In the first installment of Loriciels' Citadelle series, which
I ported from source code from the Sanyo PHC-25, and translated to English, you will come up against a
range of monsters. There are Lich’s,
Bugbears, Orcs, Assassins, Warriors, Shades and Gnolls. The game feels like an RPG, but it actually combines elements of that genre with a simple two-word parser text adventure and treasure hunt. There are puzzles to be solved too.
In the version I ported the stats of the monsters are randomly generated in terms of the hit points, armour class and strength at the beginning of each combat, so retreating might not be a good idea. Retreating takes you back to the previous room you were in. When you re-enter the room all the conditions for the monster will be reset. This might be a good thing if the monster is really strong and you’re getting pasted. Going and coming back in might make for a weaker monster. However, it might be worse!
Choosing Defence rather than attack just reduces your chances of being hit while also decreasing your chances of hitting the monster. Spells are powerful but fickle. The monsters are deployed in fixed locations as indicated in the map below. However, if they don’t “disappear” at the end of combat random monsters will be spawned at random in one of the rooms. If you have the sword and the armour, the monsters are pretty easy to defeat. You won’t be let through the portcullis if you get pasted by the Gnoll and you don’t have at least one of these two items. A map and instructions follow:
In the version I ported the stats of the monsters are randomly generated in terms of the hit points, armour class and strength at the beginning of each combat, so retreating might not be a good idea. Retreating takes you back to the previous room you were in. When you re-enter the room all the conditions for the monster will be reset. This might be a good thing if the monster is really strong and you’re getting pasted. Going and coming back in might make for a weaker monster. However, it might be worse!
Choosing Defence rather than attack just reduces your chances of being hit while also decreasing your chances of hitting the monster. Spells are powerful but fickle. The monsters are deployed in fixed locations as indicated in the map below. However, if they don’t “disappear” at the end of combat random monsters will be spawned at random in one of the rooms. If you have the sword and the armour, the monsters are pretty easy to defeat. You won’t be let through the portcullis if you get pasted by the Gnoll and you don’t have at least one of these two items. A map and instructions follow:
Exit
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N
W + E
S
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Tomb
SAY AROG
GIVE EYE
warrior
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Arms of Oran
(must have
Lighted lamp)
EXAMINE OBJECT
TAKE SHIELD
EXAMINE SHIELD
harpy
|
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Well Room
SEARCH WELL
TAKE KEY
EXAMINE STONES
OPEN STONE
(requires hammer
and chisel)
SEARCH NOOK
TAKE EYE
Assassin
|
Armoury
EXAMINE MOSAICS
EXAMINE STARS
OPEN STAR
(requires hammer
and chisel)
TAKE ROD
Lich
|
Tiled Entry Hall
TAKE LAMP
LIGHT LAMP
OPEN DOOR
(requires key)
|
Dark Hall
EXAMINE FLOOR
SEARCH DUST
EXAMINE WALLS
SEARCH WALLS
USE MECHANISM
|
Store Room
OPEN CRATES
EMPTY CRATES
(you'll discover the name Arog)
OPEN BARREL
EMPTY BARRELS
SEARCH SACKS
TAKE CUBE
INSERT CUBE
(requires mech
from dark hall
to have been
touched)
|
Stables
CLIMB LADDER
SEARCH ROOM
MOVE BOARDS
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Inside Cave
SEARCH SKELETON
TAKE CHISEL
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Guard Room
USE MECHANISM
Bugbear
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Hay Loft
SEARCH SACKS
TAKE HAMMER
SEARCH HAY
DESCEND LADDER
Shadow
|
In front of Cave
EXAMINE GROUND
TAKE FLINT
TOUCH PORTCULLIS
Gnoll
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Forest
MOVE ROCK
TAKE SWORD
SEARCH TREE
TAKE ARMOUR
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