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- Advanced Dungeons and Dragons - SSI CRPGs
-
- An article by Brian Burke
-
- I had returned from my holidays at the end of August, refreshed,
- tanned and raring to go. This feeling of euphoria did not last too
- long and I was back to my listless old self in no time. So did I
- turn to drink or loose women - certainly not. I discovered another
- form of mind-numbing therapy, I discovered SSI RPGs.
-
- I tackled the 'Forgotten Realm' series, commencing with 'Pool of
- Radiance' and graduating through 'Curse of the Azure Bonds' to
- 'Secret of the Silver Blades' I immersed myself in a world of hack
- and slash, of Clerics and Mages, Fighters, Rangers and goodly
- Knights. I became one with my fantasy characters, urging them on
- during battles and carefully nursing them when the odds were
- almost insurmountable.
-
- Suffering withdrawal symptoms after finishing 'Silver Blades' I
- took due note of Ron Rainbird's excellent 'Champions of Krynn'
- walkthrough and set my freshly generated team into this game and
- then onto the second in the 'Dragonlance' series - 'Death Knights
- of Krynn'. I am now climbing the walls waiting for 'Dark Queen of
- Krynn' and 'Pool of Darkness', this latter bring the final chapter
- in the Realms series.
-
- 'Pool' requires a set of balanced characters that will be suitable
- for progression through the series and not just the one adventure.
- Each of us will have our own thoughts on what constitutes a
- suitable party. Having played 'Eye of the Beholder', 'Dungeon
- Master' and 'Chaos' I knew that having a Mage was essential. With
- a six strong party I was able to create two Mages which provided a
- distinct strategic advantage. Add to this the obligatory Cleric to
- dress wounds and turn Undead enemies and you have the backbone of
- a successful force. The other three positions require Fighters,
- typically Paladins and one Ranger. I'd also recommend the
- selection of human characters due to their unrestrained ability to
- be promoted to the highest classes allowed in any discipline.
- With this party setup I was ready to take on allcomers and kick
-
- seven bells out of the opposition. At least I would be when I
- could amass the appropriate number of experience points.
-
- Experience points are a reward for baddie bashing and are
- essential to achieve progress through the ranks. Points can also
- be acquired for solving what can only be described as a limited
- number of puzzles and for successfully completing sub-quests.
- Riddles do not appear until 'Silver Blades' and in 'Death
- Knights', and even then there is a hack and slash solution should
- you feel unable to provide the correct answer. A wrong answer will
- take you back to an earlier point in the game (aaargh!). Your
- intellectual abilities will not be stretched, however.
-
- In all games except 'Death Knights' you will need to refer to the
- Class Charts in the documentation to establish just when promotion
- can be obtained. With promotion comes improved character
- statistics and the ability to add power to your baddie-bashing
- ability. Clerics gain the all important ability to learn more and
- better healing spells. Mages can learn new or improved offensive
- and defensive spells. The choice of Paladins (or Knights in the
- Dragonlance series) will give healing ability further up the class
- structure and will keep your team going at those times when two or
- three battles follow without the chance to rest and recuperate.
- Selecting the 'continue battle' option when the enemy is
- vanquished will allow healing spells to be implemented. Ensure
- that the recipient is directly adjacent (in any direction) to the
- healer or the spell will be wasted.
-
- Call me chicken if you like but I found that constant game saving
- was one way of saving my sanity when involved with battling with
- the Undead. Wraiths and Vampires have the ability to 'drain' your
- characters of levels and, more importantly, of thousands of those
- hard earned experience points. Saving frequently allows a position
- to be regained without the problem of amassing thousands of lost
- points. There are ten potential save game positions.
-
- Presumably due to the mathematical formula of the AD&D dice
- rolling engine, I found that battle characteristics were variable.
- Should you be unfortunate enough to have a character 'killed',
- then restoring the game (needs a fresh boot up, I'm afraid) allows
- you to replay and win without loss. There are Restoration spells,
- of course, but these have a negative impact on constitution
- statistics, making the character more vulnerable to damage in
- attacks.
-
- As I found, almost to my cost, in 'Death Knights', learning the
- right Mage spells upon promotion is vital. It doesn't pay just to
- learn the latest highest spell. What is essential is learning the
- useful spells first. As a rule these will be Magic Missile, Sleep,
- Hold Person/Monster, Fireball (don't leave home without it!),
- Haste, Silence, Detect Magic and Dispel Magic. There are many
- others, of course, but these are really useful.
-
- My error was not to learn Haste in 'Death Knights' where the key
- to the final battle with Lord Soth is to have the ability to
- strike twice as fast as the Death Knights. Only by casting
- defensive spells did I survive. Imagine four weeks of playing time
- out of the window, just for not having the right spell. That is
- another lesson in how to save games really.
-
- I'd suggest that at least one game is saved before your characters
- achieve the highest levels. This gives you the opportunity to
- return to a promotion position and learn or acquire the missing
- skill. When commencing with 'Pool of Radiance' generated
- characters you lack the ability to manually advance selected
- character statistics as you can in later games (prior to
- commencing the game proper). Ensure, therefore, that Clerics and
- Mages possess the correct intelligence levels to allow extra
- spells to be memorised before you press the accept button.
-
- For the Clerics I put healing spell attainment above attacking
- skills. As long as your Cleric has a Staff Sling or Sling and a
- Mace you'll be well equipped. Having the ability to quickly
- restore the party to health far outweighs the offensive needs. By
- chance I found a bug with the SSI healing system that allowed me
- to obtain a factor of up to three times the 'Cast Light Wounds'
- spell. By overclicking on the memorise 'light wounds' icon I
- discovered that, when casting, the casting character changed once
- the spell was cast and that returning to the correct character
- showed no discharge of that spell, although the recipient of the
- spell had been positively affected. This works best when selecting
- a recipient that was more than one space above or below the
- caster!
-
- I derived a great deal of satisfaction from mapping the games.
- There is ample opportunity to cover reams of foolscap with
- hieroglyphics. As a general rule a grid of 16 x 16 is adequate
- with around 15-20 maps per game.
-
- As ever there are exceptions, the most notable one being 'Silver
- Blades'. After setting off from the initial town I found myself
- sellotaping umpteen sheets of paper together as the grid became
- larger and larger. Be warned, you need about eleven 100 x 100
- grids to cope with the quest to the Well of Knowledge and the Ice
- Cave mine below. Use of the Area icon will allow maps to be drawn
- with ease but not all scenarios allow use of this facility.
- Keeping an eye on one's compass is therefore essential.
-
- Use of the Speed setting can play an important part in the
- enjoyment factor. My initial foray into 'Pool' led me to placing
- this setting at its slowest level as the manual suggested that
- messages may be missed if set on high. In reality, as long as you
- get in the habit of 'Bandaging' fallen party members soon after
- they have gone down (and certainly before the end of an
- encounter), the vital messages require a key depression by you,
- the player, before they are removed from your monitor screen. So
- set the speed towards the top end. The battle sequences will
- otherwise become tedious, taking up to and beyond an hour for
- large encounters.
-
- Whilst it may be tempting, particularly in 'Pool of Radiance', I'd
- suggest that allowing the computer to control characters during
- battles is not a good idea. They do tend to wander off in
- peculiar directions and use spells to no particular advantage, so
- stick with manual control.
-
- Always attack spellcasters first and regularly in order to prevent
- your party members from being disabled. Keep the Mages and Clerics
- at the back out of the main line of battle. It pays to attack
- first as you strike the first blows and thus have a strategic
- advantage. Any Non Player Characters that join your party in their
- quest may be positioned to your advantage. Always ensure that they
- receive their share of the spoils otherwise they may turn on you
- at some point in the game. Should you encounter battle scenarios
- that appear unwinnable then use the appropriate Invisibility
- spells and attack with range weapons. The battles I particularly
- recall are the final encounter in 'Pool' and when fighting Pieces
- of Mondor in 'Curse'.
-
- Manipulation and use of Magic is important to game enjoyment and
- the well being of your party. The purpose of having two Mages is
- that your magic casting ability is doubled. The throwing of a few
- well-placed Fireball and Ice Storm spells can save lots of battle
- time and restrict the potential damage to the party. The Fireball
- spell should be cast four spaces away from the nearest party
- member in interior battles and three spaces when outside. This
- will prevent the spell having a detrimental effect on the team.
- The Ice Storm spell is similar but does slightly less damage over
- a lesser area. Lightning bolts bounce off walls to strike baddies
- twice if you can manoeuvre your caster into the right position.
-
- The gathering of Treasure and its subsequent identification is
- necessary in order to acquire the appropriate weaponry to allow
- successful baddie bashing and put the party in a win/win
- situation. Initially collect everything for resale at shops so you
- have the funds to buy arrows and so on. Equip the party with Plate
- Mail as soon as funds permit. Use Shields to lower each member's
- AC category. The lower the AC, the less damage taken.
-
- Keep Gems and Jewels as gems and jewels until you really do need
- to converts them into cash. There are banking facilities in
- 'Silver Blades' and in the Krynn series. Bracers provide the
- simplest and most efficient way of raising funds. Finding treasure
- is a good way to boost the coffers and generally it is items found
- in this manner that are the really useful magic items. It is worth
- dumping the non-magic items to make room in your inventory to
- carry them.
-
- Ensure that sufficient money is available when asked for
- identification and again when visiting Training Halls for
- promotion. This is one good reason for ensuring that NPCs are fed
- with rewards. Remember to equip them also. At shops that provide
- +1 arrows or better I'd suggest the dumping of lesser stock and
- the purchase of the better weapon. There can be an appreciable
- difference in positive hit points with superior equipment. This
- reduces battle time and again restricts damage.
-
- Resting is an essential part of the recuperation and spell
- memorising process. When spells have been consumed the only way to
- regain them is via resting. Unless in an absolutely guaranteed
- place of safety, such as an Inn, then Cure spells should be
- exhausted first. Rest can then be achieved in hours as opposed to
- days. Even so, the chances of being disturbed are great and the
- number of these instances will test your patience to the full.
- Nevertheless this is part of the gameplay and adds to your
- experience points.
-
- The monsters employed vary and increase in ferocity as the series
- develops. There are descriptions in the manual as to each
- individual nasty. The more memorable ones are enemy magic users
- such as Clerics, Wizards and Mages. These guys must be taken out
- early in a battle sequence. They lose the ability to cast spells,
- as you do, once they've been hit. Being the recipient of
- Fireballs, Slay Living and Hold spells is no joke. The Skeleton
- fighters in 'Death Knights' and indeed the Death Knights
- themselves can sometimes be hit by Cone of Cold or Ice Storm
- spells, but once only. Then you have to stand and bash them. In
- the case of the Death Knights this means taking Fireball and Fear
- punishment till they drop. In 'Death Knights', use the NPC knights
- to fight the battles in the High Clerist Tower.
-
- Dragons are dead meat once you have found the Dragonlance. Would
- that all weapons had the ability to produce 110+ hit points per
- strike. Unfortunately this only applies to Dragons. Try to
- dispatch them before they can breathe Fire on the party. Otherwise
- it's "Goodnight Vienna" and much use of Cure Wounds spells. Dark
- Elves in 'Curse' have high hit points (80, I think) in relation to
- the party's abilities. Once you've surrounded one, they can be
- dispatched quickly. Buy mirrors to be rid of the Medusas. One
-
-
- appears in 'Curse' but they appear en masse down the mines and in
- the Crevasse section in 'Silver Blades'.
-
- Wraiths, Sprites and Vampires are bad news. They can drain
- characters of levels and experience points. Their hit points are
- not particularly high and they can be zapped with a couple of
- Fireball or Ice Storm spells. A more efficient way to be rid of
- them is to have a Cleric 'Turn' them. This is an available icon
- for this type of party member only. Some spectacular battles may
- be won this way but you'll get zero experience points as no strike
- took place. Better that than Drained.
-
- Iron Golems appear in the Dragonlance games and 'Silver Blades'.
- They have Hit Points of 80 or so and may only be bashed. Lightning
- spells slow them down but Fireballs actually restore them!
- Basically the bigger the baddie you can slaughter, the greater the
- reward in experience points.
-
-
-
- Herewith a very brief overview of each game.
-
- Pool of Radiance:
-
- The weakest of the set in terms of graphics and utilities. The
- basic utilities are there and it's not until you get on to the
- others in the series that you appreciate how basic Pool is.
- Frequent random enemy encounters early in the game will test the
- patience of a saint but hang on in there as these decrease the
- stronger you get. There are random caves and other dark holes on
- the wilderness map. A friendly Dragon lurks in the mountains to
- the North. The Buccaneer camp is random also, it's no good just
- following the map references in 'Quest for Clues' as they'll be
- different! Be sure you are well armed with weapons and experience
- here. There are good items to be had IF you can survive the hard
- battles. Follow the quests given to you by the town clerk in a
- logical order to ultimate completion.
-
-
- Curse of the Azure Bonds:
-
- More of the same but the graphics are sharper and the speed
- superior. Hit points carry on from 'Pool' and experience points
- rewards grow larger too. Class levels are more advanced.
- Difficult battles with a Beholder and a Medusa in one section mean
- that Haste and defence spells must be in place. Be sure to have
- saved games you can retreat to if need be.
-
- Secret of the Silver Blades:
-
- As may be expected the prettiest of the three so far. Very large
- initial mapping area required. Map your way through to the Well of
- Knowledge where, after a fight, you may drop umpteen quantities of
- gems in to gain clues to the next quest. On the other hand, keep
- battling through and save the Gems in the vault. There's also a
- Magic Shop in the main town, very handy, and riddles at various
- levels once you leave the Crevasse section. Get them right or
- fight Iron Golems. Once up in the castle, don't be deceived by the
- Journal Entry that refers to the secret passage.
-
- Champions of Krynn:
-
- First in the Dragonlance series of adventures but basically
- similar gameplay to the Forgotten Realms saga. Magic restoration
- is superior in that once spells are consumed then they are
- automatically memorised. An option exists to allow you to change
- if you wish. Ron Rainbird has more than adequately highlighted the
- details of this game in previous issues of SynTax.
-
- Death Knights of Krynn:
-
- This game highlights when characters have obtained the necessary
- experience points for class progression. It's great not having to
- look up the tables in the documentation to see if promotion is
- due. There are lots of Wraiths and Vampires who have the ability
- to drain characters. Keep your distance! The end game sequence is
- in the third level of the Keep leaves you no retreat opportunity
- so be sure to have maximum class levels at this stage and all
- relevant spells.
- All the games allow the party to wander around after a successful
- completion. This is presumably for absolute devotees of the game
- to wander in Throtl and Krynn to their heart's content, building
- up zillions of experience points till the next game is released.
-
- I believe that there are earlier SSI games such as 'Phantasie' and
- 'Hillsfar' but I think, without being sure, that they employ a
- different game design. The 'Savage Empire' series, available on
- the PC but not yet on the Amiga I suspect will follow the same
- pattern. For those with a more futuristic bent the 'Buck Rogers'
- RPGs follow the 'Realms' game engine where swords are replaced by
- lasers and where there is a higher involvement of NPCs. Having
- spent some six and a half months on this particular type of RPG
- genre I can honestly say that my only problem with SSI is how
- quickly they can convert the PC versions of the games onto the
- Amiga and will my daughter have completed Willy Beamish in time for
- me to get seriously stuck in with my faithful band of warriors
- again!
-
- - o -
- ə