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				A Clean Dungeon is a Happy Dungeon
				Posted: Mon Feb 11, 2002 9:00 pm
				by Martin Pervorse
				Was it just me and my brothers, or was it really fun to 'clean' the dungeon and make piles of every type of item in the store room on the rat level or in the dragon den? I had piles of jewelry, clothes, armor, swords, shields, axes/maces, bows, arrows, daggers/darts, flasks, magical boxes, bombs, scrolls, all types of foods, helms, chests, etc. On the Atari ST and later on SNES (once my Atari died) I'd fill the store room on the rat level up so full of stuff the game would freeze when I tried to enter it. Oh well just curious.
			 
			
					
				Re: A Clean Dungeon is a Happy Dungeon
				Posted: Tue Feb 12, 2002 12:21 am
				by beowuuf
				Did that more out of boredom when I was CSB training on an old Amiga game
Rat drumsticks on one wall, shields/falchions on another, other weapons sorted by range/melee and magical down on the dragon lair
			 
			
					
				Re: A Clean Dungeon is a Happy Dungeon
				Posted: Tue Feb 12, 2002 3:11 am
				by Paul Stevens
				You would like the CSB for Windows 'Clean Dungeon' option.
The 'Misc' Menu has a selection that points out any items
that have not been collected and properly stored away.
I came within one item of completing this 'quest'.  Close but
no cigar.  It ain't too easy.
PAul
prsteven@facstaff.wisc.edu 
			 
			
					
				Re: A Clean Dungeon is a Happy Dungeon
				Posted: Tue Feb 12, 2002 1:05 pm
				by beowuuf
				Where do you store them? JoW?
			 
			
					
				Re: A Clean Dungeon is a Happy Dungeon
				Posted: Wed Feb 13, 2002 5:10 am
				by Paul Stevens
				The dialog box will tell you what needs to be done.
As I recall, the items must be stored on level 5 around 
(17,26).  This is the area around the water fountain that
you always return to from the teleporter in the basement.
PAul
			 
			
					
				Re: A Clean Dungeon is a Happy Dungeon
				Posted: Fri Feb 15, 2002 5:32 am
				by Zyx
				I remember making huge piles on a single tile, amazed by the capacity of the program to graphic them all (as some bits of the deeper objects could be seen). By thinking hard about it, I finally program my first game with tiles containing one object. Each object could refer to another and thus make piles. I discovered 10 years later that DM used quite the same idea!