1768 lines
89 KiB
Plaintext
1768 lines
89 KiB
Plaintext
The Tower Of Doom FAQ
|
|
Version 2 - August 5, 1994
|
|
|
|
Written and maintained by Roland Acton
|
|
(malyon@wintermute.fullerton.edu)
|
|
|
|
INTRODUCTION
|
|
------------
|
|
Welcome to the Dungeons & Dragons: Tower of Doom FAQ! I've put
|
|
well over 100 hours into this game, and when I heard that there
|
|
was interest in an FAQ, I decided to make this one up.
|
|
I don't play the RPG, but I do have several of the manuals from
|
|
it. In this FAQ, I'll be making constant comparisons between the
|
|
rules in the real Dungeons & Dragons (abbreviated D&D) and the
|
|
rules in the Tower of Doom (abbreviated ToD). In most cases, I've
|
|
chosen not to use terms like "hit dice", because they're confusing
|
|
to anyone who hasn't played the game. Instead, I simply describe
|
|
things in terms of their relative power.
|
|
There have been three major releases of the RPG D&D. The first,
|
|
"original" D&D, was released in four boxed sets. One set was the
|
|
"Expert" set, and was the "real" D&D. Another, the "Basic" set, was
|
|
only designed for low-level characters and had a number of rule
|
|
simplifications to make play easier. The two others, "Companion" and
|
|
"Immortals", were intended for extremely high-level characters.
|
|
The second release was called Advanced Dungeons & Dragons, and
|
|
is the one that most people are familiar with. The game was
|
|
considerably expanded and included rules for almost all facets
|
|
of medieval life. This made things more complicated, but usually
|
|
led to a greater feeling of reality.
|
|
The third release, Advanced Dungeons & Dragons: 2nd edition,
|
|
revamped many of the rules of the game. The game's emphasis was
|
|
shifted to be less towards combat and more towards actual role
|
|
playing.
|
|
There have been other releases (starter kits and the like), but
|
|
I consider these to be the major divisions of the D&D universe.
|
|
I've been told that ToD is set in the universe of the original
|
|
D&D, in a world called Mystara which was included as part of
|
|
the Expert set. Unfortunately, I don't have the Expert set; all
|
|
of my manuals are from Advanced Dungeons & Dragons, 1st edition.
|
|
Thus, when I say "D&D" from now on, I'm actually referring to
|
|
AD&D, 1st edition.
|
|
Oh, I read recently on r.g.v.a. that ToD is not being sold in a
|
|
cabinet - it is available only as a conversion kit for existing
|
|
games. The price of this kit is currently $1,800.
|
|
|
|
BASIC INFO
|
|
----------
|
|
The game is divided into seven segments. In each segment, the
|
|
characters will fight monsters and gain treasure and experience
|
|
points. At the end of each segment, every character will gain one
|
|
level. The characters will then visit a shop where money picked up
|
|
during the segment can be used to buy weapons and healing potions.
|
|
It's important to make it clear that each character gains EXACTLY
|
|
one level at the end of each segment. This deviates from D&D, where
|
|
a certain number of experience points must be gained in order to
|
|
advance a level. In ToD, experience points are for scoring purposes
|
|
only and do not affect the actual gameplay in any way.
|
|
The way in which combat works is derived from the old Double
|
|
Dragon game. It's the same system that we've seen in previous Capcom
|
|
games such as Teenage Mutant Ninja Turtles and Warriors Of Fate.
|
|
With few exeptions, in order to attack or be attacked you must be on
|
|
the same horizontal plane as your opponent. The basic fighting
|
|
strategy in all of these games is the same: move above or below your
|
|
enemy, move horizontally until you're at the distance you want to
|
|
be, then move up or down to bring yourself back in line with your
|
|
opponent and attack.
|
|
Many things in the game have a degree of randomness to them. In
|
|
particular, damage is slightly randomized. The same kind of attack
|
|
may do more damage one time and less another time. It doesn't vary
|
|
as much as in D&D, though.
|
|
Each character has an inventory. There are two buttons related to
|
|
this inventory, one for paging through it and the other for using
|
|
the selected item. The spells known to your spellcasters are
|
|
considered to be part of this inventory. Inventory items displayed
|
|
in green are standard weapons like daggers, ones in red are
|
|
magic-user spells or spell rings, and ones in blue are clerical
|
|
spells or spell rings. It can be quite difficult to find the item
|
|
you want to use when you're under attack by a monster! Note that you
|
|
can select items (but not use them) when you're using your shield to
|
|
defend yourself.
|
|
Daggers are thrown horizontally by characters. Hammers bounce up
|
|
and down, and have a chance of making any enemy they hit dizzy.
|
|
Arrows do more damage than daggers, but leave your character more
|
|
vulnerable while he's firing them. Burning oil explodes into flame
|
|
when it hits the ground. This fire will set anyone aflame who
|
|
touches it, including the players! The oil is very powerful if used
|
|
carefully, because many monsters are too stupid to realize that fire
|
|
burns. They'll sustain damage and be vulnerable until the flames go
|
|
out.
|
|
Spell usage differs from D&D. In D&D, characters memorize spells
|
|
before adventuring (magic-users from their spell books, and clerics
|
|
by praying to their god). Each character has a limit - dependent
|
|
upon his level - of how many spells he can cram into his brain. Any
|
|
spell scrolls (a scroll with the magical formula for a spell written
|
|
on it) that the character possesses are considered completely
|
|
separate from the spells that the character has memorized.
|
|
In ToD, each spell scroll that you pick up is combined with those
|
|
spells that your character has memorized. For example, if the Elf
|
|
has two Fireball spells memorized, and picks up a Fireball scroll,
|
|
she now has three Fireball spells memorized. At the beginning of
|
|
each segment, the game will check each kind of spell your character
|
|
has. If your character has fewer instances of the spell memorized
|
|
than he's supposed to, the game will give you the extra spells. If
|
|
the character has more instances of the spell memorized than he's
|
|
supposed to, the game will do nothing. This means that it's possible
|
|
to hoard spells, gradually accumulating more and more from scrolls
|
|
as the game progresses. In most cases, though, it's not worth it.
|
|
The actual casting of the spell, too, is different. In D&D, each
|
|
spell takes a certain amount of time to cast, which depends upon the
|
|
particular spell. The world goes on during the casting, and the
|
|
target of the spell may run away or attack the caster before the
|
|
spell is complete.
|
|
In ToD, whenever a player casts a spell, the screen dims out and
|
|
time stops...sort of. Players and monsters cannot initiate any new
|
|
actions, but any "special attacks" continue. Magic missiles will
|
|
continue towards their targets. Burning oil fires will fizzle out.
|
|
Knocked down players will get up. The Dark Elf will come down from a
|
|
leap that he initiated before the spell was cast. And so on. It's
|
|
not clear to me how much of this was intentional, but it does have
|
|
an impact on the game. Of significance is that all players are
|
|
COMPLETELY immune to damage during the spellcasting (but monsters
|
|
are not).
|
|
Sometimes there is a choice of which way to exit a passageway -
|
|
for example, a door near the top of the screen and another at the
|
|
right. The game will force the party to stick together. Once one
|
|
player leaves the passage, all other players must go through the
|
|
same door he did. If you think (or know) that one way is better than
|
|
another, you can force the party to go that way by rushing ahead of
|
|
your comrades and through the door.
|
|
It may surprise experienced players, but there really is a time
|
|
limit for the completion of each combat round in the game. Most
|
|
people are unaware of it, because it's set ridiculously high (at
|
|
least five minutes, maybe more), is reset whenever someone puts
|
|
money in, and only appears when there are thirty seconds or less
|
|
remaining. If the time limit is exceeded, all player characters
|
|
fall to their knees in shame and the continue screen pops up.
|
|
In the shops at the end of each segment, players can use the money
|
|
they've acquired to buy daggers, hammers, arrows, oil, and healing
|
|
potions. Healing potions are always consumed immediately. The shop
|
|
has an unlimited supply of weapons, but only a certain number of
|
|
healing potions. The shop will have from two to seven potions,
|
|
depending upon how many people are playing and how much of the game
|
|
has been completed. It can be an advantage to be player #4, as that
|
|
player's selection finger always starts out right next to the
|
|
healing potions!
|
|
It is possible to give money to the other players. Place your hand
|
|
directly on top of the hand of the other player and press the "use
|
|
item" button. Ten silver pieces will be transferred from your
|
|
inventory to the other player's.
|
|
You can talk to the shopkeeper by clicking on his or her face. The
|
|
shopkeeper will say different things depending upon the path your
|
|
party has taken through the game. You can talk to a shopkeeper one
|
|
additional time by clicking on his or her chest.
|
|
Before beginning the next segment, each character will gain a
|
|
level (increasing the size of their life bar), heal a small amount
|
|
of damage, gain spells (if applicable) up to a certain minimum as
|
|
described above, and gain shop-sold weapons up to a certain minimum
|
|
in a similar way.
|
|
|
|
THE MOVES
|
|
---------
|
|
All four of the characters have the same set of moves to
|
|
choose from:
|
|
|
|
Standard attack: Push the attack button repeatedly. Your character
|
|
will cycle through four different attack moves. The first two
|
|
don't do much damage. The second two do a considerable amount of
|
|
damage, but may well be blocked by your opponent. Each of the four
|
|
attacks usually has a slightly greater reach than the one before it.
|
|
|
|
Slam attack: Push the attack button while pressing the joystick in
|
|
the direction your character is facing. Your character will cry out
|
|
and swing his weapon with all of his strength. This attack is
|
|
roughly equal in power and reach to your third standard attack move.
|
|
You can abort the attack at any time before it lands by pulling
|
|
the joystick away.
|
|
There is a chance that the slam attack will make an opponent
|
|
dizzy, particularly if the Cleric does it.
|
|
The Cleric's slam attack can hit enemies who have been knocked
|
|
down. Also, it's possible to hit an enemy TWICE if it's just the
|
|
right distance away.
|
|
|
|
Pick up: Stand on top of a treasure item (coin, ring, ect.) and
|
|
press the attack button. Your character will crouch, pick up
|
|
the treasure, and stand up again. Picking up has priority over
|
|
attacking, so beware of trying to fight while standing on
|
|
treasure!
|
|
|
|
Read: To read a sign, stand in front of it and press the attack
|
|
button. Each character can only read a particular sign once.
|
|
|
|
Dash: Tap the joystick once in the direction your character is
|
|
facing, then press it in that direction again and hold it. Your
|
|
character will dash across the screen. It is possible to move up or
|
|
down during the dash. In fact, if you turn the joystick straight
|
|
up or down, your character will be stopped at the top or bottom
|
|
of the screen, but will continue running again when the joystick
|
|
is returned to the horizontal. If you run into an enemy during the
|
|
dash, the enemy will be knocked down and may be dizzy when it gets
|
|
up.
|
|
Two things to keep in mind: first, the game remembers a joystick
|
|
tap for about half a second after you do it. If you accidentally
|
|
tap the joystick once, then try to dash, you won't be able to do
|
|
it - you'll be out of sync with the game. Second, remember to turn
|
|
in the direction you want to dash before you do the move. Failure to
|
|
turn first will also put you out of sync with the game.
|
|
|
|
Dash attack: While dashing, press the attack button. The dash attack
|
|
is very useful - it often lets you hit an opponent before they
|
|
have a chance to use their weapon. It's also great for coming to
|
|
the rescue of a comrade.
|
|
|
|
Jumping: You jump by pressing the jump button. Once in the air,
|
|
there are several attacks you can make. By just pressing attack,
|
|
your character will slash the air in front of him. By pressing
|
|
attack while holding the joystick opposite the direction you're
|
|
jumping, you will strike behind you. By pressing attack while
|
|
holding the joystick down, your character will come down from the
|
|
jump sword first. This looks very deadly (especially when the Elf
|
|
does it) but doesn't actually do much damage and leaves you
|
|
vulnerable for a moment afterwards. However, it can hit enemies
|
|
who have been knocked down.
|
|
If you jump while dashing, you'll go a little higher, but it's
|
|
not enough to be significant.
|
|
|
|
Defend: Push and hold the attack button, then pull the joystick
|
|
away from the direction you're facing. Your character will hold
|
|
his shield up and slowly retreat. Once the shield is up, stopping
|
|
in place will keep it up, but your character will lower his shield
|
|
if you move forward. The shield doesn't stop everything - hell
|
|
hound breath, for example, will go under it - but it is a VERY
|
|
important part of the game. Some attacks are just too fast to
|
|
dodge, and the shield can block multiple attacks at once, as long
|
|
as they're all coming from the direction you're facing.
|
|
There are sometimes problems with the shield not coming up,
|
|
even though you're holding the attack button and pulling back as
|
|
directed. You must press the attack button FIRST - otherwise you'll
|
|
just turn around - and you have to press it when your character's
|
|
feet are on the ground.
|
|
|
|
Riposte: Block an attack with your shield, then IMMEDIATELY push the
|
|
joystick towards the enemy and press the attack button, as if you
|
|
were doing a slam attack. Your character will do a lightning
|
|
riposte. The riposte seems to always hit, but I never use it because
|
|
the game gives you so little time to do it after the block.
|
|
|
|
Ground attack: Stand just above an enemy who has been knocked
|
|
down and press the attack button. Your character will use his
|
|
weapon to strike at the helpless opponent. This attack doesn't
|
|
do much damage, but is fairly safe (though some of the boss enemies
|
|
won't take kindly to it). Unfortunately, it's hard to get into
|
|
position for this attack before the enemy gets up.
|
|
|
|
Crouch: While pulling the joystick down, press and hold the jump
|
|
button. Your character will crouch. There are a number of uses
|
|
for this. You pick up treasure about three times as fast as normal
|
|
while crouching (important in a multi-player game!). You can use
|
|
your weapon to hit enemies who have been knocked down. However,
|
|
you're still vulnerable to the same attacks as you were while
|
|
standing up, and you can't use your shield.
|
|
For some strange reason, you can't crouch right after you
|
|
beat a boss enemy. You'll have to pick up any treasure it
|
|
dropped the slow way.
|
|
|
|
Rolling attack: Crouch, let go of the jump button, and then
|
|
quickly press the attack button. Your character will roll forward
|
|
a distance and strike out with his weapon. This attack is VERY
|
|
fast but doesn't do a great deal of damage. It's also extremely
|
|
difficult to pull off. You must press the attack button while
|
|
the frames which show the character getting up are being
|
|
displayed - if you press it too early or too late, nothing will
|
|
happen.
|
|
The rolling attack cannot be used to hit enemies who are right
|
|
in front of you, because your character does not strike out
|
|
with his weapon until he completes the roll.
|
|
This attack can hit enemies who have been knocked down, if you're
|
|
the right distance from them. This is easier with some characters
|
|
than with others.
|
|
A player at a local arcade who plays as -LOSER- says that this is
|
|
the best attack in the game - and he's right! The speed of the
|
|
rolling attack often lets you hit enemies before they can block you,
|
|
and can also be used to run away from a bad situation. Learn to do
|
|
this attack on demand and your game will improve tremendously.
|
|
|
|
Slide: Crouch, hold the joystick diagonally down and in the
|
|
direction you're facing, then release the jump button and quickly
|
|
press it again. Your character will slide across the ground.
|
|
Note that this is not an attack - your character does not use
|
|
his weapon during it, and is still vulnerable to damage.
|
|
|
|
Back roll: Crouch, hold the joystick diagonally down and away from
|
|
the direction you're facing, then release the jump button and
|
|
quickly press it again. Your character will roll a short
|
|
distance backwards. This is not an attack, and your character
|
|
can be hurt while doing it.
|
|
|
|
CHESTS, TREASURE, AND TRAPS
|
|
---------------------------
|
|
Treasure is found throughout the game. It can be any (or several)
|
|
of the following:
|
|
|
|
"Experience" treasure: Bracelets and tiaras are examples. This kind
|
|
of treasure will give experience points to the character who picks
|
|
it up. As previously mentioned, experience points are just a way to
|
|
get on the high score screen and have no importance within the game.
|
|
|
|
Monetary treasure: Coins, usually. These can be either silver or
|
|
gold pieces. The money your character has is expressed in silver
|
|
pieces, and one gold piece is worth ten silver pieces. There can
|
|
also be bags of coins, each of which will contain ten or more coins
|
|
of one type.
|
|
|
|
Keys: These can be used to open locked chests. The number of keys
|
|
your party has will be shown in a corner of the screen. Each key can
|
|
open exactly one chest. There aren't very many keys in the game, but
|
|
there aren't many locked chests either.
|
|
|
|
Weapons: The same kinds of weapons that you can buy in shops.
|
|
|
|
Spells: These are written on scrolls. Red scrolls can only be picked
|
|
up by the Elf and blue scrolls can only be picked up by the Cleric.
|
|
Each scroll has an abbreviation on it that indicates what type of
|
|
spell it is. For example, CW is Cure Serious Wounds. Picking up a
|
|
scroll gives you an extra spell of that type.
|
|
|
|
Spell rings: These rings can be picked up and used by any character.
|
|
Each of them contains a magic-user or cleric spell. A ring can be
|
|
used only once before disappearing from your inventory.
|
|
The spells that can be on rings are: Magic Missile, Fireball,
|
|
Lightning Bolt, Continual Light, and Cure Serious Wounds. It's
|
|
possible to tell these rings apart before picking them up (each has
|
|
a different design and color scheme on it). Ring spells are
|
|
noticeably less powerful than the spells that the Elf and Cleric can
|
|
cast. Notice, for example, that the fireball from a Fireball ring
|
|
detonates with fewer explosions than the one that the Elf casts.
|
|
There is no direct D&D analogue to the ToD's spell rings. The
|
|
closest thing would be a "ring of spell storing", but that kind of a
|
|
ring can be recharged after use, whereas the ToD's rings cannot.
|
|
|
|
Healing potions: These are small blue bottles. They are always
|
|
consumed immediately upon being picked up, and will restore a small
|
|
portion of the character's life bar. There are several super healing
|
|
potions scattered through out the game, and these are about twice as
|
|
effective as the normal kind.
|
|
|
|
Boots of speed: In D&D, these boots allow the wearer to move at the
|
|
speed of a fast horse. They also improve the wearer's armor class by
|
|
two points. In ToD, these boots double the character's movement
|
|
speed, which in itself is a considerable combat advantage.
|
|
|
|
Gauntlets of ogre power: In D&D, these gauntlets raise the wearer's
|
|
strength to 18 and dramatically increase both his chance of hitting
|
|
an opponent and the damage he can inflict. They do make a noticeable
|
|
difference in ToD, though not an overwhelming one.
|
|
|
|
Protection ring: In D&D, these rings improve the wearer's armor
|
|
class. Each ring has a "plus" associated with it; the number of
|
|
plusses is the number of points by which the wearer's armor class is
|
|
reduced. In ToD, these rings seem to decrease the amount of damage a
|
|
character sustains when attacked.
|
|
|
|
If a character wearing the above mentioned boots, gauntlets, or
|
|
protection ring is hit, there is a chance that one of these magic
|
|
items will be damaged (and rendered useless). Worse, if you're
|
|
killed you'll lose them all!
|
|
|
|
Usually this treasure isn't just lying around. Often it's found
|
|
inside of chests, which may be (gasp) trapped!
|
|
There are several things you can do with a chest. The most obvious
|
|
one is just to knock it open with your weapon. If the chest is
|
|
trapped, however, the trap will spring immediately, and the
|
|
character who struck the chest will usually be caught in the area of
|
|
effect. The preferred way to open a chest is to stand in front of it
|
|
and press the attack button. The trap (if there is one) will still
|
|
spring, but you'll be warned and have a second to get away. Some
|
|
chests are locked, unfortunately, and must be knocked open if you
|
|
don't have a key.
|
|
If you stand behind a chest and press the attack button, your
|
|
character will try to lift the chest. If the chest is trapped, it
|
|
will open instead and the trap will spring immediately. If not, your
|
|
character will lift the chest above his head and walk around
|
|
(slowly!) with it. Pressing the attack button will make the
|
|
character throw the chest, damaging any enemy that it hits and
|
|
shattering it in the process. Some chests are too heavy to be
|
|
lifted.
|
|
A few chests are made out of metal. These chests cannot be knocked
|
|
open. If the chest is locked and you don't have a key, you're out of
|
|
luck.
|
|
BE CAREFUL when throwing chests around! Like burning oil, chests
|
|
can hurt the other players - and they do a LOT of damage! I once
|
|
killed a hell hound simply by throwing a metal chest at it!
|
|
The kinds of traps that can be on a chest are:
|
|
|
|
Fire: Fire will burst out of the chest, setting anyone nearby
|
|
aflame.
|
|
|
|
Deadfall: Rocks will fall from the ceiling and slam into the ground
|
|
near the chest. Some of these will fall randomly; others will be
|
|
deliberately aimed at the players! The deadfall has a limited range,
|
|
so just walk away to avoid it.
|
|
|
|
Gas: Everyone near the chest will be put to sleep (wiggle joystick
|
|
to wake up). Invariably, there will be several skeletons nearby
|
|
which will be activated as part of the trap.
|
|
|
|
Arrows: Arrows will shoot out from the chest, usually striking
|
|
players who are on the same horizontal plane as the chest.
|
|
|
|
Petrify: A violet ray will shoot out from the chest, striking any
|
|
player on the same horizontal plane. The player's character will
|
|
immediately start to turn to stone (wiggle joystick to escape
|
|
petrification). If you fail to escape the trap within the time
|
|
limit, your character will be completely turned to stone and killed.
|
|
This trap can be deadly if it catches you by surprise.
|
|
|
|
Albert Mok pointed out that the Gas and Petrify traps will drain
|
|
your life force until you are able to escape from them.
|
|
Interestingly, fire and deadfall traps will also hurt monsters in
|
|
the area of effect. This can sometimes be used to advantage.
|
|
A netter called MoonLite discovered that what is inside a chest is
|
|
determined by which character opens it. For example, there is a
|
|
small chest directly to the left of the entrance to the Ogre's lair
|
|
in the mountains of segment 1. If the Elf opens this chest there
|
|
will be a Fireball spell inside. If, however, the Cleric opens the
|
|
chest it will contain a Striking spell. This rule only seems to
|
|
apply to chests, not monsters. Which treasures appear when a monster
|
|
is killed depend upon what characters are in the game but NOT, it
|
|
seems, upon who killed the monster.
|
|
|
|
THE CHARACTERS
|
|
--------------
|
|
The statistics for each character (taken from the game's attract
|
|
mode) are shown next to his or her description. The game appears to
|
|
actually use these statistics in determining damage given or taken.
|
|
Strength is both muscle power and the ability to use it to best
|
|
effect. Intelligence is the ability to reason and remember. Wisdom
|
|
includes judgment and intuition. Dexterity is quickness and agility.
|
|
Constitution refers to the general toughness of your character's
|
|
body - its resistance to damage. Charisma includes both physical
|
|
attractiveness and a commanding personality. Ability scores range
|
|
from 3 to 18, with 12 considered average.
|
|
Interestingly, the pictures of the characters match their charisma
|
|
scores! Notice, for example, that the Elf is only slightly
|
|
attractive, while the Cleric is very handsome.
|
|
Armor class is based on a number of factors, but is basically how
|
|
well the character is protected against attacks. It ranges from ten
|
|
to negative ten. The lower the number, the better protected the
|
|
character is. As a book I once read put it: Positive ten is stark,
|
|
raving nude. Negative ten is roughly equivalent to a walking
|
|
blockhouse coated with three inches of tungsten-steel armor.
|
|
The default name is the one the game will assign to the character
|
|
if you don't give him one. The preferred name is the one that I
|
|
usually use when playing the character. Readers of the Forgotten
|
|
Realms novels will recognize where most of them come from. If you
|
|
live in Southern California and see one of these names on a high
|
|
score screen, I may well have been there!
|
|
|
|
--- FIGHTER ---
|
|
|
|
Default name: Crassus Preferred name: Wulfgar
|
|
|
|
Strength: 12 Age: 22
|
|
Intelligence: 9 Armor class: 2
|
|
Wisdom: 10
|
|
Dexterity: 10
|
|
Constitution: 11
|
|
Charisma: 14
|
|
|
|
D&D: A fighter is a character skilled at physical combat. Fighters
|
|
are familiar with all types of weapons, armor, and shields, and know
|
|
how to use them to best effect.
|
|
ToD: The Fighter is the best character for a beginner to play. He
|
|
has both reach and power. Although he can't cast any spells, this
|
|
too is an advantage to beginner players because it means less
|
|
fumbling with the inventory.
|
|
If the Fighter's inventory is completely empty, pressing the "use
|
|
item" button will make him do a somersaulting sword attack. This
|
|
looks impressive, but doesn't seem very useful in practice.
|
|
|
|
--- ELF ---
|
|
|
|
Default name: Lucia Preferred name: Anathema
|
|
|
|
Strength: 7 Age: 99
|
|
Intelligence: 15 Armor class: 5
|
|
Wisdom: 13
|
|
Dexterity: 15
|
|
Constitution: 8
|
|
Charisma: 14
|
|
|
|
D&D: Elves are a race of short, slim humanoids with pointed ears.
|
|
Most of us would find them to be "cute". Elves are happy and
|
|
carefree, being serious only when the situation demands it.
|
|
The ToD cabinet describes the Elf as a warrior mage. In D&D terms
|
|
this makes her a multi-classed character. Such a character has most
|
|
of the best features of each class (fighter and magic-user in this
|
|
case), but advances in levels more slowly. That's why the Elf's
|
|
level is noticably lower than the other characters at the beginning
|
|
of the game. In Mystara all elves are always fighter/magic-user
|
|
combinations.
|
|
The Elf's age is not a typo. Elves have a lifespan of over a
|
|
thousand years!
|
|
ToD: The Elf's short sword has reach, but not much power. She has a
|
|
battery of offensive spells which can be very helpful to the party
|
|
if used properly. These spells appear as items in the inventory.
|
|
The Elf's spells are:
|
|
|
|
MAGIC MISSILE
|
|
D&D: This spell creates a glowing dart of magical energy. The
|
|
magician controls this dart and can cause it to strike any opponent
|
|
he desires. As long as the opponent is within the range of the
|
|
spell, the dart will never miss.
|
|
For every two levels of experience the magic-user has, he can
|
|
create one additional missile.
|
|
ToD: In the first two game segments, this spell creates only one
|
|
missile and is fairly useless. From segment three onwards, three
|
|
missiles are created. Each missile will home in on one enemy (the
|
|
game will decide which enemy). If there aren't enough enemies, the
|
|
extra missiles will fly off of the screen and be wasted. If one of
|
|
the aimed missiles hits its target, and one of the extra missiles is
|
|
still on-screen, the extra missile will be directed towards the
|
|
enemy that was just hit.
|
|
It's possible to nail an opponent with all three missiles, if
|
|
there are no other enemies on the screen and the opponent is in the
|
|
right place.
|
|
|
|
INVISIBILITY
|
|
D&D: This spell makes the magician invisible (but not inaudible).
|
|
The invisibility will last until it is magically dispelled or until
|
|
the magician makes an attack.
|
|
ToD: Once you cast this spell, the Elf will flicker to indicate
|
|
that she's invisible. In a multi-player game, this will make the
|
|
monsters ignore you and attack the other players. Thus, you can use
|
|
this spell to "hide out" if your life bar is low. In a solo game,
|
|
the monsters will move back and forth in a predictable pattern,
|
|
striking out once as they move in each direction. You can sneak up
|
|
on one of the monsters and get in a free hit.
|
|
The invisibility spell will be cancelled if the Elf makes an
|
|
attack, is hit by something, or too much time passes (about 30
|
|
seconds). It's possible to pick things up without breaking the
|
|
spell, but this requires care - if the game doesn't think you're
|
|
close enough to the treasure, the Elf will swing her sword instead
|
|
and become visible.
|
|
Flamewing and Deimos are not fooled by this spell.
|
|
|
|
FIREBALL
|
|
D&D: This spell causes an explosion of flame. The magician
|
|
determines the location of the explosion. The higher the level of
|
|
the magician, the more damage the fireball causes to its victims.
|
|
ToD: A fireball shoots out in the direction the Elf is facing and
|
|
detonates against the ground. Any enemies within the blast radius
|
|
take damage and are set on fire.
|
|
If an enemy is between the Elf and the detonation area, it takes
|
|
DOUBLE damage - once from the fireball, and then again from the
|
|
explosion. This really helps against the boss enemies - if you're
|
|
good enough to pull it off.
|
|
|
|
LIGHTNING BOLT
|
|
D&D: This spell fires a bolt of electrical energy. The higher the
|
|
level of the magician, the more powerful the bolt is.
|
|
ToD: The Elf fires a lightning bolt in the direction she's facing.
|
|
Any opponents near the path of the bolt are affected by it. Try to
|
|
line the monsters up before using this spell.
|
|
Albert Mok says that there is sometimes a yellow circle around a
|
|
monster hit by this spell, and wonders if it means that they failed
|
|
their saving throw.
|
|
|
|
POLYMORPH OTHER
|
|
D&D: This spell can be used to turn one kind of creature into
|
|
another kind of creature. The transformation is permanent, and there
|
|
is a chance that the recipient will die from the stress it places on
|
|
his body. Most creatures prefer their own form and will not subject
|
|
themselves to this spell if they have a choice.
|
|
ToD: This spell creates a small purple cloud in front of the Elf. If
|
|
any enemies are caught within the cloud, one of them (the game will
|
|
choose) will be turned into something harmless (such as a toad or
|
|
fox). Undead and boss enemies are not affected by this spell.
|
|
Anything else is fair game.
|
|
The purple cloud itself is interesting to look at. It seems to
|
|
shift through various beast-like shapes...or is that just my
|
|
imagination?
|
|
Enemies eliminated by this spell will never drop any treasure.
|
|
Sometimes this will cause valuable items to be missed.
|
|
|
|
CLOUD KILL
|
|
D&D: A horrible greenish-yellow cloud is created. This cloud is
|
|
deadly poison and kills weak creatures outright. The stronger the
|
|
victim, the less likely it is to be affected by the spell.
|
|
ToD: All enemies on the screen that need to breathe are killed
|
|
instantly. This spell does not affect the Dark Elf.
|
|
|
|
ICE STORM
|
|
D&D: This spell can either be used to create hail stones which
|
|
damage enemies, or to create a blizzard which will blind them.
|
|
ToD: All opponents on the screen sustain damage. Those that survive
|
|
the spell are stunned for a very short period of time.
|
|
|
|
--- CLERIC ---
|
|
|
|
Default name: Greldon Preferred name: Dispater
|
|
|
|
Strength: 9 Age: 29
|
|
Intelligence: 15 Armor class: 5
|
|
Wisdom: 12
|
|
Dexterity: 6
|
|
Constitution: 10
|
|
Charisma: 17
|
|
|
|
A cleric is a priest who has taken up some of the ways of a
|
|
fighter. Their vows prohibit them from using edged weapons. Thus,
|
|
the Cleric in ToD is armed with a mace, and cannot buy (or pick up)
|
|
daggers or arrows. His mace is not extremely powerful, and has a
|
|
very short reach, so I consider him a bad choice for a solo game.
|
|
Clerical spells are mainly related to healing and defense. The
|
|
Cleric in ToD can cast the following spells:
|
|
|
|
TURN UNDEAD
|
|
D&D: This is not actually a spell, but an innate power of the
|
|
cleric. If the Turning is successful, the affected undead will be
|
|
afraid of the cleric and run away from him, if possible. The level
|
|
of the cleric and the kinds of undead present affect the chance of
|
|
success.
|
|
ToD: This "spell" can be used as many times as desired. It will kill
|
|
all undead currently on the screen. However, the Cleric is
|
|
vulnerable for several seconds while attempting the Turning. If the
|
|
Cleric is struck by an enemy, he takes damage and the Turning fails.
|
|
Obviously, you should try to be as far away from any monsters as
|
|
possible when attempting a Turning. If reliable people are playing
|
|
the other characters, you may be able to get one of them to stand
|
|
between you and the monsters, using their shield to protect both of
|
|
you.
|
|
Undead who are Turned will never drop any treasure. Sometimes
|
|
this will cause valuable items to be missed.
|
|
|
|
HOLD PERSON
|
|
D&D: This spell freezes a limited number of enemies in place. The
|
|
higher the level of the cleric, the longer the opponents will be
|
|
frozen.
|
|
ToD: This will surround monsters with glowing blue rings. The
|
|
monsters will be held, completely vulnerable, until they are
|
|
attacked or until a few seconds have passed.
|
|
Note that this spell only works on "people" - gnolls, troglodytes,
|
|
and the like. In particular, undead are NOT people! Also, most boss
|
|
enemies will not be affected by this spell.
|
|
|
|
STRIKING
|
|
D&D: This spell isn't in my manuals, and I couldn't find it in the
|
|
AD&D 2nd Edition manuals I paged through. It may just be Capcom's
|
|
invention.
|
|
ToD: This spell makes a weapon do more damage. It's normally cast on
|
|
the Cleric's mace, but it can be cast on another player's weapon by
|
|
standing very close to him and using the spell. Casting the spell
|
|
more than once seems to make the weapon do even more damage. I have
|
|
no idea how long the weapon stays "powered up" - only for a few
|
|
seconds, it seems.
|
|
|
|
CONTINUAL LIGHT
|
|
D&D: This spell creates a globe of light that is permanent until
|
|
dispelled. It can be used in combat by casting it at the eyes of an
|
|
enemy. If the enemy is hit by the spell, it will be temporarily
|
|
blinded by the light.
|
|
ToD: All enemies who are near the cleric will be temporarily
|
|
stunned by the light. This leaves them vulnerable to attack. The
|
|
spell does not affect undead.
|
|
|
|
STICKS TO SNAKES
|
|
D&D: This spell temporarily turns sticks into snakes that will move
|
|
and attack as commanded by the cleric. The higher the level of the
|
|
cleric, the more snakes that can be created and the longer they will
|
|
last.
|
|
ToD: This spell creates three snakes that will attack enemies. The
|
|
game decides which monsters the snakes will go after. The snakes
|
|
will latch onto a monster and start biting it. This slows the enemy
|
|
down, and every bite does damage. The snakes can attack enemies that
|
|
have been knocked down. If a player attacks a "snaked" enemy, it
|
|
will usually knock the snakes off. If the enemy jumps, the snakes
|
|
may fall off.
|
|
The snakes cannot be hurt, but only last for a limited time. They
|
|
have problems getting to enemies that can fly/levitate or move too
|
|
quickly. Since most of the boss enemies fit this description, I find
|
|
this spell to be more useful when fighting the normal monsters.
|
|
|
|
CURE SERIOUS WOUNDS
|
|
D&D: This spell, one of the cleric's staples, heals wounds and
|
|
injuries.
|
|
ToD: This spell will restore a small part of the Cleric's life bar.
|
|
It can be used on other players by standing next to them and casting
|
|
the spell. This happens whether you intended it or not, so beware of
|
|
"cure stealing" by the other players!
|
|
|
|
--- DWARF ---
|
|
|
|
Default name: Dimsdale Preferred name: Bruenor
|
|
|
|
Strength: 11 Age: 58
|
|
Intelligence: 8 Armor class: 2
|
|
Wisdom: 10
|
|
Dexterity: 9
|
|
Constitution: 12
|
|
Charisma: 10
|
|
|
|
Dwarves are about half the height of a normal human. They are very
|
|
hardy and extremely resistant to all kinds of damage, whether
|
|
through sword or spell or poison. Dwarves have a natural affinity
|
|
for mountains and mines, and their personality is often as hard and
|
|
grim as the rock they so love.
|
|
The Dwarf has a very short reach. However, he can swing his axe
|
|
faster than the other three characters. He performs his first three
|
|
attack moves at almost double the speed of the other characters!
|
|
If the Dwarf's inventory is completely empty, pressing the "use
|
|
item" button will make him do a twirling axe attack. This attack can
|
|
hit twice in the air and then once again on the ground. It leaves
|
|
him very vulnerable, however, so it must be used with care.
|
|
|
|
THE MONSTERS
|
|
------------
|
|
Boss enemies are covered in THE ADVENTURE.
|
|
|
|
KOBOLD
|
|
D&D: These are vile little creatures that like dark, dank places
|
|
like dungeons. They hate all other life and love killing and
|
|
torture.
|
|
ToD: These monsters are pretty wimpy. They don't have a very large
|
|
life bar, and can sometimes be killed with a single slam attack.
|
|
They're pretty quick with their daggers, though, so treat them with
|
|
some caution. They can throw daggers and oil, but usually don't live
|
|
long enough to do so.
|
|
|
|
GNOLL
|
|
D&D: These creatures look much like hyenas, but stand like a human.
|
|
They live in loose bands, with the stronger dominating the weaker.
|
|
They can use a variety of weapons.
|
|
ToD: These monsters can be armed with axes or bows. The ones with
|
|
bows will hang around at the edges of the screen and fire arrows at
|
|
the players. These arrows can be blocked with a shield or knocked
|
|
out of the air with a weapon, but they can be a major problem when
|
|
other monsters are around, so killing these gnolls should be a top
|
|
priority. The ones with axes will aggressively attack the players.
|
|
Both types of gnolls will kick if a player gets too close.
|
|
|
|
SKELETON
|
|
D&D: Your basic undead monster. Skeletons are animated by evil
|
|
clerics and magic-users and are typically used for guarding areas
|
|
from intruders.
|
|
ToD: Skeletons move slowly and have a small life bar. However, their
|
|
swords give them a considerable reach, and they attack very quickly.
|
|
They are very stupid and can often be defeated simply by throwing
|
|
some oil into their path.
|
|
|
|
OWLBEAR
|
|
D&D: This monster has the body of a bear with the head of an owl.
|
|
They are found in forests and subterranean labyrinths.
|
|
ToD: This monster is easy. Wait until it's ready to jump, move out
|
|
of the way, then walk up behind it and attack.
|
|
|
|
TROGLODYTE
|
|
D&D: Troglodytes are a race of reptilian humanoids who dwell in
|
|
subterranean places. They hate humans. They can change their skin
|
|
coloration so as to blend in with their surroundings. They can also
|
|
produce a secretion which smells so revolting that those affected
|
|
will become temporarily weaker.
|
|
ToD: Troglodytes are difficult opponents. They can turn invisible at
|
|
will (though their shadow remains and will give them away). They can
|
|
jump up into the air from anywhere on the screen and come down on
|
|
the head of a player. They can flip end over end and are difficult
|
|
to hit while doing so. They can emit a gas cloud which will make any
|
|
player in range dizzy (it's not possible to recover from the
|
|
dizziness before the troglodyte attacks, but a comrade can attack
|
|
the troglodyte first and distract him). They can throw smoking bags.
|
|
The bag will damage players it hits, and will burst into flame
|
|
shortly after landing on the ground. Troglodyes are not affected by
|
|
the fires caused by their bags (though they ARE affected by your
|
|
burning oil fires). In addition to all of this, they block your
|
|
attacks frequently.
|
|
Troglodytes are a serious problem in a solo game because it's so
|
|
difficult to hurt them - when you fight one, the others see this
|
|
and literally leap to the attack. Your best bet is to use items
|
|
against them (oil always works well, and hammers can knock them out
|
|
of the air).
|
|
|
|
GHOUL
|
|
D&D: Ghouls are undead. Besides doing damage, their attack has a
|
|
chance of paralyzing the victim (except for elves, who will not be
|
|
affected).
|
|
ToD: Ghouls actually aren't very difficult, because they have such a
|
|
short reach. A player who is hurt by them may fall asleep. The Elf
|
|
is never put to sleep by ghouls.
|
|
|
|
FIRE BEETLE
|
|
D&D: Fire beetles are the smallest of the giant beetles. They are
|
|
relatively weak, but can still deal out some serious damage with
|
|
their mandibles.
|
|
ToD: These creatures are only found in the limestone caverns and
|
|
well of segment 5. They are irritating because they flit around so
|
|
quickly. You can try to kill them by just swinging your weapon as
|
|
fast as possible, but they may slip in between the strokes and
|
|
damage you. The safest way to kill them is to crouch, wait until
|
|
they pass overhead, and rolling attack them from behind.
|
|
Adam Tennant speculates that these creatures are actually stirges
|
|
but that their name was mistranslated.
|
|
|
|
SCORPION
|
|
D&D: My manuals list a giant scorpion, but not the normal kind that
|
|
appears in the game.
|
|
ToD: These things are really annoying. They can scuttle all over the
|
|
screen at tremendous speed and are difficult to hit except when
|
|
crouching. They can run right up next to you and attack before you
|
|
have a chance to react. They don't attack moving targets well,
|
|
though, so sometimes you can just walk right on by them.
|
|
Many scorpions in the game will sit somewhere on the screen, not
|
|
moving until a player gets very close to them. Quite often, getting
|
|
close to them means walking inside the "kill zone" of a trap.
|
|
Throwing a special weapon at the scorpion (whether it hits or not)
|
|
will usually wake it up and start it moving towards you. This will
|
|
let you kill it without having to worry about the trap at the same
|
|
time.
|
|
|
|
TROLL
|
|
See the description at the end of the third segment of the
|
|
adventure. There is only one other troll in the game, and it's
|
|
better to use Polymorph Other on him instead of fighting him.
|
|
|
|
OGRE
|
|
See the description at the end of the first segment of the
|
|
adventure. Ogres found later in the game are hard mainly because
|
|
their life bars are so long.
|
|
|
|
HELL HOUND
|
|
D&D: Hell hounds are not native to our world. They can move with
|
|
great stealth, have excellent hearing, and have such keen eyesight
|
|
that they can sometimes detect invisible creatures. They can breathe
|
|
fire.
|
|
ToD: Most notably, hell hounds can breathe fire. Sometimes this is
|
|
just a short jet right in front of them, but usually it takes the
|
|
form of a long stream which can go most of the way across the
|
|
screen. The hound will try to aim the stream at the players, but
|
|
it's fairly easy to avoid if you're expecting it. Once the hell
|
|
hound starts breathing, it must continue for a certain amount of
|
|
time. This is usually more than long enough to get behind it and lay
|
|
about with your weapon.
|
|
A hell hound can also attack by running across the screen. Players
|
|
who get in the way will sustain damage.
|
|
A hell hound is not affected by any kind of fire, including a
|
|
Fireball spell.
|
|
|
|
TEAMWORK
|
|
--------
|
|
Keep an eye on your fellow adventurers. If someone's dizzy, run
|
|
over to protect them. In particular, try to keep the Cleric safe
|
|
from harm while he's casting the Turn Undead spell.
|
|
Know how much money you have. If you have plenty, let the other
|
|
players get all the coins for awhile. Spreading the money around
|
|
lets everyone buy healing potions in the shops. Don't forget that
|
|
you can give gold to the other players when you're in a shop.
|
|
Remember: the less real money the other players have to put into
|
|
the game, the happier they're going to be, and the more likely it is
|
|
that they're going to continue when they die. Even if the other
|
|
players are morons, the game's usually more fun with them than
|
|
without.
|
|
A final word on character selection: don't play the spellcasters
|
|
unless you feel capable of handling them. It takes some experience
|
|
to know how to use the Cleric's spells properly, and even more to
|
|
play the Elf correctly. Your comrades will not be happy if you waste
|
|
all of your spells by firing lightning bolts into thin air or trying
|
|
to polymorph undead.
|
|
|
|
THE ADVENTURE
|
|
-------------
|
|
This is a basic walkthrough of the game. I've been very vague in
|
|
some parts, sometimes intentionally, sometimes not. The game adds
|
|
extra monsters and treasure with more people, and some things are
|
|
randomized in any event, so it can be hard to say with certainty
|
|
what's where.
|
|
|
|
THE ADVENTURE - SEGMENT 1
|
|
-------------------------
|
|
Note: There are no monsters around when the game first begins. It
|
|
would be a good idea to PRACTICE YOUR MOVES while you have the
|
|
chance. Monsters will not appear until someone moves past the second
|
|
book on the ground.
|
|
Your party hears cries for help, and rushes to investigate. After
|
|
defeating a group of monsters, a wounded caravan guard says that his
|
|
caravan was destroyed by monsters. Here you must make a choice: do
|
|
you go to monsters' lair in the mountains, or rush to the defense of
|
|
the nearby town of Nemiston? The two paths are completely
|
|
different, and you can only select one of them.
|
|
|
|
THE MOUNTAINS: This is a dark cave. The first chest you run into is
|
|
trapped. It could be either a fire trap or a deadfall. Setting it
|
|
off may (or may not) kill the kobold sitting next to the chest.
|
|
At this point you can either go up or down. Downwards is a
|
|
Lightning Bolt ring, but not much else. Upwards there is a large
|
|
rock that can be pushed aside (it's at the place where the monsters
|
|
attack). To push the rock, one of the players must stand directly
|
|
to the left or right of it and push up. This is somewhat tricky,
|
|
and will usually involve some moving around as you try to find the
|
|
right distance, but will eventually put you on the same horizontal
|
|
plane as the rock. Move the joystick towards the rock, and your
|
|
character will push it away. There are monsters - and quite a few
|
|
goodies - in the room beyond.
|
|
As Albert Mok pointed out, it's possible to effectively go BOTH
|
|
ways by taking advantage of a game bug. Go down, defeat the
|
|
skeletons, and get the Lightning Bolt ring. Now go up, staying as
|
|
far to the left as you can. If you do this, and DON'T PICK UP
|
|
ANYTHING, you'll be able to approach the large rock from the right,
|
|
push it aside, and enter the hidden room.
|
|
At the end of the level is an ogre leader.
|
|
|
|
OGRE
|
|
D&D: Ogres are big, hulking humanoids. They are selfish and
|
|
greedy and none too bright.
|
|
ToD: When players are nearby the ogre will swing at them with his
|
|
club, which has a long reach and does a great deal of damage. If
|
|
the players are far away the ogre will pick up rocks from the cave
|
|
floor and hurl them.
|
|
Shortly after the combat begins, skeletons will begin to rise from
|
|
the cave floor. Even if they're killed, more will keep on coming
|
|
until the combat is over.
|
|
If too much time passes, the ogre leader will run away. He is the
|
|
only boss enemy who will do this. All of the other boss enemies and
|
|
virtually all of the monsters in the game will fight until dead.
|
|
|
|
THE TOWN: Shortly after defeating the first batch of monsters, your
|
|
party will come to the Shady Dragon Inn. You can either go inside
|
|
(and find some gnolls and treasure) or stay outside. Either choice
|
|
will eventually bring you to the ogre leader at the end of the
|
|
level.
|
|
The ogre is the same one that you would fight if you chose to go
|
|
to the mountains. Kobolds will appear continuously until the ogre is
|
|
killed. The people tied up on the ground can be freed by walking
|
|
over to them and pressing the attack button. The chest they are next
|
|
to is made of metal and must be opened by hand.
|
|
After killing (or driving off) the ogre, the mayor of Nemiston
|
|
will reward you with magic weapons. I've never noticed any major
|
|
difference after getting the weapons. I presume that they make your
|
|
attacks do slightly more damage.
|
|
|
|
THE ADVENTURE - SEGMENT 2
|
|
-------------------------
|
|
Note: Up to this point your characters have automatically drawn
|
|
their weapons whenever monsters were nearby. From now on, they
|
|
usually will NOT. You must press the attack button to draw your
|
|
weapon before you can use it!
|
|
Your party sets off on the road to Darokin City. After fighting
|
|
off some monsters, you come across a wounded soldier. The soldier
|
|
tells you the he was part of a patrol from the nearby Fort Cruth,
|
|
hunting a dangerous monster. The monster defeated the patrol, and
|
|
may even now be attacking the fort. You are given a choice: go to
|
|
the fort and rescue it, or hurry to Darokin City to get help.
|
|
|
|
FORT CRUTH: When you enter the fort, you have a choice of two doors
|
|
to go through. The door at the back of the screen leads up to the
|
|
battlements. The door to the right leads through the center of the
|
|
fort. The center of the fort contains more monsters, but more
|
|
treasure as well.
|
|
If you go through the door to the right, the room beyond contains
|
|
a suit of armor. If you push the armor to the LEFT in the same way
|
|
that you pushed the rock in the mountain section of segment 1, a
|
|
secret passageway will be revealed. The room beyond contains
|
|
treasure, but also some particularly nasty traps.
|
|
The next room in the fort also contains a suit of armor. During
|
|
the combat, you should push this suit to the LEFT. After the combat
|
|
is over, you'll see a lever to the right of the exit door. Pull the
|
|
lever and a passageway will open. The room beyond contains a huge
|
|
pit full of spikes. If one of the players throws a dagger (or shoots
|
|
an arrow) at the white button on the far wall, the pit will close
|
|
up. If you're playing solo with the Cleric, you have no way to hit
|
|
the button and are out of luck - UNLESS you have a Magic Missile
|
|
ring. M. Chin found out that the missile will not aim for the
|
|
button, but if you stand on the correct horizontal plane it will hit
|
|
anyway.
|
|
Eventually your party will reach the end of the level. The boss
|
|
enemy is a displacer beast.
|
|
|
|
DISPLACER BEAST
|
|
D&D: A displacer beast looks like a large puma, but with six legs
|
|
and two tentacles extending from its back. The tentacles are covered
|
|
with sharp horns. The molecules of the displacer beast's body
|
|
vibrate in such a way that it appears to be three feet away from
|
|
where it actually is. This makes it very difficult to hit.
|
|
ToD: The displacer beast can create a copy of itself that moves and
|
|
attacks as it does. Attacking the copy destroys it, but the
|
|
displacer beast can then create another. The real displacer beast
|
|
has a shadow; the copy does not. Note that the copy is an ILLUSION
|
|
and its attacks cannot hurt the players.
|
|
The displacer beast will hop short distances vertically until it
|
|
is on the same horizontal plane as a player, then lash out with its
|
|
long tentacles. If all of the players are far away, the monster will
|
|
leap across the screen at them.
|
|
In a solo game, the displacer beast is pretty easy. Run away from
|
|
it, wait for it to leap at you, hit it with your weapon until it
|
|
gets knocked down, then repeat. In a multi-player game the displacer
|
|
beast is actually harder because it's difficult to tell which player
|
|
it's going to go after.
|
|
|
|
DAROKIN CITY: After fighting off monsters, your party will make camp
|
|
for the night. A young girl will run through your camp, screaming
|
|
for help. She is being pursued by a hungry manticore.
|
|
|
|
"What luck! I thought I would have to settle for a mere morsel, but
|
|
an entire feast has come straight to me!"
|
|
|
|
MANTICORE
|
|
D&D: A manticore is a lion with bat wings and a human head. They
|
|
are usually found in caves or dungeons. Their favorite food is
|
|
human flesh. Manticores can fire volleys of iron spikes from their
|
|
tails.
|
|
ToD: The manticore usually attacks by swiping with its paws or
|
|
running across the screen. It can flap its wings to rise in the air,
|
|
and will then either fire spikes from its tail (some of which will
|
|
be aimed specifically at the players) or fly off of the top of the
|
|
screen and dive down at a player.
|
|
Dealing with the manticore just requires some patience. Wait until
|
|
it runs or dives, then walk up behind it and attack.
|
|
Daniel Lau advises:
|
|
"When fighting the manticore (or any other 'long' monsters) it is
|
|
possible to kill it in 30 seconds by using the changing-direction
|
|
method. Go right to the middle of the manticore's body, face it and
|
|
attack, immediately turn around and attack again, then turn and
|
|
attack, turn and attack, ect. Each attack makes it move back a step,
|
|
but since you turn around and attack immediately, the next attack
|
|
will make it move back to where it was before. This ends up keeping
|
|
it in one spot."
|
|
I've tried this technique, but the manticore just gets knocked
|
|
down when I turn around. Perhaps somebody else can make it work.
|
|
|
|
After defeating the manticore, the girl that you rescued will
|
|
reappear. She will tell you that her father owns a trading post near
|
|
Corunglain, and that they can suitably reward you there.
|
|
|
|
THE ADVENTURE - SEGMENT 3
|
|
-------------------------
|
|
Corwyn Linton, master of the city of Athenos, has heard of your
|
|
exploits. He charters a ship for you and requests that you come to
|
|
Athenos to speak with him. On the way, though, the ship is attacked
|
|
by monsters!
|
|
The ship is infested with troglodytes and a few ghouls. There is
|
|
nothing deliberately hidden, but on the ship's deck items can
|
|
disappear from sight behind the railing. The boss enemy of of this
|
|
segment is a troll.
|
|
|
|
TROLL
|
|
D&D: Trolls are horrid man-like carnivores. They have tremendous
|
|
regenerative powers, and must be destroyed with acid or fire. If
|
|
this is not done, the troll will regenerate any damage sustained and
|
|
continue to fight.
|
|
ToD: The troll is a tough opponent. It moves very quickly. If a
|
|
player gets too close to the troll, it will pick him up and begin
|
|
biting him, doing damage with every bite. Joystick-wiggling will not
|
|
free the player, but an attack on the troll by another player will.
|
|
The troll is terribly afraid of fire. If a player throws burning
|
|
oil, the troll will run away from the fire and wait until it burns
|
|
out. In a solo game, it's virtually impossible to hit the troll with
|
|
oil (unless it's dizzy or blinded). In a multi-player game, with
|
|
another player distracting the troll, it's not too hard.
|
|
The troll's life force will slowly regenerate as combat continues.
|
|
The more damage it regenerates, though, the shorter its life bar
|
|
will get.
|
|
If the troll is killed, and the killing blow was not from a
|
|
Fireball spell or an oil fire, it will regenerate its wounds and
|
|
attack again. It will continue to attack until it is killed by fire
|
|
or a certain amount of time has passed, at which point soldiers from
|
|
another part of the ship will firebomb it for you.
|
|
If the troll is killed by something other than fire, a player can
|
|
run over to it while it's regenerating and throw oil at its body (or
|
|
cast a Fireball spell). This will destroy it.
|
|
|
|
THE ADVENTURE - SEGMENT 4
|
|
-------------------------
|
|
Corwyn tells you that his caravans are being ravaged by a black
|
|
dragon. He asks if you will destroy it for him. Both of the
|
|
possible responses come down to the same thing: YES.
|
|
If you didn't go to the town in segment 1, Corwyn will give you
|
|
magic weapons.
|
|
The swamp that the black dragon lives in is filled with ghouls.
|
|
These are no problem if you've got the Cleric along. Burning oil
|
|
won't work in this segment (the swamp is too wet), but the segment
|
|
is so short that it isn't a problem. Once you've defeated the
|
|
ghouls, the mist will clear and the black dragon will descend from
|
|
the sky.
|
|
|
|
BLACK DRAGON
|
|
D&D: Black dragons are typically found in swamps or marshes. Their
|
|
breath weapon is a stream of caustic acid which they spit from their
|
|
mouths. Like all dragons, they can use their breath weapon only
|
|
three times per day.
|
|
ToD: The black dragon hovers in the air, attacking the players with
|
|
its claws or teeth. A Fireball spell will not hurt it (the fireball
|
|
always misses). The snakes created by a Sticks To Snakes spell can't
|
|
get to it. Daggers and arrows will go under it and miss.
|
|
The black dragon will use its acid breath weapon when it first
|
|
sees the characters. It may breathe acid two additional times
|
|
during the battle. As the acid does quite a bit of damage, I
|
|
suggest staying as far away from the dragon as possible until it has
|
|
breathed three times. If someone casts a spell while the dragon is
|
|
breathing acid, the acid attack is spoiled and wasted.
|
|
It's tough to fight the dragon with your standard weapon, because
|
|
its attacks are so quick. It will claw at you if you attack from
|
|
the ground, and will usually knock you out of the air if you jump at
|
|
it. Your best bet is to use hammers against it. Stand in front of
|
|
and slightly above or below the dragon, throw a hammer, and
|
|
immediately put up your shield (there's no time to dodge). If
|
|
you're lucky, the hammer will hit the dragon and the claws will hit
|
|
your shield. Because the dragon is so big, it's possible for the
|
|
same hammer to hit it several times.
|
|
As it claws at you, the dragon will rise and descend. There is a
|
|
short period of time in which the dragon is too high to hit you with
|
|
its claws. You should attack at this point and then immediately duck
|
|
behind your shield again.
|
|
In a multi-player game, the black dragon will only go after one
|
|
character at a time. The other players should try to get behind it
|
|
and attack. It can turn around pretty fast, though, so be careful.
|
|
I was ONCE able to hit the black dragon with a Fireball spell. The
|
|
fireball passed close to but MISSED its neck, and the dragon was
|
|
thrown across the screen with smoke coming off of its head. I've
|
|
never been able to repeat this. My guess is that the designers
|
|
realized during playtesting that the dragon would be too easy to
|
|
beat if you could use Fireball against it, and used some "quick &
|
|
dirty" method to make it invulerable. If someone knows how to hit
|
|
the dragon consistently, I'd like to hear about it.
|
|
|
|
THE ADVENTURE - SEGMENT 5
|
|
-------------------------
|
|
Corwyn tells you that he has become suspicious of the level of
|
|
organization in recent monster attacks. He believes that someone is
|
|
controlling these monsters and forcing them to fight together
|
|
instead of against each other.
|
|
Following his suggestions, your party arrives at the city of
|
|
Corunglain. The mayor of the city tells you that the local monsters
|
|
have become much more aggressive recently. There are three places
|
|
where they are particularly active: a limestone cavern, an old mine,
|
|
and a well. Your party must choose which of these they want to
|
|
explore. All of them eventually lead to the underground city.
|
|
The shop at the beginning of this segment is of particular
|
|
interest. If your party went to Fort Cruth in segment 2, the man
|
|
behind the counter will tell you that his daughter Clea vanished
|
|
without a trace on the road to Nemiston, probably devoured by
|
|
monsters. If, however, you did NOT go to the fort, Clea herself
|
|
will be behind the counter - for she is the girl you saved from the
|
|
manticore! For rescuing Clea, all of the items in the shop will be
|
|
marked down. Additionally, if you talk to her, she will give each
|
|
member of your party a ring of protection +1!
|
|
|
|
THE LIMESTONE CAVERN: The cavern is populated by fire beetles,
|
|
gnolls, hell hounds, and ogres.
|
|
One of the rooms in the cavern contains both fire beetles and a
|
|
trap that will fire a wave of arrows every second. Crouch and lead
|
|
the beetles into the arrow trap and it will quickly dispose of them.
|
|
There is a room hidden behind a rock wall in part of the cavern.
|
|
During the battle that occurs near it, the rocks covering the
|
|
opening may (or may not) fall down.
|
|
|
|
THE OLD MINE: The mine contains undead, gnolls, and hell hounds.
|
|
Right near the beginning of the mine, there is a room with a sign
|
|
in it that says "watch for falling rocks". On the far right side of
|
|
the room is a rockslide with a skeletal hand protruding. Going too
|
|
near this rockslide will cause rocks to start falling from the
|
|
ceiling. This is similar to a deadfall trap, but the rocks can hit
|
|
the characters no matter where in the room they run to. Casting a
|
|
spell during this will protect the party, for the rocks will
|
|
continue to fall (harmlessly) while the spell is being cast.
|
|
There is a tiara in a passageway later on that has a similar trap
|
|
on it; getting too close to it will cause rocks to start falling,
|
|
and they can hit players no matter how far they run. Near the tiara,
|
|
there's a "secret" room that can be reached only by moving to the
|
|
bottom of the screen and pulling down. The graphics give no clue as
|
|
to where this room is, so you'll have to find it by moving
|
|
horizontally and then pulling down, over and over.
|
|
|
|
THE WELL: The well is full of troglodytes and fire beetles.
|
|
The first room in the well contains fire beetles. You do NOT have
|
|
to fight these. There is a passage on the back wall that will take
|
|
you to the next room. You lose nothing (except the experience
|
|
points) by going through the passage instead of fighting the
|
|
beetles.
|
|
Be careful of fire in this section. The water flow through the
|
|
well will carry fires - both from your oil and the troglodytes' bags
|
|
- to the left. Sometimes this can work to your advantage.
|
|
On the back wall of one of the passages is a white diamond.
|
|
Pushing this diamond will open up a door to a secret room.
|
|
Once, I was playing a solo game and fighting a group of
|
|
troglodytes in one of the later passages of the well. I had killed
|
|
all but one troglodyte and had reduced the last one's life bar to
|
|
almost nothing. Suddenly, the last troglodyte ran to the back of the
|
|
passage, did something to open up a secret door, and disappeared
|
|
through it. I have no idea what I did to cause this, and have
|
|
never been able to make it happen again. The room the troglodyte ran
|
|
into contained some nice things, but nothing extraordinary.
|
|
|
|
THE UNDERGROUND CITY: The cavern, mine, and well all lead here. As
|
|
soon as your characters appear on the screen, gnolls will run out
|
|
from the sides and kick logs at them. Jump over the logs to avoid
|
|
taking damage.
|
|
There is a room which contains a sign that reads "the truth is
|
|
your heart". There are three ways to leave this room. One is through
|
|
the door at the back of the room. Another is to walk through the
|
|
flames (they're just an illusion). The third is to walk through a
|
|
door in the lower right corner of the room.
|
|
Going up is the worst of the three choices. There is a troll in
|
|
the room beyond (polymorph him if you can) and a small amount of
|
|
treasure.
|
|
Walking through the flames is usually the best choice, because the
|
|
rooms beyond contain (among other things) a Cure Serious Wounds
|
|
ring. Such rings are few and far between. There are more flame
|
|
jets later on, and these flames are real! They must be deactivated
|
|
by pulling a lever on the wall nearby. Sometimes there is a sign
|
|
beyond which reads "don't feed the fire".
|
|
Going through the door in the lower right hand corner will take
|
|
you to a passageway filled with spear traps that pop up and down at
|
|
regular intervals. There is a lightning bolt spell ring located
|
|
inside the "kill zone" of one of the traps. You can try to run in,
|
|
grab it, and run out before the spears pop up, but you'll usually
|
|
get nailed. A safe but slow alternative is to hack away at the
|
|
spears with your weapon when they pop up. This will eventually
|
|
destroy all the spears and effectively disarm the trap.
|
|
A door in the spear-trapped passageway leads to a room with a sign
|
|
in it and two levers against the back wall. The sign says different
|
|
things from game to game. Pulling a lever will cause a metal chest
|
|
filled with goodies to fall from the ceiling, or spring a
|
|
deadfall-like trap that can hit characters no matter where in the
|
|
room they are. The message on the sign is always accurate, but it
|
|
is sometimes in the form of a puzzle. A hint for the trickiest ones:
|
|
the most powerful goddess in the Japanese Shintoism religion is
|
|
Amaterasu Omikami, goddess of the sun - and the sun rises in the
|
|
east.
|
|
All three of these passages will eventually connect back into one.
|
|
After fighting a battle on a rope bridge and surviving another
|
|
cavern, you'll be confronted by the Dark Elf.
|
|
|
|
"Welcome! Do you fools truly believe that you can defeat me? If you
|
|
have any courage, face me now! If you have any intelligence, flee
|
|
while you can!"
|
|
|
|
The game calls this enemy a Shadow Elf. I assume that this is a
|
|
mistranslation of Dark Elf. As far as I know, there are no "shadow"
|
|
elves in D&D.
|
|
|
|
DARK ELF
|
|
D&D: The dark elves, commonly known as "drow", are an evil race of
|
|
elves who worship the Spider Queen, a goddess known as Lloth or
|
|
Lolth, depending upon who you ask. They live in huge underground
|
|
cities and engage in constant power struggles to gain the favor of
|
|
their bloodthirsty goddess. Because these struggles weed out the
|
|
weak, the drow that survive are invariably deadly adversaries. Much
|
|
background information on the dark elves can be found in a series of
|
|
novels by R. A. Salvatore called the "Dark Elf Trilogy". The novels
|
|
concern a drow who has (gasp) principles and wants to escape the
|
|
vicious lifestyle of his people.
|
|
ToD: The Dark Elf is a skilled fighter who blocks your attacks
|
|
frequently. In addition to walking around and attacking with his
|
|
sword, he can teleport, cast spells, and jump off of the top of the
|
|
screen, always coming down on someone's head (watch for his shadow).
|
|
He is not affected by Hold Person.
|
|
When the Dark Elf has lost about a fifth of his life bar, he will
|
|
teleport back to the platform he started on and laugh. Skeletons
|
|
will rise from the ground, and if one is killed another will take
|
|
its place. There are only so many skeletons, but it's better to try
|
|
to ignore them and go after the Dark Elf.
|
|
As the Dark Elf's life bar becomes lower, he will cast spells more
|
|
and more frequently. There is no limit to the number of times he can
|
|
cast each spell. His spells are:
|
|
|
|
SLEEP
|
|
D&D: This spell causes some or all of the caster's opponents to fall
|
|
into a comatose sleep.
|
|
ToD: Party members may fall asleep (wiggle joystick to wake up).
|
|
Each character has a chance of resisting this spell. If he does, it
|
|
has no effect on him.
|
|
|
|
SPEED
|
|
D&D: There is no direct analogue to this spell. The closest thing
|
|
would be a Haste spell or a potion of speed. Each of these doubles
|
|
the speed with which a character can attack, but costs him a year of
|
|
his life.
|
|
ToD: The Dark Elf immediately speeds up. He attacks twice as fast,
|
|
recovers from burning/dizziness twice as fast, and casts spells
|
|
twice as fast (and as an interesting touch, he even says the spell
|
|
names twice as fast). This spell is cumulative! After casting it
|
|
twice, the Dark Elf is unbelievably fast and virtually impossible to
|
|
fight.
|
|
This spell doesn't last forever - it will eventually wear off. If
|
|
you're playing solo as the Elf, you can cast Invisibility and just
|
|
wait it out.
|
|
|
|
The Dark Elf can also cast Lightning Bolt, Invisibility, and Hold
|
|
Person. These work much like your party's versions of these spells.
|
|
|
|
Play defensively to beat the Dark Elf. When he teleports, run over
|
|
to him and attack him before he can do anything. When he jumps off
|
|
of the top of the screen and comes down on you, his sword will be
|
|
extended towards you. Either block the sword with your shield or
|
|
step out of the way and attack him from the other side. Avoid being
|
|
on the same horizontal plane as the Dark Elf to lower your chance of
|
|
being hit by a Lightning Bolt spell.
|
|
Combat will continue until the Dark Elf's life bar is almost gone.
|
|
Even if you completely eliminate his life bar with a powerful spell,
|
|
you cannot kill the Dark Elf at this point in the game.
|
|
|
|
"You think you have defeated me. But my master is more powerful than
|
|
you can possibly imagine..."
|
|
|
|
Licking your blood off of his sword, the Dark Elf invites you to
|
|
come to Sable Tower, where his master Deimos can give you his
|
|
personal attention. He then jumps off of the top of the screen and
|
|
vanishes.
|
|
|
|
THE ADVENTURE - SEGMENT 6
|
|
-------------------------
|
|
The mayor of Corunglain tells you that a mysterious black tower
|
|
has appeared in the Broken Lands to the north. He suspects that this
|
|
is the Sable Tower your party was told of.
|
|
The characters head for Fort Runnels, an outpost near the tower,
|
|
to gain more information on it. On the way, the party is attacked
|
|
by a manticore. The advice given in segment 2 is applicable here.
|
|
Since your party is now considerably more powerful, the manticore
|
|
should be an easy kill.
|
|
At the fort, you're told that there are two ways to get to the
|
|
tower. You can take the long path around the mountain, or use the
|
|
old dwarven tunnels going through it. But the mountain is home to
|
|
the great red dragon Flamewing!
|
|
|
|
THE LONG PATH: At the end of the path is a cavern containing a
|
|
beholder.
|
|
|
|
"Welcome! You are just in time for dinner!"
|
|
|
|
BEHOLDER
|
|
D&D: A beholder is an evil and powerful monster that prefers to lair
|
|
in dungeons. It floats in the air by levitation. Each of the ten
|
|
eyes sprouting from its top is capable of causing a different
|
|
spell-like effect. These effects are: charm person, charm monster,
|
|
sleep, telekinesis, flesh to stone, disintegrate, fear, slow
|
|
(opponents), cause serious wounds, and death ray. Its central eye
|
|
projects an anti-magic cone that prevents spells from working within
|
|
it.
|
|
ToD: The beholder moves rapidly around the screen ramming into
|
|
opponents. It can float up into the air and try to land on
|
|
someone's head, and if it hits it will usually grab the character in
|
|
its mouth and start biting. Joystick-wiggling will not allow the
|
|
character to escape the bite, but an attack from a comrade will
|
|
force the beholder to let go.
|
|
The beholder can fire several rays from the eyes on its top. These
|
|
rays have the following effects:
|
|
|
|
Sleep (small blue bubbles): Anyone hit by this falls asleep.
|
|
|
|
Petrify (inverted yellow triangles): Characters in the path of the
|
|
beam begin to turn to stone, as with the petrify trap. There appears
|
|
to be a game bug which will sometimes not give you as much time as
|
|
you're supposed to be given to avoid petrification.
|
|
|
|
Cause serious wounds (greenish-blue spheres): Characters hit by the
|
|
ray sustain damage.
|
|
|
|
Telekinesis (white circles): The character is lifted into the air
|
|
and dropped. There doesn't seem to be any way to avoid taking damage
|
|
from the drop.
|
|
|
|
When the beholder uses an eye ray or flies quickly across the
|
|
screen, its central eye may (or may not) close. Spells used when
|
|
the central eye is closed will work properly. If a spell is used
|
|
when the central eye is open, the eye will bug out and the spell
|
|
will fail. This applies to spells cast from spell rings as well as
|
|
from memory.
|
|
As combat progresses, the beholder's small eyes will gradually be
|
|
destroyed.
|
|
|
|
BATTLE FLAMEWING: You're given two chances to change your mind if
|
|
you select this option. If you elect to continue, all of your
|
|
characters' life bars will be restored to full before you enter the
|
|
dragon's cave. Due to a game bug, your spellcasters will NOT
|
|
recover any spells they used on the manticore.
|
|
The only enemy in the cave is Flamewing himself.
|
|
|
|
"You pathetic fools! Was it honor or greed that brought you to my
|
|
lair? Either way, I'll show you what a grave mistake you've made!"
|
|
|
|
RED DRAGON
|
|
D&D: Red dragons are the most wicked and powerful of the evil wyrms.
|
|
Their breath weapon is fire. Like all dragons, they can use their
|
|
breath weapon three times a day.
|
|
ToD: Flamewing is the toughest opponent in the game. When he first
|
|
appears he will breathe a swath of flame that will immediately kill
|
|
any character who touches it. Prior to breathing fire, he will fill
|
|
his lungs with air, and the wind force will pull the party towards
|
|
the center of the screen. Your characters must dash to escape from
|
|
the center of the screen - just walking won't do it. Anyone who's
|
|
still in the center of the screen when Flamewing starts to breathe
|
|
is a dead duck. Flamewing will move his breath to follow the
|
|
players, but there is always a safe zone at the edges of the screen.
|
|
Flamewing will breathe two more times during the fight. He'll
|
|
always say something just before he does. Watch for the text to
|
|
avoid a nasty surprise.
|
|
A Fireball will only hurt Flamewing if it passes across his face
|
|
(the actual detonation will do no damage). Ice Storm damages him,
|
|
but no more so than any other spell. The snakes created by a Sticks
|
|
To Snakes spell can't reach him. He cannot be blinded or made dizzy.
|
|
Daggers, hammers, and arrows work well against him.
|
|
Besides his breath, Flamewing has many ways to attack. He can
|
|
swipe with his claws, doing tremendous damage. He can bite with his
|
|
teeth, often by grabbing a knocked-down player in his mouth before
|
|
the player can get up. He can create a fireball in one of his claws
|
|
and shoot it towards a player (distance is not a factor). He can
|
|
fly up and ram the ceiling, causing rocks to fall in a way similar
|
|
to a deadfall trap. He can fly up and down again, slamming his claws
|
|
onto the ledge the players are standing on. Any character who is not
|
|
jumping when the claws come down will take damage. For some reason,
|
|
shooting him in the face with an arrow will cause him to use this
|
|
attack immediately. I have used this in the past for a temporary
|
|
respite when Flamewing had me in a bad position.
|
|
Flamewing will only go after one player at a time. That player
|
|
should try to stay alive while the other players pelt the dragon
|
|
with weapons and spells. When attacking Flamewing, always aim for
|
|
the head; attacks on the claws will usually just bounce off. I
|
|
suggest staying as far away as possible - preferably outside of his
|
|
claws - when using special weapons and spells. You should only need
|
|
to get close to his head when your inventory is empty or you're trying
|
|
to hit him with a Fireball spell. Staying this far away puts you at
|
|
risk of getting backhanded by his claw when he pulls it back to
|
|
strike, but keeps you away from his head, which can move very
|
|
quickly when he's trying to bite.
|
|
When you're finally out of long-range weapons and have to move in
|
|
towards his head, the obvious thing to do is to run up, possibly
|
|
jump, and slash at him with your sword. A better way is to move off
|
|
of the horizontal plane his head is on, dash at him, and move onto
|
|
his head's plane just as you pass him. Then, still dashing, quickly
|
|
jump and slash behind you. This is somewhat harder to do, but is
|
|
safer - it gets you away from him quickly, and you never pass
|
|
directly across his face.
|
|
In a solo game, you really don't have much of a chance because
|
|
Flamewing will be going after you all of the time. If you feel
|
|
compelled to try to kill the dragon by yourself, use the Elf - at
|
|
least you'll be able to do some damage with your spells before you
|
|
die.
|
|
If you defeat Flamewing, you'll be given thirty seconds to stroll
|
|
through his treasure cave. In addition to the money and magic items,
|
|
there is something of particular significance: a ring of fire
|
|
resistance.
|
|
In D&D, a ring of fire resistance makes its wearer immune to
|
|
damage from normal fires, and offers some protection from very hot
|
|
or magical fires. In ToD, whoever picks up the ring can walk through
|
|
burning oil fires with impunity and takes less damage if hit by hell
|
|
hound breath. The whole party does not get this benefit - only the
|
|
person who picked the ring up.
|
|
The segment ends immediately when someone picks up the ring, so
|
|
make sure you've gotten all of the other valuable stuff first.
|
|
On the high score screen, a small red dragon will appear on top of
|
|
the name of anyone who was in the game at the time Flamewing was
|
|
killed.
|
|
|
|
THE ADVENTURE - SEGMENT 7
|
|
-------------------------
|
|
Your party finally arrives at the black fountain of evil, Sable
|
|
Tower.
|
|
One of the rooms in the tower contains three chains which can be
|
|
pulled by standing in front of them and pressing the attack button.
|
|
One chain makes burning oil fall from the ceiling. Another makes
|
|
scorpions start to fall from the ceiling. The third creates a puff
|
|
of dust in the background. Daniel Lau discovered that this chain
|
|
makes magic weapons appear in a chest on the next level. Albert Mok
|
|
claims that the scorpion in this room will always start out next to
|
|
the "dust" chain, but I have not verified this.
|
|
A room on the next level is empty except for a large wooden chest.
|
|
If someone knocks the chest open with their weapon, there is a puff
|
|
of green smoke and the character reports the chest to be empty. If,
|
|
however, the chest is opened by hand, there will be magic weapons
|
|
inside...IF you pulled the "dust" chain on the previous level. If
|
|
you didn't, there will be some other stuff in it, but no magic
|
|
weapons.
|
|
When you reach the top of the tower, the Dark Elf will reappear.
|
|
|
|
"Welcome! I'm so delighted you could join us. This time I'll waste
|
|
no time and finish you off immediately!"
|
|
|
|
The Dark Elf will use magic more often, but otherwise isn't much
|
|
more difficult than he was before. After you defeat him you'll be
|
|
able to enter Deimos's penthouse suite.
|
|
Deimos will tell you that you've survived this long only because
|
|
he wants the pleasure of dealing with you personally. He calls out
|
|
"dissolve" and the floor turns to mud. Mud golems will arise and
|
|
attack the party.
|
|
|
|
MUD GOLEM
|
|
D&D: Golems are creatures animated by the power of magic. They are
|
|
created by powerful magic-users or clerics. Mud golems are not
|
|
specifically mentioned in my manuals, but golems in general are very
|
|
strong and resilient.
|
|
ToD: These golems move slowly but attack with great power. They are
|
|
immune from burning oil fires, but can be hurt by Fireballs. Golems
|
|
don't need to breathe and are not undead, so Cloud Kill and Turn
|
|
Undead won't affect them.
|
|
A major difference between the mud golems and all previous
|
|
monsters is that the golems aren't stunned when they take damage.
|
|
Any attack that was in progress when the golem was hit will
|
|
continue, and this will usually result in the player getting hurt.
|
|
The golems' reaction time isn't too good, so the preferred way to
|
|
defeat them is to wait for one to start flailing about with its arms
|
|
and then slip behind it and attack.
|
|
The golems can sink into the mud floor and become part of it. The
|
|
golems will then be able to form hands next to the players and grab
|
|
at them. The golems are very hard to hit while they're doing this,
|
|
so it's usually better to just keep moving around and wait for them
|
|
to take on humanoid form again.
|
|
|
|
Albert Mok discovered a game bug with the mud golems. If the Elf
|
|
casts Cloud Kill as soon as possible after Deimos calls out
|
|
"dissolve", the game will think that the golems are all dead and
|
|
proceed to the fight with Deimos. They aren't, though, and they'll
|
|
wreak havoc on your defenseless party (the joysticks are all
|
|
deactivated) while the floor hardens up again. Since the golems
|
|
actually aren't that difficult, I recommend that you ignore this bug
|
|
and beat the golems in the normal way.
|
|
After all of the golems are defeated, Deimos will call out
|
|
"harden" and the floor will turn solid again. He makes more promises
|
|
of death and destruction, and then comes down from his throne to
|
|
face you himself.
|
|
|
|
DEIMOS
|
|
D&D: Deimos is a lich. A lich is an evil magic-user or cleric who,
|
|
through ultra-powerful magic, has made himself undead. A lich keeps
|
|
the intelligence and magic power he possessed in his previous life,
|
|
and gains new powers because of his undead status. A book by Jean
|
|
Rabe called Red Magic has a lich as a main character.
|
|
ToD: Deimos hovers in the air, moving around the screen in an
|
|
unpredictable pattern. His main form of attack is to strike with his
|
|
staff, which has an extremely long range. Arrows will hit him, but
|
|
the other special weapons will pass right through him. He is far too
|
|
powerful to be affected by Turn Undead. The snakes created by Sticks
|
|
To Snakes have trouble getting to him, but can sometimes do it. He
|
|
cannot be blinded or made dizzy. Magic Missile cannot hurt him, but
|
|
will sometimes distract him. Ice Storm will damage him. He is
|
|
immune to Fireball and Lightning Bolt. In D&D, liches ARE
|
|
vulnerable to fire-based spells. Perhaps the sphere in Deimos's hand
|
|
is providing the equivalent of a Minor Globe of Invulnerability
|
|
spell.
|
|
Deimos can cast the following spells:
|
|
|
|
MIRROR IMAGE
|
|
D&D: This spell creates several copies of the magician, which move
|
|
as he does. The blurring effect of this spell makes it impossible
|
|
to pick the magician out from his duplicates. If one of the copies
|
|
is struck with a weapon, it will vanish.
|
|
ToD: Several flickering images of Deimos will be created. They move
|
|
through the same path he does, and attack when he does. Their
|
|
attacks do damage as if they were the real thing. Attacking an image
|
|
will destroy it.
|
|
|
|
FIRE SHIELD
|
|
D&D: I *assume* that this is the spell he's casting - he doesn't
|
|
call out its name. This spell appears to immolate the magic-user in
|
|
flame. Anyone attacking the magician with a hand-held weapon will do
|
|
normal damage, but will himself sustain DOUBLE that due to the
|
|
magical flames.
|
|
ToD: Vertical bands of flame spread outward from Deimos in a circle.
|
|
Anyone hit by the bands will be set on fire. Deimos will only use
|
|
this spell when there's someone near him.
|
|
|
|
METEOR SWARM
|
|
D&D: With this spell the magician can fire either four or eight
|
|
meteors at his opponents. The meteors explode like a Fireball spell
|
|
when they reach their targets. If only four meteors are created,
|
|
they will be twice as powerful.
|
|
ToD: Either four or eight meteors will fall from the top of the
|
|
screen, exploding when they hit the ground. Some will fall randomly,
|
|
but most will be aimed specifically at the players.
|
|
|
|
TELEPORT
|
|
D&D: A Teleport spell isn't the kind of thing you'd normally use in
|
|
combat - it can transport you to anywhere in the world, and has a
|
|
chance of malfunctioning and killing the caster no matter how near
|
|
or far the destination is. The way Deimos uses it resembles a spell
|
|
called Dimension Door (a safe, short-range teleport) more than
|
|
anything else. It's supposed to leave the caster stunned for a few
|
|
moments after using it, though, and Deimos is never stunned by his
|
|
teleporting.
|
|
ToD: Deimos will disappear and reappear somewhere else on the
|
|
screen.
|
|
|
|
Deimos can also cast Fireball and Lightning Bolt. These work the
|
|
same as the Elf's versions, except that the Fireball can be aimed at
|
|
any point on the screen (not necessarily on the same horizontal
|
|
plane as Deimos).
|
|
A skull will flicker around Deimos as he casts a spell. Attacking
|
|
him while the skull is there will usually spoil the spell.
|
|
Every now and then Deimos will make the screen flash. This knocks
|
|
all players to the ground (but doesn't do any damage). Several
|
|
undead will flicker into existence a moment later. He can only do
|
|
this a certain number of times.
|
|
If you try to move straight towards Deimos from the left or right,
|
|
he'll strike at you with his staff. Try to stay above or below him
|
|
while you get to the horizontal position you want to be at, then
|
|
move in and attack. You want to be as far away as possible and still
|
|
be able to hit him with your weapon. Too close and he'll run into
|
|
you and do damage. Too far away and he'll be out of the range of
|
|
your weapon, but still close enough to attack you with his staff.
|
|
I find that the easiest way to defeat Deimos is to wait for him to
|
|
come onto my horizontal plane and then rolling attack him. This has
|
|
to be done with care - if you're too close or far the attack will
|
|
miss and Deimos will probably hit you. It's also much harder with
|
|
other players in because it's so difficult to predict where Deimos
|
|
is going to move.
|
|
It can take a while, but if you keep plugging away you'll
|
|
eventually beat Deimos.
|
|
|
|
"No! This is impossible! I am destined to rule, to conquer! How
|
|
could I have been beaten by whelps like you?"
|
|
|
|
With Deimos's death, the Sable Tower will start to sink back into
|
|
the ground.
|
|
|
|
Cleric: "We've got to get out of here! The tower is collapsing!"
|
|
Elf: "Wait, look above his throne - that's a teleport crystal!"
|
|
Fighter: "Then get it working and get us out of here!"
|
|
|
|
One by one, the crystal will teleport your party to safety. Your
|
|
characters watch from a nearby bluff as the tower fades away. The
|
|
credits roll up the screen. You're a Real Hero!
|
|
If all four characters are playing when the game is won -OR- at
|
|
least one player finishes the entire game on one credit, a special
|
|
animation will play at the end of the credits.
|
|
|
|
Cleric: "You would leave us now? We triumphed together! There is
|
|
still much work to be done."
|
|
Dwarf: "Ho, he is right. What of the fellowship? Is battle all there
|
|
is for you?"
|
|
Elf: "Guys? Hey, wait for me!"
|
|
Elf: "Well, that was a pleasant diversion. Now what can we do for
|
|
a little excitement?"
|
|
Elf: "Thank you." (for playing)
|
|
|
|
Only one question...if they were willing to digitize thirty
|
|
seconds worth of voices here, why didn't they do it for the game's
|
|
real ending?
|
|
The animation closes with the words, "to be continued". Let's
|
|
hope they make a sequel, eh?
|
|
|
|
HUMOR
|
|
-----
|
|
You can really annoy the other players at the machine by
|
|
roleplaying your character to the hilt. One way to roleplay is to
|
|
call out "YAH!" (with the same intonation as the Cleric when he uses
|
|
spell rings) whenever you do something heroic. Heroic actions
|
|
include (but are not limited to) dealing the killing blow to a tough
|
|
monster, selecting the most dangerous path through the game, and
|
|
grabbing all of the treasure before your comrades can get there.
|
|
|
|
Push aside one of the movable rocks (such as the one in the
|
|
mountains of segment 1), wait for the rest of the party to go
|
|
inside, and then try to push the rock back over the opening. It
|
|
won't work, but it looks hilarious.
|
|
|
|
My first experience with ToD was watching a group of distinctly
|
|
unsportsmanlike people play the game. They were a motley band,
|
|
thrown together by the winds of fate, and spent as much time arguing
|
|
and cursing at each other as they did fighting the monsters.
|
|
At one point the stalwart adventurers stumbled across a rather
|
|
large (and ominous-looking) chest. Since the chest might possibly be
|
|
(gasp) trapped, no one was particularly interested in getting too
|
|
close to it.
|
|
|
|
Player #1: Open it up.
|
|
Player #2: I think it's trapped.
|
|
Player #1: It's not trapped.
|
|
Player #2: Then you open it up.
|
|
Player #1: I'm not gonna open it up.
|
|
|
|
Eventually one of the other players got bored and knocked the
|
|
chest open. The adventurers pulled back as one, with each player
|
|
trying to hide behind the others. But instead of dire traps, only
|
|
goodies poured out onto the stone floor.
|
|
|
|
Someone: I need that!
|
|
|
|
And so, in tangle of arms and legs, the great quest continued...
|
|
|
|
ADDITIONAL DIALOGUE
|
|
-------------------
|
|
Here, as near as I can remember, is all of the you-and-enemy
|
|
dialogue from the game that wasn't included in other parts of the
|
|
FAQ. Unfortunately, I'm only human. I can't remember it all
|
|
word-for-word, and many sections are missing.
|
|
|
|
After the party is defeated by the Ogre:
|
|
"Ha ha, you are beaten."
|
|
|
|
After the Ogre runs away (because the party didn't kill him quickly
|
|
enough):
|
|
"Mark my words, you haven't seen the last of me."
|
|
|
|
After the party is defeated by the Displacer Beast:
|
|
"Wrowwl!"
|
|
|
|
After the party is defeated by the Manticore:
|
|
(sorry, forgot it)
|
|
|
|
After the party is defeated by the Troll:
|
|
"Hungry! Smell food!"
|
|
|
|
After the party is defeated by the Black Dragon:
|
|
"Wrowwl!"
|
|
|
|
After the party is defeated by the Dark Elf:
|
|
"Oh, what a shame. Such strength. Such courage. Such stupidity."
|
|
|
|
After the party defeats the Dark Elf:
|
|
(there's a lot more he says than this but I've forgotten it)
|
|
"You think you have defeated me. But my master is more powerful
|
|
than you can possibly imagine.
|
|
When next we meet, I will sing as I break your bodies and crush
|
|
your spirits.
|
|
So come, come, 'heroes' to the Sable Tower. I'll be waiting for
|
|
you. Try not to be too late, ha ha."
|
|
|
|
After the party is defeated by the Beholder:
|
|
"Now witness your doom!"
|
|
|
|
Things Flamewing says right before he breathes fire:
|
|
"You pathetic fools! Was it honor or greed that brought you to my
|
|
lair? Either way, I'll show you what a grave mistake you've made!"
|
|
"Well done. I'm amazed you've lasted this long."
|
|
"Now I will destroy you!"
|
|
|
|
After the party is defeated by Flamewing:
|
|
"You fools, I can't be defeated. It's a pity you learned such an
|
|
important lesson so late in life."
|
|
|
|
When the party first encounters Deimos:
|
|
"As I suspected, you actually think that you can defeat me, don't
|
|
you? You fools, don't you realize that you've gotten this far only
|
|
so that I can personally watch your death throes?
|
|
My minions will destroy you. And when you fall, the four lands
|
|
will fall with you."
|
|
|
|
After the party defeats Deimos's mud golems:
|
|
"Well done, knaves. You handle yourselves well against my weak,
|
|
inept minions. Now face the full power and wrath of Deimos, lord of
|
|
the night!
|
|
With your defeat, nothing will stop me."
|
|
|
|
After the party is defeated by Deimos:
|
|
"You have amused me enough. Now, 'heroes', prepare for the end!"
|
|
|
|
CONTRIBUTORS
|
|
------------
|
|
Daniel Lau (laud@cs.curtin.edu.au) offered advice for fighting the
|
|
manticore, and discovered the connection between the "dust" chain
|
|
and the magic weapons in Sable Tower.
|
|
Adam Tennant (ahriman@ccu1.auckland.ac.nz) speculated that "fire
|
|
beetle" might be a mistranslation of "stirge".
|
|
MoonLite (moon@mermaid.micro.umn.edu) noticed that the contents of
|
|
a chest were determined by who opened it.
|
|
William D. Wong (wwong@uiuc.edu) reminded me that there were four
|
|
D&D boxed sets, not two.
|
|
M. Chin (mchin@bubba.att.com) discovered that the Cleric could get
|
|
past the pit in Fort Cruth if he had a Magic Missile ring.
|
|
Albert Mok (AKKMOK@ELECTRICAL.watstar.uwaterloo.ca) discovered the
|
|
Cloud Kill/mud golems game bug, noticed that Gas traps drain your
|
|
life force, found out how to go both ways in the mountains of
|
|
segment 1, claims that the scorpion always starts out next to the
|
|
"dust" chain in Sable Tower, and says that sometimes a victim of a
|
|
Lightning Bolt spell will be surrounded by a yellow circle.
|
|
-LOSER-, a player at a local arcade, showed me how to use the
|
|
rolling attack to devastating effect.
|
|
|
|
|
|
|
|
LET THE QUEST FOR ADVENTURE GO ON!
|