Thy Dungeonman 3 Walkthrough
From Homestar Runner Wiki
This page shows the walkthrough for Thy Dungeonman 3.
- Spoiler warning: Plot or ending details follow.
Contents |
Intro
'Tis the text-and-slightly-graphics adventure of Thy Dungeonman, a troubled adventurer in quest of a flask that seems ungettable. Mind not the highly yellowed face of this adventure, 'tis on purpose. Now off, brave adventurer, begin your quest. Though 'tis truly not a very pleasant start.
Walkthrough
You are tied up in a dungeon with spiky walls about to crush you.
- USE CLAWS to free yourself from the ropes
- GET BONE
- USE BONE to jam the walls
- NORTH to exit
You are in a sanctum with the ever-elusive FLASK on a pedestal.
- GET YE FLASK/GET FLASK. You drop into a vortex. Alas.
You come out at a crossroads.
- NORTH will take you to a monk's cottage;
- SOUTH will take you to a troll bridge;
- EAST will take you to an overlook above a village;
- WEST will take you to some creepy woods.
Start with NORTH.
You are outside the monastery. A pesky bird does all manner of things to annoy you. Don't kill it.
- NORTH again takes you inside.
- GET STEIN. The monk bops you over the head and tries to boil you alive because he says that foodstuffs are scarce. Hey, you just wanted the stein!
- SOUTH - That was close! You run out just in time.
- SOUTH back to the crossroads.
- WEST to the creepy woods.
You are in the creepy woods.
- LOOK INSIDE LOG. There are coins.
- GET COINS. As if this needs explaining. Everybody loves gold.
- EAST back to the crossroads.
- EAST to the overlook.
You are at the overlook.
- BUY CORN. You exchange the coins for corn.
- EAST to the village.
You are in the village.
- NORTH will take you to a non-pub tavern.
- SOUTH will take you to the pub.
- EAST will take you to a sandwich shoppe.
- WEST will take you back to the overpass.
- DENNIS will take you to the witch's tunnel.
Start with SOUTH.
You are in the pub.
- TALK MAN. He offers you free beer if you have your own stein. Yeah! Free Booze!
- USE STEIN. He fills it with a vile liquid and tells you to talk to Kigalonian, giving you a description of the man in question.
- NORTH to exit.
- NORTH to the tavern.
You are in the tavern.
- TALK KIGALONIAN. Lots of guys turn around. You have to select the right one, 1-6; The correct answer is the same as was described to you by the barkeep in the pub.
- SOUTH out of the pub.
- EAST to the sandwich shoppe.
You are outside the sandwich shoppe. It is closed and locked.
- LOOK WINDOW to see inside. There is a disgruntled worker and a condiment bar. Looking inside shows you there is BLOOD.
- KNOCK to get the disgruntled worker's attention.
- TALK MAN. He says they're closed, but he can give you something if you ask for it by name.
- ASK FOR BLOOD (or KETCHUP or CONDIMENT or CATSUP). He gives you "fake ketchup". (Drink it and death will follow.)
- WEST to the village.
- DENNIS to the tunnel.
You are in a cave with a witch and it's broom.
- TALK WITCH. It tells you that it's broom is ready to fix.
- WEST back to the dungeon.
- SOUTH to Hag's Clearing.
Start with SOUTH. You are in a clearing with an old HAG and her SCRAPBOOK.
- LOOK SCRAPBOOK to flip through the pages. Remember these. 'Tis very important.
- TALK HAG. She says she only talks to her dead husband, who died of the bloody head. Hmm...
- USE BLOOD (or KETCHUP) ON HEAD
- TALK HAG. She must test you to know for sure whether you are her husband. Are you ready? YES to take it.
- The answers are from the scrapbook. Whatever was written on the sign on page 1 is the answer to question 1, the item on the table on page 2 is the answer to question 2, and the number of child-looking creatures on page 3 is the answer to question 3. Mind you, if four hags appear in the picture, three, two, or one might be the answer. Try saving first, then trying 3 instead.
- You have proven yourself. She says her husband died of the bloody head from going on dungeon expeditions.
- WEST back to the witch's tunnel.
Go to the WEST.
- WEST again to the dungeon room.
Start with WEST. Take the fake dinosaur to the claws and cut it. Now that you did that,you win the game!!!!!! Score: 38 out of a possible 38 points.
World Map
List of all score-worthy actions
- 1 point for cutting rope
- 2 points for getting bone
- 3 points for jamming walls
- 1 point for getting stein
- 3 points for escaping friar
- 1 point for getting beer
- 3 points for getting map
- 3 points for getting ketchup
- 2 points for using ketchup
- 1 point for agreeing to answer the hag's questions
- 3 points for correctly answering the hag's questions
- 1 point for wearing glove
- 2 points for getting coins
- 2 points for buying corn
- 2 points for getting bird
- 2 points for beating troll
- 1 point for beating level 1 flask getting
- 2 points for beating level 2 flask getting
- 3 points for beating level 3 flask getting
Total: 38
Thy Dungeonman | |
---|---|
Games | Volume I, Volume II (responses), Volume III (commands, responses, walkthrough) |
Characters | Thy Dungeonman, Dennis, Dongrel, Longrels, Hongrels, and Mongrels, Minor Characters |
Miscellaneous | Ye Flask, Instruction Manual, video games, Text Quest, The Animated Adventures of Thy Dungeonman, Disk 4 of 12 - Vampire's Castle |