Unkillable Cat
LEST WE FORGET
- Joined
- May 13, 2009
- Messages
- 28,586
And... done. Despite my best efforts, I couldn't get a screencap of the win screen, even though I told DOSBox to do so. Hmph. Or maybe the image ended up somewhere on my computer and I've yet to find it. Anyway, Level 16 Druid with very simililar stats as Deuce Traveler had, and it said "after 2 days in the Abyss". To be fair it was dawn on the third day...
Fun fact: You don't have to free Ariel to win the game, but the end sequence will still assume that you did. Just one of many ways to break the game.
I didn't even bother with Level 8. I went down there, made a direct beeline to Garamon's bones (and his Ring of Invisibility) grabbed both items and Gate Travelled out. Second time round I just snuck into the center chamber, tossed everything in and Bob's yer uncle.
Now on to UUW2.
EDIT: Some assorted notes I had jotted down (and could be of some use to future UUW1 players, and maybe even UUW2 players):
# You don't have to wait until you've found the Vas runestone to cast Gate Travel to get to the Moonstone. There are at least 4 scrolls of Gate Travel in the game, and one of them is found pretty early (2nd or 3rd floor).
# There's no point in hoarding up items for trading purposes except at the very start of the game. By the time you've reached the Mountainmen, there's little reason to carry/hoard anything except what you're carrying or using. The only exceptions are a light source for Zak and some food, mostly fish, for a handful of other vital transactions. There's more than enough gold in the game for Shak (to repair) and Dominus (to identify) to do their stuff, so again there's little need to lug all that around. It's best just to drop off gold in Shak's shop and take what is needed for his repairs.
# Items of 'Toughness' only means that they can take more damage before being destroyed, which technically means that they're useless, due to the rare circumstances that your armour is in any serious danger of being destroyed.
# There are 4 different types of hallucinatory visions. One just blurs the in-game textures (which actually helps spot secret doors), one renders you almost blind except for some bright neon pixels, one makes the whole screen turn a funky kind of blue, and another turns the whole screen a funky kind of pink. Eating mushrooms gives you very brief hallucinations, while drinking potions of Hallucination can make them last up to a whole minute.
# The crown needed to navigate Tyball's maze is actually called "Crown of Maze Navigation" when identified.
# Food doesn't age or spoil if you carry it or put it in a container. Haven't checked yet whether it spoils if you leave it alone OR leave it out in the open.
# One quest 'reward' is a boost to your Casting skill, so don't plan on maxing it out as early as possible.
# I reached the level cap just after I first entered the 7th floor, rendering the rest of the monster encounters in the game useless. That's how much XP you get by hunting down all the Lurkers.
# Around level 7 you'll start to see some real traps begin to appear, with monsters spawning behind you if you walk into certain pre-designated areas. Despite this, the Traps skill is useless.
# Monsters sometimes respawn. Nothing to worry about, though, the biggest monster respawn I've seen was a Grey Goblin.
# While it seems that Fire Elementals take damage from fire attacks, it's negligible. I burned out a whole wand of Fireball on a Fire Elemental, and his health never went below green.
Some useful magical items that are found early on, or are just too useful to be ignored:
# A Ring of Resist Blows (BIS) from one of the thieves on Level 3 (can be obtained through trade).
# An excellent chainmail of Missile Protection from the pool area on Level 4.
# Sir Rodrick's sword is a Longsword of Additional Damage.
# The Ring of Leap can be found hidden among some boulders on Level 4, just east of the Knight's most southern outpost. While easily one of the most useful magic items you can find, there are times where you're better off without it while jumping.
# The Ring of Levitate can be found up some 'steps' in the fire chasm on Level 7. Once you find it, the Ring of Leap becomes obsolete.
# Chain Gauntlets of Additional Protection can be found hidden in a pile of rubble in the SE section of Level 5.
# In the room in the tombs on Level 7 where you find the Black Sword (Of Accuracy), there's also a Helm of Magic Lantern, which is a light source equal to a lantern, and therefore better than the Taper.
Fun fact: You don't have to free Ariel to win the game, but the end sequence will still assume that you did. Just one of many ways to break the game.
I didn't even bother with Level 8. I went down there, made a direct beeline to Garamon's bones (and his Ring of Invisibility) grabbed both items and Gate Travelled out. Second time round I just snuck into the center chamber, tossed everything in and Bob's yer uncle.
Now on to UUW2.
EDIT: Some assorted notes I had jotted down (and could be of some use to future UUW1 players, and maybe even UUW2 players):
# You don't have to wait until you've found the Vas runestone to cast Gate Travel to get to the Moonstone. There are at least 4 scrolls of Gate Travel in the game, and one of them is found pretty early (2nd or 3rd floor).
# There's no point in hoarding up items for trading purposes except at the very start of the game. By the time you've reached the Mountainmen, there's little reason to carry/hoard anything except what you're carrying or using. The only exceptions are a light source for Zak and some food, mostly fish, for a handful of other vital transactions. There's more than enough gold in the game for Shak (to repair) and Dominus (to identify) to do their stuff, so again there's little need to lug all that around. It's best just to drop off gold in Shak's shop and take what is needed for his repairs.
# Items of 'Toughness' only means that they can take more damage before being destroyed, which technically means that they're useless, due to the rare circumstances that your armour is in any serious danger of being destroyed.
# There are 4 different types of hallucinatory visions. One just blurs the in-game textures (which actually helps spot secret doors), one renders you almost blind except for some bright neon pixels, one makes the whole screen turn a funky kind of blue, and another turns the whole screen a funky kind of pink. Eating mushrooms gives you very brief hallucinations, while drinking potions of Hallucination can make them last up to a whole minute.
# The crown needed to navigate Tyball's maze is actually called "Crown of Maze Navigation" when identified.
# Food doesn't age or spoil if you carry it or put it in a container. Haven't checked yet whether it spoils if you leave it alone OR leave it out in the open.
# One quest 'reward' is a boost to your Casting skill, so don't plan on maxing it out as early as possible.
# I reached the level cap just after I first entered the 7th floor, rendering the rest of the monster encounters in the game useless. That's how much XP you get by hunting down all the Lurkers.
# Around level 7 you'll start to see some real traps begin to appear, with monsters spawning behind you if you walk into certain pre-designated areas. Despite this, the Traps skill is useless.
# Monsters sometimes respawn. Nothing to worry about, though, the biggest monster respawn I've seen was a Grey Goblin.
# While it seems that Fire Elementals take damage from fire attacks, it's negligible. I burned out a whole wand of Fireball on a Fire Elemental, and his health never went below green.
Some useful magical items that are found early on, or are just too useful to be ignored:
# A Ring of Resist Blows (BIS) from one of the thieves on Level 3 (can be obtained through trade).
# An excellent chainmail of Missile Protection from the pool area on Level 4.
# Sir Rodrick's sword is a Longsword of Additional Damage.
# The Ring of Leap can be found hidden among some boulders on Level 4, just east of the Knight's most southern outpost. While easily one of the most useful magic items you can find, there are times where you're better off without it while jumping.
# The Ring of Levitate can be found up some 'steps' in the fire chasm on Level 7. Once you find it, the Ring of Leap becomes obsolete.
# Chain Gauntlets of Additional Protection can be found hidden in a pile of rubble in the SE section of Level 5.
# In the room in the tombs on Level 7 where you find the Black Sword (Of Accuracy), there's also a Helm of Magic Lantern, which is a light source equal to a lantern, and therefore better than the Taper.