Advanced Dungeons and Dragons - SSI CRPGs An article by Brian Burke I had returned from my holidays at the end of August, refreshed, tanned and raring to go. This feeling of euphoria did not last too long and I was back to my listless old self in no time. So did I turn to drink or loose women - certainly not. I discovered another form of mind-numbing therapy, I discovered SSI RPGs. I tackled the 'Forgotten Realm' series, commencing with 'Pool of Radiance' and graduating through 'Curse of the Azure Bonds' to 'Secret of the Silver Blades' I immersed myself in a world of hack and slash, of Clerics and Mages, Fighters, Rangers and goodly Knights. I became one with my fantasy characters, urging them on during battles and carefully nursing them when the odds were almost insurmountable. Suffering withdrawal symptoms after finishing 'Silver Blades' I took due note of Ron Rainbird's excellent 'Champions of Krynn' walkthrough and set my freshly generated team into this game and then onto the second in the 'Dragonlance' series - 'Death Knights of Krynn'. I am now climbing the walls waiting for 'Dark Queen of Krynn' and 'Pool of Darkness', this latter bring the final chapter in the Realms series. 'Pool' requires a set of balanced characters that will be suitable for progression through the series and not just the one adventure. Each of us will have our own thoughts on what constitutes a suitable party. Having played 'Eye of the Beholder', 'Dungeon Master' and 'Chaos' I knew that having a Mage was essential. With a six strong party I was able to create two Mages which provided a distinct strategic advantage. Add to this the obligatory Cleric to dress wounds and turn Undead enemies and you have the backbone of a successful force. The other three positions require Fighters, typically Paladins and one Ranger. I'd also recommend the selection of human characters due to their unrestrained ability to be promoted to the highest classes allowed in any discipline. With this party setup I was ready to take on allcomers and kick seven bells out of the opposition. At least I would be when I could amass the appropriate number of experience points. Experience points are a reward for baddie bashing and are essential to achieve progress through the ranks. Points can also be acquired for solving what can only be described as a limited number of puzzles and for successfully completing sub-quests. Riddles do not appear until 'Silver Blades' and in 'Death Knights', and even then there is a hack and slash solution should you feel unable to provide the correct answer. A wrong answer will take you back to an earlier point in the game (aaargh!). Your intellectual abilities will not be stretched, however. In all games except 'Death Knights' you will need to refer to the Class Charts in the documentation to establish just when promotion can be obtained. With promotion comes improved character statistics and the ability to add power to your baddie-bashing ability. Clerics gain the all important ability to learn more and better healing spells. Mages can learn new or improved offensive and defensive spells. The choice of Paladins (or Knights in the Dragonlance series) will give healing ability further up the class structure and will keep your team going at those times when two or three battles follow without the chance to rest and recuperate. Selecting the 'continue battle' option when the enemy is vanquished will allow healing spells to be implemented. Ensure that the recipient is directly adjacent (in any direction) to the healer or the spell will be wasted. Call me chicken if you like but I found that constant game saving was one way of saving my sanity when involved with battling with the Undead. Wraiths and Vampires have the ability to 'drain' your characters of levels and, more importantly, of thousands of those hard earned experience points. Saving frequently allows a position to be regained without the problem of amassing thousands of lost points. There are ten potential save game positions. Presumably due to the mathematical formula of the AD&D dice rolling engine, I found that battle characteristics were variable. Should you be unfortunate enough to have a character 'killed', then restoring the game (needs a fresh boot up, I'm afraid) allows you to replay and win without loss. There are Restoration spells, of course, but these have a negative impact on constitution statistics, making the character more vulnerable to damage in attacks. As I found, almost to my cost, in 'Death Knights', learning the right Mage spells upon promotion is vital. It doesn't pay just to learn the latest highest spell. What is essential is learning the useful spells first. As a rule these will be Magic Missile, Sleep, Hold Person/Monster, Fireball (don't leave home without it!), Haste, Silence, Detect Magic and Dispel Magic. There are many others, of course, but these are really useful. My error was not to learn Haste in 'Death Knights' where the key to the final battle with Lord Soth is to have the ability to strike twice as fast as the Death Knights. Only by casting defensive spells did I survive. Imagine four weeks of playing time out of the window, just for not having the right spell. That is another lesson in how to save games really. I'd suggest that at least one game is saved before your characters achieve the highest levels. This gives you the opportunity to return to a promotion position and learn or acquire the missing skill. When commencing with 'Pool of Radiance' generated characters you lack the ability to manually advance selected character statistics as you can in later games (prior to commencing the game proper). Ensure, therefore, that Clerics and Mages possess the correct intelligence levels to allow extra spells to be memorised before you press the accept button. For the Clerics I put healing spell attainment above attacking skills. As long as your Cleric has a Staff Sling or Sling and a Mace you'll be well equipped. Having the ability to quickly restore the party to health far outweighs the offensive needs. By chance I found a bug with the SSI healing system that allowed me to obtain a factor of up to three times the 'Cast Light Wounds' spell. By overclicking on the memorise 'light wounds' icon I discovered that, when casting, the casting character changed once the spell was cast and that returning to the correct character showed no discharge of that spell, although the recipient of the spell had been positively affected. This works best when selecting a recipient that was more than one space above or below the caster! I derived a great deal of satisfaction from mapping the games. There is ample opportunity to cover reams of foolscap with hieroglyphics. As a general rule a grid of 16 x 16 is adequate with around 15-20 maps per game. As ever there are exceptions, the most notable one being 'Silver Blades'. After setting off from the initial town I found myself sellotaping umpteen sheets of paper together as the grid became larger and larger. Be warned, you need about eleven 100 x 100 grids to cope with the quest to the Well of Knowledge and the Ice Cave mine below. Use of the Area icon will allow maps to be drawn with ease but not all scenarios allow use of this facility. Keeping an eye on one's compass is therefore essential. Use of the Speed setting can play an important part in the enjoyment factor. My initial foray into 'Pool' led me to placing this setting at its slowest level as the manual suggested that messages may be missed if set on high. In reality, as long as you get in the habit of 'Bandaging' fallen party members soon after they have gone down (and certainly before the end of an encounter), the vital messages require a key depression by you, the player, before they are removed from your monitor screen. So set the speed towards the top end. The battle sequences will otherwise become tedious, taking up to and beyond an hour for large encounters. Whilst it may be tempting, particularly in 'Pool of Radiance', I'd suggest that allowing the computer to control characters during battles is not a good idea. They do tend to wander off in peculiar directions and use spells to no particular advantage, so stick with manual control. Always attack spellcasters first and regularly in order to prevent your party members from being disabled. Keep the Mages and Clerics at the back out of the main line of battle. It pays to attack first as you strike the first blows and thus have a strategic advantage. Any Non Player Characters that join your party in their quest may be positioned to your advantage. Always ensure that they receive their share of the spoils otherwise they may turn on you at some point in the game. Should you encounter battle scenarios that appear unwinnable then use the appropriate Invisibility spells and attack with range weapons. The battles I particularly recall are the final encounter in 'Pool' and when fighting Pieces of Mondor in 'Curse'. Manipulation and use of Magic is important to game enjoyment and the well being of your party. The purpose of having two Mages is that your magic casting ability is doubled. The throwing of a few well-placed Fireball and Ice Storm spells can save lots of battle time and restrict the potential damage to the party. The Fireball spell should be cast four spaces away from the nearest party member in interior battles and three spaces when outside. This will prevent the spell having a detrimental effect on the team. The Ice Storm spell is similar but does slightly less damage over a lesser area. Lightning bolts bounce off walls to strike baddies twice if you can manoeuvre your caster into the right position. The gathering of Treasure and its subsequent identification is necessary in order to acquire the appropriate weaponry to allow successful baddie bashing and put the party in a win/win situation. Initially collect everything for resale at shops so you have the funds to buy arrows and so on. Equip the party with Plate Mail as soon as funds permit. Use Shields to lower each member's AC category. The lower the AC, the less damage taken. Keep Gems and Jewels as gems and jewels until you really do need to converts them into cash. There are banking facilities in 'Silver Blades' and in the Krynn series. Bracers provide the simplest and most efficient way of raising funds. Finding treasure is a good way to boost the coffers and generally it is items found in this manner that are the really useful magic items. It is worth dumping the non-magic items to make room in your inventory to carry them. Ensure that sufficient money is available when asked for identification and again when visiting Training Halls for promotion. This is one good reason for ensuring that NPCs are fed with rewards. Remember to equip them also. At shops that provide +1 arrows or better I'd suggest the dumping of lesser stock and the purchase of the better weapon. There can be an appreciable difference in positive hit points with superior equipment. This reduces battle time and again restricts damage. Resting is an essential part of the recuperation and spell memorising process. When spells have been consumed the only way to regain them is via resting. Unless in an absolutely guaranteed place of safety, such as an Inn, then Cure spells should be exhausted first. Rest can then be achieved in hours as opposed to days. Even so, the chances of being disturbed are great and the number of these instances will test your patience to the full. Nevertheless this is part of the gameplay and adds to your experience points. The monsters employed vary and increase in ferocity as the series develops. There are descriptions in the manual as to each individual nasty. The more memorable ones are enemy magic users such as Clerics, Wizards and Mages. These guys must be taken out early in a battle sequence. They lose the ability to cast spells, as you do, once they've been hit. Being the recipient of Fireballs, Slay Living and Hold spells is no joke. The Skeleton fighters in 'Death Knights' and indeed the Death Knights themselves can sometimes be hit by Cone of Cold or Ice Storm spells, but once only. Then you have to stand and bash them. In the case of the Death Knights this means taking Fireball and Fear punishment till they drop. In 'Death Knights', use the NPC knights to fight the battles in the High Clerist Tower. Dragons are dead meat once you have found the Dragonlance. Would that all weapons had the ability to produce 110+ hit points per strike. Unfortunately this only applies to Dragons. Try to dispatch them before they can breathe Fire on the party. Otherwise it's "Goodnight Vienna" and much use of Cure Wounds spells. Dark Elves in 'Curse' have high hit points (80, I think) in relation to the party's abilities. Once you've surrounded one, they can be dispatched quickly. Buy mirrors to be rid of the Medusas. One appears in 'Curse' but they appear en masse down the mines and in the Crevasse section in 'Silver Blades'. Wraiths, Sprites and Vampires are bad news. They can drain characters of levels and experience points. Their hit points are not particularly high and they can be zapped with a couple of Fireball or Ice Storm spells. A more efficient way to be rid of them is to have a Cleric 'Turn' them. This is an available icon for this type of party member only. Some spectacular battles may be won this way but you'll get zero experience points as no strike took place. Better that than Drained. Iron Golems appear in the Dragonlance games and 'Silver Blades'. They have Hit Points of 80 or so and may only be bashed. Lightning spells slow them down but Fireballs actually restore them! Basically the bigger the baddie you can slaughter, the greater the reward in experience points. Herewith a very brief overview of each game. Pool of Radiance: The weakest of the set in terms of graphics and utilities. The basic utilities are there and it's not until you get on to the others in the series that you appreciate how basic Pool is. Frequent random enemy encounters early in the game will test the patience of a saint but hang on in there as these decrease the stronger you get. There are random caves and other dark holes on the wilderness map. A friendly Dragon lurks in the mountains to the North. The Buccaneer camp is random also, it's no good just following the map references in 'Quest for Clues' as they'll be different! Be sure you are well armed with weapons and experience here. There are good items to be had IF you can survive the hard battles. Follow the quests given to you by the town clerk in a logical order to ultimate completion. Curse of the Azure Bonds: More of the same but the graphics are sharper and the speed superior. Hit points carry on from 'Pool' and experience points rewards grow larger too. Class levels are more advanced. Difficult battles with a Beholder and a Medusa in one section mean that Haste and defence spells must be in place. Be sure to have saved games you can retreat to if need be. Secret of the Silver Blades: As may be expected the prettiest of the three so far. Very large initial mapping area required. Map your way through to the Well of Knowledge where, after a fight, you may drop umpteen quantities of gems in to gain clues to the next quest. On the other hand, keep battling through and save the Gems in the vault. There's also a Magic Shop in the main town, very handy, and riddles at various levels once you leave the Crevasse section. Get them right or fight Iron Golems. Once up in the castle, don't be deceived by the Journal Entry that refers to the secret passage. Champions of Krynn: First in the Dragonlance series of adventures but basically similar gameplay to the Forgotten Realms saga. Magic restoration is superior in that once spells are consumed then they are automatically memorised. An option exists to allow you to change if you wish. Ron Rainbird has more than adequately highlighted the details of this game in previous issues of SynTax. Death Knights of Krynn: This game highlights when characters have obtained the necessary experience points for class progression. It's great not having to look up the tables in the documentation to see if promotion is due. There are lots of Wraiths and Vampires who have the ability to drain characters. Keep your distance! The end game sequence is in the third level of the Keep leaves you no retreat opportunity so be sure to have maximum class levels at this stage and all relevant spells. All the games allow the party to wander around after a successful completion. This is presumably for absolute devotees of the game to wander in Throtl and Krynn to their heart's content, building up zillions of experience points till the next game is released. I believe that there are earlier SSI games such as 'Phantasie' and 'Hillsfar' but I think, without being sure, that they employ a different game design. The 'Savage Empire' series, available on the PC but not yet on the Amiga I suspect will follow the same pattern. For those with a more futuristic bent the 'Buck Rogers' RPGs follow the 'Realms' game engine where swords are replaced by lasers and where there is a higher involvement of NPCs. Having spent some six and a half months on this particular type of RPG genre I can honestly say that my only problem with SSI is how quickly they can convert the PC versions of the games onto the Amiga and will my daughter have completed Willy Beamish in time for me to get seriously stuck in with my faithful band of warriors again!