simon@politik.UUCP (Simon Rhayader) (12/22/84)
Some observations and questions about the medium level meanies that appear on levels 12-20+ in 5.3 rogue. Generally, If a critter is going to kill you, it is most likely the first instance of his kind which will do you in. Be especially careful of the first few of any kind of monster you meet; after that, you can knock them down pretty haphazardly. To be extra careful, 1) try to position your opponent in a doorway. They tend not to do so well there. 2) Don't use f? (fight) when you meet a new kind of monster; since rogue doesn't know how hard they hit, it becomes synonomous with "fight until death." 3) Think of your options before fighting on your last 5 hit points. Scrolls, wands, potions, and flight are best utilized before your dead. 4) If you die following these recommendations, it probably was in the cards for you anyhow. No amount of trickery can compensate for unluckly dice. If you have to use all your resources to kill your first troll, you are not going to get past your first black unicorn. Specifically, T, trolls: the first medium level meanie you are likely to meet, and the cause of much anguish. Just remember points 1-3 and you will fare well. F, venus flytraps: beat them up and don't try to run away. W, wraiths: wimps. Ignore specious discussion about gaining/losing hit points. Kill them and be done with it. V, vampires: wimps. X, xerocs: wimps. Startling, but wimps. P, phantoms: they act somewhat confused, and can move laterally and then strike you when you lunge where they used to be. After the first "It hit", move to a hallway and take care of the boy there. M, medusas: run like hell! Do not prolong contact (one turn at most!). Move to a hallway, if you can, and show her who's boss. In a hallway, her gaze of confusion is ineffective: either you will move directly towards her and strike, or you will move directly away. If you can't get to the hallway, you've got trouble. Don't bother trying to read your scroll of teleportation. U, black unicorns: pretty mean. If you are losing against one, run until your hit points have recovered. Unicorns don't regenerate (a little rogue humor there), so you can beat them to submission after recouperating. G, griffins: The two I've met I beat up no problem. J, jabberwocks: The first one I've met killed me. D, dragons: I saw one once. Didn't get a chance to talk to him, though; there was a party going on, and it seemed I wasn't invited. Does anyone know to deal with Medusas more effectively? What should I do if I ever meet up with another Dragon or Jabberwock? -- Simon Rhayader ptsfa!politik!simon
david@ukma.UUCP (David Herron, NPR Lover) (12/28/84)
Generally your advice was good. I have, however, met Griffons,
Jabberwocks and Dragons a fair amount. (Mostly in our cheat rogue,
but also in the real one.)
The G, is tough. But if you could kill unicorns easily enough then
the griffen will be about as easy. The same suggestions hold for these
as for the Unicorns. Hit until about dead, run away, then hit again.
Repeat until either one of you is dead.
The J is again the same level of difficulty as the G. (by the time
you meet it that is. You will have gained levels. The first J should
be as tough as the first G.)
The D is different as it can flame you (much more effectively than
those people flaming Jeff S....) You can be flamed through walls,
around corners, by flames bouncing off the wall behind you, or
even while standing on a scroll of scare monster. All you can do is
stand there and take the flames and hit back. He won't always flame,
but will sometimes use his claws. But if you try to run, he will
stop every couple of moves to flame you.
The toughest situation I ever had was in real rogue. I had this
character that had lived down to around the 20'th level in level
1 armor and his original mace. (Maybe it was deeper, I think I
had killed some griffons/unicorns in that getup). This guy was
lucky basically. By the 25'th level I had good armor and a good
weapon. I had been killing dragons and jabberwocks right and left.
But I got this combination of a medusa and a phantom in the same room.
I assumed that I would live through it, so held down a direction
key and let things happen randomly. Didn't work and I died. Sigh.
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David Herron; ARPA-> "ukma!david"@ANL-MCS
(Try the arpa address w/ and w/o the quotes, I have had much trouble with both.)
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kel@ea.UUCP (01/03/85)
{}hic One possible answer to the medusa'a gaze of confusion is to confuse her back. If possible, attack from a distance. Wands of light and potions of monster detection are helpful. <ken
guy@sdcc12.UUCP (Guy A. Lewis) (01/07/85)
> > {}hic > > One possible answer to the medusa'a gaze of confusion is > to confuse her back. If possible, attack from a distance. > Wands of light and potions of monster detection are helpful. > > <ken Try saving a potion of blindness and a potion of healing. Then before going into battle quarf the potion of blindness. While your blind you can still battle ( to some extent ) but since your blinded you can't be confused. After killing her quarf your potion of healing and away you go! Guy -- ihnp4 \ akgva \ decva > sdcsvax!sdcc3!guy dcdwest / ucbvax / All good things must come to an en....