I've decided that instead of all of us arguing in theory about what should be changed and what not, and leaving poor Matt to do all the work, I'll put my money where my mouth is and actually write a revised version, which then could be debated for its actual merits, and could be included or not depending on Matt's opinion. I tried to include general puzzle info without spoilers - and in some levels, such as 8 and 13, I included more specific stuff where I felt it was necessary. I also tried to make the later levels be more mysterious - I didn't mention brains, just their effects - that way, players know to beware, but will have to figure out for themselves the cause (yeah, I know brains are explained in the help. But there's a difference between explaining the rules and telling people exactly where to find them. Sure, it won't take a genius to connect the dots and figure in advance what's going to be on the level, but just because we're not making the information an actual secret doesn't mean we have to put it on the marquee). Levels 19 and 25 were the only ones I totally rewrote from scratch.
Level 1 - Having the doors locked behind him, Beethro decided that he might as well set to work, charging forth into the dungeon with his trusty sword, and the maps that King Dugan gave him.
The first floor of the dungeon that Beethro encounters is essentially a training ground, to let you get used to Beethro's movement and attack. With 126 roaches to kill, you'll see how important both are for his survival.
Level 2 - After breezing through the first floor of the dungeon, Beethro followed the staircase down to the 2nd floor where he stumbled upon the roach queen. He quickly discovered her scheme and was able to destroy her as soon as he slaughtered the other roaches. After working his way through several rooms, he encountered his first Wraithwing, which was easily removed by pushing it into a wall.
Level 3 - While recovering from a hearty laugh at the scroll that was left for him, Beethro walked down into the 3rd floor of the dungeon. Here he encountered the Evil Eye, a fairly easy beast to outsmart, a bit harder when there are several. This floor took Beethro a bit longer to work his way through than the previous two, due to the fact that he had to use his head instead of his sword to survive. Quite the mental struggle was had at the Eight Gates of Bill, but Beethro soon found the correct order to strike the orbs.
Level 4 - After taking a quick walk through the fourth floor, Beethro thought that this floor should be easy, because his mimics will be doing most of the work. He soon found out just how wrong he was. Beethro found things getting "
downright tricky."
Level 5 - Beethro had some trouble finding his way around the fifth floor, due to its many winding paths. He encountered a great deal more wraithwings on this floor and learned about how they react in a group of their own kind. Many more Evil Eyes were present here, and Beethro had to pay careful attention to where they were looking. Beethro occasionally wondered how the Evil Eyes could "
smell"
him when he had used the invisibility potion, but figured that the explanation was probably too complex for him to understand anyway.
Level 6 - Upon his arrival at the sixth floor of King Dugan's Dungeon, (Hmmm, Where are all the prisoners?) Beethro soon noticed how oddly designed this floor was. Whether he traveled East, North or West, each room he entered looked almost exactly like the previous one, except for minor differences such as force arrow and trapdoor placement. Originally, he through this would make things a lot easier - but he quickly learnt what a big effect even in a minor difference can have!
Level 7 - Beethro shrieked as he saw the theme for this floor of the dungeon. He had dealt with many Serpents in the past, and owes the large scar on his forehead to one pesky serpent that managed to get him while his back was turned. Beethro has learned much since that day, and finally collected the courage to slay the monsters.
The serpent is one of Beethro's most formidable opponents. Immune to attacks by the sword, defeating one is a matter of cunning rather than brute force.
Level 8 - Unlike the previous floor, Beethro had never seen this type of monster before, but it looked pretty harmless so he went ahead and experimented with The Living Tar, learning its properties of square width. Beethro almost prevented himself from clearing one of the rooms before he thought it through. Aside from that, he learned that The Living Tar is not as harmless as he originally thought, and had several close calls with recently formed tar babies.
Stable tar that is present when the room begins will be there next time you enter, even if you cleared the room. If you are not careful about managing the tar, you might end up getting stuck and unable to return where you came from!
Level 9 - "
Ah hell."
thought Beethro the moment he looked around on the Ninth floor. "
Doors everywhere! How in the hell am I supposed to do this? Maybe if I had some dynamite or at least a battering ram..."
But Beethro knew that the only real requirement this floor needed was some patience. So he set to work striking orbs to release and slay the roaches.
Level 10 - Upon arrival to the Tenth floor, Beethro thought that perhaps this was the last floor, because there were hardly any monsters. Beethro proceeded to search for the exit, when out of nowhere were a large pair of glowing red eyes, with fangs sharper than his sword. "
Spiders! How could I have overlooked the possibility of spiders on this blue floor?!"
Luckily, Beethro was in such a position that he was able to destroy the spider, and after looking around extensively, pressed onward.
Level 11 - After the horror on the eighth floor, Beethro wasn't sure if he was able to handle another confrontation with the tar. "
At least there aren't any Mothers, Yeck!"
Beethro started the floor in the middle of a very large mass of tar. Beethro wielded his sword in front of him, and charged straight ahead, only to crash smack into a wall. "
Oh no...not this... anything but this..."
The map won't help you in this level - trial and error are the only ways for you to discover the walls hidden under the tar. Take care, or you may accidently block the path you need to travel through!
Level 12 - "
Nooo! Not more Serpents! I'm about ready to go back up and pound on the door and tell Dugan I'm doubling the extermination fee!"
. Soon, however, Beethro realized that while the serpents here were even longer and meaner than their cousins on the seventh level, they were also trapped in narrow spaces - as long as he kept one step ahead of them, he was relatively safe.
Level 13 - Beethro looked around, but could not see any monsters. His sigh of relief turned to a howl of anguish as he realized he had no idea where the exit is in the huge, sprawling maze around him. "
This is insane! I'm an exterminator, not a laboratory rat!"
Beethro took a deep breath, counted to ten, and began his navigation. His heightened explorer senses soon taught him one vital piece of information - he was not truely alone. There was a monster hiding somewhere in the maze, and like it or not, he must be true to his contract and find it before leaving.
Level 14 - Beethro heaved a sigh of relief to finally see some familiar faces in the dungeon. Back in King Notyalc's Dungeon several months ago, Beethro acquired several small rabbits whittled from fine wood, which he purchased from these amazingly talented Goblins. "
Hey Fellas! How ya doin'? Remember me?! I bought fifte...!"
A Goblin ran up and lunged at Beethro's throat. Luckily, Beethro was able to knock him away. "
Hey relax guys! I don't want a refund or anything, I love my little wooden rabbits!"
More Goblins started to swarm around him, with devious little smirks on their green faces. "
Oh, I see how it is. Sorry to have to do this to ya' because I was almost willing to buy a whittled squirrel... Hyaaaaaaah!"
Level 15 - After suffering immensely on the fourteenth floor, Beethro was glad to see that most of the fifteenth floor was just moving around, without much enemy slaughter. Why, all he needed to do was just figure out how to get that red door open...
Level 16 - "
Damn. I wish this stuff were as harmless as I originally thought. Oh well, might as well get started."
Beethro was quickly growing tired of The Living Tar. Making matters worse, was the fact that he now had to use the tar to help him slay other monsters. "
Arrgh!!! I'm not getting paid enough for this!"
Level 17 - "
Stupid Tar. I'm glad I never saw it before this dungeon; otherwise I might not have gotten into this profession... YECK!"
Luckily for Beethro, the tar doesn't discriminate; monsters could be trapped in its gooey depths as easily as explorers...
Level 18 - "
Ooh goody... A little bit of everything, a little bit of variety, a little bit of this, a little bit of that, a little bit more and I'll lose it! Waaaaah!"
. After his temper tantrum, Beethro calmed down and resolutely forged ahead. Time to put all those skills he acquired so far to use...
Level 19 - As Beethro looked around this level, he originally didn't see any monsters. "
I hope it's not another maze - but no, I see the monsters hiding, out of my reach..."
Well, if Beethro can't get to the monsters, it's time to make the monsters come to Beethro...
Level 20 - Beethro walked cheerily into the twentieth floor of Dugan's dungeon, and was quite pleased to see merely roaches upon arrival. After taking a few steps, Beethro started to shiver. "
What's going on? I don't understand... EVERYTHING I KNOW IS WRONG!"
Level 21 - "
This is insanity! Swing my sword, take a step. It takes forever to get anywhere in this place! By the time I kill off one herd of roaches, the next is right there!"
Level 22 - Beethro found himself getting quite perturbed. "
You stupid mimic - won't you just stand still for a moment when I try to reposition - no, don't go there - NO!"
Beethro was going into a nervous breakdown. At least in this level there isn't much violence...
Level 23 - "
I assume you guys don't want to make me a little wooden squirrel, do you?... Didn't think so. I've had it up to my eyes with this friggin' dungeon. How deep does it go anyway? I've lost count! These maps are pretty worthless, ya' know that? I feel like takin' out some aggression on your Goblin arse!"
But the goblins weren't alone - they were accompanied by deadly serpents as well. It was a shame that Beethro couldn't get the monsters to work against each other. Or could he?
Level 24 - Beethro found a scroll upon arrival to the twenty-fourth floor. "
Odd, it seems as if it was put here just for me..."
Beethro read aloud:
(Use scroll graphic from current page)
"
Great! Some civilization at last!... Hey, wait a minute..."
Level 25 - This is it... The final floor... This is where all Beethro's efforts will come to their culmination. What fiendish puzzles could lie at the bottom of this great dungeon? Beethro wiped the sweat of his brow, and tightened his grip on his sword, and set ready to prove himself a true smitemaster.
Anyway, there it is. All comments welcome - feel free to be as merciless as I tend to be
[Edited by eytanz on 10-25-2003 at 05:07 PM GMT: Forgot to close a bold tag]
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I got my avatar back! Yay!