Tower of Doom/Walkthrough: Difference between revisions

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Traps can be incredibly dangerous in Tower of Doom. A Paralysis or Confusion trap that stands between you and where you need to go can instantly wreck even the best game. Fortunately, there are some countermeasures that work well, many of which depend on the fact that the game won't trigger a trap as long as another sound is playing:
Traps can be incredibly dangerous in Tower of Doom. A Paralysis or Confusion trap that stands between you and where you need to go can instantly wreck even the best game. Fortunately, there are some countermeasures that work well, many of which depend on the fact that the game won't trigger a trap as long as another sound is playing:


* '''Use a treasure''' - When using a treasure, a long chime sounds. As long as that sound persists, traps are ineffective.
* '''Use a treasure''' - When using a treasure, a long chime sounds. As long as that sound persists, traps are ineffective. It's a '''really''' good idea to keep at least one treasure on hand at all times for this reason, as it's the best way to bypass a trap.
* '''Get into a fight and escape''' - If you can get a monster to engage you in battle right next to a trap, then you can often duck past the trap by escaping the battle and running through the trap while the monster's snarl is still audible.
* '''Get into a fight and escape''' - If you can get a monster to engage you in battle right next to a trap, then you can often duck past the trap by escaping the battle and running through the trap while the monster's snarl is still audible.
* '''Use a Wand or Holy Hand Grenade''' - Fire one of these items against a distant wall, and duck through the trap while the explosion sound is still trailing off.
* '''Use a Wand or Holy Hand Grenade''' - Fire one of these items against a distant wall, and duck through the trap while the explosion sound is still trailing off.
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By contrast, the Fire trap usually doesn't harm you, the Green Gas Cloud does relatively little damage, and the Transporter is merely inconvenient (and can even be helpful).
By contrast, the Fire trap usually doesn't harm you, the Green Gas Cloud does relatively little damage, and the Transporter is merely inconvenient (and can even be helpful).
=== What are the best weapons and items? ===
==== Best Weapons ====
Without disassembling the game's code, this can't be established with any certainty, but a few things are clear:
* '''Color''' is important. Items that are gray, cyan, or orange (when unscrambled) are significantly less likely to hit and/or do damage.
* The '''Wand''' and '''Holy Hand Grenade''' are powerful, but can be exceedingly dangerous to the wielder. It's perilously easy to double-tap the fire button when opening doors, and the backlash can instantly kill a weak or weakened character. Save these for attacking the most powerful enemies from a distance.
* The '''Mace''' is surprisingly effective, and seems like it might be the best melee weapon in the game next to the Double-Handed Sword.
* Weapons that can function both as projectiles and as melee weapons, i.e. the Spear, Axe, and Hammer, are useful but easy to inadvertently deplete. In the long run, it's better to have a combination like a Mace and a Holy Hand Grenade, or a Sword and a Wand.
==== Best Items ====
While most non-cursed items have some use, there are a handful of standout items that can totally transform a game:
* '''Potions:'''
** Both '''Grey Potions''' heal you. This can be particularly helpful for powerful characters, who can take a lot of damage quickly in combat against strong foes.
** The '''Brown Bottle''' makes your character super-fast for one level, and gives you the upper hand in avoiding combat and exploring quickly.
** The '''Brown Flask''' makes you invisible, so enemies won't pursue you. (The '''Brown Mortar & Pestle''' does the same thing.) Of course, you can't see yourself either!
** The '''Lavender Bottle''', aka PEERCEPTION ENHANCED, lets you see any item in a room without needing to explore it. This saves huge amounts of time. Be sure to use it at the start of a level, as it only lasts for one floor.
** Both '''Magenta Potions''' offer huge (though temporary) health boosts, and can be literal life-savers. Happily, they seem relatively common.
* '''Scrolls:'''
** The '''Orange Small Scroll''' slows a monster down, and the '''Brown Small Scroll''' paralyzes it completely. This is extremely helpful when hunting the Wizard, so hang onto it. Be careful, though, as the effects disappear if you enter melee!
** Both '''Green Scrolls''' remove all traps in a level. Very handy.
* '''Rings:'''
** The '''Grey Ring''' hastens your healing, which makes a huge difference in saving time and avoiding long waits while you recuperate (and waste Life Points).
** The '''Magenta Ring''' makes you immune from Wand backlash, which makes wielding the Wand a much less risky proposition.
* '''Keys:'''
** The '''Magenta Key''' is the only one worth bothering with, as it bypasses all traps.
* '''Rosaries and Grails:'''
** The '''Pink Rosary''' confers permanent immunity from traps. (At least one other item -- possibly the Orange Mortar & Pestle -- does the same thing.)
** The '''Lavender Rosary''' makes you never need Food again, which is a huge advantage.
** The '''Cyan Grail''' confers permanent haste and a huge boost in stats. Even as the Waif, it's tough to lose if you have this item.
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