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Caravel Forum : DROD RPG Boards : RPG Hints and Solutions : Tendry's Tale : Rule 6: Boldness : 4 North, 3 East (Tarstuff gates?)
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bflatjeff
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icon Tendry's Tale : Rule 6: Boldness : 4 North, 3 East (0)  
I'm not entirely sure how tarstuff gates are working in this game. This room never had any tar in it, yet the 3x3 gate is up and preventing me from getting to the ATK+. How can I lower the gate?

BbJ

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09-15-2008 at 03:04 AM
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Rabscuttle
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icon Re: Tendry's Tale : Rule 6: Boldness : 4 North, 3 East (+1)  
Stand on an open door and the close the door.
Now you can walk around on top of doors.

It's explained in one of the nearby rooms.
09-15-2008 at 03:15 AM
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bflatjeff
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icon Re: Tendry's Tale : Rule 6: Boldness : 4 North, 3 East (0)  
Ah. Funny how the text mentioned that you could walk on closed doors, but never mentioned that you yourself can choose to close them. I had seen (in the help file and command list) a close command, but never figured its use. Perhaps there should be a revision of the in-game text?

BbJ

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09-15-2008 at 03:25 AM
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deftriver
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icon Re: Tendry's Tale : Rule 6: Boldness : 4 North, 3 East (0)  
I don't think there's anywhere in this level that you need to use that option. The only place where you need to close doors there's something else that can do it without wasting a key (which I believe closing a door does).
09-15-2008 at 03:40 AM
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bflatjeff
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icon Re: Tendry's Tale : Rule 6: Boldness : 4 North, 3 East (+1)  
OK, I think I misinterpreted Rabscuttle's reply here. After some more playing around, it makes sense, and indeed doesn't require the 'close door' command. I was also confused about how 4N, 4E works, but I think I understand things better now.

BbJ

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09-15-2008 at 05:38 AM
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