In my second entry on Dungeon Hack, I was relatively positive about the game. It was challenging but fast, and the character I chose (a cleric/mage) had a variety of powers. I was enjoying swapping among them and blasting my way through the hallways. This never entirely went away, though there were times that it ebbed a bit. The game ended when I was ready for it to end, and I'm glad I didn't do something crazy like set the dungeon to 20 levels.
I ended the last entry having explored most of Level 6, fighting my way through mummies and trolls. The "boss" creature on the level was a bizarre (even by D&D standards) creature called a "slithermorph." It crawls around the dungeon floor, eating carrion, looking like a black pudding. But then suddenly it rears up into the form of a four-armed lizard holding a dagger.
Slithermorphs then joined banshees as the Level 7 foes. Neither of these creatures have special attacks in this game, but they hit relatively hard. As I carved my way through them, I reached Level 11 as a mage and acquired two artifact items: The Chainmail of High Priest Myrh +3, and the Mace of High Priest Myrh +3. I also found Bracers of Protection +2. These artifacts offered such a boost to my armor class that I stopped wearing the Cloak of Protection and simply took off my armor when I wanted to cast a mage spell.
Alas, that desire happened less and less as the game went on. There are two major problems with mage spells in the game. First, you have to learn them from scrolls, which appear randomly. I never found a scroll with "Fireball," "Haste," "Lightning Bolt," or many of the other spells I would have liked. I never found any Level 6 spells at all, meaning the two slots I eventually acquired in that level were completely wasted.
Second, the spells are horrendously underpowered. I could kill a troll with three or four hits from my mace. I could easily exhaust half of my offensive mage spells on that same troll. The best offensive spell I got was "Snilloc's Major Missile" at Level 5, and it took three of these plus a regular "Magic Missile" to kill most enemies. Worse, the cooldown period between spell castings is so high that you have to backpedal halfway across the dungeon over the course of casting those three or four spells.
I stopped using "Spiritual Hammer" as my primary weapon at some point. It's a great spell, but underpowered compared to my Mace +3. Thus, I had to start getting into the face of more enemies. I also found a Maul of the Titans +2 on the level, but the game insisted I wasn't strong enough to wield it despite a strength of 19.
I never found any information to explain who Myrh was. It would be nice if the scrolls had covered the particular hero whose items you find. Instead, I got a few scrolls talking about Midnight and a bunch of others offering hints for specific creatures.
That would have been helpful a level ago. |
I reported last time about the oddities related to the timing of an enemy's movements and attacks. I tried to analyze the timing for this entry because it really started to bother me. Enemies are capable of things that seem like they should be impossible and I think were impossible in Eye of the Beholder despite the games sharing the same engine. These impossible actions include:
- Turning, moving a space, and attacking in one very quick motion.
- When you come upon an enemy from behind, doing an about-face and attacking you before you have time to react.
- Scoring a hit on you even if you back away immediately after stepping up next to a creature.
Based on my investigations, this is what I think is true:
- The game uses cycles of action and inaction for enemies, each lasting a couple of seconds. If the enemy is in its "action" cycle when you happen to wander into an adjacent square, the enemy will inevitably get to attack you, even if you immediately step away or even if the enemy has to turn to make the attack.
- The player's movement is tracked on a different timer than the enemy's. Thus, you get ridiculous situations like stepping away from an attacking enemy and not having the attack "connect" and do damage until you're several squares away.
- If you step up next to an enemy while it's in its "dormant" phase, you can attack with impunity.
Especially on Levels 8-10, where enemies could swat away all my hit points with a single attack, I learned to lead them to long corridors, watch them step forward, then dart in, attack, and pull back. This ensured that I only ever got up to them during their "inaction" phase. I tried for a while luring them to large rooms, where I could run around and attack from behind, but that didn't work because of the problems listed above.
Level 8's creatures were medusas and shambling mounds. I freaked when I saw my first medusa and used a Scroll of Protection from Petrification that I'd been holding. It only lasted about half the level, but I never got stoned by any of the medusas despite engaging them in melee combat repeatedly. Maybe I just have good saving throws. They did poison me a few times, however, requiring me to sacrifice some of my L4 spell slots for "Neutralize Poison." The first time, I had to find one of those magic coin-taking machines, which heal all your hit points for a silver coin and all your conditions for a gold coin.
Shambling mounds were the toughest enemies so far, capable of killing me instantly. I made Cleric 11 at some point and got Level 6 spells, including "Heal." I also hit Mage 12. I have no idea what the boss level was on Level 8--some kind of dude with six spider or scorpion legs. This game's version of a drider, maybe?
Level 9's enemies were hags and spirit nagas, which look like something out of Beetlejuice. No special attacks on either of them. It's funny how level drain and other special attacks were weighted towards the first half of the dungeon. I found the High Priest Myrh's holy symbol, but I'm not sure if that does anything that my holy symbol doesn't; spell power is based on the character attributes, right?
The boss was a Feyr, a tentacled blob with three mouths and a row of five eyes. It also was capable of phasing in and out of visibility. I reloaded after my first attempt and cast "See Invisibility," but he still killed me about four more times. I had to do a lot of hit and run work on him. When he died, I hit Level 13 in both classes.
Then it was time for the final level. Routine enemies were undead beasts and ettins--again, no special attacks, but they were very fast and had the ability to kill me with one hit despite my -9 armor class. I rounded out my equipment kit with Myrh's Helm +3. The level featured a lot of long corridors, fortunately, and I was able to get most of the enemies from a distance.
You already saw the undead beast; here's the ettin. |
The final boss was--I don't know. Tell me if you can. It's nothing that's in the manual. An owlbear, maybe? It has some things going on graphically that I don't understand.
I didn't stand a chance against him. He was far too fast. If I bungled a strafe or move backwards, he'd kill me instantly. I don't think he missed even once despite my low AC. After he wandered down a side hallway briefly, I ran past him, thinking I could find the sorceress's orb without killing him, but there was nothing on the other side but empty corridors. Apparently, the boss always has it.
Fortunately, I had saved a few emergency items. One was a Wand of Paralyzation. That did the trick. It took a couple of uses (it lasts a variable amount of time), but they were long enough that I could whack away his hit points while he was stunned.
He dropped two scrolls and a potion when he died, but I never got a chance to look at them. The game said: "I've bested the final monster! And the orb--I see it right there!"
The endgame cinematic took over, showing the character exiting the dungeon with a literal wheelbarrow full of treasure and wheeling it up to the sorceress. She picks it over for a few minutes and pulls out the orb. "My thanks, adventurer," she says, "Now come, it is time for us to leave." The adventurer doesn't leave, though; he just spends the closing credits kneeling by the wheelbarrow inspecting one shiny bauble after another.
Miscellaneous notes:
- Except for "Improved Identify," I don't think I cast a single mage spell on the last three levels.
- Another fun alternative to a lock and key:
- For all the manual's promise that "once you identify one type of potion (or wand), you'll automatically know what the others of its type do," I don't think I found more than one of anything.
- On a couple levels, I got a message that I felt like there were spiders crawling all over my body; a few squares later, I got a message saying it went away. Does anyone know what that was about?
- The last four levels all added teleportation cubes to the navigation mix. You enter, and they deposit you elsewhere on the level.
A teleporter cube. I thought it was a gelatinous cube at first. |
- I lost sound at some point on Level 9. The game rendered every effect as a high-pitched squeal. Quitting and reloading didn't help. I eventually gave up and turned it off. The issue didn't recur when I started a new character.
Almost immediately after I won, I started a new game and tried to pick the hardest options that I could think of. I chose a chaotic evil male gnome thief and rolled until a dexterity of 9 and a strength of 7. I set the dungeon to "Hard" with permadeath.
The weakest character I can conceive of. |
The character started with leather armor and a short sword. I killed about six goblins and orcs but didn't have any way to heal when they hit me. I didn't last more than 10 minutes.
So I tried another tactic: randomization. Using random numbers, I ended up with a true neutral half-elf fighter/thief with great strength and charisma (what does charisma do in this game?). For difficulty, I ended up with:
- 11 levels.
- Monster amount of 6 on a scale of 0-7 (same scale for all below except where specified).
- Treasure amount 7.
- Food availability 3.
- Illusory walls 1.
- Key frequency 7.
- Magic traps 4.
- Pit frequency 7.
- Hints 3.
- Magical zones on.
- Water level on.
- Multi-level puzzles on.
- Undead off.
- Food consumption 2.
- Monster difficulty 0.
- Magic power 5.
- Poison strength 7.
- Permadeath
- Enemy spells on.
Five minutes into the level, I had eight keys and key-equivalents. |
I'm going to do my best with this one. The very low enemy difficulty will hopefully offset the permadeath. In the meantime, your assignment is: download this game, play your own preferred character or randomize one, and report on your experience. I can't afford to play a single game for too long, so help me document as much as we can.
Time so far: 11 hours (the winning game took about 8).