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Thunderscape (e)

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THUNDERSCAPE FAQ SHEET

This faq sheet is for the SSI RPG game thunderscape.  This game is set
in the new World of Aden, and combines real-time dungeon crawling with
turn-based combat.  This FAQ sheet contains some information available
in the manual, lots of info available from the shops in the game, a few
helpful hints for playing the game (no real answers!), and a list of the
known bugs and work-arounds.

This FAQ is not yet complete, as I have not yet found the solutions to
all of the side quests and puzzles of the game.  Additional items and/or
NPC's may be located in areas not yet reached.  Also, I have not
experienced all of the problems that may occur during gameplay.

This was tested on a 486/66 vesa with a SB Pro I sound card, running the 
game fully off a HD (100+Mb for the game), using CD version 1.00.  

Thanks to everyone both on and off the net who helped with this.

Rev 1.0  jmmeloy@islandnet.com           12/15/95     James Meloy
Rev 1.1  jmmeloy@islandnet.com           01/10/96     James Meloy

NOTE: SSI has a 900- line set up for giving out game hints.  As of 
      Jan 1/96, the numbers were :
      USA      1-900-737-HINT
      CANADA   1-900-451-6009

      The v1.1 upgrade is now available from SSI's BBS.  (Jan 10/96)


Table of Contents

Section  1 - Weapons list
Section  2 - Armor list
Section  3 - Magic items - books, rings, amulets, potions, books, misc
Section  4 - Helpful hints
Section  5 - Levels list
Section  6 - Known problems
Section  7 - Misc - shop locations, NPCs, errata, known 'legal' cheats
Section  8 - My dream team


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SECTION 1  -  WEAPONS LIST


			    MAX MIN SKILL
** SWORDS             HANDS DAM STR BONUS   CUT   IMPALE  BLUNT  OTHER
Avenger                 1    28  11  ---    6-16
   - User gains bonuses to hit every time they take damage
Brede's Katana          1    24  12  +25    5-15                 2x vs Demon
Magical Broadsword      1    21  10  +25    9-14
Magical Longsword       1    23  11  +25    7-17
Magical Shortsword      1    17   8  +25    6-11
Ripper                  1    30  11  +30    8-18
Sword of Ashes          1    28  11  +10    5-20                 1-6 death
   - Double Damage vs Skeletal creatures
Thunderclap             2    34  15  +30    4-24                 3-13 electr
Venom                   1    12   8  +30    1- 6                 3-8 poison
Whisper                 1    16   8  +10    3- 8
   - Increases user's chance of scoring a critical hit
   - Can be used as a second weapon, in the left hand

** FENCING
Fang                    1    18   6  +30    7-12   5-10
   - Increases user's initiative
Magical Rapier          1    19   8  +25    5-10   4-9

** KNIVES
Death Dealer            1    13   6  +25           4- 9
   - Does 5 extra damage to target regardless of armor
Shadowblade             1    18   6  +20           5-10          4-14 poison 
   - Raises users chance of scoring a critical hit
   - +10 stealth


			    MAX MIN SKILL
** AXES / MACES       HANDS DAM STR BONUS   CUT   IMPALE  BLUNT  OTHER
Bert's Club             2    90  25                       18-48  2x vs skele
Bone Crusher            2    34  15  +25                  11-26  2x vs skele
Deathwish               1    32  11  + 5    7-22                 5-5 death
Magical 2 Handed Axe    2    27  15  +25    7-22
Magical Battle Axe      1    23  10  +25    7-17    
Magical Battle Mace     2    30  15  +25                   8-28
Magical Flail           1    25  10  +25                   9-24
Magical War Hammer      1    25  10  +25           7-12    7-22
Skull Splitter          1    18   6  +15    4- 9
  - Raises users chance of scoring a critical hit
Shatterstorm            1    30  11  +30           6-16
   - Grants user extra attacks


			    MAX MIN SKILL
** POLEARMS           HANDS DAM STR BONUS   CUT   IMPALE  BLUNT  OTHER
Blood Staff             2    22   8  +25                   6-16
   - Increased resistance to poison
Demon Slayer            2    26  14  +25           6-21          2x vs demon
Dragon's Talon          2    28  13  +30    6-21   4-14          4-9 fire
Dreamer                 2    18   8  +15                   6-11
   - All hit must resist or be slept
Magical Bardiche        2    19  10  +25    7-17   5-10
Magical Glaive          2    28  14  +25    8-23   5-15
Magical Spear           2    15  10  +25           6-11
Magical Staff           2    17   8  +25                   8-18
Reaper                  2    22  13  +10    6-16                 5-10 death
   - Double damage vs skeletal creatures
Trident of the Ages     2    28  14  +25           8-23

** BOWS
Crystal bow             2    20  16                1-16
   - Note: Rule book and ident have different damage numbers
Magical heavy crossbow  2    17   9  +25           5-15
Magical light crossbow  2    12   9  +25           5-10
Magical longbow         2    11  11  +25           6-11
Radiant bow             2    14  11  +30           4-14          4-19 electr

** GUNS
Magical Handgun         2    12  10  +25           5-10
Magical Musket          2    17  12  +25           5-15

** STEAM POWER
(None found)


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SECTION TWO  -  ARMOR LIST


ARMOR TYPE        IMPALE BLUNT  CUT  FIRE  COLD  DEATH ELECT ACID  POISON
----------------- ------ ----- ----- ----- ----- ----- ----- ----- ------
Fur           (all)  1     1     1     0     0     0     0     1      1
Leather       (all)  2     2     2     0     0     0     0     1      2
Ring Mail     (all)  1     2     4     0     0     0     0     2      4
Chain Mail    (all)  3     2     4     0     0     0     0     2      4
Gold Chain    (all)  3     2     4     3     3     3     3     2      4
Mithril Chain (all)  4     3     5     0     0     0     0     2      5
Manite Chain  (all)  8     7     9     0     0     0     0     4      9
Plate Armor   (all)  6     6     6     0     0     0     0     3      6
      Great Helm     7     7     7     0     0     0     0     3      7
Mithril Plate (all)  7     7     7     0     0     0     0     3      7

Ruck's Cuirass       3     4     6     3     4     0     0     2      4
       Casque        3     4     6     3     4     0     0     2      4
       Greaves       3     4     3     4     0     0     0     2      4

Founders' Armor
      Chest          6     6     6     0     5     0     0     5      6
      Legs           6     6     6     0     5     0     0     8      6
      Boots          6     6     6     0     5     0     0     8      6
      Helm           6     6     6     0     5     0     0     8      6

Manite Plate
      All           10    10    10     0     0     0     0     5     10
      Great Helm    11    11    11     0     0     0     0     5     11

Radiant Plate
      All           10    10    10     5     5     3     5     5     10
      Helm          11    11    11     5     5     3     5     5     11


MISC ARMOR
Boots of Balance     5     5     5     3     4     2     2     4      6
   - +20 to acrobatic skill
Drythen's Shield
   - +25 shield skill
Shadow Boots         4     4     4     0     0     0     0     2      4
   - +25 to stealth, +15 knife


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SECTION 3  -  MAGIC ITEMS


AMULETS:
Amulet of the Void     : +6 protection vs cold & death
Amulet of Vigor        : +5 hp / Increases resistance to poison
Dancer's Amulet        : +20 martial arts; +15 acrobat
Demon Amulet           :  Increases resistance to asleep
Rad Diamond Amulet     :  Increases resistance to disease
Rad Onyx Amulet        : +10 stealth skill
Rad Ruby Amulet        : +10 protection vs poison
Rad Sapphire Amulet    : +3 willpower
Smithy's Ember         : +6 protection vs fire


RINGS:
Breath of Life         : +3 protection vs death
Olmar's Ring           : +3 Protection vs electricity
Palmea's Ring          : +3 Protection vs poison
Pho Hum                : +3 protection vs acid
Ring of Protection     : +1 protection to everything
Ring of Warmth         : +3 Protection vs cold

Klesa's Ring           :  Increases healing rate
Ring of Reflexes       :  Increases initiative
Ring of Perception     : +20 see secrets; +20 xenology
Ring of the Cat        : +25 acrobat; increases initiative
Ring of Thurm          : +20 cast spells; increases healing rate
Thief's Ring           : +20 lockpicking; +20 knife
Thaumaturge's Ring     : +20 cast spells; increases healing rate

Crusader's Ring        : +1 Strength
Frivlar's Ring         : +1 Health
Ring of Agility        : +1 Dexterity
Sage's Ring            : +1 Intelligence


POTIONS:
Discipline Elixer      : +1 Willpower
Elixir of Fortitude    : +1 Health
Elixir of Grace        : +1 Dexterity
Elixir of Might        : +1 Strength
Enlightenment Elixir   : +1 Intelligence
Herbal Remedy          :  Adds 6 hp to total (permanent)
Mana                   :  Restores mana to full


WANDS:
Lightning Rod          : Casts lightning bolt spell
Radiant Sceptre        : Casts banish spell
Wand of Ashes          : Casts fireball spell
Wand of Magic          : Restores mana
Wand of Undoing        : Casts dispel spell
Wand of Whispers       : Casts charm spell
Wilhelms Wand          : Casts mana bolt


BOOKS:
A Master Halberdier    : +50 Polearm skill
Acid Rain Spellbook    : +10 Cast spell skill OR learn aid spell
Aid Spellbook          : +10 Cast spell skill OR learn aid spell
Annals of a Rogue      : +25 Pick Pocket / +25 Lock Picking
Archer's Handbook      : +50 Bow skill
Disintegrate Spellbook : +10 Cast spell skill OR learn disintegrate spell
Hidden Paths           : +50 See secrets skill
Ice Missle Spellbook   : +10 Cast spell skill OR learn ice missle spell
Maelstrom Spellbook    : +10 Cast spell skill OR learn maelstrom spell
Merchants Handbook     : +25 Fast talk skill / +25 Merchant skill
Powder and Shot        : +50 Firearms skill
Slow Spell Spellbook   : +10 Cast spell skill OR learn slow spell
The Cutters Edge       : +50 Knife skill
The Duelists Craft     : +50 Fencing skill
The Hammer Stroke      : +50 Axe/mace skill
The Hunter's Track     : +50 Stealth skill
The Physical Adept     : +25 Martial arts / +25 Acrobat
Theurgic Principals    : +50 Cast spells skill
Waer's Bestiary        : +50 Xenology skill
Whirlwind Spellbook    : +10 Cast spell skill OR learn whirlwind spell


Misc Magic:
Faerie Dust Pouch       :  Casts sleep spell
Magical Healing Stone  :  Casts the heal spell
Roscoe's Belt          : +20 to fencing skill, +5 HP
Talon of Anarch        :  Casts maelstrom spell
Tear of the Beast      :  Casts charm spell


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SECTION 4  -  HELPFUL HINTS

A separate journal is kept for each level.

When creating characters, and when going up levels, SPECIALIZE!
Well-rounded characters are less effective in this game.  Set up each
character with different non-combat skills.

Build up one character's merchant skill early in the game - you will
get a much better price early in the game, when it counts.

Look in bookshelves for hints and special items.

Characters will only go up levels immediately after a battle.  They can
only go up one level at a time, even if they have enough EP for more.
The game will catch up by raising the character another level after 
each subsequent combat until the characters level matches the EP.

In shops, click on buy and on identify to check out stats for items the
shop has for sale (for free!).

The identify option in shops will not usually give any info on items
that adjust a character's primary statistics.  Try equipping these items
and watching to see if any numbers change ...

Start every character with at least a few points in the cast spells skill,
and have them learn the heal spell first.  They will begin accumulating 
mana points from the start of the game, and you will have lots of points 
to burn on heal spells throughout the game.

Characters with the axe/mace skill, using magical warhammers, have an 
edge in mighty blow damage vs swords critical hits late in the game.

Characters do not need bow skill or firearm skill to use them as
ranged weapons (long distance, not in combat).

The bow is usable as a melee weapon, and may be used as the primary
weapon for a character.

When creating characters, give all character types a high dex - this is
THE essential stat for upgrading weapons skills when going up levels.

There are a number of actions in the game that reward the characters
with experience points.  Characters do not go up levels for these
XP until after the next battle.  Watch for this.

Several times in the game, an object needs to be touched by an item in
inventory.  Do this by going to the character's inventory, clicking on
the item (making it the mouse pointer), clicking on exit to return to the
game screen, then clicking on the object that needs to be touched.

'Run and jump' is best done using the keyboard movement and jumping
keys, and both hands.  Use the numeric keypad 8 to run forward, and the
letter 'j' to jump when the takeoff point is reached.

When walking around, it may help to have the character with the
highest 'see secret' skill highlighted.

Some of the switches and levers in the game are touchy about where the
mouse pointer is located when trying to activate them.  Try moving the
mouse pointer to different positions on the switch/button, or moving to
get a different angle on them.

Most switches and buttons can be activated from several feet away.

If a character is not successful in picking a lock or opening a chest
on the first try, try it again.  If the character is somewhere close to
the necessary level, a second or third try might work.

Almost every object found in the game has a use, but not all of them are
necessary for completing the game.  There are several sideline quests
and puzzles that do not need to be solved to complete the main quest.

There are two methods for 'curing' the acid/burning status of a character.
1. Cast dispel on the character using minimum MP.  This may get rid of
   the condition, but may also remove other 'good' effects.
2. Cast aid from a high-level character, using minimum MP.  If the
   character casting has enough int, the aid spell will remove
   acid/burning, poison, and disease for everyone, and give everyone
   back some HP.

Keyboard Commands not in the Manual:
  - F4 key - display current level and position
  - Page Up / Page Down (not num. keypad 9/3) - Look up / Look down
  - Arrow Up / Arrow Down (not num. keypad 8/2) - Scroll up/down through
    text on screen (scrolls, signs, books, etc)


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SECTION 5  -  LEVELS LIST


 1. Valley floor
 2. Troll caves (keep side)
 3. Keep dungeons
 4. Keep main level
 5. Keep tower (top level)
 6. Troll caves (citadel side)
 7. Golem level
 8. Western Dwarf mines (sacred mines 1)
 9. Lower mine level (sacred mines 2)
10. Eastern dwarf mines (sacred mines 3)
11. Karegh-Konan - upper level
12. Karegh-Konan - lower level
13. Founder's caves
14. Mantis caves / Dragonette entrance
15. Collapsed caverns
16. Catacombs
17. Sewers
18. Citadel lower level / entrance
19. Citadel main level / dungeons
20. Citadel upper level / shield generator
21. Citadel roof
22. Secret level

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SECTION 6  -  KNOWN PROBLEMS

The original CD version of Thunderscape was released with some
"Unstable Code" (their words, not mine).  This can create some strange
problems throughout the game.

   Corrupted level data in memory - there are a number of symptoms for this
problem.  If one or more of these show up, or if a problem is suspected,
the only solution is as follows:
   - Retreat to the previous level and save game in slot 1, or identify
     a slot with a savegame on the prevous level.
   - Exit the game
   - In the thunderscape directory, there will be sub-directories named
     SAVE0, SAVE1, SAVE2, and SAVE3.  These correspond to slots 1 thru 4
     respectively.
   - Delete the highest-numbered LEVELxx.DAT file in the sub-directory
     containing the savegame you will be restoring.  This will force the
     game to re-initialize the corrupted level.  
   - Re-start the game, and load the game from the slot you deleted the
     corrupted level from.  This means restarting the affected level from
     the beginning, but this is probably better than starting the game
     over from the beginning.
Here is a list of the possible symptoms:
   - Missing keys/objects/buttons/switches etc that are supposed to be
     there.
   - Music or sound effects that 'echo' and repeat without stopping.
   - Doors that won't open, platforms that won't move, switches and buttons
     that won't work, any of which do work under normal circumstances.
     This is hard to identify, because many of these don't work at times
     as a normal part of the game.
   - Switches or buttons that have disappeared, or are now placed in
     'impossible' places, such as in midair.
Possible causes for this problem are as follows:
   - Moving through many different levels in one playing session.
     (I can re-create this problem moving through more than 4 different
     levels in any session).
   - Reloading a savegame while the game is actively doing something (like
     squishing the characters).
   - Having the party die, then reloading a savegame.
If something strange happens, exit the game and restart from the last
savegame.  If the game is saved after something funny happens, that
saved level may be 'corrupt', and might not be fully playable.


Game exits to dos/windows with the message 'RAN OUT OF RENDER POSTS'.
   This is caused by having too many items of inventory dropped onto one
spot.  This can happen if the characters drop many different items
in one place, either by 'cleaning out inventory',  by 'dropping' an
NPC with lots of inventory and replacing it with another one, or by
killing many monsters that drop equipment (like skeleton lords) in the
same area.
   The solution is to drop only a few items in any one spot, or to
drop only items of the same type on the same spot (ie all scrolls,
all potions, all armor etc).  For the NPC, clean out the NPC's inventory
before replacing it with another NPC.  There's not much you can do
about where you kill the monsters.  SSI says that v1.1 fixes this
problem, but I have not verified this.

You get 'pinned' in one spot, and cannot move or jump.
   There are several spots in the game where this can happen.  Most of
them are in places where the level designers didn't thing players would
get to.  The most common one is getting stuck at the edge of moving-
falling water, such as at a sewage outfall (EG: L18, SE corner,
at the water outfalls), or where a sloped corridor 'dips' below
the level of the lower floor (EG: L2, eastern raised area).
   The only thing you can do is to try and 'wiggle' your way out, by
turning, trying to move, and trying to jump all at the same time.
If you are lucky, you will work your way loose.  If not, I hope you
have a recent savegame (;-)).

Running the game on a HD that requires Ontrack's Disk Manager for
access.  
   There seems to be some sort of interface or disk management
conflict here.  The game is playable, but the saved games will be written
out all over the place on the disk surface (only onto unused sectors-
there is NO disk corruption problem!).  This fragments the data on the HD,
and gets worse each time a game is saved.  If not handled properly, the
game will eventually crash during a save or restore with the error message
'cannot find disk sector', and hang.
   The solution to this problem is to 'defragment' the hard drive on a
frequent basis (I needed to do this after every 4 to 5 saves), using
the defrag utility in DOS, Norton Utilities, PC tools, or any of a number
of other disk management systems available.
   If you have crashed, you will most likely have 'lost' clusters on your
HD.  Run any decent disk utility to fix the problem (DOS 'chkdsk /F' and
scandisk both work fine).  The crashed savegame will be completely
unusable.  Load from a different savegame, and save over top of the
one that crashed.

   European CD pressing sound bug.  I have heard reports about some
further problems with the sound routines in the European CD release
of the game.  The symptoms were described as all sound lost when
entering L3, or all sound effects lost after saving game after L2.
The same reports say that the v1.1 patch/upgrade is supposed to fix
these problems.

   Unable to display all character skills on the character display screen.
I've only heard one other report on this bug (besides me).  When
displaying the character's stats, if there are more skills than can
fit on the screen, you cannot display the last skill(s).  The vertical
slider moves as though moving the list, but the list doesn't move.
You can see these skills only when going up levels.  The v1.1 patch
does not fix this problem, and SSI says they hadn't heard of this bug
before.

   Old-style or compact keyboard, without separate cursor keys.
There doesn't appear to be any way of replacing the functions carried
out by the up/down arrows and pageup and pagedown keys (the ones not
on the numeric keypad).  These are used for scrolling through notes
and messages, and for looking up and down.  They are not essential
for finishing the game (except for reading the shield generator activation
note), but are definitely missed.   SSI provided me with no help on this,
so if anyone knows of a work-around for these keys, let me know, and I
will add them here.



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SECTION 7  -  MISC


SHOP LOCATIONS:

1 - Finea's, Valley floor, near starting point
2 - Gnash's, Lower Karegh-Konan, after caverns, before Lord of the Worms
3 - Floyd's, Sewers, near the generator room.


NPC CHARACTERS:

Theros the Ferran    St 18  Dx 12  In 11  Wi 14  He 19  Hp 59  Mp 33  Lv 5
		     Swo 62  Axe 45  Bow 21  Shl 28  Merc 12  Xen 15
		     Meet on the starting dock - first encounter (L1)
		     Leaves when L4 complete (capstan level)

Bert the Troll       St 30  Dx  7  In  5  Wi 16  He 21  Hp 64  Mp 17  Lv 5
		     Axe 71  M/A 43  Xen 11
		     Meet on the bridge, in the valley (L1)

Selene the Elf       St 13  Dx 17  In 19  Wi  9  He 14  Hp 96  Mp 123 Lv 12
		     M/A 73  Knf 160  Ste 100  Secr 19  Xen 24  Cast 117
		     Meet in secret room on L5 (top level of keep tower)
		     Leaves when L5 complete

Prototype 17 Golem   St 26  Dx  7  In  3  Wi 40  He 26  Hp 210 Mp  0  Lv 15
		     Axe 180
		     Built on L7 (Golem level)

Lord Drazul-Rapacian St 20  Dx 16  In 14  Wi 17  He 20  Hp 301 Mp  0  Lv 20
		     Swo 120  Axe 90  Shi 90  Pol 325  Ste 45  Secr 60 
		     Merc 75
		     Sacred mines, L10, near bloody trail

Arghaan the Dwarf    St 20  Dx 13  In 14  Wi 16  He 22  Hp 289 Mp  0  Lv 20
		     Swo 100  Axe 350  Gun 100  Secr 90  Merc 35 

Ashak the Jurak      St 21  Dx 15  In 14  Wi 18  He 19  Hp 506 Mp 385 Lv 35
		     Swo 286  Axe 585  Shi 189  M/A 291  Cast 367

Tophet - Skeleton    St 19  Dx 17  In 19  Wi 22  He 15  Hp 247 Mp 0   Lv 28
		     Swo 390  Bow 187  Shi 182  Ste 100  Xeno 151


ERRATA:

The manual (P6) states that "NPCs cannot be given items by the characters,
or share equipment".  For NPCs who have joined the party, this is
not true.  

"When NPCs are replaced, they take all their items in inventory with them."  
This is also not true.  Only one or two of the NPC's do this (EG: Theros).
For the rest of the NPC's, when they leave or are replaced, all of the 
items they carried are dropped into a pile on the floor.


KNOWN 'LEGAL' CHEATS (v1.00):

Free HP.  After a character gains a level, and before performing any other
actions, go into the character's inventory, and move an item.  The game
will give out another increment to the character's HP.

Free XP.  Use ranged weapons to kill a monster (at least two bows/guns are 
required).  If missles are sent in a steady stream and hit the dying 
monster, the monster is 'killed' again and again, and the characters are 
credited with the XP for the extra 'kills'.

Push one character's merchant skill over 100. (Say, 150 or 200).  This
allows the character to sell items in shops for more than the listed
cost!  With some quick buying and selling, the characters should be able
to outfit themselves with the best items in the shop, and have lots of
cash available for identifying items.


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SECTION 8 - My Dream Team

They took care of Anthrax in 2 rounds!


Brunhilde - Female Dwarf
Blondie   - Male Jurak
Howler    - Male Ferran
Sheela    - Female Rapacian


		   Game Start                  Game End
		   Brunh Blond Howler Sheela   Brunh Blond Howler Sheela
Strength             20    21    20     19       25    30    23     31
Dexterity            17    17    19     20       18    18    22     21
Intelligence         16    15    15     18       17    15    16     18
Will                  9    10    10      8       10    10    10      9
Health               12    11    10      9       12    12    10     11
Hit Points           12    11    10      9     1341  1155  1211   1236
Magic Points         16    15    15     18      751   668   738    770
Level                 1     1     1      1       81    81    81     82

Fencing                                                      50     20
Axe/mace             75    75    75     50      901   901   901    901
Bow                                             451   301   451
Shield                                           25
Martial arts                                     20    91    93    182
Knife                                            70
Firearms                                                           451
Stealth                                          70
Acrobatics                                             40
Pick Pocket                                      25

Lockpick             20                         303   201   101    173
Fast talking                                    130   101   101
See secret                 20                   101   301   201    101
Merchant                                20      211    62     6    301
Xenology                         20             101   101   301    101
Cast spells           5     5     5     30      301   301   301    511



End of FAQ sheet.
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