Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/5/84; site politik.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!sdcsvax!sdcrdcf!hplabs!hpda!fortune!amdcad!amd!dual!ptsfa!politik!simon@politik.UUCP (Simon Rhayader) From: simon@politik.UUCP (Simon Rhayader) Newsgroups: net.games.rogue Subject: advice on 5.3 meanies (spoilers) Message-ID: <59@politik.UUCP> Date: Fri, 21-Dec-84 18:33:05 EST Article-I.D.: politik.59 Posted: Fri Dec 21 18:33:05 1984 Date-Received: Mon, 24-Dec-84 03:05:06 EST Reply-To: simon@politik.UUCP Lines: 73 Some observations and questions about the medium level meanies that appear on levels 12-20+ in 5.3 rogue. Generally, If a critter is going to kill you, it is most likely the first instance of his kind which will do you in. Be especially careful of the first few of any kind of monster you meet; after that, you can knock them down pretty haphazardly. To be extra careful, 1) try to position your opponent in a doorway. They tend not to do so well there. 2) Don't use f? (fight) when you meet a new kind of monster; since rogue doesn't know how hard they hit, it becomes synonomous with "fight until death." 3) Think of your options before fighting on your last 5 hit points. Scrolls, wands, potions, and flight are best utilized before your dead. 4) If you die following these recommendations, it probably was in the cards for you anyhow. No amount of trickery can compensate for unluckly dice. If you have to use all your resources to kill your first troll, you are not going to get past your first black unicorn. Specifically, T, trolls: the first medium level meanie you are likely to meet, and the cause of much anguish. Just remember points 1-3 and you will fare well. F, venus flytraps: beat them up and don't try to run away. W, wraiths: wimps. Ignore specious discussion about gaining/losing hit points. Kill them and be done with it. V, vampires: wimps. X, xerocs: wimps. Startling, but wimps. P, phantoms: they act somewhat confused, and can move laterally and then strike you when you lunge where they used to be. After the first "It hit", move to a hallway and take care of the boy there. M, medusas: run like hell! Do not prolong contact (one turn at most!). Move to a hallway, if you can, and show her who's boss. In a hallway, her gaze of confusion is ineffective: either you will move directly towards her and strike, or you will move directly away. If you can't get to the hallway, you've got trouble. Don't bother trying to read your scroll of teleportation. U, black unicorns: pretty mean. If you are losing against one, run until your hit points have recovered. Unicorns don't regenerate (a little rogue humor there), so you can beat them to submission after recouperating. G, griffins: The two I've met I beat up no problem. J, jabberwocks: The first one I've met killed me. D, dragons: I saw one once. Didn't get a chance to talk to him, though; there was a party going on, and it seemed I wasn't invited. Does anyone know to deal with Medusas more effectively? What should I do if I ever meet up with another Dragon or Jabberwock? -- Simon Rhayader ptsfa!politik!simon