The Dungeon of Dunjin (v 4.30) - Syntax disk PD 375 Author - Magnus Olsson Solution by Bev Truter on PC This solution is not a long step-by-step walkthrough of the game, or a list of all the objects, treasures and characters to be found; rather it's a list of most of the problems encountered, and clues for solving them. (Ranging from vague to obvious). All the mapping and locksmithing I leave to you, and the division into 5 Areas is only for convenience. Area 1. Above Ground. 1. House Can't get into it? Door keys are often found under doormats. 2. Lake Can't cross it? Admire the scenery, rest, hunt for a boat ...... then carry on adventuring. 3. Small Key Can't get the small key behind the grate? Perhaps a fishing rod would help. 4. Candle in Big Room Can't get it? First read the inscription in the Dark Cave. Then light the candle to reveal...... Area 2. Underground - Below the House. 5. Hole in unused Room. In most adventure games you'll find tables are not for eating at, but for standing on. 6. Cat Can't get it? First catch a fish in the Lake, and make sure you have the cage. 7. Elevator Can't go anywhere in it? Go to the Fuse room with your 16-amp fuse, and play Electrician....replace the blown fuse. 8. Numbers Can't decipher the numbers on the wall of the Very Long Corridor? They are apparently Binary for 298. 9. Doberman Can't get past the dog at the Bridge? Here's a good spot to give the cat a bit of exercise. 10. Magic Word Be very literal about this problem - say "magic word". Area 3. Underground - Dungeons North of Stone Troll. 11. Table Having problems getting it into the Dungeons? Try putting it into the River, and then see where it floats. Then cut the cable at the Platform. If you can't get it up the ladder of the Round Dry room, try using the string and/or rope to haul it up. 12. Magic Garden Can't get into the Garden? You have to squeeze through the hole (at the Pond), but you'll have to shrink a bit. Find the Small Chamber, and get the biscuit. 13. Key (in Magic Garden) Can't excavate it? Bring the string in with you. 14. Stone Troll Can't pass him to cross the Bridge? Remember he hates loud noise, so try playing your record. Might be a good idea to move a bit further away first. If you're still having problems, it's because you're holding the gramophone. Area 4. Underground - Dungeons South of Stone Troll. 15. Bean Can't decide what to do with it? Go and practise your gardening skills at the Bottom of the Canyon - East of Bottom of Stairs. It will need to be watered as well. 16. Well Discovered that "Zoomlix" is not the current magic word? Climb the Beanstalk to discover the new one. 17. Broken Bridge Can't cross the Bridge North of the Crack? You'll need the rope again. Tie it to the bars. 18. Dragon Come to a Deadend after finding the Pearl? This is where the Lamp comes in handy, the type with the genie in it, not the flashlight. I hope you cleaned that revolting old mug you found? 19. Dwarf Can't get past him to the Alcove? First go to the Dusty Room and read the message there. (It reads backwards) Then if you can't remember the Secret Word you'll have to go back to the Mysterious Tunnel in Area 1, because you need to say it to the dwarf. Still no results? Try the Secret Word backwards. 20. Dwarf (his name) Next you need to guess his name. This is in the Art Gallery, one of the paintings reminded the graffiti-writer of the Dwarf, so it's where the words of the song stop abruptly. 21. Dwarf (turned into stone) He's now blocking your entry to the Alcove? Take a deep breath, restore your position to just before all this fiddling around with the Dwarf started, and have a cigarette break before trying all over again. (Dwarves hate the smell of smoke, and he'll move forwards to confront you). 22. Computer Room Can't do anything constructive here? Remove calendar to find secret exit. If you break the glass you'll fall through, and if you break your neck then you haven't been south to the Hex Room and discovered what pushing the button does. Area 5. In the Valley 23. Guard Can't get past the Guard into the Castle? I do hope you've got a bottle of Dwarf Cider with you. 24. Bloodhound Can't make friends with the dog? Make an offering to the Dog-God in the Temple. Now think hard.... what do you suppose a Dog-God would REALLY like? 25. Golden Horn Can't quite get the hang of it? Try blowing it in The Meadow. 26. Coloured Buttons (in Library) Can't figure out the colours or the pushing sequence? Translate into English using the sword and the piece of paper; but remember this sequence closes doors, so try it in reverse. 27. The King Can't wake him? Try hitting the gong with anything suitable - eg. the horn, then hit it a second time. The king will then wake up, chat to you, and drop a brass key. This unlocks the steel door. 28. Finding Irilla. Having problems with getting the bloodhound to track her? Give bra to bloodhound, and he will lead you to the North Crack. You will have to climb down the rope, but the bloodhound will leap over it when you drop the leash. You can now go West into the Green Room from the White Room. You only have to attempt to kill the Warlock - Princess Irilla does the rest. 29. Using the Dynamite Can't find the cell? It's East of the Elliptical Cave; an arrow on the floor points West, so facing west move to your right, i.e. North from the Dark Tunnel to the Cell, then "blast ceiling with yellow rod". The Magic Sword is in the Rats' Nest in this maze. 30. The Dragon Yes..... sorry about this, but you really do have to kill the Dragon (with the Magic sword), and collect the stone heart which remains. You are now able to pass the guards at the front of the castle, and can go East from the Marble Corridor where you found the Horn. 31. Crystal Don't know how to make a STBLX crystal? Read the black book in the Wizard's Workshop - it tells you to burn the formula (written on the candy wrapper). You have to first draw a pentagram with the Magic sword in the obvious place...the Pentagram Room, and have the proper object (the stone heart) to contain the energy which transforms the heart to a STBLX crystal. 32. The Demon Can't dispose of the Demon in the Grail Room? Read the piece of paper, which tells you how to identify Demons; and the Red Book, to dispel them. Examine the crystal in the Grail Room (it glows orange), so the Demon is a Corgcnarkq, and you have to be holding the old VIC 20 to dispel it - say "Begone, Corgcnarkq". 33. Score and Treasures Can't get the full score (350)? You must be missing a few treasures.....there are 12 altogether: pearl necklace Maze N. of Bedroom egg-sized emerald Treasure Vault near Elevator gold nugget Kilroy Room rare silver coin Maze E. of Octagonal Room shiny silver tablet In pond N of Cess-pool gold apple Graffiti Room - rolls to tunnel large glistening pearl E/W tunnel near Dragon large flashing diamond In cashbox in Store room Holy Grail Grail room in Castle pouch of rubies Computer room - hole - glass plate small wood sculpture Well room - floating in well silver bracelet. In Reservoir after draining it - o -