We're all gonna die! or: New to DM

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Denise
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Post by Denise »

PS: I cant get to the water - the blue screen is blocking the front of the stairs at safe haven - I am naked, no keys and the screen only takes me to the ways again. I have no weapons either - I did look around the alcoves there but all I found before I was plunged down the pit was diamond edge and the armour - which has now, gone with the rest of the goodies. And if I could get to water, without my gear....does the stuff get put back into the alcoves? I must have alhzimers or something... damn if I dont remember all these details...
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Paul Stevens
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Post by Paul Stevens »

Denise, I think you went too far in giving up
all your possessions. Any of the experts here could
recover from your predicament but I think it is a bit
much to ask of you. I think you should return to a savegame
before giving up everything. If you send me a private
message I will tell you how to avoid giving everything
away when you reach that spot.

Those 'Blue Screens' are called teleporters among us old-timers.
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Toni Y
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Post by Toni Y »

Journey onwards. (Does anyone even want to read these anyway? :P)

After good night's sleep found my way to the 4-way Oitu intersection. Fireballs and Zo-spells - no problem. Then comes the teleport maze. Oh, how I hate these. Downstairs easy. Some nice bit of architecture. For some reason I like this little L shaped nook with two pits very much. Anyway... After some perseverance found the stairway up.

Rives. Alot of Rives. A really freaking lot of Rives. Very boring Vorbal-whacking and Des Ewing ensues. Pass the laughing pit, and come to an open doorway. Hmmm... Very suspicious especially since there's a pressure pad behind it. Decided to camp here and whack monsters.

No more Rives and elementals coming in. Good, step in. Door closed behind me, like I guessed. Unlike I guessed, there was still a whole lot of elementals and one quartet of Rives up ahead and I was almost out of magic. Whoops! Against door, whack the Rives. One left, notice that it's trying to retreat! But it's blocked by several Water Elementals on the other side... Muahahaa! I decided to turn this into somewhat unorthodox camping site and unrolled the sleeping bags. Full mana and the poor Rive is still cowering between the elemental and us. It's also taking up only one side, so I can bombard the elementals behind it with long range Des Ews! Thank you my little Rive, you probably saved 4 undead lives...

Fireball room... Decided to skip it for now, since I know from recollection that behind it awaits Couatls, which I'm not ready to face yet. Fireball the door and drop down the three pits into the Cistern. Open up the ways to make it easy to come back this way later. Drop down to Junction via the same pit I used back at Ros.

Low on food I want to eat (all that cheese and dragon steaks... So high in fat!), and low on water.

Image

Decide to tackle the water issue first. Which means back to Neta. Appear in the door maze, which I haven't visited yet. Annoyed kill the Vexirk and find a fountain. Fill up with the murky water. Euch! good thing we're dying of thirst, I don't think anyone could stomach this muck otherwise...

Down a pit, or several in succession actually... Up teleporter and onto Junction. Next, time to find some nutritious (or not) wormrolls. Ros, through illusionary wall and down to basement. Wormhunt! Nothing tastes quite as good as worm you've killed yourself :wink:. Half a dozen worms to satisfy the immediate hunger and another half a dozen to fill up the inventory slots. And back to junction through the - by now - very familiar pit...

Pile extra worm rolls to the Junction and do some general inventory cleaning as well.
Image

Next, Ku -wards. Drop down a pit accidentally almost immediately. Find worms, blood red. Though that wasn't an obvious warning sign quite yet... On the other hand the extremely angry bite from my left side (140 hp worth) was... Dragon! Regroup, quick heal and thus began the slow dance.

To make the long story short, I hacked, I slashed, I even casted poison blobs. And in the end I was several dragon steaks, a key and set of Mithril mail richer.

scrounged the walls for a tiny switch, found a door behind it. H4xx0r3d, err, I mean picked the lock and stocked up more bombs I could carry! Literally! Time to start doping the lead fighters with Ku-potions. Nice priestly training too on the side. Up to the mummy infested area, whacked a lot of them and turned the generator off by standing on it, and went back down. Up through a more usual direction onto No Fireballs. Kicked some Jawa butt. Vexirk I mean. And opened a whole freaking room full of them! Aaargh! Retreated to the dragon cave to rest. Back topside, I found out that the Vexirks are rather amusing if they venture into the No Fireballs room. Killed most this way, the few remaining in their own den. The knights met their end here too one by one. Claimed Executioner for myself.

Up to whack Oitus, easy since you could always retreat downstairs. Up to Trolins. First full mana, then killed couple with whacking them so I could step into the teleporter. The rest died quickly to Mon Ful Irs my party hurled left and right. Likewise the lone scorpion didn't pose much of a challenge.

Funny. I remembered that Ku was hard and full of difficult battles... Of course last time I went straight here, totally unprepared, snatched the Executioner without dealing with the knights individually and generally did things the hard way. Preparation is apparently everything. :)

I should've come for the Executioner earlier. It really is a sweet weapon on a strength 130+ doped up warrior.

I had accumulated a chest full of iron keys by now (sheesh, you can lock pick or blow up practically every door you'd need one on!) and another chest of assorted keys (gold, skeleton, emerald, onyx). One of them fit into the DDD shop door, so let the wanton spending begin!

The early purchaces are quite dissapointing. More food (dragon steak) yay... Magic boxes, yay... A slayer, woo, I'm just bursting from joy (I don't even carry any bows). The shield and helmet, now we're in business! Too bad I was out of coins by now.

And thus ends the second installment. Stocked up, rested and ready to tackle the DDD...
Toni Ylisirniö
Author of Grave of King Millias, Return of Chaos, and DM2 dungeons.
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Denise
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TONY Y

Post by Denise »

I love reading your experiences just like I love reading Slide's. I am learning, and notice you drop down certain pits to get to safe haven etc. When I drop down pits I end up in dragon land or surrender your possessions. I get the impression now you dont surrender ALL your possessions - just some so until the next time....

The pictures are great - 5 water bottles, great. What are 'rives'? I did the water elemental level and there were lots of them, but a rive??? and I did get upstairs and saw a room full of blue guys but couldnt open the door. It was up there that I found the wood and gold door and I didnt have any keys at all so couldnt progress.

I have played so many disasterous scenarios now I dont know which is which. yes, exploring is an experience and one day I will get a real team together and do the game proper - but I have a lot of practice to do yet.

Neta was really easy once you understood the dynamics as hinted at by observers; ros was also pretty good and I did get the helm of Dex somehow. I found the secret entrance to the worm passages at the meeting of the ways but still no way to get water at safe haven - I guess I will just have to save, jump down pits, until I get the right ones.

To bear the great armour (is it really necessary? or is armour just a hindrance?) I need strong warriors. Petal can barely wear the Ra breastplate while Plague cant wear dragon plate even with an empty inventory. Not encouraging for Ku or Dain to come. I am dreading Dain again....what a nightmare.
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beowuuf
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Post by beowuuf »

in smaller parties armour can be a hinderance to carrying and speed...stick to somethign medium like flamebain, etc

rives are those mouths that attack from apparently nowhere : )

the surrender your possessions - if you can see the exit teleporter (the blue haze) then you don't need to surrender anything, just go for it
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Paul Cassel
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Post by Paul Cassel »

Denise, others,

Ah, much progress here, some of it not too encouraging. I’m fascinated that both Denise and I narrate similarly that we’re somewhere concentrating on a task and then we find ourselves dropped or transported or somehow moved to another, often adverse, position. Denise, finding the rather disheartening situation of being stripped of possessions. I was put into one loop after another where the end product turned out to be starvation until Paul S’s hint about the worm regen room broke that cycle.

Clearly this game differs from DM in that it doesn’t even pretend to be linear in play, although it does impute to be by labeling ‘ways’ as NETA, DAIN and so forth. Yet one is hard put to stay on one of them or to find a way to return to Supplies. Now surely there must be ways as the experts here have pointed out many subtleties which conventional players such as myself may never have seen, but that exist these mon-master tricks is of little comfort when we find ourselves stripped of all possessions or out of resources.

This returns me to another characteristic of this game – the lack of return. That is, in DM, we could almost always, if not always, find our way back to recover what we needed to recover. Here that may be possible, but it’s not obvious. Surely somehow Denise got her team into that place with the blue rains where she (now we know) unnecessarily gave all her possessions up, but I infer that it’d take an archmaster to get back there again for recovery. So in this game, unlike DM, an adverse decision is permanent.

EOB 3 had a monster that permanently decremented one’s PC’s abilities if the PC took a hit (I’m vague on details it having been a long while). I remember how disliked that element of the game was. Here we are faced with a similar problem and Save alone won’t address it because we may overwrite a salvageable Save game with a ruined one. I even hurt myself some by abandoning my chests in NETA so now I can’t carry my burgeoning supplies. I hadn’t anticipated acquiring keys which have no immediate use. Each takes up a whole slot which I now desperately need for food. However, given the singular nature of this game, I am afraid of just dumping them in a place where I think I can get back to because I may never be able to return.

I’m somewhat bemused at Toni’s narratives because they include dragon steaks which, for my team, are as inaccessible as unobtanium. I’ve twice now spent as much time as my hands would allow whacking dragon tails to no avail at all. Beowuuf’s message that these fellows pack over 2k hp and each whack of mine produces from 0-5 hp indicates that I won’t bother to do that again until I get a ‘berserk’ whatever that is.

I haven’t played for a day or so and must spend the day out at the Laguna Nation working on their rather hodgepodge computer system today, but may be able to return this PM to take another swing.

Denise, the only solace I can offer for your having found yourself in a tight spot is that I think this game can only be played by error, repeat, error, repeat, coda. We could slowly crawl through DM, but the hectic nature of CSB absolutely forbids such a strategy. I suppose we could just go through the motions by following the hint book (read, step, read, throw fireball, etc.) or by relying on the masters here, but that would surely blunt all the spice we could get. It’s the reason I didn’t follow Paul’s suggestion I see the run throughs. They must be rife with unintended spoilers.

My initial error was thinking this an extension to the DM game. It is not. It’s the DM engine harnessed to a new situation which demands a new strategy with tactics similar to DM. The game isn’t linear so we must not try to play it as such. Since there is water in NETA, we must steel ourselves to finding a way in and out of NETA to obtain water. There is food in ROS so we must in and out of that and so forth. If there is anything in KU other than many oiti, blue meanies, and mummies, I’ve not seen it. If there is a way out of DAIN to the DDD, I never found it instead transporting into a Cistern place full of geysers and an exit back to the JoW.

So far my lock picks may as well be tooth picks for all the good they’ve done me. These may have some utility, but generally speaking they are the most frustrating element of the game aside from the game itself which varies between being a challenge to being upsetting depending upon if I perceive I’m making progress.

If I get a chance to play today, I’ll post if I make any progress. Denise, I agree we need to jump down pits (or use the rope) to progress or escape, but I’ve not learned which pits thus far. Toni seems to be much ahead of me in both game location and game strategy so I wish him/her good luck. For me, it’s back to ROS and worms. –Paul Cassel
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Post by Paul Cassel »

Oh, I agree that for my magic team, armour isn't much of a help. My tactic is to run and hit like in DM. My guys have so little carrying power so far (Buzzz & Petal) that if they were armoured, they couldn't carry a key. In DM, I only equipped with drawers and speed boots. I only used drawers because it felt indecent for my chars to be running around with nothing on but boots. -P
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Paul Stevens
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Post by Paul Stevens »

I don't understand Paul's and Denis' obsession with water.
Don't you ever get back to Safe Haven? That is the place
where the words 'TO THE JUNCTION OF THE WAYS' appears
on the wall next to the teleporter that takes you to the
four-way junction. There is water there! A fountain on
the column. Everyone I know uses that area to store their
possessions that they don't immediately need. You cannot
carry all that stuff around with you.
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Post by Paul Stevens »

Toni Y:

Thanks for your latest installment of 'Adventure 101'.
Since I have your blanket permission to use your reviews
I would like to put your completed adventure in the
Games Index. I'll assume that is OK unless I hear otherwise.
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Paul Cassel
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Post by Paul Cassel »

Paul Stevens wrote:I don't understand Paul's and Denis' obsession with water.
Don't you ever get back to Safe Haven?
I have not been able to regain that place. Instead, I get dropped down into the actual JoW where one can turn four directions to find four niches. If I felt that I could return to the safe haven, or Supplies above, upon demand, I'd find the game much easier. And, of course, would use that area for storage. As things stand now, I only have a few spaces in my chars' knapsack for worm rounds which makes my return to the worm regen areas needed on a regular basis.

My inablity to keep my resources at a reasonable level is, now, the single most difficult puzzle. For example, the constant parade of elementals and flying snakes in DAIN would have been an interesting battle series except I ran out of supplies making it a helpless effort.
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Post by Paul Stevens »

I have not been able to regain that place
From the JoW go to the basement Worm Room. Where
you filled up your stomach. Exit through the Trick Wall.
*****NOT***** the trick wall where you entered.....the other one.
THERE ARE TWO! Back to Safe Haven. Peace at last.
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Post by Lunever »

The Surrender your Possesion is only reacting to specific items, if you do not posses any of them, you do not have to surrender anything.

If you want to know, what the true name of a monster is, use the scroll you find in the side-passage where the first flask lies between the starting room and the Supplies for the Quick. It says at first "No Monster", but if you read it when facing a monster, it displays how the species of the monster is called. Note: Not all versions of CSB support this feature. Latest Amiga one does, RTC does, I don't know whether CSBWin does (does it, Paul?).

If you indentify a new monster type that way, you can tell us exactly what you have been facing and besides you will know what a rive is.
Parting is all we know from Heaven, and all we need of hell.
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Post by beowuuf »

no ,the atari version doens't have the scroll, so shhhhhhhhhh : )
nor does it have the magical map

and yes, as denise found out you can get to the supplies for the quick if you fall from the DDD and pick the right exit from the dragon's lair. If you fall down in the supplies for the quick, then you can get to safe haven (now i know whatpaul means by that!).

lock picks - there are certain locks thta are good for them...simply try every lock, you never know : )
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Toni Y
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Post by Toni Y »

Rive: "First it is little, then it is much. A mouth that devours, but nothing to touch."
Image

Image linked from the Encyclopaedia. You check the creatues page for all then monsters and their names (and it's not spoily if you don't look at the stats :)): http://dmweb.free.fr/CSBCreatures.htm

The lockpicks work. I've picked many a lock. Like beowuuf said, simply try them on every lock you come up with. Also, I suggest that every locked door you come up with chop it and try to fireball it. Surprisingly many locked doors can be circumvented like that :wink:.

Of course there is one lock you may not want to pick... (nothing catasthropic though, I intend to pick it when I get there.)


The magic map is something I really miss from Amiga version too. In addition to creature movement sounds. *sigh* Those really add to the atmosphere. :)


[edit: Oh, and sure Paul, if you want to add it go right ahead :)]
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Toni Y
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Post by Toni Y »

Oh, and to Denise:

Heavy armor isn't that imperative. You can do well with medium stuff, like flamebain, mithril, and chain. For a two person party wearing heavy stuff is probably way too crippling to the carrying capacity. I can wear it since I have all four champions. And even still I need to juggle with excess load at times. (Hence I have my armor bearing lead fighters on constant Ku-potion doping. :wink:)

Recipe for the very tasty (but somewhat difficult to cast) Ku-potion in case you want it: Ful Bro Ku

High strength means you carry more, and you hit harder. Though, those potions can also eat into the mana reserves of only two champions, so find your own balance. :)
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Paul Cassel
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Post by Paul Cassel »

Paul Stevens wrote:
From the JoW go to the basement Worm Room. Where you filled up your stomach. Exit through the Trick Wall.
*****NOT***** the trick wall where you entered.....the other one.
THERE ARE TWO! Back to Safe Haven. Peace at last.
This is the first time I"ve been in the place where the worms regen so it's not as if I've been looping pointlessly so far. If my memory serves me right, on other times I've been shoved into other 'ways' or directly to the JoW. If not for your hint above, I would have not found this escape hatch. Since Denise seems similarly lost, I think that to a newbie (or a even a repearter like Denise) this escape hatch isn't easily discoverable. I will see if I can explore further. Right not I need to concentrate on my computer dweeb task at hand.
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Post by Paul Stevens »

is escape hatch isn't easily discoverable
There will be more. I would not have given this one
away except that I was afraid you sounded like you were
going to give up in frustration. Wouldn't want that. Now that
you have infinite food and water, you can take your time
and be relaxed about exploration.
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Post by Paul Cassel »

Paul Stevens wrote:
There will be more..
Either my game skills are non-existent or something is awry here. After trying to buff my chars by fighting the worms with weapons, and loading up as much as I could, I decided to leave. Finding the exit was rather straightforward, but it didn't lead to the safe harbour. Instead I hit a short passage with a turn, then a T junction. At the T there was a blue rain that took me back to the JoW - not the safe harbour where I could jump a rain to the JoW or, if I had an iron key go upstairs to visit Supplies.

I could leave this area for the ROS and then using the count to 5 method, return to the worm regen halls and thence back to the JoW, but there seemed no way to find the safe harbour.

So I decided to trek through NETA yet once again. There is one large room which spinners in it that by now has gotten so full of green slimes that it's almost impassable, but jutting and dodging whilst ignoring the poison hits, I made it through only to find myself, after a while, again at the DDD where I duitfully dropped down a level using a pit and then went, by error to the exit from the super dragon to the flambe dish area. Now, more mentaly fatigued than anything else, I succumbed to being surrounded by fire monkeys and flambe dishes.

Since the green slimes seem to be increasting, I am going to speculate that if this trend continues, NETA is now impassable or would require a long clean out. The long clean out is what for me is impossible anywhere here because that will then run me out of resources making the entire trip to the worm regen halls purposeless.

Unless there are three exits from the worm regen halls, and I can find only two, it looks like another hash up here. I will give it a rest and then try again. I got my work done early to try this, but I'm a bit down about not even succeeding in such a simple task as a return to safe with a walk through as help.
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Post by Paul Stevens »

I have not used the built in hints because on my download, the try at hint gave a read error
Well, I was going to say something sarcastic about people
who don't know how to do the simplest things. But then I
checked. The Hint Oracle does not work and did not work
in version 9.6. I did not try anything older.

Nobody has complained. I guess we don't use this feature
a lot. I will try to fix it and get a temporary version of
CSBwin posted as soon as possible. That trick of having
two CSBwins running simultaneously makes the Oracle
much more useful.

Sorry about thinking sarcastic thoughts. :oops:
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Post by Toni Y »

Alright. Rested and recuperated. I had took a quick peek before, so I guessed there might be extra monsters around. And so there was. Eight rockpiles and a load of demons. Rockpiles dead easily enough, the demons took a while longer. Not too difficult. I knew from memory that I'd need some alive to get into certain parts, but I just killed them all for now. As luck would have it (or the approach; brute force) I could only approach the Trust-Me Pit. Spent a gold key and gathered more coins. Great!

Dead stone golem later I found the second entrance to Ku path. Suitable, since I just had finished Ku. Fed it the solid key the Dragon in basement was kind enough to give me. Onwards march!

Knights, piece of cake. Dragon Den. Uh-oh. Six dragons in close quarters and my fingers really started to appreciate what Beowuuf went through with the end of Grave of King Millias. :wink: Found out that the dragons are really stupid luckily. Dragon on other side of doorway, stand with one square between you. Dragon breath fire, dodge, charge, hit, retreat, rinse and repeat. Of course that was possible only after I had made some room where I wasn't constantly bothered by dragons one two-three sides. :P

*shudder*

That is one intense battle. The aftermath:
Image

Each one of those chests contains exactly same thing: 8 dragon steaks. I had to eat all my non-dragon food to be able to even fit all that stuff to inventory! Luckily we were getting hungry so no food went to waste. As you can see from the carrying capacity of 146kg, War was really pumped up on the Ku-potions to be able to carry that all.

I showed the eye that I had the power. Retrieved another waterskin from the Corbum pillar and the corbum itself. Opened way to the top level, decided not to visit there. Down a choise pit and back to the Worm Room at the start.

There was new stuff at the entrance! Gold key, poison bomb and another waterskin. Did the Run and Jump. There was new stuff at Supplies for the Quick too! Ku potion, dragon plate and topaz key. I was carrying too much to carry, so dropped extra stuff to the pit which leads to the Safe Heaven water fountain. Grabbed the new Supplies and dropped down after meeting two floating eyes at an inopportune moment.

Back at Junction. Time to unload my newest haul... I really shouldn't haul this stuff around so much. But I'm a collector, I guess...

Image
The Key Guy. The other chest (the one mouse is over) is full of iron keys...

Image
The Magic Man, bombs are sorted by their power, Mon on left. The other magic items act as separators between powers.


Welcome to the Junk-tion of Ways:

Image

One corbum down, 3 to go. And we're just about all set... More later. :)
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Post by Paul Stevens »

:oops:

Again..... :oops:

I do this exit from the worm room so often that my fingers
do it for me. I don't think any more.

Of course, you are right . But then at the JoW, head south.

Then very slowly west (yes, I think I have it right).
Then a trick wall on the south of the hallway. Go through
the trick wall and continue straight south. Fall into the pit.
Look around for 10 seconds or so. Surrender whatever is
necessary to exit to the teleporter. It takes you to Safe Haven.
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Post by Toni Y »

slide wrote: So I decided to trek through NETA yet once again. There is one large room which spinners in it that by now has gotten so full of green slimes that it's almost impassable, but jutting and dodging whilst ignoring the poison hits, I made it through only to find myself, after a while, again at the DDD
If you are not going to DDD, but simply want to get to the Safe Haven from Neta, you don't need to go all the way to the DDD (or even past the Purgatory).

Before the Purgatory there's water fountain and two pits. One leads to Surrender your Possessions, the other leads to the other side of the same teleporter. You can drop here (and take more damage) or you can drop through on level below (before the infinite Muncher room, right after Screamers and Oitu shepherds).

Or, you can use the same two pits on the North side of No Fireballs room at Ku. (This is I believe the place Paul is referring to)

These pits are aligned so that they span through most (all? Dunno about the upper levels) of the dungeon.

Supplies for the Quick (two always open pits near illusionary wall) -> Safe Haven level (by the teleporter to Junction) -> Purgatory level (just before Purgatory) -> Neta (before munchers) -> Ku (No Fireballs) -> Surrender your possession (bottom level) :)

Prime example of the amazing level design of CSB. :P
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Post by Paul Stevens »

The Hint Oracle does not work and did not work
in version 9.6
Quoting myself! Hmmmmm.

The Hint Oracle works just fine in 9.6. And in the more
recent versions, also. I tried to load a savegame that had
not been creted by the Utility function. You cannot load
such a game into the Hint Oracle.

Denise and slide should be using games that were created
with the Utility function. So the Hint Oracle should work for
them. If it does not, please let me know so that we can
get the savegame to me so that I can determine why.
Remember, you cannot load the original savegame created
at the prison. It must be the one created by Utility or one
saved later during play. It needs to know where the party
is currently confused.
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Post by Paul Cassel »

I am using a utility created game. Where would you like me to send a savegame? -paul
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Post by Paul Stevens »

Can you email it to me?

prsteven@facstaff.wisc.edu
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Paul Cassel
Journeyman
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Joined: Sat Feb 21, 2004 12:04 am
Location: Albuquerque, NM, USA

Post by Paul Cassel »

Done as attachment. -Paul
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Denise
Apprentice
Posts: 56
Joined: Sat Jan 10, 2004 9:05 pm
Location: Auckland New Zealand

Post by Denise »

Fell into that surrender pit again after getting the frst flask, just carrying storm and boots. Had to give up my flask and the lot before exiting and while I got the boots and storm back, the flask had vanished from any alcove. Learning curve. Thanks for the hints....
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Denise
Apprentice
Posts: 56
Joined: Sat Jan 10, 2004 9:05 pm
Location: Auckland New Zealand

Post by Denise »

I can have the hint oracle open at the same time - 2 screens, and it works just as you say it does. Thanks. Now to figure out which pits go to surrender, and which dont.
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Denise
Apprentice
Posts: 56
Joined: Sat Jan 10, 2004 9:05 pm
Location: Auckland New Zealand

Post by Denise »

I know there is water at the safe haven - however, I hardly ever get dropped onto the water side - I continually get placed at the bottom of the stairs that lead to supplies for the quick with a teleporter blocking access to the water. The one time I was dumped at the fountain at Safe HavenI didnt have a flask or anything, and I needed a key to neutralise the teleporter (see i am learning the correct descritpions) which I didnt have, which took me back to the junction of the ways - I dont want to do Ros/Neta all the time just to get water.

I have yet to explore the worm halls to find the alternative exit. My saved games are in total disorder and I now play any of them without order just to explore the next section in a haze of masochistic trauma!

Is this game AI? it seems to know certain things I am not good at, and throws these scenarios at me in various forms, a lot. Damn, I just hate that possession pit! It strips me every time!!! (Must be Petals pink satin thong :roll: )

Slide, thank you for sharing my trials and tribulations, and Toni, for attempting the game again, and sharing it with us - I read your account with envy - the water, the steaks, your speed and obviously youre enjoying it too.

Its all very well doing speed games, tripping merrily through the dungeons but that isnt the game to me - the game is exploring, fighting, getting your head around the puzzles which is so suited to DM without dying of stupid unnecessary things like lack of food and water - I can take death by losing a battle but not by basic needs such as these.

It seems that this is possible with CSB also, but after a great deal of time, years, to familiarise yourself with all its secrets. I mean, Toni is doing it before our eyes.

When I sleep now, I see flasks, empty, and gigglers stealing them. Yes, I am obsessed with water because I havent discovered how to get it apart from Neta (aghhh). You talk constantly of "get it at safe haven" believe me, I would if I could (sigh) all I can do is look at it!

However, when I get the courage to try again no doubt some time, some day, I will find the trick to it - but just now it eludes.

That magical trip from the dragon lair, to a staircase to somewhere all happened so fast I doubt I could do it again without getting fried. All I know is when i try to find that staircase again from supplies for the quick it is blocked. Must be a one-way staircase.

It would be interesting it you did a "saga" of CSB - doing it in chapters, like we could watch someone play it in each of the ways eg ros, dain etc. Not as a speed game, but just to watch how you play, defeating, completing. We could download a chapter and spend an hour or so watching. Oh well, just an idea. I really admire all that is going on here.
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Paul Stevens
CSBwin Guru
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Location: Madison, Wisconsin, USA

Post by Paul Stevens »

but just to watch how you play
I always play a complete game with each release
of CSBwin. Just as a test. Then I commonly put it
in the release as a movie. Believe me, they are not exciting
to watch. I never take any chances. I play through the
entire game, usually with one champion (I like TOADROT),
and never have to save/restart. Simply chew up the game
as you would chew up a cookie. One bite at a time.

These old, relaxed games are still available as are some
of the original 12-hour movies of CSB. See:
http://dmweb.free.fr/CSBForWindowsLinux.htm
I think there is available somewhere a movie where I
collected every single item in the dungeon, killed every single
creature in the dungeon, and then finished the game. Talk
about a boring movie. But it would certainly show you how easy
it really is. Let me know if you would like any of these.
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