Path: utzoo!mnetor!tmsoft!torsqnt!lethe!yunexus!ists!helios.physics.utoronto.ca!news-server.csri.toronto.edu!bonnie.concordia.ca!uunet!samsung!emory!hubcap!philip From: philip@hubcap.clemson.edu (Philip L Harshman) Newsgroups: comp.sys.amiga.games Subject: Re: Dm level 11 Clockwise Room Message-ID: <13003@hubcap.clemson.edu> Date: 8 Feb 91 14:30:33 GMT References: <13231@life.ai.mit.edu> Organization: Clemson University, Clemson, SC Lines: 21 fmcphers@mole.ai.mit.edu (frank mcpherson) writes: >Getting out of the clockwise room is very dependent on what you do at >the corners. Also, what direction you go down a certain side of the hallway >can determine what you find there. jgary@ms.uky.edu (James E. Gary) writes: >This is about the only place where I found magic footprints to be useful. >I never really did 'figure it out', I just eventually got lucky. What you need to know to figure it out is that it is really three different rooms with the same configuration and teleporters to move you between them. Using the magic footprints spell and the see through walls spell, you can usually tell where you are in the sequence. I found it best to use magic footprints, then walk *backwards*. That way, I could see when I got teleported. Good luck. -- Philip Harshman uucp: ... !gatech!hubcap!philip Employed by Clemson University inet: philip@hubcap.clemson.edu although they have no idea that bitnet: philip@clemson I'm doing this. (So don't tell!) phone: (803) 656-3697