home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Carsten's PPE Collection
/
Carstens_PPE_Collection_2007.zip
/
T
/
TNT112.ZIP
/
INSTALL.DAT
/
TNTHINTS.DOC
< prev
next >
Wrap
Text File
|
1994-08-15
|
35KB
|
701 lines
Tunnels-N-Tombs is a complex maze of levels containing good and bad items,
monsters, traps and more. The trick to TNT is to learn as much as you can
and use what you learn in your strategy to win the game. Of course, to win
the game, you must travel to the last level, pick up the sacred star (*)
and make it back out without getting killed.
The following is a list of hints that might help someone to overcome the
learning curve and take advantage of the game's features. Remember though,
these are just hints. I'm not going to give it all away.
- A ring of invisible (as long as it's not cursed) goes a long way in
aiding your survival.
- When a monster is killed and leaves an item behind, it is never cursed.
- A scroll of lose item can be used to get rid of a cursed item. But
you'll have to leave things you don't want to lose to the scroll behind
before reading it. If your inventory pack contains only one item, you
can be sure that is the item that will be lost to the scroll.
- If you put on a ring of levitation and it's cursed, you're screwed
unless you have a scroll of remove curse or lose item. Your best bet
may be to starve to death and start over.
- TNT *CAN* be played without a BBS. Set it up like a door but make your
own DORINFO1.DEF drop file for TNT to read. Make the drop file look
like the following example:
BBS NAME
SYSOP_FIRST_NAME
SYSOP_LAST_NAME
COM0
0 BAUD,N,8,1
0
YOUR_FIRST_NAME
YOUR_LAST_NAME
YOUR_CITY, ST
1
32000
255
When TNT is fired up it will run in local mode using your name
information from the drop file.
- An arrow is very effective when hurled while wielding a bow.
- You can really cruise using fast mode. Enter the letter "F" followed by
the direction you wish to move (movement keys). If you're sitting on a
valid space, you'll cruise in the direction specified, if possible.
- A wand of polymorph is generally more useful when used on other items
rather than monsters. Zap a spent or un-needed item and maybe it will
morph into a more desirable one.
- Pressing "M" from within the game will display the last message. This
is great for recalling the last message if you missed it.
MONSTERS
-----------------------------------------------------------------------
Tunnels-N-Tombs is equipped with 27 monsters which appear as the
capital letters "A" through "Z" and the small letter "l". Each monster
is created differently each time a new game is generated. For example,
you may notice that after a new game is started, a Giant Eye may take
10 hitpoints before it is killed. In another game, it may only take 2
hitpoints to kill it.
Before a monster is generated and placed in its resource file, it
is created in its "raw" form which includes the monster's most basic
characteristics. It also includes some ranges of characteristics which
are randomly selected just before the monster is generated and placed
in its resource file. The following pages provide a break-down of
monsters in their raw form. Ranges used during generation are also
given.
The following explanation shows a list of fields which make-up each
monster. Each of the fields is described.
Character This is the letter which is displayed on-screen.
This letter represents the monster described.
Monster Name This is the name of the monster.
Minimum Level This is the minimum level where this monster may
appear. For example, if this value is 5, the monster
will not appear until a level is reached that is 5%
into the current maze. The exception to this rule
is that monsters generated by wands or other
actions, are usually exempt.
Maximum Level This is the maximum level percentage where this
monster may appear.
User Level This is the user level assigned to this monster.
The higher the user level, the meaner and badder the
monster.
Special Abilities This field shows any special abilities the monster
may have.
Hit Dice This is the value of the hit dice range assigned to
this monster. For example, if this range is defined
as 1 to 5, the monster could be assigned a hit point
value of "<range> x hit_dice".
Hit Points The number of hit points assigned to the monster
during game generation will be a constant number
(depending on the monster) multiplied by the value
of the Hit Dice (see previous field).
Damage Points Each monster is assigned a maximum number of damage
points. This is the amount of damage it can do to a
player after a successful hit against the player.
Armor Class This is the armor class assigned to the monster.
The higher the armor class, the harder it may be to
hit the monster, depending on the player's
characteristics.
Experience Points This is the number of experience points player's
will gain by killing this monster. This value is
usually a multiple of the number of hit points
assigned to the monster.
BASIC MONSTER SPECS
-----------------------------------------------------------------------
Character: A Character: B
Monster Name: Giant Ant Monster Name: Giant Bat
Minimum Level: 1 Minimum Level: 1
Maximum Level: 20 Maximum Level: 20
User Level: 4 User Level: 3
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 8 Hit Dice: 1 to 8
Hit Points: 1 x Hit Dice Hit Points: 1 x Hit Dice
Damage Points: 1 to 4 Damage Points: 1 to 2
Armor Class: 4 Armor Class: 3
Experience Points: 3 x Hit Points Experience Points: 3 x Hit Points
Character: C Character: D
Monster Name: Centaur Monster Name: Dragon
Minimum Level: 25 Minimum Level: 70
Maximum Level: 60 Maximum Level: 100
User Level: 7 User Level: 10
Special Abilities: None Special Abilities: Zap (fire/frost)
Hit Dice: 1 to 8 Hit Dice: 5 to 8
Hit Points: 4 x Hit Dice Hit Points: 9 x Hit Dice
Damage Points: 1 to 8 Damage Points: 1 to 8
Armor Class: 5 Armor Class: 10
Experience Points: 5 x Hit Points Experience Points: 5 x Hit Points
Character: E Character: F
Monster Name: Giant Eye Monster Name: Frost Ghoul
Minimum Level: 1 Minimum Level: 50
Maximum Level: 50 Maximum Level: 80
User Level: 3 User Level: 8
Special Abilities: Zap (freezing) Special Abilities: Zap (freezing)
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 2 x Hit Dice Hit Points: 6 x Hit Dice
Damage Points: 1 to 4 Damage Points: 2 to 8
Armor Class: 2 Armor Class: 6
Experience Points: 3 x Hit Points Experience Points: 3 x Hit Points
Character: G Character: H
Monster Name: Gargoyle Monster Name: Hobgoblin
Minimum Level: 20 Minimum Level: 1
Maximum Level: 70 Maximum Level: 30
User Level: 7 User Level: 5
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 4 x Hit Dice + 3 Hit Points: 1 x Hit Dice + 3
Damage Points: 2 to 4 Damage Points: 2 to 8
Armor Class: 7 Armor Class: 4
Experience Points: 4 x Hit Points Experience Points: 3 x Hit Points
Character: I Character: J
Monster Name: Imp Monster Name: Jackal
Minimum Level: 5 Minimum Level: 1
Maximum Level: 40 Maximum Level: 30
User Level: 6 User Level: 4
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 2 x Hit Dice Hit Points: 1 x Hit Dice
Damage Points: 2 to 4 Damage Points: 2 to 4
Armor Class: 5 Armor Class: 3
Experience Points: 3 x Hit Points Experience Points: 3 x Hit Points
Character: K Character: L
Monster Name: Kobold Monster Name: Lizard Man
Minimum Level: 5 Minimum Level: 10
Maximum Level: 40 Maximum Level: 40
User Level: 5 User Level: 6
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 1 x Hit Dice + 1 Hit Points: 3 x Hit Dice + 3
Damage Points: 2 to 8 Damage Points: 2 to 5
Armor Class: 4 Armor Class: 6
Experience Points: 3 x Hit Points Experience Points: 3 x Hit Points
Character: M Character: N
Monster Name: Manticore Monster Name: Nymph
Minimum Level: 40 Minimum Level: 30
Maximum Level: 70 Maximum Level: 60
User Level: 8 User Level: 6
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 5 x Hit Dice + 3 Hit Points: 2 x Hit Dice + 2
Damage Points: 2 to 8 Damage Points: 2 to 8
Armor Class: 8 Armor Class: 5
Experience Points: 5 x Hit Points Experience Points: 2 x Hit Points + 2
Character: O Character: P
Monster Name: Ogre Monster Name: Phantom
Minimum Level: 15 Minimum Level: 45
Maximum Level: 50 Maximum Level: 80
User Level: 6 User Level: 7
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 4 x Hit Dice + 1 Hit Points: 6 x Hit Dice + 3
Damage Points: 2 to 9 Damage Points: 2 to 12
Armor Class: 5 Armor Class: 7
Experience Points: 4 x Hit Points Experience Points: 5 x Hit Points
Character: Q Character: R
Monster Name: Quasit Monster Name: Giant Rat
Minimum Level: 40 Minimum Level: 1
Maximum Level: 70 Maximum Level: 30
User Level: 6 User Level: 3
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 2 x Hit Dice + 1 Hit Points: 1 x Hit Dice
Damage Points: 2 to 4 Damage Points: 2 to 4
Armor Class: 7 Armor Class: 1
Experience Points: 3 x Hit Points Experience Points: 3 x Hit Points
Character: S Character: T
Monster Name: Scorpion Monster Name: Troll
Minimum Level: 20 Minimum Level: 60
Maximum Level: 50 Maximum Level: 100
User Level: 6 User Level: 9
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 3 x Hit Dice + 3 Hit Points: 6 x Hit Dice + 4
Damage Points: 2 to 8 Damage Points: 2 to 12
Armor Class: 7 Armor Class: 8
Experience Points: 5 x Hit Points Experience Points: 6 x Hit Points +4
Character: U Character: V
Monster Name: Umber Hulk Monster Name: Vampire
Minimum Level: 60 Minimum Level: 50
Maximum Level: 100 Maximum Level: 90
User Level: 9 User Level: 10
Special Abilities: Zap (freezing) Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 6 x Hit Dice + 4 Hit Points: 6 x Hit Dice + 4
Damage Points: 2 to 12 Damage Points: 2 to 12
Armor Class: 8 Armor Class: 9
Experience Points: 6 x Hit Points Experience Points: 5 x Hit Points
Character: W Character: X
Monster Name: Werewolf Monster Name: Xarn
Minimum Level: 50 Minimum Level: 60
Maximum Level: 90 Maximum Level: 100
User Level: 9 User Level: 10
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 6 x Hit Dice + 2 Hit Points: 6 x Hit Dice + 5
Damage Points: 2 to 12 Damage Points: 2 to 15
Armor Class: 8 Armor Class: 10
Experience Points: 4 x Hit Points Experience Points: 5 x Hit Points
Character: Y Character: Z
Monster Name: Yetti Monster Name: Zombie
Minimum Level: 30 Minimum Level: 30
Maximum Level: 70 Maximum Level: 70
User Level: 8 User Level: 7
Special Abilities: None Special Abilities: None
Hit Dice: 1 to 7 Hit Dice: 1 to 7
Hit Points: 4 x Hit Dice + 2 Hit Points: 4 x Hit Dice + 3
Damage Points: 2 to 8 Damage Points: 2 to 10
Armor Class: 6 Armor Class: 5
Experience Points: 4 x Hit Points Experience Points: 3 x Hit Points
Character: l (small letter)
Monster Name: Leprechaun
Minimum Level: 20
Maximum Level: 90
User Level: 6
Special Abilities: Steals gold
Hit Dice: 1 to 7
Hit Points: 1 x Hit Dice + 1
Damage Points: 2 to 8
Armor Class: 5
Experience Points: 4 x Hit Points
Again, you should keep in mind that monsters are generated
differently for each new game. Using these definitions, you can see how
monsters can change dramatically from game-to-game while still
maintaining an order from least to most difficult to defeat.
ITEMS
-----------------------------------------------------------------------
Just as monsters are randomly assigned certain values, so too are
other items such as wands, potions, scrolls and weapons. For example,
in one game, a wand of blasting might have 3 charges. In another game,
it may have only 1 charge. This was done to keep things interesting
and to avoid constants which become predictable when avid players
discover and remember them. You can imagine the advantage a player
would have if he or she knew the potential of each and every item and
monster in the game.
The following list explains each item that a player can use along
with some notes that may be helpful.
RINGS
Up to 2 rings can be worn by a player at a time. Rings can be cursed.
A cursed ring cannot be removed until the curse has been removed or
until the player reads a scroll of lose item and the cursed ring is the
item that is lost.
Ring Name Description
------------------ ---------------------------------------------------
Regeneration Adds 1 hitpoint per turn up to player's maximum,
while worn.
Protection Adds +1 to the armor class of the armor being worn.
When cursed, subtracts one.
Gain Strength Adds +1 to +3 to player's strength while worn. If
cursed, subtracts +1 to +3.
Invisibility While this ring is worn, the player's piece is not
displayed. When the current level is not lit,
nothing is revealed as the player moves. If
cursed, it cannot be removed which puts the player
in a position where he might consider starving
himself to death if no scroll of remove curse is
available.
Levitation Causes the player to levitate while worn. When a
player is levitating, can attack and be attacked
but cannot pick up items. Player is immune to
traps (levitates over them).
Fire Resistance Protects the player against fire attacks by dragons
while worn. Dragons can still attack in
hand-to-hand but cannot throw fire at the player
and do any damage.
Cold Resistance Protects the player against frost attacks by
dragons and frost ghouls.
Teleportation When this ring is put on, the player is teleported
to a randomly selected space on the same level.
The ring then comes off automatically. This ring
cannot be cursed.
Fullness While worn, the player's vittles count remains the
same so in effect, the player doesn't get any
hungrier. If the player is wearing a cursed ring
of hunger, this ring can counter its effect and
still allow the player to move without getting
hungry.
Vampire When this ring is put on, the player's life blood
runs from his character. Specifically, hitpoints
are halved until this is taken off.
Searching While this ring is worn, the player will not be
allowed to move his piece onto a trap. Instead,
the player is warned of the trap and the trap
becomes visible.
Hunger This ring is the opposite of fullness in that while
it is worn, the player will use twice as many
vittles while moving.
POTIONS
Players drink potions which may help or cause undesirable effects.
Potions cannot be cursed.
Potion Name Description
------------------ ---------------------------------------------------
Levitation Causes the player to levitate for "x" number of
turns (selected randomly). Has the same effect as
a ring of levitation.
Healing This helps to heal a player. When a player's
hitpoints are decimated, this potion will restore
them up to the current maximum. For example, if a
player has 10 of 20 hitpoints (10(20) on the status
bar) this potion would restore it to 20(20).
Extra Healing Like the potion of healing but also increases the
player's current maximum hitpoints.
Poison This potion is one to watch out for. If a player
drinks this, he stands to lose a good deal of
strength as well as hitpoints. Once the strength
is lost, the only way to regain it is to drink a
potion of Restore Strength or eat lots of spinach.
Restore Strength This potion restores a user's strength back to the
player's current maximum strength. For example, if
a player has 10(18) strength, this potion will
fully restore the player's strength back to 18(18).
Gain Level When a player drinks this potion, he gains enough
experience points to move him to the next user
level.
Confusion After drinking this potion, the player becomes
confused for "x" number of turns. When in a
confused state, the player's piece doesn't move
exactly the way the player intends.
Speed This potion causes the player's attack rate to be
increased for "x" number of turns. During this
period, the player will attack twice each time an
attack is made on a monster.
Slow Player This potion causes a player to become sluggish for
"x" number of turns. During this period, the
player will move only once for every two move
commands until the potion wears off.
Invisible After drinking this potion, the player becomes
invisible for "x" number of turns. While
invisible, this potion acts as the ring of
invisible does.
Wine If a player drinks this one, he becomes drunk for
"x" number of turns. Like the potion of confusion
but doesn't last as long.
SCROLLS
Scrolls are handy items to have around but like potions, some may be
harmful. Each scroll may be read once and disappears after it has been
read. Scrolls cannot be cursed.
Scroll Name Description
------------------ ---------------------------------------------------
Identify This valuable scroll allows the player to identify
any item in his pack. Once an item has been
identified, it is displayed as if the player has
used the item before.
Teleport When this scroll is read, the player's piece is
teleported to a randomly selected space on the same
level.
Destroy Armor As the name implies, this scroll causes the
player's armor to disintigrate. Might be good when
wearing a cursed piece of armor.
Enchant Weapon When this scroll is read, the armor being worn is
enhanced. That is, the armorclass of the worn
armor is increased by 1. If the armor worn is
cursed (eg. armorclass -5) reading several of these
scrolls could be quite useful. Maximum armorclass
is +11.
Fire When this scroll is read it bursts into flames
damage to the player in the form of lost hitpoints.
Light Reading this scroll on an unlit level causes the
level to be lit as though a wand of light were
zapped.
Blasting When this scroll is read, a number of hitpoints is
is subtracted from each monster on the current
level. Dang handy scroll but watch out... if a
scroll of blasting (or wand of blasting) is used
twice on the same level, the player is killed when
the tombs collapse on them.
Remove Curse When this scroll is read, any cursed item carried
by the player is "un-cursed". For example, a -4
weapon becomes a +4 weapon and may be unwielded or
hurled.
Lose Item When this scroll is read, a randomly selected item
is lost from the player's current pack. If the
player's pack is empty, this scroll has no effect.
Create Food When read, this scroll causes the player's vittles
count to be increased by a random number.
ARMOR
When armor is being worn, the player is harder for monsters to hit.
This is proportional to the armorclass of the armor being worn. For
example, a player wearing +5 armor is harder to hit than a player
wearing +4 armor. Armor can be cursed.
Armor Name Description
------------------ ---------------------------------------------------
Leather Found primarily on beginning levels. Offers +2
armorclass protection.
Ring Mail Offers +3 armorclass protection.
Scale Mail Offers +4 armorclass protection.
Chain Mail Offers +6 armorclass protection.
Banded Mail Offers +8 armorclass protection.
Plate Mail The best. Offers +10 armorclass protection.
WEAPONS
Weapons are wielded by players to aid them in attacking monsters.
Weapons have an assigned armorclass for each weapon type. For example,
a +4 Battleaxe does more damage than a +3 Battleaxe. However, a Flail
is a better weapon than a Battleaxe and therefore a +3 Flail will
probably do more damage than a +4 Battleaxe.
Weapons can be cursed. When a weapon is cursed and wielded it cannot be
unwielded or hurled. All weapons may be hurled at a monster except the
Flail, Bow, or Club. When a weapon is hurled, it is removed from the
game even if it misses its intended target.
Weapons are assigned a random armorclass during map generation depending
on the weapon type. Therefore, armorclass is not listed in the table
below, which lists weapons from least to most damaging.
Weapon Name Description
------------------ ---------------------------------------------------
Arrow Most effective if hurled while a bow is wielded.
Otherwise, does minimum damage.
Rock Imagine getting clubbed with one of these. It's a
good sized rock too. Can be hurled nicely.
Club This isn't for locking your car. It's for wielding
and hitting. Cannot be hurled.
Battleaxe Great for wielding and hurling.
Flail Cannot be hurled but good for wielding.
Hammer Not your ordinary hammer.
Dagger Wield it to stab your victim or hurl it.
Spear Chuck this sucker at a monster to do some damage.
Bow Cannot be hurled. When wielded, makes hurling an
arrow more effective.
Short Sword Great for wielding and hurling.
Long Sword Like the short sword but longer and heavier duty.
Claymore Sword Most damaging weapon. The Claymore isn't a mine
either. It's a heavy duty sword that keeps its
edge even when you're losing yours!
WANDS
Wands cannot be cursed. They only zap. Most wands are used to zap
monsters in the hopes of killing them but some have other effects.
Wands have "x" number of charges (selected at random during map
generation). Once a wand's charges are used up, you might as well leave
it since it will only take up space in your pack.
Weapon Name Description
------------------ ---------------------------------------------------
Magic Missle Not very damaging but does hurt the monster it
hits.
Fire Does significant damage to the monster is hits.
Light When zapped on an unlit level, this causes the
level to be lighted. This light is only in effect
until you a) move to another level or b) leave the
current level to the main menu.
Frost Does significant damage to the monster it hits.
Striking Does minor damage to the monster it hits.
Lightning Does significant damage to the monster it hits.
Negation This wand negates a monster's special abilities.
For example, a Giant Eye has the ability to zap
you. Zapping a Giant Eye with this wand takes away
that ability. Also great for Frost Ghouls, Umber
Hulks and Dragons.
Fear Zapping a monster with this little beauty causes it
to fear you. When a monster fears you, it won't
even fight back when attacked. This makes a
monster easy prey.
Teleportation This wand can zap an item or a monster and cause it
to be teleported to another space on the same
level. Handy when you're in a jam.
Polymorph This wand can be zapped at an item or a monster
causing it to be changed. A zapped monster will
change into another monster. A zapped item will be
changed into another item. Handy for zapping items
that are useless in an effort to transform them
into something useful.
Sleep Like the fear charge, this wand will cause a zapped
monster to fall asleep. Sleeping monsters will not
chase you. However, if attacked, they will wake up
in a rotten mood.
Blasting Like the scroll of blasting, this wand will cause
all monsters on the current level to lose a random
number of hitpoints. But beware, if a wand or
scroll of blasting is used twice on the same level,
the tombs will collapse, killing the player.
Revealing When zapped, this wand causes all items and
monsters on the current level to be illuminated
regardless of whether or not the level is currently
lit.
FOOD
Food rations are placed throughout TNT and are depicted by the %
character. Food may be tainted. When tainted food is eaten, the player
vomits it back up and gains or loses nothing. Untainted food will
replenish a player's Vittles supply by a randomly selected number.
There are 5 types of food.
Food Name Description
------------------ ---------------------------------------------------
Tomato How on earth these were preserved over centuries is
most puzzling. Good for 75-200 vittles.
Dog Food Originally intended to feed guard dogs prior to
sealing the TNT. Good for around 200-400 vittles.
Tin of Sardines Keeps very well in the cool of the tombs. Good for
200-400 vittles.
Food Ration A ration of some food that usually is good for
250-500 vittles.
Spinach Real good for you and good for 250-500 vittles.
Eating this might also increase the player's
strength by 1..3 points.
GOLD
Gold is scattered throughout TNT and is depicted by the $ character.
When a player moves onto this character, the gold pieces are picked up
automatically. Gold is not carried in the user's pack. When a player
has 2500 or more gold pieces, he may B>uy a saved level.
OTHER NOTES
When a monster is killed, it will sometimes leave an item behind. Items
that can be left behind include food as well as any other item that can
be carried by a player.
Players may purchase a saved level for 2500 gold pieces. When a player
buys a saved level, the current level is saved and can be restored later
should the player get killed. Saved levels are not liberal and the
following characteristics should be considered:
a) When a player buys a saved level, any existing previously saved
level is forfeited and overwritten.
b) If a player dies and has a saved level, the player is given the
opportunity to restore the saved level AT THAT TIME. If the
player does not opt to restore the saved level, it will be
forfeited. Saved levels can only be restored at the time the
player dies.
c) Saved levels are NOT available once a player reaches the last
level of the maze. Additionally, any previously saved level is
forfeited when the player reaches the last level.