Walkthrough forDungeon Master

Introduction

Dungeon Master is a classic 3D dungeon RPG. This guide covers hints for the most difficult puzzles across all 14 levels, as well as spell lists and general tips. A full walkthrough for this game would be nearly impossible to write due to its complexity — what follows are targeted hints to help when you get stuck.

Spell Reference

General Spells

  • LO YA – Increases Stamina
  • LO VI – Increases Health
  • LO VI BRO – Antidote to all poisons
  • LO YA BRO – Magic Forcefield
  • LO YA BRO DAIN – Increases Wisdom
  • LO YA BRO NETA – Increases Vitality
  • LO OH BRO ROS – Increases Dexterity
  • LO FUL BRO KU – Increases Strength
  • LO ZO BRO RA – Pure Mana
  • LO FUL – Magical Light
  • LO ZO – Antimatter Spell to open doors
  • LO OH EW RA – Magical Sight
  • LO OH EW SAR – Hides you from Monsters
  • LO OH IR RA – Makes room brighter
  • LO DES IR SAR – Makes room darker
  • LO ZO KATH RA – Frees Power Gem (Warning: caster must have a free hand; once the Power Gem is dropped, it cannot be retrieved)

Offensive Spells

  • LO FUL IR – Fireball
  • LO DES VEN – Bolt of Poison
  • LO ZO VEN – Poison (used by throwing)
  • LO DES EW – Antimatter Spell to kill non-material beings
  • LO OH VEN – Cloud of Poison
  • LO YA BRE ROS – Leave Poisonous Footprints
  • LO OH KATH RA – Lightning Bolt

Defensive Spells

  • LO YAR IR – Magical Forcefield (Protects Party)
  • LO FUL BRO NETA – Magical Fireshield (Protects Party)

Level Hints

Level 1 – Hall of Champions

For the best starting party, choose:

  • Stamm – Journeyman Fighter
  • Halk – Journeyman Fighter
  • Mprhus – Journeyman Priest
  • Tiggy – Journeyman Wizard

Collect the torch, water sacks, and all other miscellaneous objects. Go down the stairs.

Level 2 – Find the Keys!

You need two keys and a coin to pass this level. The keys (one Iron, one Solid) are on the ground in the room after the three pressure plates — they're hard to see, so look carefully. Throw the Copper coin into the fountain that accepts one wish to open the gate nearby.

Level 3 – Choose Your Path!

Look on the left wall of the hallway as you walk down the stairs. There's a secret button — press it and collect the clothes and compass. Time yourself carefully to get past the forcefield; it may take a few tries.

  • Chamber of the Guardian: Keep pressing all the buttons until the chest comes out. Use the mirror on the opposite wall to open a secret door.
  • The Vault: To open the door across the pit, cast LO ZO. To cross the pit, throw an object onto the pressure plate on the other side of the door.
  • The Matrix: Follow the passage to an entrance — before you is an endless-seeming corridor. Turn right, go down the next passage (to your left). In the second alcove, press the button. Continue left and a secret passage opens with a key inside.
  • Time is of the Essence: Drop all your objects to reduce weight, then sprint through the buttons and traps before they catch you. Grab the key at the far end.
  • Room of the Gem: Place an object on the pressure plate to keep the pit closed. To kill monsters, lure them back to the pit and reopen it when they stand on it. Collect the Gem and Key.
  • Creature Cavern: Kill all monsters to get the key.

Level 4 – Find the Key

Straightforward — find one key and you're through.

Level 5 – Pits and Fields

In the pit room, walk around until the pits open and allow you to pass. In the forcefield room, step out and go: right, back, forward, left, right, back. You'll arrive at the exit.

Level 6 – Riddles

In the Riddle Room you need a bow, a Mirror of Dawn, a blue gem, and a gold coin. One room also has a slot for a good coin. Collect 4 keys from this level to proceed.

Level 7 – RA!

You need the Firestaff from this level, but don't take it yet — you'll need keys from deeper levels first. You should already have one RA Key. Use it on the door. You'll ultimately need 3 more RA Keys, a Ruby, and a Master Key. One more RA Key is on this level itself.

Look for skeleton key passages — there's a shortcut through most lower levels back to level 7 or 8. If you find the skeleton locks, save the keys to open doors between levels that are far apart (e.g., open one on level 8 and one on level 12), so you can quickly move between level 7 and level 13.

Level 8 – Ghosts

Use LO DES EW to kill the non-material ghosts. Have a fire bomb or spell ready for the thieves. Two keys are here — one is on the Arena floor. Don't give up; it gets better.

Level 9 – Riddle Door

To open the riddle door, place the Carbamite on it (it's described as "lighter than air"). In the room where the wall fires fireballs, stand on the first pressure pad, then place an object on it. Step back one square and sidestep the fireball. Now you can stand on the pad without triggering it. Repeat this for each pad until you reach the far end.

Level 10 – ZOOM

When you emerge: go forward, turn left, go forward once more, then around the last block and forward until the last exit on your left. Take it, go south, then around the bottom block and through the left exit. You'll be in a room with two doors. Between them is a key — use it on the right door. Step on the pad marked ZOOM and step off immediately to the right of the forcefield. Pick up the objects and step back onto the pads. A passageway appears periodically — timing is critical to escape.

Level 11 – Clockwise

The Clockwise Room works so that if you go around a corner and turn back, you end up somewhere different. Watch out for poison traps. When you trigger one, stand still until the cloud disperses. Then walk forward one step at a time, releasing traps harmlessly and waiting for each cloud to clear.

Level 12 – Invisible Pits

On emerging, turn left and collect objects through the door. Enter the large hall — the passage across leads to a network of rooms. The monsters that turn invisible are very tough: they only attack when fully visible, but you can still hit them then. When non-material, use LO DES EW or Vorpal Blades.

After exploring all passages, return to the room where you first emerged. Look for invisible pits — only faintly outlined on the floor. Stand on the plate to close them. Explore the other passage; one room has a button that opens a door in the big hall. The best way to kill the knights is to lure them over an invisible pit, then open it. One knight carries a key — make sure you kill them all.

Level 13 – The Dark Lord (1st Visit)

Use the Vorpal Blade or LO DES EW to kill the fire pit monsters. Go down the northern passage and around the corner — the monsters won't follow but will guard the exit. Use magic safely by dodging around the corner each time they cast. When all are dead, go to one of the pits. You'll need the Firestaff to kill the Dark Lord — use the rope to descend to the level below.

Level 14 – The Dragon

You must kill the Dragon. He's powerful but slow. Keep circling and attacking, but avoid his fireballs. If you need health or stamina, go back up the stairs to rest. Use all but one of your magical boxes on him. Keep at it — it takes a long time.

When the Dragon dies, collect all the dragon steak, then find the Power Gem. Cast ZO KATH RA to free it, then place the Firestaff on the gem. Now you can use the Firestaff's built-in spells, including Flux Cage and Fuse.

Return to the Dark Lord's level. When you see him, use your last magical box, then quickly cast Flux Cage against him. Whirl to the other side and cast another Flux Cage (it only covers one side). The Dark Lord should now be trapped between two Flux Cages. Use the Firestaff's Fuse spell to finish him. That's it — the ending sequence will begin.

General Tips

  • All material monsters can be killed with swords.
  • Always check the remains of defeated enemies.
  • Check that any armour or weapons you find aren't Cursed.
  • Make sure you have enough water and food — after Level 5 or so, fountains become rare.

Walkthrough sourced from The Spoiler Centre.