S HINT DISKAND GAMING AIDSProgramming and DesignbyGAME GRID Software:Programming by Stephen WhiteOriginal Graphics by Bryce Taylormaprsc.rsc[1][ Unable to save map! | Check disk and drive ][CONT|ABORT][1][ Are you sure that | you want to quit? ][QUIT|CANCEL][1][ Unable to save map! | Check disk and drive ][CONT|ABORT]MAPVIEW.PAK[1][ MAP VIEWER must be loaded in | low resolution. ][ bummer ][1][ Out of Memory! ][Oh, no!][1][ That function has | not been implemented | yet. ][ sorry ][1][ The Disk Drive is | not responding. | Unable to complete | requested operation. ][ Cancel ][1][ Unable to open a | file. Check Disk | Drive. ][ Cancel ]MAPFILENAME.PC1@\*.PC1<\*.PC?Jw$%6GwCalculating MapPlease Wait[1][The map will be saved in|a .PC1 format. Insert|a disk to save the pic|on. Enter a filename.][ OK |CANCEL][1][Unable to write to|disk! Aborting! Please|insert hint disk.][DARN][1][Saving completed. |Please insert hint|disk. ][ OK ][1][THE MAP IS TOO BIG][DARN]PC1PC2[1][Unable to load picture!|Check disk drive. ][ OK ]FILENAME.DOC\*.DOC<2`ww%c%c%c%c%c%c%c%c%c%c%5d %c%c%c%c%c%c%c%c%c%c F1 | F2 | F3 | F10 | - | - | T | LINE 00020 OF 02132 LOAD |PRINT |SEARCH| EXIT | + | + | B | OF %c%c%c%c%-12s%c%c%c%c%5d%c%c%c%c%5d[1][PRINT WHOLE DOCUMENT|OR PRINT THE BLOCK?][ALL|BLOCK|CANCEL]PRT:w+[1][PRINTER NOT|RESPONDING! ][Whoa] *** TONY SEVERA HINT DISK *** FILE: %s Lines %d to %d out of %d lines. %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%cLoading Hint FilePlease Wait[1][TEXT FILE TOO BIG.|FILE WAS TRUNCATED!][OK][1][TEXT FILE IS MORE|THAN 80 COLUMN! ][ DARN ] $   CON:AUX:PRT: G (( ((  AB @$@Y@@@È@jA.AcAׄCAy7DxCyٝFnH=c)\I1sKP1P=M8O?ZwH02g$uOs<@ Wi??!TD-@ !TD-@$?!TD-?.B9?? *                      ,:4     |,"   :@(BTh(*(6(RDnTHL*"                    "*   $  6   " "   "$ " "  "  """ " "  2  " " " "    F  "            0        0 ,::$               @"                                             H    2      4x2,&  <*,*  *         NF   (         &*   .$   "H,  , 4jT"  (lv R04: " (X&>&. . 4&f.,*   ."($  ΀8 (             &       ,6$f@D$dHH8PtBF&2l`z R0b,n,,<\v L< <         v                  vhTony Severa's Hint Disk & Gaming Aids (June 28, 1988) A short note on copy protection: This game is not copy protected for YOUR convenience. A short note on piracy: DON'T! Nuf said?...Nuf said! NOTE: Make a copy of this disk before using. The program on this disk makes changes to the files so it can keep up with your needs. The disk needs to be "unlocked" so it can change files as needed. After the title page clears you will see the "viewer" screen with credits given to those who helped make this program possible. A brief description of all selections on the screen follows: 1. View Map: This command will take whatever level map that is loaded and provide you a "full screen" overview of the map. Only those areas unshaded will show. 2. Read Hints: This command allows you to enter the "text reader" and read or print to an "Epson compatible" printer, part or all of the text files on the disk. 3. View Picture: This command will allow you to view any Degas Compacted picture on the disk. Provided on this disk are three pictures depicting some common spells and how to cast them. 4. Load Map: This command will allow you to view any of the thirteen levels of the dungeon, one level at a time. Note: there will be a slight pause between going from one level to another because the program will "save" your current position on the map before loading the next level. 5. Find Hints: This command will cause any location with a hint associated with it to flash. 6. Hints On/Off: This command when turned "on" will show the hint of a location when the cursor is placed upon it and the left button is pressed. When turned "off", placing the cursor and pressing the left button will indicate what the object below the cursor is in the "object" window. 7. Compass Rose: These arrows are used to move about the map that has been loaded. When you load a map for the first time, the screen will show only a small part of the map, usually the portion you would see when you come down the stairs. By pressing the left button and moving the cursor around the "shaded or dark area" you will "light" that area and see what is under it. Pressing the "shift" key and the left button and you can "darken" any area under the cursor. You can also move about the map by placing the cursor in the middle of the map and, while pressing the right button, move the cursor up, down, right or left and the map will "scroll" in the appropriate direction. Feel free to "reveal" as much of the map as you wish. Some of you will want to reveal only as much area as to the next door. Some of you will want to see what is behind the door. And, there are those of you who want to see everything. If you want to reveal everything, you can. While holding down the "shift" key press F1. This will "turn on the lights" of the whole level. To reverse this process or turn out all the lights, all you have to do is while holding down the "shift" key, press the F2 key. Please note: This will darken ALL the level, including the beginning area, so you may want to "scroll" to that area before darkening all the level, so you can start again. Please note that the "x,y" coordinates on the screen indicate the cursor position while it is on the map and the middile of the viewer when the cursor is off the map. The "x,y" coordinates are an arbitrary measuring system we used to indicate each step taken by the characters in Dungeon Master. These would assist you in finding yourself if you are making your own maps from ours. Another way of moving about the map, other than that mentioned above, is by using the "arrow keys". They will move you one space up, down, right and left and a time. To move by "clicking" on the compass rose inner arrows moves the map one space in that direction. By "clicking" on the outer arrows will move the map 10 spaces in that direction. It is best to keep the "Hints On/Off" command "off" while revealing portions of the map. Only turn on this command when you want to read specific hints for specific spaces. To find a "hint" all you have to do is click the Find Hints button. Keeping the left button pressed will make the locations with hints flash. You can then move the cursor to the flashing location and let up on the left button and click again. The text of the hint will appear in the "text portion" of the viewer. To view the hint, you can scroll (two lines at a time), up and down by "clicking" on the up and down arrows. When you want to see an overview (or full screen representation) of the whole level (uncovered portions only) you must press the "View Map" button. There will be a slight hesitation (while the computer adjusts the level of magnification) and the screen will then show a full- screen representation of the current loaded level. While this screen is on your monitor, you can make a copy of it on your Epson compatible printer by holding the Alternate key down and pressing the Help key. To stop the printing, all you have to do is press the same keys again. Note: The quality of the printing is related to the shades of grey because of the color and magnification required to put the whole map on the screen. It is possible to make a Degas picture file of the screen by pressing the right button while viewing the whole map on the screen. Be careful to place an "initialized" disk in the drive to receive the picture. The Hint Disk does not have enough room to hold many pictures. One saved, the picture can be loaded into Degas and manipulated to your hearts content. Clicking the "Read Hints" button places you in a "text viewer" mode. You will be asked to select an appropriate .DOC file. Once loaded, the screen will fill with text and several commands will be shown across the left bottom of the screen. NOTE: The cursor will only show on the left portion of the screen because all the commands are on the left portion of the screen. Don't let it bother you. We planned it that way. Clicking the F1 or pressing F1 will allow you to load a .DOC file over the one, if any, currently showing on the screen. Clicking the F2 or pressing F2 will allow you to print a "block" of text (see marking blocks of text below) or the whole document. Clicking the F3 or pressing F3 will allow you to "search" for a specific series of characters or word in the document. NOTE: the search mode ignores upper/lower cases and starts at the "top" of the screen. So, if you have already found a location where the word appears, it will be place on top of the screen and highlighted. To continue the search, scroll down one space and do the search again. You can also search in both directions. Clicking the F10 or pressing F10 will return you to the "map viewer" part of the program. Clicking the left "+" will move the text up one line. Clicking the left "-" will move the text down one line. Clicking the right "+" will move the text up one full screen. Clicking the right "-" will move the text down one full screen. Clicking the "T" will move to the top of the document. Clicking the "B" will move to the bottom of the document. Marking the start of a block is done by pressing the left button of the mouse while the cursor is on the top line you want highlighted. Marking the end of a block of text is done by pressing the right button of the mouse while the cursor is on the bottom line you want highlighted. Highlighted text can be printed by selecting F2 or clicking on the F2 at the bottom of the screen. This command will allow you to "view" on screen any low res, or medium resolution picture saved as Degas compressed on the disk. (.PC1 or .PC2) While viewing the picture, a "print" of the picture can be sent to your Epson compatible printer by holding down the Alternate key and pressing the Help key. 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Check Disk | Drive. ][ Cancel ]MAPFILENAME.PC1@\*.PC1<\*.PC?Jw$%6GwCalculating MapPlease Wait[1][The map will be saved in|a .PC1 format. Insert|a disk to save the pic|on. Enter a filename.][ OK |CANCEL][1][Unable to write to|disk! Aborting! Please|insert hint disk.][DARN][1][Saving completed. |Please insert hint|disk. ][ OK ][1][THE MAP IS TOO BIG][DARN]PC1Loading PicturePlease WaitPC2[1][Unable to load picture!|Check disk drive. ][ OK ]FILENAME.DOC\*.DOC<2`ww%c%c%c%c%c%c%c%c%c%c%5d %c%c%c%c%c%c%c%c%c%c F1 | F2 | F3 | F10 | - | - | T | LINE 00020 OF 02132 LOAD |PRINT |SEARCH| EXIT | + | + | B | OF %c%c%c%c%-12s%c%c%c%c%5d%c%c%c%c%5d[1][PRINT WHOLE DOCUMENT|OR PRINT THE BLOCK?][ALL|BLOCK|CANCEL]PRT:w+[1][PRINTER NOT|RESPONDING! ][Whoa] *** TONY SEVERA HINT DISK *** FILE: %s Lines %d to %d out of %d lines. %c%c%c%c%c%c%c%c%c%c %c%c%c%c%c%c %c%c%c%c%c%c%c%c%c%c %c%c%c%c%c%c %c%c%c%cH%c%c%c%c%c%c%c%c%c%c %c%c%c%c%c%c %c%c%c%c%c%c %c%c%c%c%c%c %c%c%c%cLoading Hint FilePlease Wait[1][TEXT FILE TOO BIG.|FILE WAS TRUNCATED!][OK][1][TEXT FILE IS MORE|THAN 80 COLUMN! ][ DARN ]   CON:AUX:PRT:  (( ((  AB @$@Y@@@È@jA.AcAׄCAy7DxCyٝFnH=c)\I1sKP1P=M8O?ZwH02g$uOs<@ Wi??!TD-@ !TD-@$?!TD-?.B9?? *                      ,:4     &&$B,"   :@(BTh(*(6(RDnTHL*"       "*   $  6   " "   "$ " "  "  """ " "  2  " " " "    F  "            0        0 ,::$               @"                                             H      2      4x2,&  <*,*  *         NF   (         &*   .$   "H,  , 4jT"  (lv R04: " (X&>&. . 4&f.,*   ."($  ΀8 (             &       ,6$f@D$dHH8PtBF&2l`z R0b,n,,<\v L< <         v                  h  This product is the culmination of an immense amount of effort of several people. Special credit must be given to GAME GRID Software and their team of programmers, without whom this package would never have been possible. Thanks must also be given to Ron Schwenk, owner of Computertime in Citrus Heights, California, who aided with advice and allowed me the time and space to produce this package. I've never worked for a finer employer. Thanks must go to all those people who come into our store asking for help in playing these games and offered advice on how to make this package fun and enjoyable to use. But, it is to you game-players that this package is dedicated. I truly hope this gaming aid assists you in your game. Dungeon Master is a trademark of F.T.L. Games, Software Heaven, Inc. Atari ST is a trademark of Atari Corporation. Amiga is a trademark of Commodore Computers Inc. /9ӊ/9JNPRn nm0<N^NuNV 9Ng/9N?<INF\ 9VThis product is the culmination of an immense amount of effort of several people. Special credit must be given to GameGrid Software and their team of programmers, without whom this package would never have been possible. Thanks must also be given to Ron Schwenk, owner of Computertime in Citrus Heights, California, who aided with advice and allowed me the time and space to produce this package. I've never worked for a finer employer. Thanks must go to all those people who come into our store asking for help in playing these games and offered advice on how to make this package fun and enjoyable to use. But, it is to you game-players that this package is dedicated. I truly hope this gaming aid assists you in your game. Dungeon Master is a trademark of F.T.L. Games, Software Heaven, Inc. Atari ST is a trademark of Atari Corporation. Amiga is a trademark of Commodore Computers Inc. 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