JtRH: L7:1E

Time for a confession: Although my posts about DROD stalled last year, I didn’t really wait four months after finishing King Dugan’s Dungeon to start playing Journey to Rooted Hold. I started playing it from the beginning back in December, and got all the way to the end of the 7th floor without posting anything here about it. Then I got stuck. And now, having started from the beginning again, I’m stuck in exactly the same place.

“Stuck” isn’t really the right word. I can continue to the 8th floor any time I want. In fact, I have already done so, only to reload back into floor 7. What I’m stuck on is one of those Challenge scrolls. To date, I’ve been meeting every Challenge I find — as I noted before, this is the main part of the remakes that’s new to me, so it seems a shame to skip them. But this one Challenge has been a lot harder for me than any other I’ve seen.

The overall theme of the seventh floor is puzzles involving invisibility potions and/or evil eyes — in particular, it makes puzzles out of the non-obvious fact that being invisible can be a liability, because monsters that can’t see you won’t chase you, and if they’re not chasing you, you can’t manipulate them into going where you want. The Slayer makes one appearance on this floor: after the repeated failure of his usual approach, he’s decided to just wait for you by the exit stairs. The stairs are near the floor’s start, but access to them is limited by an orb at the end of a long, winding hallway. If the Slayer follows you into that hallway, there’s no way to get back out. Thus, you need to be invisible, so he won’t follow you. There is an invisibility potion in the room, but you can only reach it if you enter via an alternate route in the south, which only opens after you conquer all of the other rooms in the level.

Or that was the intent, anyway. Someone figured out how to open the stairs without going through the alternate passage, so now it’s a Challenge. As the challenge scroll notes, you can skip the entire rest of the level this way.

Now, I can see only two possible routes to this goal. One is to kill the Slayer, but I don’t think this is likely. The room lacks features that can be exploited for this, and besides, would they really include both a Challenge for killing the Slayer in any room and another Challenge that requires killing the Slayer in a specific room? The other possibility is to take advantage of the Slayer’s Wisp. The Wisp is the thing that the Slayer uses to find a path to the player. It moves at one square per turn, leaving a trail of swirlies as it goes, and while it’s moving, the Slayer himself doesn’t move at all. So if you could lead the Wisp on a sufficiently long and winding path through the room, it would send the Slayer on a long and winding path while you escape from the long and winding hallway. I’ve managed to get within a hair’s breadth of making this work, but I assume that was the intent behind the room’s design: to make this approach almost but not quite workable.

I feel there must be some trick to making the winding path approach work. Some insight that I’m missing. And that’s largely why I’m still working on the problem. Most of the Challenges are of the form “Forget about the lynchpin, there’s an incredibly fiddly solution that you can do instead.” But this Challenge may well be introducing a lynchpin of its own.

JtRH: 39th Slayer

I’ve mentioned JtRH‘s Slayer before, in my post about The City Beneath‘s Slayer trainees. There, I described Slayers as “kind of like the Terminator: perfect killers, relentless and unstoppable, something to be escaped from rather than defeated”. This time through, bearing that in mind, I’m struck by how different 39th Slayer’s attitude is from your typical dogged pursuer. Usually such adversaries are depicted as grim, dour, and driven by single-minded determination, but 39th Slayer carries a sense of joie de vivre. He just seems to really enjoy his job and approach it with pride and relish and even merriment. Slaying delvers is, we will eventually learn, literally what he was made for, and he takes pleasure in fulfilling his purpose. His voice is deep and echoey, but has a hint of a laugh in it; when he taunts Beethro, it almost seems flirtatious.

But this attitude is based on confidence. When we first meet him, he makes a point of Beethro’s predictability, telling another NPC that you’re going to walk into a trap — which you then do, because it’s the only way forward. He even invites a class of Slayer trainees to observe him slaying you. Your repeated escapes are a clear embarrassment to him, but he tries to maintain a facade of confidence all the same, assuring you that your demise is inevitable, as much to convince himself as you.

Mechanically, his role is to chase you. Rooms that would otherwise be simple are complicated by your need to keep running away from him. Also, it should be understood that, like Halph, he doesn’t appear in most rooms, and that when he does, he usually enters the room after Beethro, the better to chase you. So the typical pattern is: You enter a room, you look at what’s in it, you formulate a plan for killing all the monsters, you step forward to start executing that plan… and then the Slayer comes in, adding that extra complication and forcing you to rethink everything.

Occasionally — occasionally — you can use the Slayer to your advantage. For all that he calls Beethro predictable, he’s the one whose behavior is completely deterministic. Sometimes you can manipulate him into killing monsters for you by getting the monsters between you and him. This is particularly useful when a Challenge constrains your ability to kill stuff yourself.

I said before that the Slayer in JtRH is unkillable until the ending, where it takes a whole roomful of explosives to do him in. This turns out not to be the case — the more dedicated Droddists figured out ways to do it that the designers didn’t intend, kind of like how Ultima players figured out unintended ways to kill Lord British. Killing him doesn’t affect subsequent rooms, mind you, because the authors didn’t plan for it happening at all. In a way, it’s surprising that killing him causes him to die at all. I mean, it’s not like your sword necessarily has to affect monsters; Serpents aren’t affected by your sword. But I guess he’s just inheriting the “die” behavior from the more general monster class, which the programmers didn’t originally see a need to override. In the remake, killing the Slayer prematurely is a Challenge (and thus, on Steam, an Achievement) — the only Challenge that’s not bound to a specific room. And it’s a Challenge that I’ve completed. It turns out that the only thing preventing me from figuring out how to do it was that I thought it was impossible. Once I knew it could be done, I knew to look for ways it could be done.

DROD: Journey to Rooted Hold

Let’s get back to that much-delayed DROD replay, shall we? The second game in the series is Journey to Rooted Hold, and the most immediately striking thing about it in contrast to the first game, apart from the increasing sophistication of the puzzles, is that it has characters, and that the characters are an important part of the game. This is apparent from the very first room, where Halph shows up.

Halph is one of the few major recurring characters in the series. He’s the nephew of Beethro, the player character, and most of the rooms where he shows up use him for his unique puzzle-solving mechanics. Beethro can give Halph a few simple orders: “Follow me”, “Stay here”, and “Open this door” (which Halph does by striking the associated orb, which might be in a place Beethro can’t get to at the moment). It’s pretty similar to the commands you can give to your followers in the Oddworld games, come to think of it, even if the door-opening mechanism was a little different there. But where Oddworld made things complicated for the player by assigning a chord of controller buttons to each utterance, JtRH cleverly manages without introducing any new controls at all. To toggle Halph between follow mode and stay-put mode, you just nudge him by trying to walk into his tile. To tell him to open a door, you try to walk into the door. Trying to walk into stuff is something that was already possible, but didn’t do anything other than waste a turn until Halph showed up.

Even though ordering Halph around can make for pretty good puzzle content, I think I prefer him as a character when he’s not obedient. That’s his main role in the story: running off into other rooms when Beethro tells him not to, petting the roaches when Beethro says to back away, taking that one crucial step onto a force arrow that makes it impossible to get back to Beethro even if he arbitrarily decides to start being obedient again. This makes him a terrific foil. Beethro, as we know from his puzzle solutions, is a planner, and Halph leaves his plans in shambles. Beethro didn’t even want him in the dungeon at all — at the beginning, he instructs him to just wait by the exit — and the main impetus for delving deeper in the beginning is just chasing after Halph to bring him back safely to his parents — something that hasn’t yet happened in the games I’ve played. And it isn’t just Beethro’s plans that he lays waste: Halph shatters his preconceptions, too. Monsters don’t attack him, which calls the whole idea of “monsters” into question. Beethro solves complicated monster-slaying puzzles to get from room to room, but sometimes Halph just shows up ahead of him and can’t explain how he got there.

Apart from Halph, all the other characters are citizens of the Rooted Empire. As early as the first floor, you start encountering weird gray-skinned guys with silly voices, who just hang out and watch you solve puzzles and comment on your technique and whether it meets their personal standards. These guys were the equivalent of Challenge Scrolls before there were Challenge Scrolls. There are Challenge Scrolls in the same rooms now, of course, formalizing the whole thing, but the watchers are still there, kind of redundant but preserving a touch of character. On the second floor, you meet the Negotiator, who sits behind a grand desk and tries to persuade you, in a lengthy cutscene-like dialogue, to leave the dungeon voluntarily before the Slayers get involved. This time through, I noticed that the Negotiator basically lays out what we eventually learn to be the main overarching conflict driving events in the DROD setting, but does so in long-winded terms that the first-time player doesn’t yet know enough about the setting to understand.

Floor 3 introduces 39th Slayer, who’s a big enough part of the game to get a separate post of his own.

DROD: The Neather

Despite being basically plotless, King Dugan’s Dungeon manages to anticipate the story of the sequels in its last couple of levels. Level 24’s theme is that it’s a city of monsters, or at any rate an imitation of a city with some monsters squatting in it. It’s not the city from The City Beneath, but it’s certainly a city beneath, and may even have been intended by its creator as a substitute for the real thing.

That creator is called the “Neather”. He’s essentially KDD‘s end boss, and another big part of how the game anticipates the story to come. Before the sequels, the Neather was the only human presence in the dungeon besides the player, and the only other being with the ability to trigger the orbs that open and close doors. Throughout level 25, he uses this to manipulate the environment from inaccessible control rooms, cutting off paths you want to take and letting monsters out at inconvenient moments. In other words, he’s a symbol for the game designer. This makes it seem significant that so many of the puzzles here end with the player breaking into his control area, causing him to flee to the next room. The game is basically telling you that when you’re done with everything else, your job is to take the designer’s place — and certainly a great many DROD fans have taken that to heart, producing their own Holds.

I said before that one of DROD‘s strengths is that everything, even an enemy, is potentially useful in the right circumstances. Even the Neather? Yes. There’s one room that can only be passed as a sort of team effort, as both you and the Neather take turns letting each other through a cycle of doors. I mean, it’s still fundamentally antagonistic: there’s a choice of paths within that cycle, and the Neather tries to choose paths that will prevent you from escaping the room along with him. It amounts to a two-player mini-game.

In the end, you have to kill the Neather. The puzzle content forces it, and even at the level of story, it’s arguably a necessary part of killing everything in the dungeon to fulfill Beethro’s contract with King Dugan. And it’s an uncomfortable moment, for several reasons. First, it’s clearly murder. The current version of the game muddies the distinction between murder and monster-slaying a bit by giving some of the goblins lines of dialogue, but generally speaking, you spend this game squishing mindless bugs, not people. Secondly, there’s some implication (in a post-game epilogue, although I think it might have been mentioned in the docs in earlier versions) that the Neather is actually King Dugan’s lost son, who crawled into the dungeon as an infant and was never seen again. So Dugan is unknowingly paying you to kill his own kin. Then there’s the business of Beethro’s nephew Halph, who shows up as an NPC in the sequels. Halph has an affinity for monsters: they don’t attack him, just as they don’t attack the Neather. I haven’t yet seen where they take this in The Second Sky, but there’s a strong implication that Halph is basically becoming a new Neather over the course of the next two games. If, to Beethro, Neathers are monsters, worthy only of slaughter, what does that mean for his own kin? Finally, just in case you’re not already thinking of this killing as a matter worth stopping to think about, the game goes and pops up a confirmation prompt when you try to kill the Neather. It’s not a real choice; you can’t finish the game without killing him. It just gives you pause and maybe makes you stop and look for another way, a way that involves sparing him and bringing him back to the surface with you. In which case you have to give up, tainting your victory with defeat.

DROD: Brains

To be clear, even after King Dugan’s Dungeon establishes the pattern of theme levels, not every level is a theme level. There are still a few variety levels, where each room does something completely different. But on the levels where it goes for a theme, it goes hard. I’ve just been through a very strong example of this: floor 20, where the game introduces Brains.

I’ve mentioned Brains before. Brains don’t attack you directly, but rather, make all the other monsters on the level a little smarter, giving them access to a simple pathing algorithm that tells them how to get aorund obstacles without getting stuck. Intriguingly, it seems like Brains don’t so much tell the monsters what to do as give them a better perspective on the world. Ordinarily, roaches try to get as close to you as possible, roach queens try to get as far away from you as possible, goblins try to avoid your sword and charge you from the back or side, wraithwings try to stay 5 squares away from you until they can mob you in a group. Brains change none of this. They just change how the monsters assess distance. Without a Brain, roach queens tend to get stuck in corners, where there’s only 3 empty adjacent tiles to spawn new roaches in. With a Brain, you can wind up chasing a queen around a loop if you’re not careful. Serpents seem to be a special case, or perhaps just expose a little more of the general case than the other monsters. Ordinarily, a serpent will make a beeline for you if you’re directly in line with its head horizontally or vertically, and otherwise wiggle around according to a set of rules too complicated to describe here. Add a Brain, and the serpent seems to regard you as always directly in line with its head, and will head towards you according to the same distance rules as everything else.

The main effect of Brains is to erase some of your most useful tactics. You can’t just get a pile of roaches stuck behind a wall where you don’t have to worry about them immediately. Everything that’s awake and not completely isolated knows how to find you. Instead, your movements have to be geared towards making sure you don’t have to fend off monsters from multiple directions at once. If you can get them all lined up in front of you in a hallway, it’s really no worse than normal. In fact, the Brain can make things easier at that point, by guiding all the monsters to you so you don’t have to hunt them down.

In fact, there’s one puzzle where this is completely necessary: in one part of the room, there’s a roach in a sort of labyrinth where every passable tile is a trap door. You can’t go into this labyrinth, because the trap doors would collapse behind you and you’d have no way out, and it’s set up to be impossible to lead the roach out by the normal roach movement rules. No, you just have to wait for the Brain in the room to guide it out, which means refraining from killing the Brain. It’s kind of like refraining from killing the tar mother in that room I described in my last post. Come to think of it, we can probably generalize this to a pattern: situational advantages of things normally regarded as enemies or obstacles. There’s a whole floor devoted to using goblins to kill serpents. Even the humble roach can be used as an obstacle to keep wraithwings from fleeing out of sword-range. It strikes me that one of the big strengths of the DROD ruleset is that it’s rich enough to support situations like this. Everything has some potential use.

DROD: Repeat Play

Getting back into DROD after all this time has proved fairly easy. All the little tactical swordfighting tricks that I picked up in my first play-through are still with me: how to efficiently cut down a horde of attackers, how to manipulate a goblin or wraithwing into going where I want. A great many individual rooms are still familiar to me, too — not so much so that I’d be able to recall them from memory alone, but enough for me to recognize them when I see them, and remember the main secret to solving them.

This seems to be less the case as I go deeper, though. Floor 18 is almost entirely unfamiliar to me. I suppose this makes sense — this isn’t my first attempt at a replay. I recall playing through at least the beginning in preparation for at least one of the sequels. At one point I even started playing through the game to make notes for a Hold 1“Hold” is DROD‘s term for a set of player-made levels. I was contemplating making, a “King Dugan’s Dungeon Condensed” that would attempt to distill the essential features of each floor of the original dungeon into a single room. I never finished that; I think I gave up when I found some floors that were too heterogeneous to easily summarize. The point is, I have played the beginning of this game several more times than the ending.

Nonetheless, I’m managing to clear rooms at a pretty good clip, and never really get stuck — except on one thing. The one new, unfamiliar thing. The Challenges. I’ve gotten fairly severely stuck on those several times. Floor 16 had no less than three Challenge rooms that took me multiple sessions to solve.

The thing about the Challenges is that they’re fiddly. They involve precise positioning and optimization, often even to the point where you have to already be in the correct orientation when you enter the room, just so you don’t have to waste a turn or two turning about. Without Challenges, most of the rooms in King Dugan’s Dungeon ask no more of you than competent footwork and the ability to spot the “lynchpin”, the non-obvious idea that makes it all easy. A lot of the Challenges are specifically based on ignoring a room’s lynchpin. drod-challengeFor example, one of the rooms in floor 16 is based on using tar growth, normally an inconvenience, to your advantage. There’s a serpent in a completely inaccessible area, together with a small bit of tar. Serpents die when they get caught in dead ends, but there’s no dead end in that area. The lynchpin: You can create a dead end just by letting the tar spread all the way to the wall. To do this, you have to ignore the temptation to kill the “tar mother” (the thing that makes the tar grow) for three complete growth cycles. The Challenge for that room: Kill the tar mother before the third growth cycle. I had to learn more than I had ever before needed to know about Serpent behavior to solve that one.

I’ve been spending so much more time on Challenges than on anything else that they’re basically the dominant part of my experience by now. Now, bear in mind that Challenges are optional. I could just skip them, solve the rooms the easy way and move on. But why would I do that? I’m in no rush to reach an ending I’ve already seen, or solve more puzzles I’ve already solved. No, for a return visitor like myself, having the Challenges dominate the experience is probably a good thing.

References
1 “Hold” is DROD‘s term for a set of player-made levels.

DROD: the Model

There’s a pattern I’ve referred to before as “the DROD model”. In this model, each chapter of a game introduces a new element or concept, be it a monster, an environmental feature, or even just a particular combination of previously-introduced elements that interact in some interesting way. The chapter is then entirely devoted to exploiting this theme for all it’s worth, exploring the different uses that the game designer can put it to and the various ways the player can be made to deal with it. Having been thus introduced, it is added to the palette of things available for general use in later chapters with different themes.

This is a pretty common pattern in puzzle games, but I think of it as the DROD model because the DROD games exhibit it so clearly and thoroughly. So now that I’m replaying King Dugan’s Dungeon, I’m a little surprised at how long it takes to find it.

The first floor of the dungeon with an obvious theme is Floor 6. Floor 6 is based on the gimmick of reusing room layouts, keeping the walls and floors the same but varying the puzzles via placement of monsters and orbs and force arrows and the like. I wouldn’t really call this an example of the DROD model, because although this reuse is a striking feature of the floor as a whole, it doesn’t exactly factor into the individual puzzles, and isn’t particularly reusable. (The same can be said about floor 13, the infamous maze level.) Floor 7 comes closer to the ideal: it introduces serpents, and is mainly made up of serpent puzzles — but then it throws in a couple of rooms populated entirely by roaches and evil eyes. You don’t get a floor dedicated entirely to serpent puzzles until floor 12, which fails the model simply because serpents aren’t new — although I suppose you could argue that the theme of floor 12 is really long serpents. Floor 8 fits the model completely: it introduces tar, and every single room in it is all about tar. And the game seems to be mostly pretty dedicated to its theme levels from that point on, except for conspicuously backtracking on its new-found commitment in floor 10. This floor introduces spiders, and starts with a couple of dedicated spider rooms with lots of spiders in them, but then it throws in a bunch of roach rooms, even as the rooms remain thematically spidery in shape.

What I find especially intriguing is that the introduction of monsters in the first few levels follow a different commonly-seen pattern. The first time you see a wraithwing, you see only one. It’s in a room full of roaches, on a floor full of rooms full of roaches, and it’s a little while before you see any more. It’s like the game wants to get you used to wraithwings bit by bit by using them as a seasoning on top of roach puzzles before it makes them the main topic. Evil eyes get a similar treatment. This is a pattern that I mostly associate with action games and CRPGs, things based on escalating power. In those games, new enemies appear sparingly at first and become gradually more numerous because that’s how the game ramps up the difficulty. Like, you’ve shown you can beat a Biomechanoid, but can you beat two at once? Six? A whole battalion of them? OK, what if we add a Major Biomechanoid to the mix? Anyway, for the most part, DROD doesn’t really work like that. There is a significant difference between slaying one goblin and fending off three at once, due to the way that they try to flank you, but apart from that, number isn’t strongly related to difficulty. Some of the most difficult puzzles I’ve seen are ones where all you have to do is slay a single roach. The infamous maze level, for example.

DROD: King Dugan’s Dungeon 2.0

It’s been quite some time since I last posted about DROD, and in that time, Caravel has released two more episodes, completing the series. They’re even on GOG and Steam now. I played the fourth episode, Gunthro and the Epic Blunder, during this blog’s hiatus, but I haven’t yet played episode 5, The Second Sky, and I’ve been thinking for some time that I should go back and blog my way through the entire series from the beginning, picking up TSS after replaying Gunthro. So now I’ve started the newest release of the first episode, King Dugan’s Dungeon, and I’m already up to Floor 13, the infamous maze level.

On Steam, the first three episodes are only available as DLC for episode 4. This may sound like a strange way to go about things, but it kind of makes sense: Gunthro is a prequel, so new players who buy it before getting its DLC would be seeing events in chronological order. It’s also a much better jumping-on point than episode 1, both because it’s easier and because it’s overall better-designed — I’ve commented before about how it took the designers a while to figure out what DROD really wanted to be. (As a dev I know recently said, “Games don’t know what they are until they ship. They don’t know what they should have been until 6 weeks after that.”) DROD has kind of the same problem as certain webcomics: because the design has noticeably improved over the course of the series, starting at the beginning means getting the worst possible first impression. In webcomics, artists have sometimes dealt with this by going back and redrawing their earlier strips. DROD does something similar: King Dugan’s Dungeon has been revamped multiple times over its history.

The version I’m playing now has some dialogue lines that I don’t remember hearing before. It’s mostly just comments from Beethro about the puzzle content, but there’s at least one bit where you overhear a couple of strangers on the other side of a wall talking about the Tar Authority, linking the mostly-plotless KDD just a little more to the story of the subsequent episodes. There’s new music, supplementing the originals so that each tune gets re-used less often. There’s something of a clash there, because although the new music is in roughly the same style as the old, it’s considerably less dorky. The graphics are of course updated, and take advantage of the colored lighting and fog effects introduced after the original. In addition to all the UI conveniences of later episodes, there’s one new one: sometimes, you can re-open doors in a previously-solved room by just pressing a button, so you don’t have to go through the motions of hitting the right orbs again every time you want to walk through it. This seems to only apply to a few of the most annoying rooms, though.

The biggest change from what I remember is the Challenges. A few rooms on each floor have them, described by scrolls on the floor and tied into the Steam Achievement system: “Clear this room without moving your sword”, say, or “Don’t move diagonally”, or “Only hit the westernmost orb once”. Mind, there’s always been a certain amount of this in DROD. The very first floor of KDD has a room that acts as a sort of tutorial in killing large numbers of roaches in corridors of increasing width, the widest and least defensible one having a small highly-defensible alcove halfway down its length. After you get through it all, there’s a scroll on the floor saying that a true sword master could clear the room without using the alcove. That’s been the case in every version I’ve played. The difference is that now, doing without the alcove is formally recognized.

Sometimes the scroll describing a Challenge is easily accessible from the entrance. Sometimes it’s on the opposite side of a green door, so that you need to solve the room once before you can read it. I suppose the idea is that that some rooms are hard enough that you really need to solve them once without the Challenge before you can start to think about solving them with it. But of course I’ve solved all the rooms once or twice already, if not recently. When I see that inaccessible scroll, I try to guess what the Challenge could be — and on the rare occasion that I guess right, and manage to pass the Challenge before reading the scroll, it’s all the sweeter for it.

Still, for all the little changes, this is basically the old familiar deadly rooms of death. I’ll have more to say about the experience of replaying them, and what I’d forgotten about them, in my next post.

DROD RPG: Sort of complete

drod-rpg-slayerI know I just compared DROD RPG to Time Zone, but by the end, it was reminding me more of my experiences with Rhem. As I cleared paths of their obstacles, unlocking gates and killing monsters who stand in the way, the area I was playing in effectively expanded, until I was playing with the whole dungeon rather than just my immediate vicinity. As in Rhem, I spent so much time running madly from place to place to do stuff I wasn’t prepared for the first time through that I pretty much internalized the map, which led to beating the rest of the game in a manic burst rather than take a break and lose my place. When I talk about backtracking, I’m not just talking about going back for special items, although that was part of it, but also for stuff as simple as the monsters who were too tough for me initially, but who could now be easily killed for their money, which I could use to upgrade my stats, enabling me to mug even tougher monsters. At any rate, it’s a real contrast to regular DROD, where you generally leave solved areas behind and don’t look back.

Mind you, when I say that I beat the game, I’m only talking about getting to the end credits. There’s an extra boss in a secret area just off the final exit, and I suppose I won’t be fully satisfied until I do him in. Without him, the final boss is a Slayer, which would be more satisfying if I hadn’t already killed one in the secret level of chapter 1. (In particular, when you first see him, his projected damage is ridiculously astronomical, due to the combat mechanic’s nonlinear response to power differences. It’s a nice “You gotta be kidding me” moment, but you only get one of those per enemy.) But that’s what you get when you play the game out of intended order. The designers were clearly thinking in terms of players completing the game the easy way first and only afterward going back for the secrets. That’s why the new items in the secret level were unexplained; when you encounter them over the normal course of chapter 2, there’s usually a helpful guy 1That’s his name within the game engine. Helpful Guy. It says so when you click on him. nearby to describe them.

I have a pretty clear idea of what I have to do to beat this extra boss, although in order to pull it off, I’ll have to defer getting the Really Big Sword until much later in the game. That’ll make things difficult. Getting the Really Big Sword was a turning point for me, where I suddenly started being able to easily get health significantly faster than I spent it. I suppose I should have taken that as a warning. If it seems easy, you’re doing it wrong. Paradoxical though that is, it could be this game’s motto.

totsA day or two before my final push, I saw a mention on the DROD forum of Tower of the Sorcerer, a freeware game by “Oz and Kenichi” that allegedly used the same combat system as DROD RPG. Well, the similarities don’t end there. Both games are based on managing health and three different colors of keys (one of which is reserved for plot-crucial doors). I think the most striking point of resemblance is the devices for using money to raise your stats, which function nearly identically in both games, offering you a choice of health, attack power or defense power (with attack increases substantially less than defense increases), increasing the price with each use, increasing the gains as you get to remoter instances of the device (thus motivating you to hold off on upgrades until you can reach a more powerful one). Is DROD RPG a rip-off, then? Hardly. It’s based on TotS, and acknowledges this debt in the credits, but it also adds quite a bit of complexity. From what I’ve seen, TotS doesn’t seem to have anything like the percent-based damage from hot tiles and aumtlichs, and it definitely doesn’t have any way of doing stuff like trying to work your way around a goblin in a tight passage without turning your back to it (one of my favorite puzzle-like bits in DROD RPG). And anyway, I think the folks at Caravel Games earned our indulgence on this point through their indulgence of Wonderquest, which is about as direct a DROD imitation as you could hope to find (although it’s also embellished), and has a section of the official DROD forum devoted to it.

Finally, let’s talk plot a little. Chapter 1 is about Tendry’s escape from the Beneath, chapter 2 supposedly about his rescue of his countrymen who had been abducted by the Empire. We don’t actually get to see him do the latter, though, unless there’s something past the secret boss. There’s a distinct non-ending and promise of sequels, and, well, we’ll see how that turns out. On the other hand, the Empire is discussed enough that I think I’m finally starting to grasp the DROD overplot.

As I understand it, the Empire has two major factions, the Archivists and the Patrons, who split on how they approach the pursuit of knowledge. The Archivists are trying to get all the facts, whereas the Patrons are trying to get as many facts as possible. These might sound like similar goals, but they disagree when it comes to things that generate new facts — for example, foreigners. The Patrons like such things, because they’re an endless source of new things to learn, while the Archivists dislike them, because they perpetually render the Archivists’ knowledge incomplete. Thus, the Archivists want to destroy foreigners while the Patrons want to protect them. (Yes, only bad guys are completists.) It’s the Patrons who move the entire population of Tueno underground, which Tendry sees at first only as an enemy action, not realizing that they’re doing it to save them all from the Archivists’ army. The thing that hasn’t been resolved is what the Patrons intend to do with all these people. Fight a decisive battle against the Archivists and return them to their homes? Release them elsewhere, where the Archivists won’t find them immediately? Keep them in cages and study them? Tendry comments at one point about the Patrons “collecting” his people, which makes me think this isn’t supposed to be a temporary condition. The Archivists are evil, but you have to bear in mind that the Patrons are products of the same deranged system. Who knows what they’re capable of? Not me, certainly. The ending of that story has not yet been written.

References
1 That’s his name within the game engine. Helpful Guy. It says so when you click on him.

DROD RPG: Points of No Return

I could be working my way towards completing this game, but that secret level keeps taunting me. Just when you think you’ve got it beat, you find out that there’s one more obstacle, requiring resources you’ve used up by that point. So you start over, and you go back into the main dungeon to start with more keys this time, and you optimize more thoroughly so you can hold off on using items that you now know you’ll need later. One of the big lessons for me this time round has been the unintuitive value of keeping your health as low as possible most of the time. There are things that, instead of knocking off a fixed number of hit points, reduce your health by a percentage: I’ve already mentioned the aumtliches, and there are also hot tiles that knock you down by 5%. 1In Beethro-centered DROD, hot tiles kill anything that stays on them for more than a turn. This is one of many ways in which Tendry shows himself as tougher than Beethro, assuming that his tale can be believed. (And he assures us that every word is true, so how can we doubt it?) So if you have to expose yourself to such hazards, it makes sense to leave any healing potions alone until afterwards: (0.95x)+200 > 0.95(x+200). At one point, after going through a series of aumtlich beams, I had exactly one hit point left. I consider this to be one of my greatest triumphs of planning, as I had taken exactly the minimum amount of damage. (The system rounds percentages against you; if there had been one more beam, I would have died.)

And so, having done this, I have by now made it all the way to the exit of the secret level. And this presents a fresh problem. I mentioned before how the previous levels had some places that could be reached with special tools, including ones (such as the grappling hook) that I’ve only acquired in the secret level. The problem is that once you’re into the main part of the secret level, you can’t go back. There’s a one-way force arrow preventing you from backtracking. I had been hoping that the exit on the far side would return me to a previously-inaccessible part of the previous level, but no, it just sends you on to chapter 2. You can bring one of the special tools into the beginning of chapter 2 with you, but it doesn’t seem to do any good.

If there is in fact no return once you’re in the secret level, it’s unusual. Generally, this game allows you to retrace your steps, to go back and face those foes who outmatched you on first meeting, make short work of them with your new gear, and carry off whatever they were guarding. The only outright exception is the transition from chapter 1 to chapter 2. There have been places where I’ve gone through a force arrow with no immediate prospect of return, but this is always a temporary condition — unless I do something that cuts off my path, like leave a floating platform where I can’t access it any more. It’s possible that the secret level fits that category. At the very least, I could escape back to the main dungeon if I still had the Wall Walking token. So perhaps the solution is even more heroic optimization? We’ll see. I’m honestly on the verge of giving this up for a while and getting back to chapter 2, which I expect will seem very easy in comparison. (It certainly didn’t seem easy in comparison to the rest of chapter 1.)

In a way, the secret level reminds me of the endgame of Time Zone. They both have a point of no return, producing gameplay marked by repeatedly restoring much earlier saves in order to get back to said point of no return with more stuff, or at least different stuff. The crazy thing is that I know for a fact that people involved in the production of DROD RPG have read my blog post complaining about that very ending, and how it extended the experience of the game by diluting its fun. But of course it’s very different here. It isn’t just a matter of entering the same series of commands, hoping not to make a mistake. Every time I play through the familiar bits, I’m asking myself if I can squeeze it a little more, come out a few more hit points or greckles 2The unit of currency in DROD. ahead. Plus, of course, everything about the secret level and the inaccessible areas is completely optional.

References
1 In Beethro-centered DROD, hot tiles kill anything that stays on them for more than a turn. This is one of many ways in which Tendry shows himself as tougher than Beethro, assuming that his tale can be believed. (And he assures us that every word is true, so how can we doubt it?)
2 The unit of currency in DROD.

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