[comp.sys.amiga.games] DM hints cont.

johnn@amiglynx.UUCP (John Niforatos) (04/20/91)

......continued from last message
(when you have saved the game and ready to turn the computer off), get as
close as possible to a wall and cast the spell. Since the spell cant go
forward, it explodes in the square you are standing on.
On level 5, after the riddle room, go to the room all the way to the right,
kill the beholder, and flip the switch which turns on the blue teleporter.  If
you are wondering how much damage a weapon does if thrown, throw it into the
teleporter, and quickly turn to face the exit....the object will come flying
from the wall and hit you.

tagreen@lothario.ucs.indiana.edu (Todd Green) (04/22/91)

In article <johnn.4562@amiglynx.UUCP> johnn@amiglynx.UUCP (John Niforatos) writes:
>......continued from last message
>(when you have saved the game and ready to turn the computer off), get as
>close as possible to a wall and cast the spell. Since the spell cant go
>forward, it explodes in the square you are standing on.
>On level 5, after the riddle room, go to the room all the way to the right,
>kill the beholder, and flip the switch which turns on the blue teleporter.  If
>you are wondering how much damage a weapon does if thrown, throw it into the
>teleporter, and quickly turn to face the exit....the object will come flying
>from the wall and hit you.

Speaking of spells, and blasting yourself....I seem to remember that
there was a vast differnce in the power of spells between the Atari
version and the IIGS version. (Never tested it on the Amiga).  The
last time I played on a ST was back in 88 so my memory's a little
foggy but I think the fireballs were in the neighborhood of 500-600
points, whereas on the GS they were only 200-300 for similiar
characters.  Was the code changed?  Anyone from FTL care to enlighten
us? (Or has my memory completely gone :) ).

Todd

P.S. The fire resistance spells seemed to be very different also.

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