Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Discuss anything about the original Dungeon Master on any of the original platforms (Amiga, Atari, etc.).
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MasterWuuf
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Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Post by MasterWuuf »

I downloaded DM, CSB and Skullkeep. (Thanks Ameena, but I figured it out.)
Haven't played these great games for a long time.

I'm currently enjoying DM again (great late-night memories in the late 1980's).

I came to the puzzle just after the four objects in the coves riddles.
You know, the room with one lever that makes the blue 'field' appear.
I must have spent half an hour over-thinking how to get that gate to open.
I kept thinking, "Why was this so EASY the first time I played it?"
Anyway, I stepped away from my computer for about 10-minutes.
When I came back, I figured it out in about five seconds (still love this game).

A couple of questions have already come to mind.

1. Clock-wise room.
Is there any 'logic' that can be used to get through this area more easily?
I was laughing at myself...after wandering around for at least thirty minutes in there.
(If I could have located some sandpaper in the dungeon, I would have scrubbed that word off the wall :lol: ).

2. Rope experience.
I noticed the rope can be used to increase your skills, even when there is no hole in front of you.
Just how much experience do you receive with the 'no-hole' rope-a-dope procedure,
in comparison to using other Ninja weapons, or hitting/kicking?

Well, that's a couple of questions. I may ask others later.

Dungeon Master. What an amazing 'early' game. When I first played it no one had heard of it where I lived,
I had no access to any internet helps (cheats) whatsoever. How did we manage to get through this game so easily???
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jayrshaw
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Re: Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Post by jayrshaw »

I remember having a difficult time fumbling through the Clockwise puzzle even though I was referring to instructions for completing it the entire time.

To the best of my recollection, there were one or more issues which caused me to rule out attempting to use the Rope for Ninja levels during my last playthrough of the SNES version of Dungeon Master - to the best of my recollection, it either had to do with stamina draining too quickly, the recovery time being too long, or the command simply not working without a pit being present (I can't clearly recall which of those things it was, though).


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MasterWuuf
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Re: Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Post by MasterWuuf »

One other room was/is still confusing to me.
I believe it's the floor below the screamer room.
The room with all the blue fields that tend to transport you back to the beginning of the room.
I didn't spend much time there this time, giving up to go on with the game.
I plan to go back and find a 'reasonable' way to get through it, if possible.

Other than having someone tell you which direction to go each time,
has anyone ever come up with a good way to 'mark' progress?
Good old Zo Kath Ra seems like what I used initially, to finally get to the goodies in the back of that room???
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Prince of Elves
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Re: Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Post by Prince of Elves »

I used different things so I could tell where it ported me, mostly food probably.
And I made sure to always face north before moving on (after doing a pirouette to check for walls).
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Re: Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Post by Ameena »

Yeah I still don't really know exactly how to solve the "Clockwise" area - mostly I just run around the corridors until I eventually pop out into the next section :D.
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Ian Clark
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Re: Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Post by Ian Clark »

Yes, I agree that "Clockwise" is probably something that seemed like a great idea in theory but turned out too confusing.

Presumably, the rope experience thing is an oversight; you can gain some experience by using weapons without a monster in front of you (though not as much as if there was a monster) which is all well and good because practicing different attacks is worthy of some experience. It is a bit unrealistic, that you can gain experience from climbing down without actually climbing down.

That area in ROS in CSB had me stumped for ages, the where you have to choose the correct pit to progress. Whilst the hint oracle tells you what you need to do, there are no clues in the dungeon. A wall text would have been nice. It is easy when you know how but finding out how is not exactly easy.
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MasterWuuf
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Re: Dungeon Master Head-scratching Puzzles, Quirks, ETC..

Post by MasterWuuf »

Prince of Elves wrote: Wed Sep 25, 2024 6:53 am I used different things so I could tell where it ported me, mostly food probably.
And I made sure to always face north before moving on (after doing a pirouette to check for walls).
I've tried that in the past, as well.
If I remember right, I chose to always face North. (I also started side-stepping, rather than turning in the direction I planned to go).
I had to actually 'look' at the compass, I believe this was mentioned in another thread, or it could confuse me.

I always figured the extra items found on the floor, along the way in this room, were meant to help.
(Anyone ever found out for sure if that was actually the case?)
If so, I never figured how it helped me...although I was appreciative of the goodies, or course.

P.S. After going down the stairs near the 'copper-key' cove (also close to the hidden Boots of Speed),
I did something I've never tried before (and it worked). Stepping on the plate causes the floor to drop beneath you.
Anyway, I was able to lure an animated armor guy to 'fall to his death' (how to kill a dead guy). I took great pleasure in this. :lol: :roll:
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