AlphaMan Spoilers - updated: August 1995 Most recent version: 1.1 Please direct all questions and suggestions to Jeff Olson: Jeffrey Olson 214 E. Sherwin Dr. Urbana, IL 61801 USA 76473.225@compuserve.com. This file contains details about the game AlphaMan, a Rogue-like game set in post-holocaust Earth. AlphaMan is available from: ftp.win.tue.nl in the directory /pub/games/alphaman The FAQ file, alphaman.faq, is also available there, and provides more basic information than this file (which is intended for experienced players). ____________________________________________________________________________ Contents: 1. Detailed descriptions of the various Mental and Physical Mutations 2. Weapons, Armor and Shield ratings 3. Detailed berry descriptions 4. Detailed tech device descriptions 5. Overview of creatures 6. Details about the 6 castles which one must visit to complete the quest. ____________________________________________________________________________ 1. MUTATIONS All characters have 1 Physical and 1 Mental Mutation. A. Physical Mutations 1. Acidic Saliva This mutation can be used every 8 rounds. You can spit a caustic substance at a distance, although you hit more easily and do slightly more damage at close range. You do 4 dice damage, where the dice size is given by 3 + (your level - distance between you & target)/2 2. Blood Structure Change Your Constitution is raised to somewhere between 19 and 23. You consequently have more hit points, and you take much-reduced damage from poison (half what a character without Blood Structure Change would take, even with the same Constitution). You also are less likely to suffer lingering stat losses from poison, and recover from sickness attacks (like the skunk) three times faster. 3. Electrical Generation You can generate electrical currents on your skin which will damage any creature touching you during the round used (touching means the creature scores a successful hit on you with a contact-attack like a bite, but not no-touch attacks like radiation or mental attacks. The damage done to each creature is 2 dice of size (4 + your level). This is extremely useful against swarms like Killer Bees, Locusts. 4. Foul Musk You can generate a cloud of stinking gas that causes creatures to flee from you. You will occasionally make creatures sick, causing them to barf (during which time they are mostly defenseless from attack). This is effective as a defense, particularly when you get surrounded by beasties. 5. Heightened Dexterity Your Dexterity is raised to somewhere in the range of 19-23. Your Armor Class is much improved, and you can hit significantly easier with range weapons (even range tech weapons). 6. Heightened Endurance You have more hit points than most characters, can carry more than twice the weight with the same encumberance, you grow hungry less quickly, and can endure time underwater much longer. 7. Heightened Speed You can temporarily double your speed, allowing you more attacks and enabling you to outrun many creatures if you're in a bind. A very useful mutation, especially if coupled with an attack-type mental mutation such as Life Leech or Cryogenics. 8. Heightened Strength Your Strength is raised to somewhere in the range of 19-23. You consequently do more damage and hit more often with contact weapons. You can also carry more stuff, and have an easier time getting out of spiderwebs, breaking down doors, etc. 9. Heightened Vision You can see more clearly and in a broader EM spectrum, giving you minor bonuses to hit with weapons, allowing you to see further in darkness, and allowing you to look over long ranges to see, for example, whether there are any goodies in nearby regions of the map. You can also see radiation zones and avoid them. With this mutation, one can usually skip the Munsters' Castle, since spotting the hidden castle of the Grinch is relatively straightforward. 10. Laser Generation Every 10 rounds you can fire a laser beam. This beam can strike a single target at a fairly long range, hitting often and doing 3 dice damage, with dice size given by 5 + (your level)/3 11. Poison Claws These do very irregular damage, occasionally only doing 1-4 points, but capable of doing up to 10-40 when you are at 10th level. Although their range is short, they have several advantages. If you miss, they are immediately available for use again. They occasionally make the creature hit nauseous (barf). It is also useful to have a readily-available non-kinetic attack form for those creatures which take only 1/3 damage from kinetic attacks (like Zapweed, Rot Fungus, Slugs). 12. Quills Quills provide protection from creatures which must touch you to do damage, inflicting 1 die damage of size (3 + (your level/3)). You may also shoot them at a single creature for 3 dice damage of size (2 + (your level)/2, but you will then be unprotected until they regrow (in 8 rounds). 13. Radiation Generation You can shoot a beam of radiation every 15 turns that is capable of causing damage to any creature in its path. The damage done is 2 dice of size (3 + (your level)/2). 14. Reflective Skin Your Radiation Resistance is raised to somewhere in the range of 19-23. The damage you receive from laser attacks is halved, while you only receive 2/3 damage from heat attacks. 15. Sonic Attack You are able to generate an ultrasonic blast that does heat damage to all creatures standing next to you. The damage done is 1 die of size (5 + (your level)*1.5) 16. Tenticles You can entwine a creature (which makes it harder for them to hit you, and impossible for them to run away) and cause constriction damage to them every round. The damage done is 1 die of size (3 + (your level)/2), and you are able to do other things (like use your weapon or tech devices) while constricting. If you move, the tenticles release. 17. Tough Exoskeleton Your Armor Class is always at least as good as if you were wearing Titanium Chainmail, and you sustain only 80 percent normal damage from kinetic attacks. You are slightly encumbered by this exoskeleton, but no more so than if you were wearing the equivalent armor. B. Mental Mutations 1. Cryogenics This attack mutation is particularly effective against powerful creatures. It does exponential damage, first 1 die, then 2 dice, then 4, 8, 16 etc on progressive "hits". The dice size is given by (5 + (your level)/2). 2. Force Field While this mutation is being used, you sustain reduced damage (in general, about 2/3 normal) from all attacks. This can be tiring to use, and if you become too fatigued, it will turn itself off. 3. Heightened Willpower Your Mental Resistance is raised to somewhere in the range of 19-23, and you are able to periodically raise all of your stats and your hit points for a brief period. Note that you will never die when your hit points are reduced back to normal. 4. Hypnosis You can use this mutation to put creatures to sleep. This is usable fairly often, and can be a real asset when fighting several creatures at once, or when you want to flee. 5. Invisibility You can make yourself invisible, making creatures wander at random and enabling you to get off "free" attacks. This is also useful when you need to retreat. In addition, since this mutation is the ability to bend light rays around you, you are less susceptible to blindness attacks (you typically recover in one third the time). 6. Life Leech A powerful mutation, you are able to leech hit points from creatures standing next to you and add them to your own. The number of points damage done (and subsequently added to your total) is 2 dice where the dice size is given by (2 + (your level)/2). 7. Mental Blast This mutation allows you to psionically blast a selected creature every 10 rounds up to 7 squares away. The damage done is 2 dice of size given by (your Mental Resistance + your level)/2. 8. Mental Healing This mutation allows you to heal yourself rapidly. When used, you select how many rounds you will sit motionless (and prone to attack), during which time you will heal back 3 hit points per round. This mutation is best used after battles, so that you are always at full hit points when venturing into uncharted territory. 9. Military Genius You recieve a +2 to hit and +4 damage with all weapons you use. This includes contact and thrown weapons, and tech weapons as well. 10. Molecular Disruption You can disintegrate matter, destroying a creature or other object at which it is targeted. This is useful for going through walls, and will kill a creature if a random roll of dice size (25 + the creature's hit points/2) is less than a random roll of dice size (15 + your mental resistance + your level). 11. Psychokinesis You can create a grenade-like explosion that does kinetic damage to all creatures in its blast radius. The damage done is 2 dice of size (2 + (your mental resistance)/6 + (your level)/3 ). 12. Scientific Genius Your Intelligence is raised to somewhere in the range of 19-23, and you are able to build new tech devices from parts and energy salvaged from old devices. You are potentially able to build any device which you are familiar with (those listed when you press F3) and for which you have enough parts. Often, you must try several times in order to be able to build the device you would like. 13. Teleportation You are able to transport yourself over either long distances (useful as a speedy mode of transportation and as a means of escape) or short distances (useful when you want to get to another part of a castle level or lair). Teleporting blind is dangerous, and if you end up inside a solid object, you may be killed. It is occasionally an effective attack to teleport into a creature if you are at full hit points, but not one generally recommended. Note that short range teleporting isn't 100% accurate, so if you try to teleport next to a castle wall, you may end up inside the wall, which tends to be unhealthy. ____________________________________________________________________________ 2. WEAPONS, ARMOR and SHIELDS A. Contact Weapons Name Base Damage To Hit Bonus* Weight (kg) Dagger 1-4 -2 .2 Club 1-5 -2 .6 Pitchfork 1-6 -1 1.0 Hand Axe 1-7 -1 .7 Mace 1-8 0 1.2 Short Sword 1-9 0 .8 Flail 1-10 +1 1.5 Long Sword 1-11 +1 1.5 Halberd** 1-12 +1 2.0 Titanium Dagger 2-10 +2 .2 Titanium Sword 2-12 +2 .7 Titanium Axe** 2-14 +2 1.2 Duralloy Pitchfork 3-15 +3 .2 Duralloy Sword 3-18 +3 .2 * The To Hit bonus is in addition to whatever other bonuses you have. ** Technically, this weapon should require 2 hands, but doesn't. A. Range Weapons Name Base Damage To Hit Bonus* Range Weight (kg) Shuriken 1-3 -3 10 .1 Dart 1-4 -2 9 .1 Throwing Axe 1-5 0 5 .3 Arrow 1-6 -1 8 .1 Javelin 1-7 0 8 .3 War Boomerang 1-8 -1 7 .2 Lawn Dart 1-9 0 5 .2 Spear 1-10 +1 6 .4 Titanium Dart 2-8 +2 10 .1 Titanium Javelin 2-12 +2 9 .2 Duralloy Arrow 3-12 +3 11 .1 Duralloy Spear 3-18 +3 9 .2 * As above B. Armor Name Base Armor Class Max hits sustainable* Weight (kg) No Armor 10 - - Heavy Fur 9 2 1.5 Cured Hides 8 3 2.0 Ringmail 7 4 4.0 Chainmail 6 5 6.0 Fiberglass 5 6 3.5 Plastic 4 7 2.5 Titanium Chainmail 3 7 4.0 Platemail 2 8 10.0 Titanium Platemail 1 9 6.0 Duralloy Chainmail 0 8 1.0 Duralloy Platemail -1 10 1.5 * This is the maximum number of "damaging" hits a particular kind of armor can sustain in its pristine condition. C. Shields Name Reduction to Armor Class Max hits sustainable* Weight (kg) Small Wooden -1 2 .5 Large Wooden -1 1/2 3 1.0 Small Metal -2 3 1.0 Large Metal -2 1/2 4 2.0 Small Titanium -3 4 1.0 Large Titanium -3 1/2 5 2.0 Small Duralloy -4 4 .2 Large Duralloy -4 1/2 5 .3 * As above ____________________________________________________________________________ 3. BERRIES Berries are named at random each game, so it is a waste of time to write down the names during one game for the sake of using them in the next. The random names were intended to sound like Dr. Seuss names. A. Treatise on Berry Colors (available from a Computer Workstation) The color of a berry reveals its degree of ripeness. The six colors a berry can have are red, orange, yellow, green, blue, and purple, in increasing order of ripeness. Berries which are more ripe are more potent, and will have effects which last longer. For example, purple exploding berries do much more damage than orange ones, and forcefields created by blue berries last longer than those created by red ones. In addition, if a berry can have either a good or bad effect, the ripe berries are more likely to cause the good effects. Thus, a blue berry that alters speed tends to speed you up, while a red one is likely to slow you down. Berries that alter your stats are particularly important examples of this, wherein red and purple ones change your stats permanantly, purple usually raising, and red usually lowering; the effect of the orange-blue ones is temporary. Berries will ripen with time; using X(amine) can be illuminating. B. Berry descriptions Exploding berries are effective grenades with a blast radius of 1 square. Radiating berries are effective grenades with a blast radius of 1 square. Hunger-satisfying berries provide significant nourishment, and can make critters burp if thrown at them. Refresh berries make you well-rested and help keep you rested. Poison berries can be thrown to do poison damage if they hit a critter. Curing berries will restore some hit points, and some reduced by poison. Extra-curing berries are like normal curing berries, only more potent. Expertise-altering berries add or subtract experience points depending on their color. Strength-altering berries raise or lower strength, depending on color. Dexterity-altering berries raise or lower dexterity, depending on color. Constitution-altering berries raise or lower CON, depending on color. Radiation Resistance-altering berries modify RR, depending on color. Mental Resistance-altering berries modify MR, depending on color. Intelligence-altering berries modify intelligence, depending on color. Speed-altering berries will make you fast or slow, depending on color. These work on creatures, too, if thrown. Berries that toughen skin will permanantly lower your armor class. These work on creatures, too, if thrown. Intoxicating berries will confuse you if eaten, or a critter if thrown. Cleverness berries make you better at figuring out and using tech devices. Berries which add body parts are generally useless except for nourishment. Purple ones will cause you to grow a cumbersome udder. Mutation-affecting berries quench or heighten a mutation, depending on their color. Heightened mutations are much more powerful. Detection berries help you see invisible things, and will map a lair or castle level if you are indoors. Blindness berries will blind you temporarily if eaten. These work on creatures, too, if thrown. Tact-reducing berries make you burp, sneeze, etc. if eaten. These work on creatures, too, if thrown. Mind-clouding berries make you forget things but will confuse creatures if thrown at them. Fright-inducing berries will frighten critters away temporarily. Detoxifying berries will remove the lingering adverse effects of poisons. Rambifying berries give you a Rambo complex, making you strong but dumb. These work on creatures, too, if thrown. Invisibility berries will make you temporarily invisible. These work on creatures, too, if thrown. Teleport berries randomly teleport you over a long distance, and work on critters too. Relax berries will put you or a creature to sleep. Klutz berries will make you extremely clumsy, but work on critters too. Regeneration berries, cause you to regain lost hit points much faster. Berries which "smell nice" give you an odor that attracts creatures. Force Field berries will protect you so you sustain reduced damage. Acid berries are effective weapons if thrown. ____________________________________________________________________________ 4. TECH DEVICES The following is a list of all the tech items currently implemented in AlphaMan. These are the specifics one can learn by using a Microcomputer. A. Small Tech Gadgets: Alza-seltzer relieves sickness, and can get rid of tapeworms An Answering Machine will occasionally receive useful messages ArmorAll will restore armor to pristine condition, and may even improve it A Backpack can hold up to 10 reasonably-sized items A Bionic Cranium Implant can raise your Mental Resistance & Intelligence A Bionic Muscle Implant can raise your Strength and Dexterity A Bionic Spleen Implant can raise your Constitution & Radiation Resistance A Boise Souvenir Ashtray is useless Brandy will boost your strength temporarily, but may make you sleepy A Breathalyzer will reveal your blood alcohol content (mostly useless) Cap'n Crunch gives you a sugar high and speeds you up temporarily A Cheese Grater is useless Chemical Analyzers reveal the potential effects of unknown berries A Chia Pet is useless Coffee will boost your constitution temporarily, and can keep you awake Duct Tape can incapitate creatures, and repair damaged armor and suits Flares will illuminate the outdoors when dark, but cause damage indoors A Force Field Generator will help protect you from attacks A Fountain Pen is useless A Gas Mask will protect completely from poison gas A Geiger Counter reveals nearby radiation zones outdoors, or traps indoors A Grenade Launcher can fire grenades and berries accurately at long range A Hammock will put you to sleep immediately A Hand Massager will reduce fatigue An ID Card will unlock most locked doors, and can deactivate some robots A Kalediscope is useless A Knife Sharpener can sharpen blade weapons so they are more effective A Lava Lamp will help illuminate during darkness A Medkit will restore some lost hit points and poison damage A Microcomputer can reveal a variety of useful information A MindWeb Generator will protect you from mental attacks A Mirror can be used to reflect laser attacks A Motion Sensor will reveal the location of invisible creatures A Mr. Misty provides nourishment, and also is an effective freeze grenade A Pencil Sharpener can sharpen pointy weapons so they are more effective The flash from a Pocket Instamatic can blind creatures that see it Power Packs recharge devices which require energy A Radar Detector is useless A Radar Gun will reveal how fast a creature can move (mostly useless) ServoBoots greatly reduce the effects of encumberance A Slinky is useless A Sony Watchman can map levels in some of the special castles Sunglasses protect against blindness & give added influence over robots Sunscreen provides some protection against laser attacks Tape Recorders reveal a variety of information about your mission A Tip O'Neill mask will frighten creatures away when worn A Toaster is useless Toilet Paper is an effective weapon against Dung Beetles and Seagulls A Tricorder will map castles and lairs, and can reveal creature specifics A Turbocharger will speed up any vehicle Tylenol can restore lost hit points A UV Helmet helps greatly when searching for hidden things A Veg-O-Matic can injure nearby creatures, especially edible ones A VisiScope allows you to see long distances A Voodoo Doll will kill all nearby creatures of a specific type A Wrist Watch will tell you how much time remains to complete your mission A Cannister Grenade inflicts modest shrapnel damage (kinetic damage type). A Disintegration Grenade is lethal to almost everything. A Fission Grenade inflicts substantial radiation damage. A Flash Grenade can blind everything in a large area. A Fusion Grenade inflicts tremendous damage in a large area. A Gas Grenade inflicts poison damage and leaves poisonous gas. A Glue Grenade will imobilize anything in its sizable blast area. An Incendiary Grenade inflicts moderate heat damage. A Lightning Grenade inflicts modest electrical damage in a large area. A Neutrino Grenade inflicts moderate damage. A Photon Grenade inflicts tremendous laser-type damage. A Psychosis Grenade inflicts variable mental-type damage. A Stun Grenade paralyzes and inflicts minor damage in a large area. A Vial of Acid inflicts modest damage. A Blaster can fire many shots at a time, inflicting modest heat damage. A Blowtorch does moderate heat damage. A Can of Mace does modest poison damage and makes the target flee. A Chainsaw inflicts horrible wounds. A Flamethrower does substantial heat damage in line with the target. A Freeze Gun does substantial cold damage in line with the target. A Fusion Rifle does substantial radiation damage. A Laser Pistol does substantial laser damage. A Light Sabre inflicts moderate laser-type damage. A Missile Launcher does substantial damage in a large blast area. Mr. Clean is especially effective against slimes, molds, etc. A Pepper Shaker can be a grenade, and makes targets sneeze. A Phaser can stun (putting enemy to sleep) or kill (doing heat damage). Raid is particularly effective against insects. A Salt Shaker can be a grenade, but is only useful on Slugs-like things. A Shock Rod does modest electrical damage. A Shotgun does substantial kinetic damage. Silly String will immobilize a target. A Squirt Gun does minimal damage except against Fire Ants, Phoenixes, etc. A Staple Gun does minimal kinetic damage. A Stun Gun will paralyze a target. A Tickle Feather Gun (from the UnderDog show) inflicts tremendous damage. A Weedeater is effective against plants. B. Large Tech Devices: A Bulletproof Suit lowers your AC and reduces damage from kinetic attacks A Cabinet is useless A Camoflage Suit makes you somewhat harder to detect A Cigarette Machine is useless A Cloaking Device renders you temporarily invisible A Computer Workstation can reveal a plethota of useful information A Cyclotron just might win you the Nobel Prize in physics A Dialysis Machine will cure you and remove poison effects, tapeworms, etc A Displacer allows you to teleport over short distances A Golf Cart provides transportation at a faster pace than walking A Home Movie Projector will put creatures to sleep A Hovercraft provides very fast transportation over any terrain A Jackhammer can blast through walls, and is an effective weapon A Jetpack gives rapid movement for short periods of time A Kayak can be used to move through water A Kevorkian Machine is useless A Laser Printer is useless A Leafblower is useless A Liposuction Device will remove an udder A Microwave Oven can prematurely ripen berries, and makes food tastier A Neutron Suit irradiates nearby critters each turn but hurts you somewhat A Pinstripe Suit gives added influence over robots when an ID card is used A Pogo Stick provides an alternative form of transportation A Porta-Potty is useless A Prosthetic Leg is useless A Radiation Suit will reduce the damage caused by radiation A Reflective Suit will reduce the damage caused by lasers A Repulsion Generator will prevent creatures from moving next to you. Creatures already next to you can continue to attack A Rubber Raft can be used to move through water A Safe will protect up to 10 items, and can be left outside of castles A Sousaphone can make critters stand still, run away, become confused, etc A Still will distill berries to nectar, and nectar to extract A Tent will allow you to sleep in relative safety outdoors at night A Thermal Suit will reduce the damage caused by heat and cold A TK-5 AntiTank Gun is an extremely effective long-range weapon A Transmogrifier will polymorph creatures, and can change berry types A Wetsuit allows water movement, and will reduce acid and shock damage A Wide Screen TV can map levels in some of the special castles _________________________________________________________________________ 5. CREATURES This is a brief overview of the creatures found in AlphaMan. Name Hit dice Attack type* Damage Resist** Susceptible*** -------- --------- ----------- ------ --------- ----------- A. Creatures found anywhere ----------------------------------------- Wimpy critter 1 Bite 1-3 Housecat 1 Bite/Claws 2-9 h,c m Centipede 1 Poison I 1-4 1,s Snail 1 Mental Blast 2-6 e a Warthog 2 Life Leech 1-3 l Owl 1 Bite/Claws 2-9 m e Daffodil 2 Spores 1-5 l,b,s r Asparagus 3 Radiation 1-5 p,r,b,s l Dung Beetle 3 Poop Out 0 a p Fire Ant 1 Heat 1-5 g c Woodpecker 1 Bite 2-12 p Gas Spore 1 Darts 2-6 m,r,s Gas Spores cause explosion damage when they are killed. Dragonfly 2 Cold 2-14 p,e a Skunk 3 Nausea 0 k Chameleon 3 Bite 1-6 i,1 Boa 3 Constrict 2-6 p,r,e,a Porcupine 2 Quills 2-6 q4 l Lotus 2 Confusion 0 m,b,s s Crunchberry Beast 4 Eat Berries 0 l,s Viper 3 Poison II 1-4 e c Venetian 5 Blind 0 l,b k Flying Fish 5 Radiation 3-15 c,a l Rosebush 5 Attraction 0 k,q14,s,b Zapweed 4 Electricity 2-16 m,e,k h Mantis 6 Mental Blast 4-12 l,a Japanese Beetle 3 Steal Tech 0 e m Mr. Potato Head 8 hp Bite 2-12 Mr. Potato Head takes only 1 hp damage from any attack. Sunflower 5 Laser 3-12 g,p a Ragweed 3 Sneeze 0 l,s p Killer Bee 2 Poison III 2-4 e Python 10 Constriction 6-18 c,1 r Vulture 7 Life Leech 2-12 h,m c Huge Cockroach 4 Radiation 4-20 k Cockroaches, after being exposed to an particular attack type, become resistant to it. Sandman 1 Cause Slumber 0 Pryor 8 Acid 3-18 1 a,h The Pryor can burst into flames, causing substantial heat damage Spitting Cobra 4 Poison II 2-8 r m Goat 5 Eat Items 0 Ice Wolf 9 Cold 3-21 c,1 h Rot Fungus 8 Damage Armor 0 k,a,q4,b e Pokey 10 Bite 4-24 c Gumby 12 Mental Blast 8-32 c Tapeworm 2 Special 0 4 p Tapeworms lead to increased hunger if they hit Slug 7 Acid 4-24 k,a,m s Cheetah 9 Laser 4-16 r,h,g Tortoise 9 Bite 3-9 r,c l Venus Flytrap 11 Attract,Constrict 6-18 e,p r the Blob 10 Acid 5-30 k,b c Grizzly Bear 14 Bite/Claws 4-24 h a Bush 18 Life Leech 2-10 m Quayle 15 Bite 1-6 e,r,h,c,l,1,m,p The Quayle only appears if the Bush has been defeated Rhinocerous 14 Gore 7-42 a,r,p h Giant Tarantula 11 Poison I 9-36 3 e Phoenix 7 Heat 6-30 h c When defeated, the Phoenix may rise from its ashes Scorpion 10 Poison II 4-16 a,l r Mastodon 22 Trample 6-42 c Berserk Robot apprx 15 Electricity apprx 4-32 r,c,m,p,s e Black Widow 10 Poison III 5-20 r e Sabretooth Tiger 17 Bite/Claws 7-42 r,h Mosquito 11 Life Leech 2-20 h,m k Anklyosaurus 15 Bite 6-36 1 r Triceratops 21 Gore 6-36 r,p a Polar Worm 25 Cold 8-56 c,3 h Tyrannosaurus 30 Bite 12-72 c p King Kong 40 Trample 14-84 t Rodan 35 Bite 14-84 l Godzilla 45 Radiation 15-75 r,m e B. Creatures found in Castles -------------------------------------- Slime 1 Damage Armor 0 c,b h Ooze 1 Heat 1-5 k,h,b c Vampire Bat 2 Energy Drain 0 l Repair Droid apprx 3 Electricity apprx 2-12 m,p,s e Maggot 3 Acid 1-6 1 p Maggots may become Flies, which regenerate faster and do more damage Giant Rat 3 Bite 1-6 r h,p Purple Mold 3 Nausea 0 k,b r Ghoul 8 Bite 2-12 r,c Defense Droid apprx 6 Radiation apprx 2-10 r,m,p,s e Gray Mold 9 Spores variable k,a,s,b h,s Gray Mold spores interfere with your healing, and do more damage the more there are in your system. Phantom 7 Cold 2-14 m Wolf Spider 7 Poison III 3-10 p m Enzyme Fungus 3 Acid 4-24 k,a,m,q10,b h,s Volte 6 Electricity 5-40 k,e,s a Brown Recluse 9 Poison II 4-16 1 r Security Droid apprx 10 Laser apprx 5-18 a,c,m,p,s e Brain Beast 5 Life Leech 1-5 m a Brain Beasts can attack through walls. War Droid 15 Various 9-51 a,r,c,m,p,3,s e C. Creatures found in Forest -------------------------------------- Tree Frog 1 Poison I 1-4 a Stranglevine 2 Constriction 1-3 p Poison Ivy 2 Poison II 3-12 h,d,i Toadstool 5 Nausea 0 p,s,b k Termite 1 Eat Items 0 h,p Termites eat anything they step on Mushroom 2 Energy Drain 0 m,s,b a,c Panther 5 Electricity 4-24 e r Moose 14 Trample 4-24 Jaguar 11 Radiation 4-20 r e Deadly Nightshade 5 Poison II 4-16 m,p l,s Algore 5 -none- m,i e,s Trees and bushes grow profusely around an Algore Death Fern 7 Heat 4-20 h,i s Bigfoot 13 Trample 4-24 1 m Komodo Dragon 15 Bite 6-36 c Willow 6 Constrict 7-21 g,p,s s Raptor 8 Bite/Claws 5-30 c Giant Sloth 15 Cold 6 6-42 h D. Creatures found in Swamp -------------------------------------- Toad 2 Radiation 2-10 c,l h Leech 1 Energy Drain 0 a,i p Slime Mold 2 Acid 1-6 k,a,b p Giant Crab 3 Electricity 1-8 e,r m Alligator 5 Bite 3-18 p l Lungfish 6 Laser 3-12 e a Bombadier Beetle 4 Damage Armor 0 a,e r Tick 2 Life Leech 2-8 i s Giant Puffball 1 hp -none- i Puffballs explode if touched Dartweed 3 Poison III 3-12 l r,c Hippopotamus 13 Bite 4-24 r h Giant Worm 2 Bite 1-6 Giant Worms split into parts if hit by weaponry Crocodile 10 Mental Blast 12-36 c m Water Moccasin 6 Poison II 4-14 p Snapping Turtle 9 Bite 5-30 c h,l Pteradactyl 9 Radiation 6-30 r,m Bog Horror 16 Constrict 3-30 a,h,c,1,m,i p E. Creatures found in Plains -------------------------------------- Prairie Chicken 1 Bite 1-3 k h Lizard 2 Heat 1-5 h,l e Antelope 3 Trample 1-6 h,l Moth 4 Life Leech 1-6 m a Gazelle 5 Laser 2-6 l Stink Bug 6 Nausea 0 a m Armadillo 6 Bite/Claws 3-9 p Blue Jay 4 Mental Blast 6-18 e Laughing Hyena 4 Tickle 2-8 t Fox 5 Eat Food 0 1 m Giant Wasp 6 Poison III 3-10 r h,l Locust 3 Bite 1-3 k,a,e,r,h,c,l,m,p Coral Snake 5 Poison II 4-16 h Bunny Rabbit 4 Bite 1-6 p Bunnies reproduce. Voracious Shrew 2 Bite 7-42 Cactus 8 Darts 5-30 r,g,q14,s,b c Giraffe 16 Trample 6-42 F. Creatures found in Water -------------------------------------- Kelp 2 Constrict 1-3 c Sardine 1 Bite 1-3 a e Electric Eel 2 Electricity 1-8 e Seagull 3 Poop Out 0 1 m Lobster 2 Claws 2-12 l h Lamprey 1 Life Leech 1-4 Barracuda 3 Bite 2-12 a Sunfish 3 Laser 2-8 l p Urchin 3 Darts 5-15 q10,b Jellyfish 4 Poison II,III 3-12 a,3,s,b r,s Squid 5 Blind,Constrict 2-6 c k Fire Coral 1 Heat 4-20 k,s,b l Trilobite 5 Radiation 3-15 e m Red Snapper 4 Bite 5-30 Nauteloid 7 Mental Blast 4-12 Sting Ray 7 Poison III 3-12 p Octopus 6 Constrict 7-21 a Moray Eel 9 Bite 3-18 Narwal 10 Gore 4-24 c Hammerhead Shark 10 Bite 5-30 m Killer Whale 22 Bite 6-36 c Great White Shark 15 Bite 6-36 m Plesiosaurus 25 Bite 7-42 r * Attack types: Radiation damage is multiplied by 10 / (your radiation resistance) Poison damage is multiplied by 10 / (your constitution) Poison I simply does damage Poison II has a chance to reduce your strength Poison III has a chance to reduce your constitution and hit points Mental Blast, Life Leech damage is multiplied by 10 / (your mental resistance) Constrict attacks, once they hit, do damage every round thereafter Energy Drain attacks can quench mutations or drain experience points Some damage amounts are approximate; for example, a Cactus has 5 separate dart attacks for 1-6 each, with differing ranges, so it will only do the maximum of 5-30 at close range. Mental Blast damage amounts can vary widely from those given. Damage Armor and Steal/Eat attacks may do some damage if they don't successfully damage armor / steal an item. ** resistances: a: resist acid b: resist blindness c: resist cold e: resist electricity g: grow from heat or laser attacks h: resist heat i: invisible k: take 1/3 damage from kinetic attacks l: resist lasers m: resist mental attacks p: resist poison r: resist radiation s: resist sneezing/burping 1: regenerate 1 hit point/round 3: regenerate 3 hit points/round 4: regenerate 4 hit points/round q4: quills or shock if touched for 1-4 points damage q10: quills or shock if touched for 1-10 points damage q14: quills or shock if touched for 2-14 points damage *** susceptibilities a: double damage from acid b: double damage from blindness c: double damage from cold e: double damage from electricity h: double damage from heat k: double damage from kinetic l: double damage from lasers m: double damage from mental attacks p: double damage from poison r: double damage from radiation s: sluggish (only move every other round) _________________________________________________________________________ 6. CASTLES Your overall mission is to save the world from the Grinch and his nerve toxin. You must complete a series of missions in order to accomplish this goal. You do not need to visit these castles in any particular order, despite the suggestions of the Tape Recorders you'll find along the way. You will usually need to visit 5 different castles in order to properly equip yourself. Specifically, you'll need the following items: 1. A map from the Munsters in order to locate the Grinch's hidden castle. All the Munsters are dangerous foes, Grampa in particular. You need to use the teleport trap somewhere in the room with Grampa to get to the sealed room containing the map (as well as another teleport trap). To render Grampa harmless, find the Green Gregre berry on Level -6 of the castle, the level before you get to the Munsters level. This berry will turn you green for a short period of time, and all the Munsters will mistake you for Herman and consequently ignore you. Note: a character with Heightened Vision shouldn't have to visit this castle at all. Also, a JackHammer or Molecular Disruption makes the Gregre Berry unnecessary. 2. Buzz Aldrin's Space Suit to protect yourself from the radiation which protects the Grinch's castle. Buzz is protected by a variety of losers, the most dangerous of which are the 9 Chicago Cubs. If you are wearing the Mets Hat which you can find in a secret room soon after entering Buzz's level, the Cubs are much less harmful. Buzz is on the deepest level in his castle. 3. Elvis' Blue Suede Shoes so you can cross the bottomless chasm that surrounds the Grinch's castle. Elvis is a good guy like you, but you have to get rid of all the Elvis Impersonators on his castle level with him before he'll give you the goods. You can tell the difference between the real and fake Elvii be noting that when you wake them up and they sing the line of an Elvis song, only Elvis gets the words right. If you wake the real Elvis before finishing off the Impersonators (ie, he doesn't immediately give you the stuff), run away from him and he'll fall back asleep fairly soon. Elvis's special level may be on the top-most or the bottom-most level; only a Tricorder can tell you ahead of time where he is. 4. Donald Trump's Presidential ID card to get through the locked door into the castle. Donald, Marla and Ivana all have nasty Life Leech attacks. If possible, try to have a MindWeb Generator or some Mental Resistance- enhancing berries available. Donald is easier to deal with if you can find and defeat Ivana first (Donald tends to doze off like Elvis, by the way) and get her blonde wig (which will raise your Mental Resistance and lower your Intelligence by 15 while wearing it). Donald is on the highest level of his castle. 5. Gilligan's Keptibora serum to protect yourself from the nerve toxin which permeates the Grinch's castle. Getting to this castle can be tricky, and if you find a WetSuit, Kayak, Rubber Raft, Hovercraft, Jetpack or Transporter Monolith, try to proceed directly to this castle, which is always located in the middle of a body of water. Gilligan is very dangerous to your belongings. You should try to find and defeat the Skipper to retrieve his hat, which you'll hit Gilligan with. Before going after Gilligan, it is wise to drop all your belongings since Gilligan has a knack for breaking things. If you used a Transporter Monolith to get to this castle, be sure to grab the Bamboo Raft for return transportation. Save the Keptibora Serum until you are ready to go to the Grinch's castle, since it only lasts for a single day. Gilligan is on the highest level of his castle. The Grinch's castle can be very dangerous if you're unprepared. The Grinch's special level is either on the top-most or bottom-most level; unless you have a Tricorder, you'll have a 50-50 chance of going the wrong way. Tech items won't work on the Grinch's special level, so begin collecting useful berries on your way there. Since the Grinch is surrounded by nasty guardians, berries like Invisibility, Fright-Inducing, Speed-Enhancing are especially useful. You may want to save a Detox berry, too. Don't try to defeat the Grinch in out-and-out combat; with his dying gasp he'll trigger the release of the nerve toxin, sending doom upon the remains of the Earth. Instead, go to the castle level furthest from the Grinch, (ie, the top-most floor if he is on the bottom-most floor) where you can find a can of Roast Beast. Tossing this at the Grinch will cause his heart to grow 3 sizes, and he'll destroy the toxin.