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CD School House 9.0 - Wayzata Technology (1994).iso
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advice.doc
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Text File
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1988-11-28
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8KB
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187 lines
THIS FILE CONTAINS SOME HINTS AND ADVICE. DON'T READ ANY MORE IF
YOU PREFER NOT TO BE ADVISED. SECTION I DEALS WITH MY ADVICE FOR
AN OVERALL GAMEPLAN. SECTION II HAS SOME MISCELLANEOUS INFORMATION
(TIPS) ON A VARIETY OF SUBJECTS.
SECTION I - SUGGESTED GAMEPLAN
=================================
I.a Starting out
When you begin a new game, you'll be sent to the Adventurers' Guild in
the town of Angston, a large city on the north central coast.
tip 1: create characters for all 8 slots. Leaving an empty slot has no
inherent advantage.
Recommended party:
2 Fighters, 1 Ranger, 1 Druid, 1 Thief, 1 Conjurer, 1 Illusionist, 1 Sorcerer
After leaving the Guild, first press ALT-I to see what the local icons
are.
The first order of business now is to fully explore the town of Angston.
Talk (<T>) to everyone you see. Remember which ones want gold for their
information, and make a point to come back to them. Once you've checked
out the city totally, then leave (the gates are on the south wall) and
explore the local countryside. You'll be attacked periodically, so be sure
to stay relatively close to Angston. Don't wander too far south, as the
monster get tougher the farther down you go.
I.b What to do - a Rough Outline
Eventually, once enough experience points are accumulated, your
characters will rise in Level (this happens automatically as soon as
enough experience points are earned). Once this occurs, they become
eligible for Skills Training. Train them in each professions' critical
skills as soon as possible! i.e., your fighters should be trained first
in their primary weapon skill; your mages in spellcasting; your druid in
either spellcasting or alchemy. Alchemy is important for it allows any
member to use a powerful potion for a variety of purposes. They are
expensive, and stronger potions require much skill to successfuly mix, so
pick one character (any of the four magic classes can train high in
alchemy) to be your alchemist.
Every character starts out at an overall level of 1, and a level of 0
for ALL skills. Thus, when enough gold is accumulated, all characters
can be trained to skill level 1 for all skills. First priority should
be to train your mage(s) in Spellcasting, as this will result in an
increase in maximum power. Druids are especially important in this
regard because of the Heal spell they cast.
Lockpicking and Trap Disarming are skills frowned upon by those who
make the laws. Thus, training your thief in these skills is not as
straightforward as the other skill training. You must find the place
where these skills are taught. There's an old retired thief somewhere
in the wilderness who can help you.
The Grey Dungeon (located on the east coast, almost on a direct line
with Angston) should be the first dungeon to check out. The four
primary dungeons on the mainland are the Grey Dungeon, White Dungeon,
Demon Castle, and Decrepit Castle in the Ruins. Each of these has
four levels, and each level is set up on a 20 x 20 grid. There
is also a fifth dungeon, the Ice Castle, found elsewhere. It has eight
levels, each of which is also a 20 x 20 grid. Locating and entering the
Ice Castle is a challenge in itself. Listen well to the advice of the
sage.
SECTION II - GENERAL ADVICE / TIPS
=====================================
- Time passes with each game command you issue. This does not include
system commands such as Print party. More time passes as you move over
certain types of terrain. Marsh is the most difficult terrain. With
each movement about 25 minutes elapse. Roads are the easiest to travel,
only about 6 minutes elapse per move. Ergo, travel by road if at all
possible if you're in a hurry. On the other hand, the road is the WORST
possible place to camp. Near a town is the best place to camp.
- A thief cannot pick a lock if he does not possess lockpicks, nor can he
disarm a trap without tools.
- Any door you attempt to break down may be trapped. Picking the lock will
ALWAYS disarm the trap, but the trap CANNOT be disarmed any other way. A
door that has been lockpicked / broken down will remain so until you leave
the dungeon. Reentering the same dungeon resets all traps, chests, and
locked doors to their original state.
- Remember that a character bearing a spear, halbard, or pole axe can attack
physically even though he/she is in the back rank (positions E - H).
Missile weapons, as well, can attack from the back. However, a character
bearing any of these when in the front rank will receive a defense penalty.
- A character who is wielding a weapon which has a strength requirement
at or near the character's strength will receive a "pro-rated" penalty
on defense. This is the ENCUMBRANCE FACTOR, discussed in the manual.
What this means is that a character is slowed down somewhat when wielding
a heavy weapon, especially when the strength requirement of the
weapon is at or near the character's strength.
- Many magical items are less effective, or even useless, when possessed by
certain classes. A magical talisman, for example, may impart bonus magical
abilities which would be wasted on a Warrior, Thief, or Ranger.
- Items do not have to be "readied" to be used. Some impart their effects as
long as the character possesses it. A magical ring, for example, is assumed
to be worn by the bearer.
- If your thief or other character attempts to pick a lock and fails, note
the message: if it says the lock is barely beyond his skill, one training
session in lockpicking at the Thieves Guild will render him competent
enough.
- You are safer (though not totally so) on the roads. Moving off
the roads increase your chances greatly of an encounter.
- Save the game before entering a dungeon or castle. You cannot save
while in either of these structures.
- NEVER enter a dungeon or castle without a healthy party. All should
have full hit points, and mages should have all their power points.
In addition, there should be about a half-dozen torches, and some
healing potions couldn't hurt, in case your druid bites the big one.
- Many important clues are obtained from townspeople. If you try
to speak to one and he/she wants more gold than your party has, make
it a point to return to that individual when enough gold is won
from combat.
- There are one or two hermits living in huts in the wilderness.
These huts are not real easy to see amongst the forest. They are
usually near cities.
- Magical weapons and/or armor may be overlooked if no one in the
party is trained in Magic Sense. Only mages can be trained to the
maximum in this skill. Such items are obtainable after combat in
dungeons/castles on the lower levels.
- The armory will only pay the normal rate for magical weapons;
i.e., a shortsword +3 will be bought back by the armory for the
same amount as an ordinary shortsword.
- Ancient writings on the walls of dungeons can be critical. Not having
someone trained ln Languages could be costly.
- Camp near any city. You will never be attacked. It is also perfectly
safe to camp near the shrine in the northwest mountains. You will be
ALWAYS attacked if you camp in any forest area.
- The party is vulnerable until such time as your druid can cast the
Revive spell. Other role-playing adventures allow you to "carry"
slain comrades until a temple or other such place that resurrects
people can be reached. WL-I, however, is not so forgiving. After
combat, the slain member(s) are listed, and you are given the option
of recuperating their gold/possessions/arms, because they will be
buried on the next movement. The bottom line is: don't venture far from
the safety of Angston until all members are up to level 2 or 3.