Self-guided Hints for Deathmaze 5000 Fair Play edition

2023-10-31 revision by Sean Gugler

For the 2023.03 release

Looking for an older release? 2023.02

These hints are layered to gently reveal suggestions with minimal spoilers. Hints marked "(!)" give explicit answers.

There is food to be found.

Not on level 1.

Each level (except 1) has one food.


Don't give up too soon. This is a tricky puzzle.

These are lyrics to a song by The Byrds.

Only the words quoted in the game are needed to solve the puzzle.


Probably.

This puzzle is self-contained. Everything needed to escape the trap is in there.


Spinning in place may feel pointless, but it does advance the game clock.

If you spin long enough, you get more complete song lyrics.


Also, remember the general advice in the intro! Type HELP to re-read it.

The suggested verbs are helpful.

You get important information from LOOK CALCULATOR.


The calculator displays 3 digits and the song lyrics mention "TURN, TURN, TURN".

One common type of combination lock has a dial. The dial is turned three times, in opposing directions, to the sequence of numbers required to open the lock.

LOOK CALCULATOR displays "317". Turn yourself to the RIGHT three times, then to the LEFT one time, then to the RIGHT seven times.

If you make a mistake, reset by moving forward into any wall then start the sequence again.


If you hear a cruel laugh, then good job! You figured out how to operate the trap.

But those aren't the right numbers.

I know, right? This has been called - SPOILER WARNING if you follow this link - One of the Most Deeply Inscrutable Puzzles in Adventure Game History.

At least now you get a useful hint after trying the most direct solution. The original game gave no response at all for trying 3,1,7 and it only gave out "Invert and Telephone" if you explicitly asked for HELP - a verb that served no purpose anywhere else in the game. You were expected to complete all the solution steps in blind faith.

My goal with the Fair Play edition was not to alter any puzzle solutions, only to make them more discoverable. So the original chain of logic remains; I've just tried to tighten player focus by only having relevant information appear at each step.


The game is set in 1980. Calculators in that day used "7-segment" LED displays. Telephones had either rotary dials or key pads.

Reading the calculator display upside-down (inverted) makes the numbers look like letters.

Each number on a telephone has letters also.

Imagine the calculator in an inverted position; the numbers 317 would look like the letters LIE.

Next look up those letters on a telephone to find the numbers 543.

Use that combination lock sequence to escape the trap.


There is only one guillotine on level 1 and it doesn't move. Try making a map so you know where it is.

There is no way to safely go through it. The only way to get to the other side is by going around it. Find another path through the maze.


You need to find a specific item to reach level 2.

The hat.


Check the general advice in the intro. Type HELP to re-read it.

The suggested verbs are helpful.

Make sure to LOOK at the item.


WEAR HAT. Then face the wall you suspect can be knocked down, and type CHARGE.


In the dead end where you picked it up, turn around to face the way you came in. Then follow the directions.


There is another.

Not on level 1.

Each level (except 1) has one torch.


You need a source of heat to light a torch. Make sure you light the new one before the old one dies.

In that case, you have to find some other heat source.

There is an item that can help. Remember to LOOK at your items!

Did you notice the ring is dusty?

RUB RING. It glows for one turn, giving you just enough time to LIGHT TORCH.


You get one chance to defeat the dog. Choose your action carefully.

Yes.

On level 1. Make sure you have found all the items up there.


There are a few deadly items you could try.

The ball, dagger, and frisbee.

With the dagger in your inventory, KILL DOG. The other items are no help here, they still get you killed.


Most dogs do like to play games.

Try playing "fetch". Maybe he likes to chase things.

THROW SNEAKER. I promise he won't bring it back.


Dogs are often docile after being fed.

You, and nothing else. Sorry.


Actually, there are two dogs. One roams the halls, the other sits on guard duty.

You can't. But there are alternatives.

Try one of the other hint sections above. There is more than one way to defeat a dog.


Where to?

Just walk forward into a pit to descend.

Have you found any climbing gear?

Sorry, there is no safer way down. Anything that breaks is meant to do so.


The walls are too sheer to climb.

Actually, with the right charm, it is possible.

Two items, actually. Ever heard of snake charming?

Street performers in some countries will play music to make snakes rise slowly out of their basket.


There is a way to carry it around safely.

Do not open the snake box. GET BOX and carry it where you need it to be, then DROP BOX.


You will need a musical instrument. You might have to solve a different puzzle before you find it.

It's in the box across the pit on level 2.


Do not open the snake box. Stand in the same square as it, so you cannot see it anymore, and PLAY FLUTE.


There's no way to jump. You'll have to be more creative.

You could go around. If you can't get past the guard, see the main hint section for that guard.

Actually, there is a way.

Eating well gives you the energy!

FART


What about them?

Don't overthink it. Try the obvious things.

Face the elevator. OPEN DOOR. Move forward.


Sort of. One door - you'll know which one when you see it - has a magic reaction to ordinary actions.

Think about comedy tropes from vintage cartoons. Two items are needed to get through this door.

The paint brush and the jar.

Face the wall labeled "Magic Door" on level 3. PAINT DOOR then OPEN DOOR.


Some doors are traps. Once you enter, you're done for.

It's not called Deathmaze for nothing.

However, there is a way to destroy them, if you're feeling vengeful.

Find something explosive.

OPEN DOOR then THROW BALL.


The monster lurks in the dark, rarely coming out by light.

There is! But the conditions have to be just right.

Have you been through the magic door?

Keep exploring. You have to get through the magic door before you can defeat the monster. See the hints for that topic if necessary.


Think about how the unique item found there would have been used in old-time comedies.

Did you EAT BANANA first?

Check your inventory after eating.

After you peel the banana and eat it, you still have the PEEL.


Wait until the odor fills the hallway. Then THROW PEEL.

There's no peaceful solution; you'll have to use violence. See the section below about weaponry.


Do you have a suitable weapon?

The monster is too quick on his feet, you're no match for him. You have to find some way to slow him down.

See the section above about the magic door.


You need a bladed weapon to KILL MONSTER. And it only works after you trip him.


The monster cannot be defeated in the dark. You have to catch him in the light.

Wait for him to show himself on level 4. Make sure your torch doesn't run out.


So, did you find a paint brush?

There is paint somewhere. Keep looking if you haven't found it yet.

LOOK JAR. It's on level 4.


You just haven't found the right use yet.

He was a famous painter.

No.


Have you found anything bright-colored that would be significantly changed by a coat of black paint?

What if I told you it's MAGIC paint?

Face the wall labeled "Magic Door" on level 3. PAINT DOOR then OPEN DOOR.

Having a painting become real is an old comedy trope memorably used by vintage cartoons.


It comes from vintage cartoons. ACME made products that behaved more or less as expected but with some improbable quirk.

Both. If you need more help see the section "What is it for" above.


Having trouble with a bat?

You'll have to kill him.

He's too fast for a blade. He sure is thirsty, though ... maybe you can poison him.

These are poisonous if you drink them. They'd be poisonous to the bat, too.

Having trouble getting the paint to the bat?

You don't. There's no way to reach the bat until you've already used up the black paint.


Apart from your own, where else have you seen blood?

The monster choked on his own when he died.

You'll have to cut his head off.

Your weapon won't work. There is another sharp item that's been known to cut heads off, though.

Right after you KILL MONSTER, THROW FRISBEE and much blood will be spilled.

FILL JAR. It is empty after you used the black paint that was in it.


You have to get aggressive with the poison.

THROW JAR and it will shatter. The bat will drink the contents.


The ground begins to shake?

What happens next?

See the main hint section about the monster, please.


Ah, I see you've met the other monster.

There is! As with the first monster, the conditions have to be just right.

Do you have a suitable weapon?

There is another blade.

On level 4, there is a hole in the ceiling. It's up there.

See the main hint topic for Pits for help getting in.


You'll have to slow her down first.

Is there something she does differently than her son?

She screeches deafeningly. You'll need something to deafen her in reply.

One of the oldest instruments in history is a ram's horn.

Pick up the one that broke off your hat.

BLOW HORN as she approaches, but before she arrives.


You'll need something to blind her.

Did you find anything that can hit someone in the eye?

THROW YOYO. Usually it returns and you hit yourself in the eye, but when she is that close to you, it will hit her first.


Like her son, she cannot be defeated in the dark. You have to catch her in the light.

Spend some more time on level 5. She will eventually show herself. Make sure your torch doesn't run out.


You'll need a key.

There isn't one. You'll have to make one.

If you can activate the magic lightning rod, it can fuse gold.

It's on level 5. It looks like a spike sticking down from the ceiling.


You need an item that can create lightning.

The magic staff.

A sharp impact will jolt electricity from the staff.

STRIKE STAFF


Move forward to stand directly under the rod, where you can't see it anymore.

If the sparks don't reach the rod, RAISE STAFF before using it.


Gold can be found in the maze if you search thoroughly.

The item will be described as "golden". If it doesn't say so, it isn't gold.


Just carry it. The shapes are different parts of a key that has been split apart.


Then what's the problem?

You didn't have all the gold pieces, then.

The pieces are on levels 2, 3, and 5.

The piece on level 3 can only be reached by teleport.

PRESS SIX on the calculator. If you move forward and turn around, you'll see that you arrived on top of a box.


Four.


Only one of the five locked doors leads to freedom. The others all lead to certain doom.

Trial and error won't help. It's a different door every time. You'll have to find something that indicates which door is correct.

One of the death traps in the maze provides a vital clue.

Level 5.

The one that isn't locked.

Try the elevator.

OPEN DOOR but do not go in. Look at the punctuation marks on the third line.

There are 4 question marks (?) and one exclamation mark (!). The position of the exclamation mark tells you which of the 5 locked doors is safe.

For example, ?!??? would mean that the second door from the left, as you face the doors in the long hallway, is one you should open.


Turns out, it's a time bomb!

Use it on another lock. That will defuse it.

Are you sure you have tried EVERY lock?

There is a sixth lock that only appears once the bomb starts ticking.

Turn to the right when the ticking starts. Go forward to the end of the hall and turn left.


You're almost there!

Do not turn to face the direction you came from.

You will suffer the same fate as Lot's wife in the Judeo-Christian Bible. She was instructed not to look back and paid a price for disobeying.


Don't look back.

Repeatedly turning left or right will still face you back the way you came. That leads to punishment no matter which key you pressed.


Keep moving forward. Beyond this point, there's nothing you need back where you came from.


You'll have to disarm the trap first.

See the main hint section on the topic of "doors".


Which part are you having trouble with?

The sword knows.

LOOK SWORD


Make sure you are using the name properly. See the hint about breaking the seal.

BEOWULF is the name of a legendary hero. You need the name of the monster he defeated.

The monster's name is GRENDEL.


Try disobeying it.

Speak aloud the name of the monster.

Type SAY followed by the monster's name.