Thy Dungeonman

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"Quaff some serious mead!"

In an exciting Videlectrix text adventure, you are Thy Dungeonman, exploring the depths of the dungeon. The game can be accessed from the Strong Bad Email "video games".

This game has a sequel, Thy Dungeonman 2.

Page Title: Thy Dungeonman! Thy Hunger!

Contents

Walkthrough

General Commands

  • HELP- repeats area description.
  • LOOK- repeats area description.
  • DIE-"That wasn't very smart. Your score was: ___. Play again? [Y/N]" Subtracts 100 from your score.
  • DANCE-"You shaketh it a little, and it feeleth all right."
  • GET YE ___/TAKE YE ___/GET YON ___/TAKE YON ___/GET ___/ TAKE ___-"Thou cannotst get that. Quit making stuffeth up!"
  • GET DAGGER- "Yeah, okay." -adds 25 points to your score. Usable infinitely.
  • GO ___-"Thou cannotst go there. Who dost thou think thou art? A magistrate?!"
  • LOOK ___-"It looketh pretty awesome"
  • ___-"That does not computeth. Type HELP if thou needs of it."
  • TALK ___ - "Who is __? Your new boyfriend? Somebody from work you don't want me to meeteth?"
  • GIVE ___ - "Thou don'tst have a ___ to give. Go back to your tiny life."
  • SMELL-"You smell a Wumpus."

Main Dungeon Room

"Thy Dungeonman- Click to enter yon dungeon."

THY DUNGEONMAN


YOU ARE THY DUNGEONMAN!

Ye find yeself in yon dungeon. Ye see a SCROLL. Behind ye scroll is a FLASK. Obvious exits are NORTH, SOUTH and DENNIS."

If you've asked to get the scroll more than once, anytime you look at the room (either by typing "LOOK", "HELP", or by returning to this room from another room, you'll see this message tacked onto the main message: "There is definitely no YE SCROLL, so drop it."

  • LOOK SCROLL-"Parchment, definitely parchment. I'd recognize it anywhere."
  • LOOK FLASK-"Looks like you could quaff some serious mead out of that thing."
  • GET SCROLL:"Ye takes the scroll and reads of it. It doth say: BEWARE, READER OF THE SCROLL, DANGER AWAITS TO THE- The SCROLL disappears in thy hands with ye olde ZAP!"
  • GET SCROLL(again):"Ye doth suffer from memory loss. YE SCROLL is no more. Honestly."
  • LOOK SCROLL(again):"Ye seeth nothing wheretofore it went ZAP."
  • GET FLASK(first two times):"Ye cannot get ye FLASK. It is firmly bolted to a wall which is bolted to the rest of the dungeon which is probably bolted to a castle. Never you mind."
  • GET FLASK(third time):"Okay, okay. You unbolt yon FLASK and hold it aloft. A great shaking begins. The dungeon ceiling collapses down on you, crushing you in twain. Apparently, this was a load-bearing FLASK. Your score was: ___ Play again? [Y/N]"-note: subtracts 1000 from your score
  • GO NORTH-Takes you north (see below).
  • GO SOUTH-Takes you south (see below).
  • Go DENNIS-Takes you to Dennis (see below).

North of the Main Dungeon Room

"You go NORTH through yon corrider. You arrive at parapets. Ye see a rope. Obvious exits are SOUTH."

  • LOOK PARAPETS-"Well, they're parapets. This much we know for sure."
  • LOOK ROPE-"It looks okay. You've seen better."
  • GET ROPE-"You attempt to take ye ROPE but alas it is enchanted! It glows a mustard red and smells like a public privy. The ROPE wraps round your neck and hangs you from parapets. With your last breath, you wonder what parapets are. Your score was:__. Play again? (Y/N)"-note: subtracts 100 from your score
  • GO SOUTH-Takes you back to Main Dungeon Room.

South of the Main Dungeon Room

"You head south to an enbankment. Or maybe a chasm. You can't decide which. Anyway, ye spies a TRINKET. Obvious exits are NORTH.

  • LOOK TRINKET-"Quit looking! Just get it already."
  • GET TRINKET-"Ye getsts yon TRINKET and discover it to be a bauble. You rejoice at your good fortune. You shove the TRINKET in your pouchel. It kinda hurts."
  • GO NORTH-Takes you back to the Main Dungeon Room.
  • LOOK TRINKET (After you GET it)- "Just a bulge in thou pouchel at this point."
  • GET TRINKET (After you GET it)- "Sigh. The trinket is in thou pouchel. Recallest thou?"

Dennis

"Ye arrive at Dennis. He wears a sporty frock coat and a long jimberjam. He paces about nervously. Obvious exits are NOT DENNIS."

  • NOT DENNIS-Takes you back to the Main Dungeon Room.
  • TALK-"You engage Dennis in lesiurely {sic} discussion. Ye learns that his jimberjam was purchased on sale at a discount market and that he enjoys pacing about nervously. You become bored and begin thinking about parapets."
  • LOOK DENNIS-"That jimberjam really makes the outfit."
  • LOOK JIMBERJAM-"Man, that art a nice jimberjam."
  • GIVE TRINKET(or GIVE TRINKET TO DENNIS)-"A novel idea! You givst the TRINKET to Dennis and he happily agrees to tell you what parapets are. With this new knowledge, ye escapes from yon dungeon in order to search for new dungeons and to remain... THY DUNGEONMAN!! You hath won! Congraturation!! Your score was: ___"

Fun Facts

  • The text "You smell a Wumpus" (from the command SMELL) is a reference to the game "Hunt the Wumpus," one of the very first text adventures.

External Links

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