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The last thing a weak character that, moreover, is almost entirely
limited to melee only should do is rush into the Elven Halls immediately
upon finding the entrance.
Elf:1
-----
?oAcquirement
Well well well. I'll be getting lots of weapons from Trog, I don't need
books or food, I've eschewed rods, miscellaneous acquirements are
usually bad, I've had bad luck with money acquirements... that leaves
jewellery or armour. There are a lot of bad jewellery types left to
discover, and undiscovered types get first priority when determining
what acquirement will give you. I choose armour. It's some kind of ring
mail. Oh well.
!oStrongPoison
I try to wait it out, but no luck -- I have to spend a !oH after all.
While I'm healing up, my rest is interrupted, I pray, and get my first
good Trog gift - a +9,+0 randart vorpal falchion. Better than the
scimitar, at least...
....and soon after I get a cursed long sword to match my armour. Whew. ;-)
Lair:1
------
That acquired ring mail was +2-of-poison-resistance, so I take it -- I'm
switching back to the Lair anyway, and getting into poison-heavy depths.
Lair:4
------
Back to the yak pack. It all goes a lot more smoothly now. I find the
entrance to the Slime Pits, but that's something for the very far future.
Lair:5
------
My first major post-slowing battle -- survivable due to a little
fortress on the edge of the level, or at least of this part of the level.
I discover (yes, only now!) that snails can be danced with well using
hack, hack, hack, back, hack, hack, hack, back. 'Course I usually simply
don't have to worry about such things -- this guy is unusually weak. :-(
Trog gifts me a randart vorpal great sword. I decide to keep it even
though it's not shield-compatible -- there are times when I need to do a
lot of damage in a hurry.
I find the Swamp entrance. I don't feel ready for the Swamp yet.
Lair:4
------
Ascending into the remaining part of this level that a stair check
revealed nets me one very small section with one very angry hydra
adjacent to the stairs. Fortunately...
#........
..Fr..#
#....#
##r@..#
#.rrr.#
#...Dl#
##.b.r.#
....some grey rats with their high speed come to the rescue. But I
*still* get that damn hydra on top of me after some maneuvering. Arrrggh!
I'm hungry, so I use a potion of might rather than the might invocation.
Damn! I'm cornered, so I can't afford to fight anyway. OK,
teleporting... still in this section! Arrrrgh! Teleporting again...
I am *really* low on reserve supplies. I'm just plain not doing too well.
After a stash trip, it's...
D:11
----
Part of the problem in this game is that the branches have come so
shallow, and I chose to dive them. The main dungeon is probably much
easier than them by this point -- barring things like the beehive on D:10.
Ooh, a troll! I always like to line things up when I'm about to use a
beam attack.
##.#####.# ##.#####.#
#...@....# #....@...#
#........# #........#
.....T....# .....T...#
#........# #........#
#....o...# #....o...#
....<.....# ...<.....#
##.##.#..# ##.##.#..#
Here it's not really necessary -- the orc will go down well enough on
its own -- but it's an instinct that I've found useful. I use the wand
of draining on it; in general, my order for consuming the "big attack
wands" is draining, lightning, cold, fire(ball), because this gradually
takes me from the most frequent to least frequent immunity of the four.
An uneventful D:11; some interesting finds but I'm holding out to get
the most out of an upcoming ?oDC usage.
D:12
----
## ###@..........#
#[#####.#####
#o# #.#
#o# #.#
#p# #.#
#.# #.#
#C# #.#
#.# #.#
#.# #.#
The apparition of Bevoker the Cutter, a powerful Kobold Assassin.
Heh. Never have the words "you can't take it with you" been so
important. (Bevoker was carrying a variety of powerful rods when he died.)
He did get to keep his weapon of draining, though. :-( Weapons of
draining are MURDER for characters with an AC-based defense. I escape
melee range without using my most precious potions or scrolls, or piety,
by berserking just before reaching the stairs.
After redescending by another staircase, I carefully check to see the
relation of my new position to where the ghost was last seen. I don't
head straight for him, though, because I don't know what's between me
and him. Plus, I'm hungry. Plus, he, too, is moving.
Randart cloak. OK, just finish this level and it's time for a curse
detection.
I find Bevoker's ghost, but at a three-square distance, and I don't have
any ID'd wand to take him down. (I do have 2 I forgot to ID...). Another
"stair'port" follows. The wands are slowing and enslavement. Oh well.
!oGainStrength.
The guardian naga I just killed turns out to have been out on a stroll
from its home. But I have one other task to take care of first. I ascend
to D:11 and berserk *not* in order to fight monsters, but rather to
generate hunger so I can eat the guardian naga's mutagenic chunk before
it rots. Oops, it lowers my dexterity. Not so bad though, really -- stat
loss mutations are the most harmless of the bad mutations.
A scroll shop. No unknown bad scrolls to buy for cheap "free ID", and
nothing I want to have immediately, though I'll come back (using the
..lst file that Darshan's patch generates when you do a character dump)
for the weapon enchantment scrolls once I have a nice ego weapon of a
nice base type.
!oMutation.
Takes off another point of dexterity and gives me regeneration. The
extra food cost won't be so bad as long as I'm wearing this ring of
sustenance, but I have some new rings on the horizon. The main problem
is that I now have enough mutations that there's no guarantee that if I
gain a new one and it demands removal, a single !oCM isn't guaranteed to
zap it. Still... I love risk.
And here's another one, right away. Should I? Should I?
I just *have* to know.
You feel extremely strange.
You mutate.
You hunger for flesh.
You mutate.
You feel jumpy.
Yeah, that should work. Well, *this* game has just changed
directions pretty fundamentally...
Trog gifts me a randart long sword with no special properties. Whatever,
Trog. The guardian naga's lair nets... well, it's hard to say until I do
a curse check. Some nice consumables, though.
The long sword's +12,+5. I think I just may phase out that vorpal
falchion after all. This is the last Trog gift I'll comment except for
the useful ones.
I try to take down the ghost (and a hill giant) using missiles and some
teleporting around this mostly-cleared level. If it weren't mostly
cleared, I wouldn't teleport if you *paid* me for it. I get the hill
giant, but hunger and the clearing of the level drive me off it... I
decide to risk starvation and hit my stash for the ?oDC run. It nets:
the +2 cloak of Repulsion (+4 dex)
....and costs me a snack.
This level contains the Hive entrance.
D:13
----
A centaur. I make sure not to sacrifice it -- every corpse is worth the
same value when sacrificed, but some corpses generate a lot more chunks
than others. Normally you can't use more than a fraction of the larger
corpses before they rot, but a berserker...
YA unseen horror. As an armoured character, I have much more time to
maneuver against these things than an evasion character (in Crawl, it's
really hard to evade what you can't see).
## ###.....#
...##.....# #
....x.....# #
####....## #
##....###
#.@...##
#..#..##
#..#..##
##....##
###.###
#...y
#####
I met it at the "x", but since it's hurting so slowly, I've decided to
make my stand at "y". Unseen horrors are basically invisible bats on
steroids, so some forward and back motion a la the bat dance is
generally enough to bring it into melee range even when you can't see it.
It still beats me up pretty bad. Well, the monster density in the main
dungeon isn't TOO bad... I'll teleport.
Erolcha! With a wand of draining! At range! Scrollporting and leaving
the level for some stash work...
When I return, I meet the UH again. No corridors around! So I use a wand
of disintegration...
#..........#
#.........#
. ##...#######
.... #....###
..).# # #..#).@#
...?.## ###.....#######
.......##.....###......
#............# #......
########....## #......
....to make my own. It runs out of charges earlier than I'd like, but it
still gives me the needed whacks at the UH. Whew.
The strange formation to my left is a vault, guarded by four traps at
the edges. My T&D skill doesn't save me from the Zot trap I cross, and
my sword and most of my jewellery get cursed.
Heading to the Lair to try out some armour before reading a ?oRC, I meet
Bevoker's ghost again... while rounding a corner. :-( But some
maneuvering...
####.#.##.##
.........#.#.
......@Hp..##
#...........
#.##...##..#
....does more than I'd hoped for.
y - a ring of see invisible. :-/
Bevoker's ghost gets me on the way down. I use a set of "brown" stairs,
hoping to use them for a quick "free teleportation." Unfortunately the
ones on the other end are brown too and happen to be linked to precisely
these ones. Ack. Bevoker, as a high-level shortblader, has a superhuman
to-hit, and I get drained yet again. :-(
........##
.....@....
#..O##..#
#..p##..#
#.......#
#.*..#..#
Back to D:12 yet again and caught rounding a corner YET AGAIN. After
some hunting for a willing victim, I find a pillar at the position
marked with a star that helps me use an ogre to screen Bevoker.
I give up trying to reach an isolated part of D:13 from above it with
Bevoker chasing me about D:12 (my hoped-for teleportation strategy costs
too much food); I hope to get in through D:14.
D:14
----
A new scroll, that does nothing. I was wielding my hand crossbow...
it'll be Vorpalise Weapon. Oh well.
I sight a skeletal warrior, and decide this is a *fine* time to test new
staircases into D:13.
D:13
----
Oh. Yeah. Erolcha was in this part.
Unrelatedly I also suddenly realize: Oh. Yeah. I HAVE THE CARNIVOROUS
MUTATION. Which I haven't been making use of. Oops.
A berserking uneventfully takes Erolcha down, along with a pack of ugly
things.
Amulet of resist mutation.
D:14
----
1 potion-might and 1 Trog-might take the SW pack down. Note that unlike
most undead, and even unlike most undead with something that looks like
magic, SW are considered magic users by Trog, so be sure to pray before
takin' 'em out.
With my newfound carnivorous mutation , I'm able to berserk a LOT
more freely. GREAT!
Wand of flame.
p - a scroll of enchant armour.
Back to the stash I go. I simply can't stress this enough.
On the way, I lose patience and simply take out Bevoker by berserking. I
get drained a full level in the process, natch. :-(((
Lair:4, small section
---------------------
Standing on L:5, I wield my short sword of flaming, pray, berserk,
ascend, and hope for the best. It works! HURRAY!
Hydras are yummy. There's something about a hydra lunch that mere game
mechanics can't convey... but you feel it anyway.
Lair:6
------
Nothing of note.
Lair:7
------
Things that are here:
a meat ration
a runed ice dragon armour
The mundane protection on ice dragon armour is fantastic, especially in
light of its low evasion penalty. But there are no cold-based attacks in
the Lair system except for a few from uniques, and there *are*
fire-based attacks (ice dragon armour causes fire susceptibility) and
more importantly, lots of poison out there. I prepare to stash it and,
more importantly, to remember it later on.
Another !oCM and a stash trip.
A wand shop. I don't buy wands, except for healing, unless I know
EXACTLY what kinds of stores the game holds and there's one I think I need.
The entrance to the Snake Pit.
A ring of poison resistance... This means I could do the hive in that
ice dragon armour if I want.
Lair:8
------
Errr... don't ever, ever, test unknown wands against something right
next to you until you've ID'd fireball. :-/ It got a scroll, looks like
it wasn't a critical one though.
When you can't find a bottleneck, at least an almost-bottleneck can be
better than nothing...
...mhh#
##hh##
##.@.#
###.##
Death yaks. A berserk at the stairs against them includes the gambit of
killing lots of small stuff at first in the hopes of getting Trog to
extend the rage. None happens, and most of the tough stuff remains at
the end of the rage. :-( The teleport ability really comes in handy here...
A post-berserk crisis where all the teleportations in the world, and
even my sole scroll of blinking, aren't helping -- in fact, worse and
worse enemies just keep on piling on -- is broken by the use of Trog's
Haste invocation, which counteracts the slowing. Shoulda used it sooner.
#..x.## #...##
##....###....#
###..##....##
#..D#@.######
##.#Y..###.#.
####...#....
##.....#...
#..........
In this scenario here, I was berserking at approximately the x when a
hydra made a surprise appearance. Taking the blows from the Y (I'm not
even attacking it, for fear of killing it) is tough, but it sure beats
taking the blows from the D. And teleportations on this level are a
really unsure thing -- I've already landed out of trouble into trouble
several times.
And then -- with me NOT being slowed and AFTER having already taken out
one @#%@ hydra -- another appears, three wands all fail at the same
time, and the hydra pretends I'm buck naked and does an insane amount of
damage in one turn.
You die...
Moral of the story: use something less challenging than a no-spells
no-rods human fighter next time. Or swing the pendulum even faster
-- if I'd swung into the Hive, for instance, I could have probably
gained quite a lot at relatively little risk, and gained a lot of
momentum. The same is also true to some degree for the Snake Pit. I also
was far too insistent on doing Lair:8 in one piece; I should have quit
it while I was ahead.
In a way it's a good thing I died -- players getting to the bottom of
the Lair don't need such a ridiculously detailed guide anyway. And
most of the rest of the (pure fighter's) game revolves around tactics
and strategies similar to the ones discussed up to here, and the same
constant improvisation.
Erik
The last thing a weak character that, moreover, is almost entirely
limited to melee only should do is rush into the Elven Halls immediately
upon finding the entrance.
Elf:1
-----
?oAcquirement
Well well well. I'll be getting lots of weapons from Trog, I don't need
books or food, I've eschewed rods, miscellaneous acquirements are
usually bad, I've had bad luck with money acquirements... that leaves
jewellery or armour. There are a lot of bad jewellery types left to
discover, and undiscovered types get first priority when determining
what acquirement will give you. I choose armour. It's some kind of ring
mail. Oh well.
!oStrongPoison
I try to wait it out, but no luck -- I have to spend a !oH after all.
While I'm healing up, my rest is interrupted, I pray, and get my first
good Trog gift - a +9,+0 randart vorpal falchion. Better than the
scimitar, at least...
....and soon after I get a cursed long sword to match my armour. Whew. ;-)
Lair:1
------
That acquired ring mail was +2-of-poison-resistance, so I take it -- I'm
switching back to the Lair anyway, and getting into poison-heavy depths.
Lair:4
------
Back to the yak pack. It all goes a lot more smoothly now. I find the
entrance to the Slime Pits, but that's something for the very far future.
Lair:5
------
My first major post-slowing battle -- survivable due to a little
fortress on the edge of the level, or at least of this part of the level.
I discover (yes, only now!) that snails can be danced with well using
hack, hack, hack, back, hack, hack, hack, back. 'Course I usually simply
don't have to worry about such things -- this guy is unusually weak. :-(
Trog gifts me a randart vorpal great sword. I decide to keep it even
though it's not shield-compatible -- there are times when I need to do a
lot of damage in a hurry.
I find the Swamp entrance. I don't feel ready for the Swamp yet.
Lair:4
------
Ascending into the remaining part of this level that a stair check
revealed nets me one very small section with one very angry hydra
adjacent to the stairs. Fortunately...
#........
..Fr..#
#....#
##r@..#
#.rrr.#
#...Dl#
##.b.r.#
....some grey rats with their high speed come to the rescue. But I
*still* get that damn hydra on top of me after some maneuvering. Arrrggh!
I'm hungry, so I use a potion of might rather than the might invocation.
Damn! I'm cornered, so I can't afford to fight anyway. OK,
teleporting... still in this section! Arrrrgh! Teleporting again...
I am *really* low on reserve supplies. I'm just plain not doing too well.
After a stash trip, it's...
D:11
----
Part of the problem in this game is that the branches have come so
shallow, and I chose to dive them. The main dungeon is probably much
easier than them by this point -- barring things like the beehive on D:10.
Ooh, a troll! I always like to line things up when I'm about to use a
beam attack.
##.#####.# ##.#####.#
#...@....# #....@...#
#........# #........#
.....T....# .....T...#
#........# #........#
#....o...# #....o...#
....<.....# ...<.....#
##.##.#..# ##.##.#..#
Here it's not really necessary -- the orc will go down well enough on
its own -- but it's an instinct that I've found useful. I use the wand
of draining on it; in general, my order for consuming the "big attack
wands" is draining, lightning, cold, fire(ball), because this gradually
takes me from the most frequent to least frequent immunity of the four.
An uneventful D:11; some interesting finds but I'm holding out to get
the most out of an upcoming ?oDC usage.
D:12
----
## ###@..........#
#[#####.#####
#o# #.#
#o# #.#
#p# #.#
#.# #.#
#C# #.#
#.# #.#
#.# #.#
The apparition of Bevoker the Cutter, a powerful Kobold Assassin.
Heh. Never have the words "you can't take it with you" been so
important. (Bevoker was carrying a variety of powerful rods when he died.)
He did get to keep his weapon of draining, though. :-( Weapons of
draining are MURDER for characters with an AC-based defense. I escape
melee range without using my most precious potions or scrolls, or piety,
by berserking just before reaching the stairs.
After redescending by another staircase, I carefully check to see the
relation of my new position to where the ghost was last seen. I don't
head straight for him, though, because I don't know what's between me
and him. Plus, I'm hungry. Plus, he, too, is moving.
Randart cloak. OK, just finish this level and it's time for a curse
detection.
I find Bevoker's ghost, but at a three-square distance, and I don't have
any ID'd wand to take him down. (I do have 2 I forgot to ID...). Another
"stair'port" follows. The wands are slowing and enslavement. Oh well.
!oGainStrength.
The guardian naga I just killed turns out to have been out on a stroll
from its home. But I have one other task to take care of first. I ascend
to D:11 and berserk *not* in order to fight monsters, but rather to
generate hunger so I can eat the guardian naga's mutagenic chunk before
it rots. Oops, it lowers my dexterity. Not so bad though, really -- stat
loss mutations are the most harmless of the bad mutations.
A scroll shop. No unknown bad scrolls to buy for cheap "free ID", and
nothing I want to have immediately, though I'll come back (using the
..lst file that Darshan's patch generates when you do a character dump)
for the weapon enchantment scrolls once I have a nice ego weapon of a
nice base type.
!oMutation.
Takes off another point of dexterity and gives me regeneration. The
extra food cost won't be so bad as long as I'm wearing this ring of
sustenance, but I have some new rings on the horizon. The main problem
is that I now have enough mutations that there's no guarantee that if I
gain a new one and it demands removal, a single !oCM isn't guaranteed to
zap it. Still... I love risk.
And here's another one, right away. Should I? Should I?
I just *have* to know.
You feel extremely strange.
You mutate.
You hunger for flesh.
You mutate.
You feel jumpy.
Yeah, that should work. Well, *this* game has just changed
directions pretty fundamentally...
Trog gifts me a randart long sword with no special properties. Whatever,
Trog. The guardian naga's lair nets... well, it's hard to say until I do
a curse check. Some nice consumables, though.
The long sword's +12,+5. I think I just may phase out that vorpal
falchion after all. This is the last Trog gift I'll comment except for
the useful ones.
I try to take down the ghost (and a hill giant) using missiles and some
teleporting around this mostly-cleared level. If it weren't mostly
cleared, I wouldn't teleport if you *paid* me for it. I get the hill
giant, but hunger and the clearing of the level drive me off it... I
decide to risk starvation and hit my stash for the ?oDC run. It nets:
the +2 cloak of Repulsion (+4 dex)
....and costs me a snack.
This level contains the Hive entrance.
D:13
----
A centaur. I make sure not to sacrifice it -- every corpse is worth the
same value when sacrificed, but some corpses generate a lot more chunks
than others. Normally you can't use more than a fraction of the larger
corpses before they rot, but a berserker...
YA unseen horror. As an armoured character, I have much more time to
maneuver against these things than an evasion character (in Crawl, it's
really hard to evade what you can't see).
## ###.....#
...##.....# #
....x.....# #
####....## #
##....###
#.@...##
#..#..##
#..#..##
##....##
###.###
#...y
#####
I met it at the "x", but since it's hurting so slowly, I've decided to
make my stand at "y". Unseen horrors are basically invisible bats on
steroids, so some forward and back motion a la the bat dance is
generally enough to bring it into melee range even when you can't see it.
It still beats me up pretty bad. Well, the monster density in the main
dungeon isn't TOO bad... I'll teleport.
Erolcha! With a wand of draining! At range! Scrollporting and leaving
the level for some stash work...
When I return, I meet the UH again. No corridors around! So I use a wand
of disintegration...
#..........#
#.........#
. ##...#######
.... #....###
..).# # #..#).@#
...?.## ###.....#######
.......##.....###......
#............# #......
########....## #......
....to make my own. It runs out of charges earlier than I'd like, but it
still gives me the needed whacks at the UH. Whew.
The strange formation to my left is a vault, guarded by four traps at
the edges. My T&D skill doesn't save me from the Zot trap I cross, and
my sword and most of my jewellery get cursed.
Heading to the Lair to try out some armour before reading a ?oRC, I meet
Bevoker's ghost again... while rounding a corner. :-( But some
maneuvering...
####.#.##.##
.........#.#.
......@Hp..##
#...........
#.##...##..#
....does more than I'd hoped for.
y - a ring of see invisible. :-/
Bevoker's ghost gets me on the way down. I use a set of "brown" stairs,
hoping to use them for a quick "free teleportation." Unfortunately the
ones on the other end are brown too and happen to be linked to precisely
these ones. Ack. Bevoker, as a high-level shortblader, has a superhuman
to-hit, and I get drained yet again. :-(
........##
.....@....
#..O##..#
#..p##..#
#.......#
#.*..#..#
Back to D:12 yet again and caught rounding a corner YET AGAIN. After
some hunting for a willing victim, I find a pillar at the position
marked with a star that helps me use an ogre to screen Bevoker.
I give up trying to reach an isolated part of D:13 from above it with
Bevoker chasing me about D:12 (my hoped-for teleportation strategy costs
too much food); I hope to get in through D:14.
D:14
----
A new scroll, that does nothing. I was wielding my hand crossbow...
it'll be Vorpalise Weapon. Oh well.
I sight a skeletal warrior, and decide this is a *fine* time to test new
staircases into D:13.
D:13
----
Oh. Yeah. Erolcha was in this part.
Unrelatedly I also suddenly realize: Oh. Yeah. I HAVE THE CARNIVOROUS
MUTATION. Which I haven't been making use of. Oops.
A berserking uneventfully takes Erolcha down, along with a pack of ugly
things.
Amulet of resist mutation.
D:14
----
1 potion-might and 1 Trog-might take the SW pack down. Note that unlike
most undead, and even unlike most undead with something that looks like
magic, SW are considered magic users by Trog, so be sure to pray before
takin' 'em out.
With my newfound carnivorous mutation , I'm able to berserk a LOT
more freely. GREAT!
Wand of flame.
p - a scroll of enchant armour.
Back to the stash I go. I simply can't stress this enough.
On the way, I lose patience and simply take out Bevoker by berserking. I
get drained a full level in the process, natch. :-(((
Lair:4, small section
---------------------
Standing on L:5, I wield my short sword of flaming, pray, berserk,
ascend, and hope for the best. It works! HURRAY!
Hydras are yummy. There's something about a hydra lunch that mere game
mechanics can't convey... but you feel it anyway.
Lair:6
------
Nothing of note.
Lair:7
------
Things that are here:
a meat ration
a runed ice dragon armour
The mundane protection on ice dragon armour is fantastic, especially in
light of its low evasion penalty. But there are no cold-based attacks in
the Lair system except for a few from uniques, and there *are*
fire-based attacks (ice dragon armour causes fire susceptibility) and
more importantly, lots of poison out there. I prepare to stash it and,
more importantly, to remember it later on.
Another !oCM and a stash trip.
A wand shop. I don't buy wands, except for healing, unless I know
EXACTLY what kinds of stores the game holds and there's one I think I need.
The entrance to the Snake Pit.
A ring of poison resistance... This means I could do the hive in that
ice dragon armour if I want.
Lair:8
------
Errr... don't ever, ever, test unknown wands against something right
next to you until you've ID'd fireball. :-/ It got a scroll, looks like
it wasn't a critical one though.
When you can't find a bottleneck, at least an almost-bottleneck can be
better than nothing...
...mhh#
##hh##
##.@.#
###.##
Death yaks. A berserk at the stairs against them includes the gambit of
killing lots of small stuff at first in the hopes of getting Trog to
extend the rage. None happens, and most of the tough stuff remains at
the end of the rage. :-( The teleport ability really comes in handy here...
A post-berserk crisis where all the teleportations in the world, and
even my sole scroll of blinking, aren't helping -- in fact, worse and
worse enemies just keep on piling on -- is broken by the use of Trog's
Haste invocation, which counteracts the slowing. Shoulda used it sooner.
#..x.## #...##
##....###....#
###..##....##
#..D#@.######
##.#Y..###.#.
####...#....
##.....#...
#..........
In this scenario here, I was berserking at approximately the x when a
hydra made a surprise appearance. Taking the blows from the Y (I'm not
even attacking it, for fear of killing it) is tough, but it sure beats
taking the blows from the D. And teleportations on this level are a
really unsure thing -- I've already landed out of trouble into trouble
several times.
And then -- with me NOT being slowed and AFTER having already taken out
one @#%@ hydra -- another appears, three wands all fail at the same
time, and the hydra pretends I'm buck naked and does an insane amount of
damage in one turn.
You die...
Moral of the story: use something less challenging than a no-spells
no-rods human fighter next time. Or swing the pendulum even faster
-- if I'd swung into the Hive, for instance, I could have probably
gained quite a lot at relatively little risk, and gained a lot of
momentum. The same is also true to some degree for the Snake Pit. I also
was far too insistent on doing Lair:8 in one piece; I should have quit
it while I was ahead.
In a way it's a good thing I died -- players getting to the bottom of
the Lair don't need such a ridiculously detailed guide anyway. And
most of the rest of the (pure fighter's) game revolves around tactics
and strategies similar to the ones discussed up to here, and the same
constant improvisation.
Erik