Path: utzoo!attcan!uunet!portal!cup.portal.com!Bob_BobR_Retelle From: Bob_BobR_Retelle@cup.portal.com Newsgroups: comp.sys.amiga Subject: Re: Dungeon Master Message-ID: <12503@cup.portal.com> Date: 11 Dec 88 23:07:13 GMT References: <9389@gryphon.COM> <12446@cup.portal.com> Organization: The Portal System (TM) Lines: 28 Sounds to me as if a lot of "multitask or die" folks are going to miss out on Dungeon Master... oh well, it's their loss... Now for the rest of us... responding on a couple of earlier questions, the only "legal" way to find out what the elements of spells are, is to find the scrolls which tell you how to create each spell. These are scattered all over the Dungeon... or, you can experiment on your own, using the info in the game manual as a guide... if the response to an attempt to cast a spell is something like "Raalf mumbles meaningless syllables..." it means that the combination you tried is *not* an actual spell... if it says "Raalf needs more practice with this Wizzy spell.." it means that it *is* a real spell, bu that your character doesn't have the experience to cast it... (write it down and keep at it..!) Or, you could invest in a good "hintbook"...! (Send me E-mail and I'll tell you where to buy mine.. :) For the "Hit and Run" puzzle (and for others requiring fast movement), be *absolutely certain* that none of your characters has a LOAD indicator in the "yellow or red".. if they're overloaded, they'll be slowed down... also be sure that none of them have any unhealed wounds on their body (outlined in red Even if their Health is fully recovered, the wounds will *not* heal b themselves, and will slow the Champions down.. One last hint about quick movement... use the keyboard cursor keys... it's *far* faster than clicking on the direction icons on the screen... BobR