Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!bcm!dimacs.rutgers.edu!aramis.rutgers.edu!remus.rutgers.edu!utopia.rutgers.edu!wilmott From: wilmott@utopia.rutgers.edu (Ray Wilmott) Newsgroups: comp.sys.atari.8bit Subject: Re: Alternate Reality: The Dungeon Message-ID: Date: 7 Apr 91 00:48:31 GMT References: <95105083269F20A76A@carleton.edu> Organization: Rutgers Univ., New Brunswick, N.J. Lines: 57 To answer those questions about the Dungeon... (major spoilers follow....) 1. You need to give the ferryman *2* coins at *midnight* to get him to take you across the river. No, it doesn't have to be *exactly* at midnight. Any time during the "hour 0" will do. 2. The amethyst rod will unlock locked doors if you (U)se it while in front of one. It also has some other magical power, but I forget just what. 3. "Wear" Morganas Tierra. It's something good, but again, I forget *exactly* what *type* of protection it offers.