HDTenEightyP/NetNews huggingface dataset:
From: bushman@ssd.kodak.com (Thomas G. Bushman 726-0803)
Newsgroups: comp.sys.ibm.pc.games
Subject: Dark Queen secret passage for lighthouse (SPOILER)
Date: 15 Sep 92 13:22:33 GMT
Distribution: usa
Organization: Eastman Kodak
Originator: bushman@munsell

For those of you playing Dark Queen of Krynn who can't find how to get to
the 11th level. After falling down the hole, I can't remember if you climb
up the pile of bones or take the teleporter. Eventually though there is a place
where there is a east-west tunnel with a spinner. The east entrance to the
tunnel is just south of the pit. If you start at the east, go west (making
sure to correct when you are spun). Now to the south there will be a zig-zag
passage. The secret wall is located in this passage way. A little map is
shown below. Just keep in mind. When you entered the lighthouse, the entry
door was the "Porch". So if you look at your maps from the previous level,
you want the wall that is under the level 1 entry door. Hope this helps.



						Pit here

		 	   tunnel here with spinner

			| |__
	    Secret wall>|__ |		North^
			  | |
			  |__

| Tom Bushman	(716) 726-0803		| 	bushman@pixel.kodak.com
| Eastman Kodak				| 	pixel.kodak.com!bushman
| Product Software Engineering		| "Women. You can't live with them.
| Bldg 9, 2nd Flr.  Mailcode 35811	| You can't shoot them" :) 
| Elmgrove Plant, Rochester, NY		| 	Well, I thought it was cute.
From: masten@beta.lanl.gov (David A. Masten)
Subject: Re: Falcon-OFT  features
Organization: Los Alamos National Laboratory
Distribution: na
Date: Sat, 5 Sep 1992 14:30:48 GMT

In article <189mdeINNdef@agate.berkeley.edu> dbr@ocf.berkeley.edu (Daniel Rosler) writes:
>
>Well, I thought someone would have mentioned this by now, but if ya'
>notice, we now have the Ctrl-H command that'll send your wingmen home w/o
>you.  I recall people bitching for that...  


My advice is to use it evertime you land, if not before.  I landed and
watched my wing circle a bit before I quit the mission.  He ended out
getting shot down.  I'm pretty sure I had the last waypoint selected so
he should have landed that plane ("you don't own that plane the taxpayers
do..." whoops I'm getting off track).  Next time I used the ^H and all
three landed fine.

>Also, one can spread out or
>tighten the formation in-flight.
 
Keep giving the command and check out the reply.

Dave Masten
masten@beta.lanl.gov
>-- 
>
>-----------------------------------------------------------------
>Dan Rosler                       Internet: dbr@ocf.berkeley.edu
>Because you never get a third chance to make a second impression.
>-----------------------------------------------------------------


Newsgroups: comp.sys.ibm.pc.games
From: rdippold@qualcom.qualcomm.com (Ron Dippold)
Subject: Re: Wolf 3D and OS/2
Organization: Qualcomm, Inc., San Diego, CA
Date: Wed, 9 Sep 1992 04:08:00 GMT

jimh@pacdata.uucp (Jim Harkins) writes:
>The key is video_retrace_emulation.  Why, I don't know.  Someone else asked
>how it ran under OS/2.  I don't notice any difference between running it on
>my 386SX/25 here at work and my 486DX/50 /OS2 at home.  

Lotsa games use the video retrace to do timing - you can count on it
happening 60 times a second (or whatever it is for the mode you're
using) regardless of what else is going on.  It also helps when
avoiding on-screen flicker - if you draw during the retrace you won't
get something caught halfway drawn.  With VIDEO_RETRACE_EMULATION ON
all the timing goes straight to hell.


-- 
Crazy but it's true, there's nothing I can do, I overdosed on you!
Newsgroups: comp.sys.ibm.pc.games
From: hchong@netcom.com (Hoi Chong)
Subject: Re: Falcon 3 w/WCS
Date: Sat, 12 Sep 92 18:54:33 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

From article <1992Sep12.080411.21277@leland.Stanford.EDU>, by etu@leland.Stanford.EDU (Eugene Lucian Tu):
> OK, I'm zeroing in on a decision here...I've heard that the WCS
> is more worthwhile than the FCS (if you already have a joystick 
> and only want to get one right now).  My question is this: Does
> the WCS work straight "out-of-the-box" with Falcon 3.01? Or am
> I going to have to order some software from Thrustmaster? Are
> the buttons on the WCS programmable?
> 
> Thanks in advance for any info.
> 
> ET
> 
> P.S. Any info on how the WCS works with the other Flight Sims
> would also be appreciated.

WCS is a device inserted between your keyboard and the computer.  
WCS is a keyboard HARDWARE emulator, no software is needed.
Thrustermaster do not make software as far as I know. 
Newsgroups: comp.sys.ibm.pc.games
From: mcrocker@titan.ucc.umass.edu (MATTHEW S CROCKER)
Subject: Re: Falcon G Limits (was Re: Chuck Yeager Rating)
Organization: University of Massachusetts, Amherst
Date: Tue, 15 Sep 1992 12:36:06 GMT

In article <92258.115527FWR100@psuvm.psu.edu> <FWR100@psuvm.psu.edu> writes:
>The fly-by-wire system in the F-16 will try to prevent the pilot from doing
>anything which may break the aircraft.  The design limits are +9G and -3G.
>The +9G is mainly to keep the wings attached to the plane (Should this be
>adjusted to keep within ordinance paramaters???).The -3G limit is more a
>pilot limitation than an aircraft limitation.
>

Last I knew the F16 was G-rated to +13...  this is what the plane can do
however it will kill the pilot... you have a better chance of killing the
fighter jockey than breaking a wing... 

With suck & grunt techniques and with a G-suit a pilot can withstand 9 G's
for several seconds before blackout  the idea is to compress all you muscles
to force the blood out, this will increase the blood pressure and hopefully
get some to the brain.

an F16 can out perform a pilot.

-Matt



-- 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Matthew Crocker
s1949782@titan.ucc.umass.edu <-  Til 1/1/93
mcrocker@titan.ucc.umass.edu <-  Til i Graduate  LOOOOOOOONNG TIME
From: sullivan@bbn.com (Mike Sullivan)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Darkland bug?
Date: 11 Sep 92 21:37:07 GMT
NNTP-Posting-Host: kirin.bbn.com

jmellby@iluvatar.dseg.ti.com (John R. Mellby) writes:


>The other bug I found, I was "spending a day" and had both
>tinkers (to teach artifacting) and priests (to teach latin,
>religion, and reading).  I discovered that rather than taking
>money away from me, for each person & day I spent, it added
>a large number of florins!!  I was getting 1-2,000 florins
>a day at a time when I hadn't had more than 3 florins at any
>one time!

I have noticed the same problem and I think I have figured out what is
happening.  After a few days of training in some skill the training
option is removed.  However, the game does not automatically change the
characters back to relaxing.  When this occurs some pointer gets screwed
up and it adds money to your account if you click spend a day.  In my case
it also changed character nicknames.  To eliminate the bug effect,
whenever it says yoiu will end up a day with more than you started with by
some large amount change characters back to relax and then set up their
training again. You will notice that some of the skills are missing when
you do this.  I am not sure how long before you can get the skill
training option back at the church, tinker, alchemist, etc. but I think
its about a month.  I have noticed so far its very hard to get alchemist
training to advance my character alchemist level by the way.

I have also had some problems with town quests in version 5.1 . On one
quest I got the desired object, but when I returned the merchant did not
give me a reward.  I have been offered quests, but the way, when my local
reputation was only 25 or so.

I have also had a problem with getting alchemist formulas.  WHen an alchemist
is willing to trade formulas the formula is supposed to go to a random 
character - a dumb idea but that's the way it works.  However, most of time,
but not all, it goes to the first character.  The obvious solution is to make
the alchemist the first character, although this does involve retiring several
characters temporarily.

By the way, has anyone determined whether horses speed up the party or
simply allow escape?

Mike Sullivan
BBN San Diego
Internet:  Sullivan@bbn.com
Newsgroups: comp.sys.ibm.pc.games
From: r24@gab.unt.edu (CSCI3700.001 STUDENT ACCOUNT)
Subject: Re: Eye Of Beholder 2 question
Organization: College of Arts and Sciences
Distribution: usa
Date: Wed, 9 Sep 1992 00:12:27 GMT

In article <1992Sep8.114536.23182@pixel.kodak.com> bushman@ssd.kodak.com (Thomas G. Bushman 726-0803) writes:
>From: bushman@ssd.kodak.com (Thomas G. Bushman 726-0803)
>Subject: Eye Of Beholder 2 question
>Date: 8 Sep 92 11:45:36 GMT
>Help! I am currently stuck in Eye of the Beholder 2. I am on the giant wasp
>level. I have gone through the area with the wasp nests, I have gotten the
>bone key from the magic mouth, and now I am at a door that has no buttons
>or keys (at least visible). There is a brick that is out of place, but pressing
>it does not seem to do anything. Except for one other door that has a key, I
>have no other place to go. Help!
>
>							Tom
>

SPOILERS!







































REALLY!







































Well, here is what you need to do. Remember the four levers in the square 
room? There hould be one more lever to pull, but it has a pit in front of it.
Pushing that block that was out of place creats an invisible force that 
allows you to step over and hit the lever, thus opening the door.

By the way, I'm at the end and it is a BITCH!

:)


Newsgroups: comp.sys.ibm.pc.games
From: etu@leland.Stanford.EDU (Eugene Lucian Tu)
Subject: Falcon 3, OFT, FCS/WCS
Organization: DSG, Stanford University, CA 94305, USA
Date: Wed, 9 Sep 92 06:47:22 GMT

Regarding the Thrustmaster FCS:
Are you required to purchase the TSR to get FCS to work with Falcon 3?
(What additional software do you need to get WCS to work also?)
It seems to indicate in the manuals (Falcon 3 and OFT) that the buttons
will work with Falcon 3 without the TSR (TSR needed to set the "coolie-hat"?)

Also, for people who have had the FCS for awhile....I seem to wear out
joysticks rather quickly (I've tried both Gravis and Kraft Thunderstick).
After some time, the "play" in the joysticks neutral point triggers
"jumps" in the joystick response (most easily noticed when calibrating
the joystick in Falcon). In other words, if I slightly move the joystick
around the neutral point, the input to from the joystick jumps around 
quite a bit.  My questions is does this happen to the FCS as well?...
or is it a better built joystick that will last long enough to warrant
the cost. (I don't think I'm excessively violent with joysticks BTW).

I would also like to hear about any other "secret" tricks within 
Falcon 3 that have been discovered. (Like the ability to select any
mission in other campaign regions). I remember awhile back a posting
on the ability to "slew" your aircraft during flight.

Please email or post...
Thanks

etu@leland.stanford.edu

Newsgroups: comp.sys.ibm.pc.games
From: pprior@magnus.acs.ohio-state.edu (Paul A Prior)
Subject: Re: Falcon 3 on 386sx?
Organization: The Ohio State University
Date: Mon, 7 Sep 1992 15:41:08 GMT

IMHO, F3 on a 20mhz Sx with 1 MB ram just aint gonna fly.  You will not
be able to have digitized voices (course that isn't working on my machine
with 16MB ram either!) or use the ACMI replay mode.  If you pumped up a meg
of ram you could get a little more out of it.  If your MB has a cache you
might do it, my old 386-25 did not and falcon was not playable except at
the lowest detail levels.   IMHO, Falcon is a 386-33 or faster type of game.

-- 
--------pprior@magnus.acs.ohio-state.edu----(614) 621-8240----------------
Paul A. Prior    Ban anchors, not reef tanks   "With friends like this,   
3rd year medical student		          who needs anemones?"
The Ohio State U. College of Medicine   Tobacco Kills- Please don't smoke!
From: ry01@ns1.cc.lehigh.edu (ROBERT YUNG)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: U7 and DR DOS 6.0
Date: 14 Sep 92 21:48:23 GMT
Organization: Lehigh University

In article <1992Sep14.040157.7922@gn.ecn.purdue.edu>, mechalas@gn.ecn.purdue.edu
 (John P. Mechalas) writes:

>>I have just bought Ultima 7 and am running it under Dr DOS 6.0. I
>>would love to take the advice of the install booklet and run a disk
>>cache (I have 8 Mb), but the cache program says it needs a memory
>>manager to be running. emm386 is not compatible with voodoo and I
>>do not have himem. What can I do about it?
>
>With 8Mb, why not create a RAMDisk?  DOS VDISK doesn't require a memory
>manager to run, and the difference between a cache and RAM disk access is
>virtually unnoticeable.

Uhh, won't a 8mb RAM disk be a tad small for U7 (21+mb)???
-- 
 (%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%)
  |  Off-campus address...                                          |
  |     first alley down this street, left refrigerator box. :-)    |
  |                                                                 |
   \_(Robert) Bobby Yung_______RY01@Lehigh.Edu_____________________/
Organization: Penn State University
Date: Mon, 7 Sep 1992 23:52:06 EDT
From: <KPK106@psuvm.psu.edu>
Newsgroups: comp.sys.ibm.pc.games
Subject: Darklands w/Sblaster Pro Problem

  I can not get the Soundblasters options highlighted in the install program,
eventhough it allows me to select it and go inside the IRQs and HEX Address
menu.  When I run the program, I get an error before the opening screen and it
dumps me back to DOS.  The error stating 'Abnormal Termination' error in PLAYER
.C line=127.  Can anyone help?  Thanks.


                                             KK
From: pjb@ersys.edmonton.ab.ca (Paul Bolle)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: SQ4: help wanted for Roger in tulnnel with laser beams
Date: Fri, 11 Sep 92 18:41:50 MDT
Organization: Edmonton Remote Systems #3, Edmonton, AB, Canada

mdewinter@vms.eurokom.ie writes:

- hi,
- Roger Wilco in trouble.
- After blowing the cigar smoke in the tunnel
- he sees the laser beams (?) guarding the tunner
- There is a kind of a security type-in-the correct-number thing
- in the tunnel, but RW hasn't got any number to type in.
- What am I missing???
- Regards,
- Guy.

        Click the eye cursor on the keypad next to Rog (on the wall). 
Key in "128", then enter, "24"(and enter), and then "256" (and enter 
again). This should line the beams up so you can walk thru 'em.
        'S been awhile, so the numbers may be off. The numbers are 

Whoops, disregard that last piece o' sentence. :)
If you punch in the numbers, and the beams still don't line up, just keep 
entering the number 12. Sooner or later you can get thru.

        Later...

Paul Bolle              pjb@ersys.edmonton.ab.ca 
Newsgroups: comp.sys.ibm.pc.games
From: pettypi@gaul.csd.uwo.ca (Carl Pettypiece)
Subject: Re: Red Baron
Organization: Computer Science Dept., Univ. of Western Ontario, London, Canada
Date: Sat, 5 Sep 1992 06:10:20 GMT

>I had a choice bewteen purchasing Jet Fighter II or Red Baron and I 
>simply thought "How fun can it be to fly World War I lemons? over 
>flying high tech jets?"  I would appreciate any thoughts of Red Baron 
>because I am interested in getting the game.

>			Roger (it seems there are a lot of game fanatics
>in my school!) 

Given the choice, Red Baron is Fabulous!  I thought the same as
you did.  I find that with most combat sims I tend to prefer
using my guns and with RB, well, that's all you have--and that's
all they have so you're even!

The enemy AI isn't bad, either.  Not too many loops or barrel
rolls but you better not try them too much either, these things
don't have much power.  The graphics are excellent and if you
have a sound board (SB or better yet Roland) WOW! It's like you're 
there!  The flight model for the planes are not bad, but it's 
unlikely that I'm going to be flying any of these soon, anyway.
Better than Knights of the Sky or Blue Max by far.  The missions
and campaigns are great and rival those of Falcon in quality 
(again IMHO).

As for JF II, well, it's got its good points.  The graphics
aren't bad (specular shaded plane, that impressed me).  You get
to fly the F-23 (or at least a fictitious version F-23D) one of
the most attractive planes ever built (IMHO) and is unlikely to
be modelled by any other game since its cancellation )-:
The flight model is pathetic though.  Same goes for enemy AI.
The missions are incredibly lame and boring and is based on a
fictitious storyline.  I still play it for its speed (both frame
rate and aircraft at Mach 3!) and its simplicity.  It's great if
you have a kid who just wants to fly around.  Easy to start up
and when you crash, it immediately puts you back on the runway
ready for take off.  It's also got carrier landings, but even
these get tiresome once you land successfully a few times (more
than not the highlight of the mission).

So if you have to choose between these two games, get RB.  Many
more hours of fun.

Here's two pennies (clink, clink) -- Gee, I'm a big spender
tonight! (-:
-- 
---------------------------------------------------------------------------
Carl Pettypiece (pettypi@gaul.csd.uwo.ca)        Disclaimer:  Hell, I don't
Department of Computer Science                   even know if these are MY
University of Western Ontario                    opinions!
From: mechalas@gn.ecn.purdue.edu (John P. Mechalas)
Newsgroups: comp.sys.ibm.pc.games
Subject: New Microsoft Flight Sim Scenery
Date: 14 Sep 92 16:38:28 GMT
Organization: Purdue University Engineering Computer Network

For those of you who are use Microsoft's Flight Simulator 4.0 and have
the Aircraft and Scenery Designer, I have just uploaded new scenery files
to ftp.ulowell.edu and msdos.archive.umich.edu.  Until they are placed in
the /pub directories, you can obtain them from me via E-Mail...just let
me know and I'll mail the uuencoded files to you.
   The latest scenery file I have created is the archive SCNRYSW1.ZIP, 
Southwest Scenery Vol. 1.  It is designed to overlay on top of subLOGIC's
California scenery collection, and includes five .SC1 files detailing the
following airports:  Los Angeles International, Oakland Metropolitan Intl,
San Francisco Intl, Reno Cannon Intl, Las Vegas/McCarran Intl, Sacrmamento
Metro., and Sacramento Executive.  21 ILS and 6 Visual approaches are
supported.
   There are several new features in these .SC1 files that were not
present in my previous 2 volumes:  1) ATIS centers for all the airports
listed above (for some reason, subLOGIC did not include ATIS centers on
the California collection), 2) Day-only and night-only scenery such as
runway center- and end-lighting and taxi-way lighting, and city "night
lighting" for selected cities, 3) Objects darken at dusk and at night, and
4) Some custom-designed scenery objects, like displaced threshold markers
(more accurate than trying to draw the individual lines using A&SD).

-- 
John Mechalas                                          "I'm not an actor, but
mechalas@gn.ecn.purdue.edu                                 I play one on TV."
Aero Engineering, Purdue University                     #include disclaimer.h
Newsgroups: comp.sys.ibm.pc.games
From: jasona@sco.COM ( Using Epimethius as a role model )
Subject: Re: Where is the CHAMPIONS?
Organization: The Santa Cruz Operation, Inc.
Date: Sun, 30 Aug 1992 17:42:23 GMT
Keywords: Champions Herosoft


The hard working people at Herosoft games are coding around the clock to
get "Champions" to ship by _this_ Christmas. I don't think there was ever
an intention of releasing it by last Christmas. I believe that currently,
half of their company is doing a four weekend jaunt through four different
cons where they will be demoing it. The demos I've seen are pritty amazing.

jasona
Newsgroups: comp.sys.ibm.pc.games
From: dpipes@spica.srg (Dave Pipes x4552)
Subject: Re: Darkland ?????
Organization: just me
Distribution: na
Date: Wed, 09 Sep 92 12:47:04 GMT
Followup-To: comp.sys.ibm.pc.games

In article <1992Sep9.025820.29482@lmpsbbs.comm.mot.com> bhv@areaplg2.corp.mot.com (Bronis Vidugiris) writes:
>(Darklands has...) annoying
>anti-piracy messages at install time (call 1-800-rat-on-those-evil-pirates
>and do the right thing, a reward is hinted at but not actually promised,
>actually I wonder just what will happen to those stu - umm moral - enough to
>call it) copy protection  system will halt game with no chance
>to save if you drop a book on the keyboard at wrong time looking up those
>alchemical copy-protection symbols (found this out the hard way.)

Sorry, you didn't read this.  It says that if you did not buy it, they suggest
"doing the right thing" and purchasing it.  The number they give is for their
800 order line.  Not a rat on the pirate line.  No reward is hinted at or
promised.

BTW, if you are "stu - umm moral - enough to call" the number, you'll get
a nice person asking you want you want to buy.  Simple enough?  Next time
read what's in front of you before you try to ignite another idiotic flamefest.

		David Pipes
From: priess@daimi.aau.dk (Jakob Priess-S|rensen)
Newsgroups: comp.sys.ibm.pc.games
Subject: Larry III - Patti in trouble
Date: 10 Sep 92 15:34:09 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

Aarhus calling.

I'm stuck in Larry III.
After having lowered Patti to the plateau under the bamboo-area using her
pantihose I can't come any further. I've picked the coconuts and the leaves,
but that doesn't seem to get me anywhere.( To new Larry III-players : Try
eating or smoking the leaves, but make sure to save first !!). 
I would really appreciate a hint here ... 
Newsgroups: comp.sys.ibm.pc.games
From: O1TCD@VM1.CC.UAKRON.EDU
Subject: Re: Zeliard
Organization: The University of Akron
Date: Sat, 5 Sep 1992 14:15:26 GMT

In article <92247.080712ALSBH@CUNYVM.BITNET>
<ALSBH@CUNYVM.BITNET> writes:
 
>
>I am stuck at the Corroer-Cementar level of Zeliard.  I haven't been
>able to find the Pirika shoes - which I assume I need to walk on
>the Gelroid stuff.  If anyone out there has played this game, please
>give me a hint to get me going on this level.  Thanks.
>
>Alan Schwartzman
 
I just finished this game recently, so I think I remember what you
need to do. I'll give it in 2 parts:  General directions to
keep the spoilers to a minimum and Specific directions in case you need
them.
 
General directions:
   When you leave town, somewhere to the left is a one-way wall. Go through
it and find another wall that you can pass through. (Hint: it isn't
far from the first one) This will get you on your way to your shoes.
 
 
 
 
 
 
 
 
 
Specific directions:
 
Okay, when you leave town from the left hand side, go left across the
crumbling ground. Climb down the vine til you get to the bottom and go
left again. There is a one-way wall after you fight the zombie (or
whatever it is.) Pass through the wall and climb down the vine. At the bottom
turn right. Climb down the next vine. There should be a cloud there along
a thin wall. Get on the cloud and go up til you are near the top. You should
be able to pass through the wall. Climb the vine and take the moving rock
over then climb up and go through the door. When you come out, it is an
easy path to your next door. After going through the next door, climb
up the vine, then up the next vine, then turn left. The shoes should be in
a chest on a short platform ahead of you.
 
If you have any more questions, I'll be happy to help.
 
CHRIS DICKENS
COMPUTER OPERATIONS
UNIVERSITY OF AKRON
From: bxxmic01@uctvax.uct.ac.za
Newsgroups: comp.sys.ibm.pc.games
Subject: Walkthru wanted: CAPTAIN COMIC
Date: 15 Sep 92 17:16:59 +0200
Organization: University of Cape Town


Could someone please email me a walk-through for that old game Captain Comic?

Much appreciated.

Thank you.
Mike
Newsgroups: comp.sys.ibm.pc.games