-
Notifications
You must be signed in to change notification settings - Fork 6
/
Copy pathALPHAMAN.SPL.txt
797 lines (761 loc) · 46.5 KB
/
ALPHAMAN.SPL.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
AlphaMan Spoilers - updated: August 1995
Most recent version: 1.1
Please direct all questions and suggestions to Jeff Olson:
Jeffrey Olson
214 E. Sherwin Dr.
Urbana, IL 61801 USA
This file contains details about the game AlphaMan, a Rogue-like game set
in post-holocaust Earth. AlphaMan is available from:
ftp.win.tue.nl in the directory /pub/games/alphaman
The FAQ file, alphaman.faq, is also available there, and provides more basic
information than this file (which is intended for experienced players).
____________________________________________________________________________
Contents:
1. Detailed descriptions of the various Mental and Physical Mutations
2. Weapons, Armor and Shield ratings
3. Detailed berry descriptions
4. Detailed tech device descriptions
5. Overview of creatures
6. Details about the 6 castles which one must visit to complete the quest.
____________________________________________________________________________
1. MUTATIONS
All characters have 1 Physical and 1 Mental Mutation.
A. Physical Mutations
1. Acidic Saliva
This mutation can be used every 8 rounds. You can spit a caustic
substance at a distance, although you hit more easily and do slightly
more damage at close range. You do 4 dice damage, where the dice
size is given by 3 + (your level - distance between you & target)/2
2. Blood Structure Change
Your Constitution is raised to somewhere between 19 and 23. You
consequently have more hit points, and you take much-reduced damage
from poison (half what a character without Blood Structure Change
would take, even with the same Constitution). You also are less
likely to suffer lingering stat losses from poison, and recover from
sickness attacks (like the skunk) three times faster.
3. Electrical Generation
You can generate electrical currents on your skin which will damage
any creature touching you during the round used (touching means the
creature scores a successful hit on you with a contact-attack like
a bite, but not no-touch attacks like radiation or mental attacks.
The damage done to each creature is 2 dice of size (4 + your level).
This is extremely useful against swarms like Killer Bees, Locusts.
4. Foul Musk
You can generate a cloud of stinking gas that causes creatures to
flee from you. You will occasionally make creatures sick, causing
them to barf (during which time they are mostly defenseless from
attack). This is effective as a defense, particularly when you get
surrounded by beasties.
5. Heightened Dexterity
Your Dexterity is raised to somewhere in the range of 19-23. Your
Armor Class is much improved, and you can hit significantly easier
with range weapons (even range tech weapons).
6. Heightened Endurance
You have more hit points than most characters, can carry more than
twice the weight with the same encumberance, you grow hungry less
quickly, and can endure time underwater much longer.
7. Heightened Speed
You can temporarily double your speed, allowing you more attacks and
enabling you to outrun many creatures if you're in a bind. A very
useful mutation, especially if coupled with an attack-type mental
mutation such as Life Leech or Cryogenics.
8. Heightened Strength
Your Strength is raised to somewhere in the range of 19-23. You
consequently do more damage and hit more often with contact weapons.
You can also carry more stuff, and have an easier time getting out
of spiderwebs, breaking down doors, etc.
9. Heightened Vision
You can see more clearly and in a broader EM spectrum, giving you
minor bonuses to hit with weapons, allowing you to see further in
darkness, and allowing you to look over long ranges to see, for
example, whether there are any goodies in nearby regions of the map.
You can also see radiation zones and avoid them. With this mutation,
one can usually skip the Munsters' Castle, since spotting the hidden
castle of the Grinch is relatively straightforward.
10. Laser Generation
Every 10 rounds you can fire a laser beam. This beam can strike a
single target at a fairly long range, hitting often and doing 3 dice
damage, with dice size given by 5 + (your level)/3
11. Poison Claws
These do very irregular damage, occasionally only doing 1-4 points,
but capable of doing up to 10-40 when you are at 10th level.
Although their range is short, they have several advantages. If you
miss, they are immediately available for use again. They occasionally
make the creature hit nauseous (barf). It is also useful to have a
readily-available non-kinetic attack form for those creatures which
take only 1/3 damage from kinetic attacks (like Zapweed, Rot Fungus,
Slugs).
12. Quills
Quills provide protection from creatures which must touch you to do
damage, inflicting 1 die damage of size (3 + (your level/3)). You
may also shoot them at a single creature for 3 dice damage of size
(2 + (your level)/2, but you will then be unprotected until they
regrow (in 8 rounds).
13. Radiation Generation
You can shoot a beam of radiation every 15 turns that is capable of
causing damage to any creature in its path. The damage done is 2
dice of size (3 + (your level)/2).
14. Reflective Skin
Your Radiation Resistance is raised to somewhere in the range of
19-23. The damage you receive from laser attacks is halved, while
you only receive 2/3 damage from heat attacks.
15. Sonic Attack
You are able to generate an ultrasonic blast that does heat damage to
all creatures standing next to you. The damage done is 1 die of size
(5 + (your level)*1.5)
16. Tenticles
You can entwine a creature (which makes it harder for them to hit
you, and impossible for them to run away) and cause constriction
damage to them every round. The damage done is 1 die of size
(3 + (your level)/2), and you are able to do other things (like use
your weapon or tech devices) while constricting. If you move, the
tenticles release.
17. Tough Exoskeleton
Your Armor Class is always at least as good as if you were wearing
Titanium Chainmail, and you sustain only 80 percent normal damage
from kinetic attacks. You are slightly encumbered by this
exoskeleton, but no more so than if you were wearing the equivalent
armor.
B. Mental Mutations
1. Cryogenics
This attack mutation is particularly effective against powerful
creatures. It does exponential damage, first 1 die, then 2 dice,
then 4, 8, 16 etc on progressive "hits". The dice size is given by
(5 + (your level)/2).
2. Force Field
While this mutation is being used, you sustain reduced damage (in
general, about 2/3 normal) from all attacks. This can be tiring
to use, and if you become too fatigued, it will turn itself off.
3. Heightened Willpower
Your Mental Resistance is raised to somewhere in the range of 19-23,
and you are able to periodically raise all of your stats and your
hit points for a brief period. Note that you will never die when
your hit points are reduced back to normal.
4. Hypnosis
You can use this mutation to put creatures to sleep. This is usable
fairly often, and can be a real asset when fighting several creatures
at once, or when you want to flee.
5. Invisibility
You can make yourself invisible, making creatures wander at random and
enabling you to get off "free" attacks. This is also useful when you
need to retreat. In addition, since this mutation is the ability to
bend light rays around you, you are less susceptible to blindness
attacks (you typically recover in one third the time).
6. Life Leech
A powerful mutation, you are able to leech hit points from creatures
standing next to you and add them to your own. The number of points
damage done (and subsequently added to your total) is 2 dice where
the dice size is given by (2 + (your level)/2).
7. Mental Blast
This mutation allows you to psionically blast a selected creature
every 10 rounds up to 7 squares away. The damage done is 2 dice
of size given by (your Mental Resistance + your level)/2.
8. Mental Healing
This mutation allows you to heal yourself rapidly. When used, you
select how many rounds you will sit motionless (and prone to attack),
during which time you will heal back 3 hit points per round. This
mutation is best used after battles, so that you are always at full
hit points when venturing into uncharted territory.
9. Military Genius
You recieve a +2 to hit and +4 damage with all weapons you use.
This includes contact and thrown weapons, and tech weapons as well.
10. Molecular Disruption
You can disintegrate matter, destroying a creature or other object
at which it is targeted. This is useful for going through walls,
and will kill a creature if a random roll of dice size
(25 + the creature's hit points/2) is less than a random roll of
dice size (15 + your mental resistance + your level).
11. Psychokinesis
You can create a grenade-like explosion that does kinetic damage to
all creatures in its blast radius. The damage done is 2 dice of size
(2 + (your mental resistance)/6 + (your level)/3 ).
12. Scientific Genius
Your Intelligence is raised to somewhere in the range of 19-23, and
you are able to build new tech devices from parts and energy salvaged
from old devices. You are potentially able to build any device which
you are familiar with (those listed when you press F3) and for which
you have enough parts. Often, you must try several times in order
to be able to build the device you would like.
13. Teleportation
You are able to transport yourself over either long distances (useful
as a speedy mode of transportation and as a means of escape) or short
distances (useful when you want to get to another part of a castle
level or lair). Teleporting blind is dangerous, and if you end up
inside a solid object, you may be killed. It is occasionally an
effective attack to teleport into a creature if you are at full hit
points, but not one generally recommended. Note that short range
teleporting isn't 100% accurate, so if you try to teleport next to a
castle wall, you may end up inside the wall, which tends to be
unhealthy.
____________________________________________________________________________
2. WEAPONS, ARMOR and SHIELDS
A. Contact Weapons
Name Base Damage To Hit Bonus* Weight (kg)
Dagger 1-4 -2 .2
Club 1-5 -2 .6
Pitchfork 1-6 -1 1.0
Hand Axe 1-7 -1 .7
Mace 1-8 0 1.2
Short Sword 1-9 0 .8
Flail 1-10 +1 1.5
Long Sword 1-11 +1 1.5
Halberd** 1-12 +1 2.0
Titanium Dagger 2-10 +2 .2
Titanium Sword 2-12 +2 .7
Titanium Axe** 2-14 +2 1.2
Duralloy Pitchfork 3-15 +3 .2
Duralloy Sword 3-18 +3 .2
* The To Hit bonus is in addition to whatever other bonuses you have.
** Technically, this weapon should require 2 hands, but doesn't.
A. Range Weapons
Name Base Damage To Hit Bonus* Range Weight (kg)
Shuriken 1-3 -3 10 .1
Dart 1-4 -2 9 .1
Throwing Axe 1-5 0 5 .3
Arrow 1-6 -1 8 .1
Javelin 1-7 0 8 .3
War Boomerang 1-8 -1 7 .2
Lawn Dart 1-9 0 5 .2
Spear 1-10 +1 6 .4
Titanium Dart 2-8 +2 10 .1
Titanium Javelin 2-12 +2 9 .2
Duralloy Arrow 3-12 +3 11 .1
Duralloy Spear 3-18 +3 9 .2
* As above
B. Armor
Name Base Armor Class Max hits sustainable* Weight (kg)
No Armor 10 - -
Heavy Fur 9 2 1.5
Cured Hides 8 3 2.0
Ringmail 7 4 4.0
Chainmail 6 5 6.0
Fiberglass 5 6 3.5
Plastic 4 7 2.5
Titanium Chainmail 3 7 4.0
Platemail 2 8 10.0
Titanium Platemail 1 9 6.0
Duralloy Chainmail 0 8 1.0
Duralloy Platemail -1 10 1.5
* This is the maximum number of "damaging" hits a particular kind of
armor can sustain in its pristine condition.
C. Shields
Name Reduction to Armor Class Max hits sustainable* Weight (kg)
Small Wooden -1 2 .5
Large Wooden -1 1/2 3 1.0
Small Metal -2 3 1.0
Large Metal -2 1/2 4 2.0
Small Titanium -3 4 1.0
Large Titanium -3 1/2 5 2.0
Small Duralloy -4 4 .2
Large Duralloy -4 1/2 5 .3
* As above
____________________________________________________________________________
3. BERRIES
Berries are named at random each game, so it is a waste of time to write
down the names during one game for the sake of using them in the next. The
random names were intended to sound like Dr. Seuss names.
A. Treatise on Berry Colors (available from a Computer Workstation)
The color of a berry reveals its degree of ripeness. The six colors
a berry can have are red, orange, yellow, green, blue, and purple,
in increasing order of ripeness. Berries which are more ripe are
more potent, and will have effects which last longer. For example,
purple exploding berries do much more damage than orange ones, and
forcefields created by blue berries last longer than those created
by red ones. In addition, if a berry can have either a good or bad
effect, the ripe berries are more likely to cause the good effects.
Thus, a blue berry that alters speed tends to speed you up, while a
red one is likely to slow you down. Berries that alter your stats
are particularly important examples of this, wherein red and purple
ones change your stats permanantly, purple usually raising, and red
usually lowering; the effect of the orange-blue ones is temporary.
Berries will ripen with time; using X(amine) can be illuminating.
B. Berry descriptions
Exploding berries are effective grenades with a blast radius of 1 square.
Radiating berries are effective grenades with a blast radius of 1 square.
Hunger-satisfying berries provide significant nourishment, and can make
critters burp if thrown at them.
Refresh berries make you well-rested and help keep you rested.
Poison berries can be thrown to do poison damage if they hit a critter.
Curing berries will restore some hit points, and some reduced by poison.
Extra-curing berries are like normal curing berries, only more potent.
Expertise-altering berries add or subtract experience points depending on
their color.
Strength-altering berries raise or lower strength, depending on color.
Dexterity-altering berries raise or lower dexterity, depending on color.
Constitution-altering berries raise or lower CON, depending on color.
Radiation Resistance-altering berries modify RR, depending on color.
Mental Resistance-altering berries modify MR, depending on color.
Intelligence-altering berries modify intelligence, depending on color.
Speed-altering berries will make you fast or slow, depending on color.
These work on creatures, too, if thrown.
Berries that toughen skin will permanantly lower your armor class.
These work on creatures, too, if thrown.
Intoxicating berries will confuse you if eaten, or a critter if thrown.
Cleverness berries make you better at figuring out and using tech devices.
Berries which add body parts are generally useless except for nourishment.
Purple ones will cause you to grow a cumbersome udder.
Mutation-affecting berries quench or heighten a mutation, depending on
their color. Heightened mutations are much more powerful.
Detection berries help you see invisible things, and will map a lair
or castle level if you are indoors.
Blindness berries will blind you temporarily if eaten.
These work on creatures, too, if thrown.
Tact-reducing berries make you burp, sneeze, etc. if eaten.
These work on creatures, too, if thrown.
Mind-clouding berries make you forget things but will confuse creatures
if thrown at them.
Fright-inducing berries will frighten critters away temporarily.
Detoxifying berries will remove the lingering adverse effects of poisons.
Rambifying berries give you a Rambo complex, making you strong but dumb.
These work on creatures, too, if thrown.
Invisibility berries will make you temporarily invisible.
These work on creatures, too, if thrown.
Teleport berries randomly teleport you over a long distance, and work on
critters too.
Relax berries will put you or a creature to sleep.
Klutz berries will make you extremely clumsy, but work on critters too.
Regeneration berries, cause you to regain lost hit points much faster.
Berries which "smell nice" give you an odor that attracts creatures.
Force Field berries will protect you so you sustain reduced damage.
Acid berries are effective weapons if thrown.
____________________________________________________________________________
4. TECH DEVICES
The following is a list of all the tech items currently implemented in
AlphaMan. These are the specifics one can learn by using a Microcomputer.
A. Small Tech Gadgets:
Alza-seltzer relieves sickness, and can get rid of tapeworms
An Answering Machine will occasionally receive useful messages
ArmorAll will restore armor to pristine condition, and may even improve it
A Backpack can hold up to 10 reasonably-sized items
A Bionic Cranium Implant can raise your Mental Resistance & Intelligence
A Bionic Muscle Implant can raise your Strength and Dexterity
A Bionic Spleen Implant can raise your Constitution & Radiation Resistance
A Boise Souvenir Ashtray is useless
Brandy will boost your strength temporarily, but may make you sleepy
A Breathalyzer will reveal your blood alcohol content (mostly useless)
Cap'n Crunch gives you a sugar high and speeds you up temporarily
A Cheese Grater is useless
Chemical Analyzers reveal the potential effects of unknown berries
A Chia Pet is useless
Coffee will boost your constitution temporarily, and can keep you awake
Duct Tape can incapitate creatures, and repair damaged armor and suits
Flares will illuminate the outdoors when dark, but cause damage indoors
A Force Field Generator will help protect you from attacks
A Fountain Pen is useless
A Gas Mask will protect completely from poison gas
A Geiger Counter reveals nearby radiation zones outdoors, or traps indoors
A Grenade Launcher can fire grenades and berries accurately at long range
A Hammock will put you to sleep immediately
A Hand Massager will reduce fatigue
An ID Card will unlock most locked doors, and can deactivate some robots
A Kalediscope is useless
A Knife Sharpener can sharpen blade weapons so they are more effective
A Lava Lamp will help illuminate during darkness
A Medkit will restore some lost hit points and poison damage
A Microcomputer can reveal a variety of useful information
A MindWeb Generator will protect you from mental attacks
A Mirror can be used to reflect laser attacks
A Motion Sensor will reveal the location of invisible creatures
A Mr. Misty provides nourishment, and also is an effective freeze grenade
A Pencil Sharpener can sharpen pointy weapons so they are more effective
The flash from a Pocket Instamatic can blind creatures that see it
Power Packs recharge devices which require energy
A Radar Detector is useless
A Radar Gun will reveal how fast a creature can move (mostly useless)
ServoBoots greatly reduce the effects of encumberance
A Slinky is useless
A Sony Watchman can map levels in some of the special castles
Sunglasses protect against blindness & give added influence over robots
Sunscreen provides some protection against laser attacks
Tape Recorders reveal a variety of information about your mission
A Tip O'Neill mask will frighten creatures away when worn
A Toaster is useless
Toilet Paper is an effective weapon against Dung Beetles and Seagulls
A Tricorder will map castles and lairs, and can reveal creature specifics
A Turbocharger will speed up any vehicle
Tylenol can restore lost hit points
A UV Helmet helps greatly when searching for hidden things
A Veg-O-Matic can injure nearby creatures, especially edible ones
A VisiScope allows you to see long distances
A Voodoo Doll will kill all nearby creatures of a specific type
A Wrist Watch will tell you how much time remains to complete your mission
A Cannister Grenade inflicts modest shrapnel damage (kinetic damage type).
A Disintegration Grenade is lethal to almost everything.
A Fission Grenade inflicts substantial radiation damage.
A Flash Grenade can blind everything in a large area.
A Fusion Grenade inflicts tremendous damage in a large area.
A Gas Grenade inflicts poison damage and leaves poisonous gas.
A Glue Grenade will imobilize anything in its sizable blast area.
An Incendiary Grenade inflicts moderate heat damage.
A Lightning Grenade inflicts modest electrical damage in a large area.
A Neutrino Grenade inflicts moderate damage.
A Photon Grenade inflicts tremendous laser-type damage.
A Psychosis Grenade inflicts variable mental-type damage.
A Stun Grenade paralyzes and inflicts minor damage in a large area.
A Vial of Acid inflicts modest damage.
A Blaster can fire many shots at a time, inflicting modest heat damage.
A Blowtorch does moderate heat damage.
A Can of Mace does modest poison damage and makes the target flee.
A Chainsaw inflicts horrible wounds.
A Flamethrower does substantial heat damage in line with the target.
A Freeze Gun does substantial cold damage in line with the target.
A Fusion Rifle does substantial radiation damage.
A Laser Pistol does substantial laser damage.
A Light Sabre inflicts moderate laser-type damage.
A Missile Launcher does substantial damage in a large blast area.
Mr. Clean is especially effective against slimes, molds, etc.
A Pepper Shaker can be a grenade, and makes targets sneeze.
A Phaser can stun (putting enemy to sleep) or kill (doing heat damage).
Raid is particularly effective against insects.
A Salt Shaker can be a grenade, but is only useful on Slugs-like things.
A Shock Rod does modest electrical damage.
A Shotgun does substantial kinetic damage.
Silly String will immobilize a target.
A Squirt Gun does minimal damage except against Fire Ants, Phoenixes, etc.
A Staple Gun does minimal kinetic damage.
A Stun Gun will paralyze a target.
A Tickle Feather Gun (from the UnderDog show) inflicts tremendous damage.
A Weedeater is effective against plants.
B. Large Tech Devices:
A Bulletproof Suit lowers your AC and reduces damage from kinetic attacks
A Cabinet is useless
A Camoflage Suit makes you somewhat harder to detect
A Cigarette Machine is useless
A Cloaking Device renders you temporarily invisible
A Computer Workstation can reveal a plethota of useful information
A Cyclotron just might win you the Nobel Prize in physics
A Dialysis Machine will cure you and remove poison effects, tapeworms, etc
A Displacer allows you to teleport over short distances
A Golf Cart provides transportation at a faster pace than walking
A Home Movie Projector will put creatures to sleep
A Hovercraft provides very fast transportation over any terrain
A Jackhammer can blast through walls, and is an effective weapon
A Jetpack gives rapid movement for short periods of time
A Kayak can be used to move through water
A Kevorkian Machine is useless
A Laser Printer is useless
A Leafblower is useless
A Liposuction Device will remove an udder
A Microwave Oven can prematurely ripen berries, and makes food tastier
A Neutron Suit irradiates nearby critters each turn but hurts you somewhat
A Pinstripe Suit gives added influence over robots when an ID card is used
A Pogo Stick provides an alternative form of transportation
A Porta-Potty is useless
A Prosthetic Leg is useless
A Radiation Suit will reduce the damage caused by radiation
A Reflective Suit will reduce the damage caused by lasers
A Repulsion Generator will prevent creatures from moving next to you.
Creatures already next to you can continue to attack
A Rubber Raft can be used to move through water
A Safe will protect up to 10 items, and can be left outside of castles
A Sousaphone can make critters stand still, run away, become confused, etc
A Still will distill berries to nectar, and nectar to extract
A Tent will allow you to sleep in relative safety outdoors at night
A Thermal Suit will reduce the damage caused by heat and cold
A TK-5 AntiTank Gun is an extremely effective long-range weapon
A Transmogrifier will polymorph creatures, and can change berry types
A Wetsuit allows water movement, and will reduce acid and shock damage
A Wide Screen TV can map levels in some of the special castles
_________________________________________________________________________
5. CREATURES
This is a brief overview of the creatures found in AlphaMan.
Name Hit dice Attack type* Damage Resist** Susceptible***
-------- --------- ----------- ------ --------- -----------
A. Creatures found anywhere -----------------------------------------
Wimpy critter 1 Bite 1-3
Housecat 1 Bite/Claws 2-9 h,c m
Centipede 1 Poison I 1-4 1,s
Snail 1 Mental Blast 2-6 e a
Warthog 2 Life Leech 1-3 l
Owl 1 Bite/Claws 2-9 m e
Daffodil 2 Spores 1-5 l,b,s r
Asparagus 3 Radiation 1-5 p,r,b,s l
Dung Beetle 3 Poop Out 0 a p
Fire Ant 1 Heat 1-5 g c
Woodpecker 1 Bite 2-12 p
Gas Spore 1 Darts 2-6 m,r,s
Gas Spores cause explosion damage when they are killed.
Dragonfly 2 Cold 2-14 p,e a
Skunk 3 Nausea 0 k
Chameleon 3 Bite 1-6 i,1
Boa 3 Constrict 2-6 p,r,e,a
Porcupine 2 Quills 2-6 q4 l
Lotus 2 Confusion 0 m,b,s s
Crunchberry Beast 4 Eat Berries 0 l,s
Viper 3 Poison II 1-4 e c
Venetian 5 Blind 0 l,b k
Flying Fish 5 Radiation 3-15 c,a l
Rosebush 5 Attraction 0 k,q14,s,b
Zapweed 4 Electricity 2-16 m,e,k h
Mantis 6 Mental Blast 4-12 l,a
Japanese Beetle 3 Steal Tech 0 e m
Mr. Potato Head 8 hp Bite 2-12
Mr. Potato Head takes only 1 hp damage from any attack.
Sunflower 5 Laser 3-12 g,p a
Ragweed 3 Sneeze 0 l,s p
Killer Bee 2 Poison III 2-4 e
Python 10 Constriction 6-18 c,1 r
Vulture 7 Life Leech 2-12 h,m c
Huge Cockroach 4 Radiation 4-20 k
Cockroaches, after being exposed to an particular attack type,
become resistant to it.
Sandman 1 Cause Slumber 0
Pryor 8 Acid 3-18 1 a,h
The Pryor can burst into flames, causing substantial heat damage
Spitting Cobra 4 Poison II 2-8 r m
Goat 5 Eat Items 0
Ice Wolf 9 Cold 3-21 c,1 h
Rot Fungus 8 Damage Armor 0 k,a,q4,b e
Pokey 10 Bite 4-24 c
Gumby 12 Mental Blast 8-32 c
Tapeworm 2 Special 0 4 p
Tapeworms lead to increased hunger if they hit
Slug 7 Acid 4-24 k,a,m s
Cheetah 9 Laser 4-16 r,h,g
Tortoise 9 Bite 3-9 r,c l
Venus Flytrap 11 Attract,Constrict 6-18 e,p r
the Blob 10 Acid 5-30 k,b c
Grizzly Bear 14 Bite/Claws 4-24 h a
Bush 18 Life Leech 2-10 m
Quayle 15 Bite 1-6 e,r,h,c,l,1,m,p
The Quayle only appears if the Bush has been defeated
Rhinocerous 14 Gore 7-42 a,r,p h
Giant Tarantula 11 Poison I 9-36 3 e
Phoenix 7 Heat 6-30 h c
When defeated, the Phoenix may rise from its ashes
Scorpion 10 Poison II 4-16 a,l r
Mastodon 22 Trample 6-42 c
Berserk Robot apprx 15 Electricity apprx 4-32 r,c,m,p,s e
Black Widow 10 Poison III 5-20 r e
Sabretooth Tiger 17 Bite/Claws 7-42 r,h
Mosquito 11 Life Leech 2-20 h,m k
Anklyosaurus 15 Bite 6-36 1 r
Triceratops 21 Gore 6-36 r,p a
Polar Worm 25 Cold 8-56 c,3 h
Tyrannosaurus 30 Bite 12-72 c p
King Kong 40 Trample 14-84 t
Rodan 35 Bite 14-84 l
Godzilla 45 Radiation 15-75 r,m e
B. Creatures found in Castles --------------------------------------
Slime 1 Damage Armor 0 c,b h
Ooze 1 Heat 1-5 k,h,b c
Vampire Bat 2 Energy Drain 0 l
Repair Droid apprx 3 Electricity apprx 2-12 m,p,s e
Maggot 3 Acid 1-6 1 p
Maggots may become Flies, which regenerate faster and do more damage
Giant Rat 3 Bite 1-6 r h,p
Purple Mold 3 Nausea 0 k,b r
Ghoul 8 Bite 2-12 r,c
Defense Droid apprx 6 Radiation apprx 2-10 r,m,p,s e
Gray Mold 9 Spores variable k,a,s,b h,s
Gray Mold spores interfere with your healing, and do more damage the
more there are in your system.
Phantom 7 Cold 2-14 m
Wolf Spider 7 Poison III 3-10 p m
Enzyme Fungus 3 Acid 4-24 k,a,m,q10,b h,s
Volte 6 Electricity 5-40 k,e,s a
Brown Recluse 9 Poison II 4-16 1 r
Security Droid apprx 10 Laser apprx 5-18 a,c,m,p,s e
Brain Beast 5 Life Leech 1-5 m a
Brain Beasts can attack through walls.
War Droid 15 Various 9-51 a,r,c,m,p,3,s e
C. Creatures found in Forest --------------------------------------
Tree Frog 1 Poison I 1-4 a
Stranglevine 2 Constriction 1-3 p
Poison Ivy 2 Poison II 3-12 h,d,i
Toadstool 5 Nausea 0 p,s,b k
Termite 1 Eat Items 0 h,p
Termites eat anything they step on
Mushroom 2 Energy Drain 0 m,s,b a,c
Panther 5 Electricity 4-24 e r
Moose 14 Trample 4-24
Jaguar 11 Radiation 4-20 r e
Deadly Nightshade 5 Poison II 4-16 m,p l,s
Algore 5 -none- m,i e,s
Trees and bushes grow profusely around an Algore
Death Fern 7 Heat 4-20 h,i s
Bigfoot 13 Trample 4-24 1 m
Komodo Dragon 15 Bite 6-36 c
Willow 6 Constrict 7-21 g,p,s s
Raptor 8 Bite/Claws 5-30 c
Giant Sloth 15 Cold 6 6-42 h
D. Creatures found in Swamp --------------------------------------
Toad 2 Radiation 2-10 c,l h
Leech 1 Energy Drain 0 a,i p
Slime Mold 2 Acid 1-6 k,a,b p
Giant Crab 3 Electricity 1-8 e,r m
Alligator 5 Bite 3-18 p l
Lungfish 6 Laser 3-12 e a
Bombadier Beetle 4 Damage Armor 0 a,e r
Tick 2 Life Leech 2-8 i s
Giant Puffball 1 hp -none- i
Puffballs explode if touched
Dartweed 3 Poison III 3-12 l r,c
Hippopotamus 13 Bite 4-24 r h
Giant Worm 2 Bite 1-6
Giant Worms split into parts if hit by weaponry
Crocodile 10 Mental Blast 12-36 c m
Water Moccasin 6 Poison II 4-14 p
Snapping Turtle 9 Bite 5-30 c h,l
Pteradactyl 9 Radiation 6-30 r,m
Bog Horror 16 Constrict 3-30 a,h,c,1,m,i p
E. Creatures found in Plains --------------------------------------
Prairie Chicken 1 Bite 1-3 k h
Lizard 2 Heat 1-5 h,l e
Antelope 3 Trample 1-6 h,l
Moth 4 Life Leech 1-6 m a
Gazelle 5 Laser 2-6 l
Stink Bug 6 Nausea 0 a m
Armadillo 6 Bite/Claws 3-9 p
Blue Jay 4 Mental Blast 6-18 e
Laughing Hyena 4 Tickle 2-8 t
Fox 5 Eat Food 0 1 m
Giant Wasp 6 Poison III 3-10 r h,l
Locust 3 Bite 1-3 k,a,e,r,h,c,l,m,p
Coral Snake 5 Poison II 4-16 h
Bunny Rabbit 4 Bite 1-6 p
Bunnies reproduce.
Voracious Shrew 2 Bite 7-42
Cactus 8 Darts 5-30 r,g,q14,s,b c
Giraffe 16 Trample 6-42
F. Creatures found in Water --------------------------------------
Kelp 2 Constrict 1-3 c
Sardine 1 Bite 1-3 a e
Electric Eel 2 Electricity 1-8 e
Seagull 3 Poop Out 0 1 m
Lobster 2 Claws 2-12 l h
Lamprey 1 Life Leech 1-4
Barracuda 3 Bite 2-12 a
Sunfish 3 Laser 2-8 l p
Urchin 3 Darts 5-15 q10,b
Jellyfish 4 Poison II,III 3-12 a,3,s,b r,s
Squid 5 Blind,Constrict 2-6 c k
Fire Coral 1 Heat 4-20 k,s,b l
Trilobite 5 Radiation 3-15 e m
Red Snapper 4 Bite 5-30
Nauteloid 7 Mental Blast 4-12
Sting Ray 7 Poison III 3-12 p
Octopus 6 Constrict 7-21 a
Moray Eel 9 Bite 3-18
Narwal 10 Gore 4-24 c
Hammerhead Shark 10 Bite 5-30 m
Killer Whale 22 Bite 6-36 c
Great White Shark 15 Bite 6-36 m
Plesiosaurus 25 Bite 7-42 r
* Attack types:
Radiation damage is multiplied by 10 / (your radiation resistance)
Poison damage is multiplied by 10 / (your constitution)
Poison I simply does damage
Poison II has a chance to reduce your strength
Poison III has a chance to reduce your constitution and hit points
Mental Blast, Life Leech damage is multiplied by 10 / (your mental resistance)
Constrict attacks, once they hit, do damage every round thereafter
Energy Drain attacks can quench mutations or drain experience points
Some damage amounts are approximate; for example, a Cactus has 5 separate
dart attacks for 1-6 each, with differing ranges, so it will only do the
maximum of 5-30 at close range. Mental Blast damage amounts can vary widely
from those given. Damage Armor and Steal/Eat attacks may do some damage if
they don't successfully damage armor / steal an item.
** resistances:
a: resist acid
b: resist blindness
c: resist cold
e: resist electricity
g: grow from heat or laser attacks
h: resist heat
i: invisible
k: take 1/3 damage from kinetic attacks
l: resist lasers
m: resist mental attacks
p: resist poison
r: resist radiation
s: resist sneezing/burping
1: regenerate 1 hit point/round
3: regenerate 3 hit points/round
4: regenerate 4 hit points/round
q4: quills or shock if touched for 1-4 points damage
q10: quills or shock if touched for 1-10 points damage
q14: quills or shock if touched for 2-14 points damage
*** susceptibilities
a: double damage from acid
b: double damage from blindness
c: double damage from cold
e: double damage from electricity
h: double damage from heat
k: double damage from kinetic
l: double damage from lasers
m: double damage from mental attacks
p: double damage from poison
r: double damage from radiation
s: sluggish (only move every other round)
_________________________________________________________________________
6. CASTLES
Your overall mission is to save the world from the Grinch and his nerve
toxin. You must complete a series of missions in order to accomplish this
goal. You do not need to visit these castles in any particular order,
despite the suggestions of the Tape Recorders you'll find along the way.
You will usually need to visit 5 different castles in order to properly equip
yourself. Specifically, you'll need the following items:
1. A map from the Munsters in order to locate the Grinch's hidden castle.
All the Munsters are dangerous foes, Grampa in particular. You need to
use the teleport trap somewhere in the room with Grampa to get to the
sealed room containing the map (as well as another teleport trap). To
render Grampa harmless, find the Green Gregre berry on Level -6 of the
castle, the level before you get to the Munsters level. This berry will
turn you green for a short period of time, and all the Munsters will
mistake you for Herman and consequently ignore you.
Note: a character with Heightened Vision shouldn't have to visit this
castle at all. Also, a JackHammer or Molecular Disruption makes the
Gregre Berry unnecessary.
2. Buzz Aldrin's Space Suit to protect yourself from the radiation which
protects the Grinch's castle. Buzz is protected by a variety of losers,
the most dangerous of which are the 9 Chicago Cubs. If you are wearing
the Mets Hat which you can find in a secret room soon after entering
Buzz's level, the Cubs are much less harmful. Buzz is on the deepest
level in his castle.
3. Elvis' Blue Suede Shoes so you can cross the bottomless chasm that
surrounds the Grinch's castle. Elvis is a good guy like you, but you
have to get rid of all the Elvis Impersonators on his castle level with
him before he'll give you the goods. You can tell the difference between
the real and fake Elvii be noting that when you wake them up and they
sing the line of an Elvis song, only Elvis gets the words right. If you
wake the real Elvis before finishing off the Impersonators (ie, he
doesn't immediately give you the stuff), run away from him and he'll fall
back asleep fairly soon. Elvis's special level may be on the top-most
or the bottom-most level; only a Tricorder can tell you ahead of time
where he is.
4. Donald Trump's Presidential ID card to get through the locked door into
the castle. Donald, Marla and Ivana all have nasty Life Leech attacks.
If possible, try to have a MindWeb Generator or some Mental Resistance-
enhancing berries available. Donald is easier to deal with if you can
find and defeat Ivana first (Donald tends to doze off like Elvis, by the
way) and get her blonde wig (which will raise your Mental Resistance and
lower your Intelligence by 15 while wearing it). Donald is on the
highest level of his castle.
5. Gilligan's Keptibora serum to protect yourself from the nerve toxin which
permeates the Grinch's castle. Getting to this castle can be tricky, and
if you find a WetSuit, Kayak, Rubber Raft, Hovercraft, Jetpack or
Transporter Monolith, try to proceed directly to this castle, which is
always located in the middle of a body of water. Gilligan is very
dangerous to your belongings. You should try to find and defeat the
Skipper to retrieve his hat, which you'll hit Gilligan with. Before
going after Gilligan, it is wise to drop all your belongings since
Gilligan has a knack for breaking things. If you used a Transporter
Monolith to get to this castle, be sure to grab the Bamboo Raft for
return transportation. Save the Keptibora Serum until you are ready to
go to the Grinch's castle, since it only lasts for a single day. Gilligan
is on the highest level of his castle.
The Grinch's castle can be very dangerous if you're unprepared. The
Grinch's special level is either on the top-most or bottom-most level;
unless you have a Tricorder, you'll have a 50-50 chance of going the wrong
way. Tech items won't work on the Grinch's special level, so begin collecting
useful berries on your way there. Since the Grinch is surrounded by nasty
guardians, berries like Invisibility, Fright-Inducing, Speed-Enhancing are
especially useful. You may want to save a Detox berry, too. Don't try to
defeat the Grinch in out-and-out combat; with his dying gasp he'll trigger
the release of the nerve toxin, sending doom upon the remains of the Earth.
Instead, go to the castle level furthest from the Grinch, (ie, the top-most
floor if he is on the bottom-most floor) where you can find a can of Roast
Beast. Tossing this at the Grinch will cause his heart to grow 3 sizes, and
he'll destroy the toxin.