Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!zaphod.mps.ohio-state.edu!unix.cis.pitt.edu!gvlf3.gvl.unisys.com!tredysvr!cellar!rogue From: rogue@cellar.UUCP (Rogue Winter) Newsgroups: comp.sys.amiga.games Subject: Re: Knights of the living Deth Message-ID: Date: 2 Apr 91 18:36:23 GMT References: <7138.27F56D55@zswamp.fidonet.org> Sender: bbs@cellar.UUCP (The Cellar BBS) Organization: The Cellar BBS and public access system Lines: 32 Stewart.Mckinnon@p0.f178.n221.z1.fidonet.org (Stewart Mckinnon) writes: > Have you completed the game? > > > > -- > Stewart Mckinnon - via FidoNet node 1:221/171 > UUCP : watmath!xenitec!zswamp!178.0!Stewart.Mckinnon > Internet: Stewart.Mckinnon@p0.f178.n221.z1.fidonet.org Soon, soon. The answers I was giving were from memories of over three months ago when I was playing it on my roommate's ST. (No flames, that's what the wall jets are for.) I just picked up the Amiga version this weekend, and have been having a tuly grand time. (Actually, I've got two game saves running - one where I've just gotten the Ku corbum, and another afterward where I've got two characters lying dead in the Demon Directors' chamber and the other two have gone off without them, picking up the Emerald and Torquise keys.) One thing disappointed me about the Amiga version: the magic map. (Which is being "carried" by one of the dead characters on the second disk...) I thought it was a bit unnecessary to include it, especially in the starting room. [Of course, I've used the written maps I made from the ST version, so who am I to judge?] Making the original maps from the ST version was great fun. Current status: fighting off the coatl in the Dain maze and trying to remember how that "BRIDGE" works.