Tunnels & Trolls чит-файл №1

CHARACTER CREATION

You will need at least one female character, probably your mage. A Dwarwen
Warrior, a Hobb Rogue and an Eleven Mage are highly recommended. The remaining
character should probably be another Warrior, definitely Human. Stats should
be rerolled until they are very high. Hobb Dexterity can approach or surpass
30, Elven Intelligence should top 25 and Dwarven Strength should be over 30.
All characters need high Cons and Speeds, and Mages need particularly high
Strength. When going up levels, keep track of the minimum stats needed to cast
any spell you will be buying.

MAGIC AND COMBAT

Keep in mind that you cannot win without certain spells. Early on, get Take
That You Fiend, Oh There It Is, Poor Baby, Hidey Hole and Will o' Wisp. Keep
track of your Rouge's spells, as he will probably move before your Mage in
combat and can clear the way tactically with Light, Dark or Invisibility
spells. Later, Blasting Power, Curses Foiled, Too Bad Toxin, Fly Me and maybe
Protective Pentagram spells are invaluable.

GULL

Explore the city, but don't bother with the sewers. The big scores of gold are
the Netmaster (every week), the Orc Hunt (B13 in the Miracles district:
answer "Human" in common and run away from the fights), and the Sheik's Party
(outside, just northeast of the city; when you feel the pickpocket, attack
him and explain to the Sheik, then accept the duel).

Buy five lengths of rope and go to the Temple of the Blue Beetle late Feastday
night. Hide in the balcony until the worshipers come and go. Then go to the
altar (kill the attackers on the way), climb down the grate, ignore the god
and free the priest. He will give you a Heart of fire (have a Dwarf equip it).

You should also loot the treasure room south of the altar. The shipwreck map
will prove invaluable. When the party has 30 days' food, a few levels in basic
spells, and 2000 GP, buy the ship that's for sale.

SEA WOLF

A good way to get money, jewelry, wands and maybe the Watersprout spell is to
take the shipwreck map to (E1,C13) and loot the wreck. Throughout E1 you will
find castaways adrift in the water. Many offer good rewards for saving them.

In the area of H9 go to C1. Go down the whirlpool and acquiesce to the voices.
Kill the salamander and bargain to keep the Death Wand. It will be useful
later, and you will need one to kill Lerotra'hh (but there should be one in
her treasure room if you cannot get this one).

KHAZAN'S WAND

Sail between Garr and the Drybones Mountains. Rescue the castaway and refuse
to turn away. She will tell you to go the gap (just offscreen). Go straight N,
kill the monsters and rebuild the cairn. Travel due W and fight the Dhesiri.
Then go N again to the ferry (the fee is 20 GP). You will be taking damage
from the heat every step along the path.

In Goloe's Temple, search the water at J8 until you find an entrance to a
grotto. Enter it and head to J15. Cast Oh There It Is while facing south.
Unlock the door and go W and the S and E. If anyone has died, you can raise
them by standing in front of the statue in the temple. This also restores
stats that were lost to curses. Your mage should always have the wand
equipped, as it greatly reduces the cost of spellcasting.

KNORR

Take at least 500 GP to Knorr. Pay the tax and save the game. Visit Gran
Snowdrop at J3 and get card readings. Keep restoring your last game until the
cards are good. Good cards include The Wheel, The Moon, The Ace of Pentacles
and Strength. The Ace of Swords swaps Strength and Intelligence and makes the
character a Mage; the Ace of Wands swaps the same stats, but makes the
character a Fighter. If you have more money, train at C12 for Strength and
Speed.

KNOST

Cross the river just east of Knorr and travel due east. You will meet a party
of Human's raiding a shepherd's flock. Challenge and kill them. Help the ogre
shepherd. Continue E to E and bargain with the monster. Follow the path he
gives you (J2 to J6,K6,K7,J8). Investigate the cave, light a torch and fight
the hydra. Later, continue N and go to Knost, avoiding the swamp.
                               
VALDEMARTIN AND THE NAKED DOOM

Wait in the throne room and kill the duke, the save the girl and grab the cash
(in the room to the north). Fight in the bar if you wish, the go to A10 to
enter the Naked Doom. After the J8 fork, go N and head for the door at C2.
Follow the passage to the bridge and climb down. Take potion and Frog Ring,
which will teleport you from any location back to level 2 of the Naked Doom.

On level 2, go W to the large opening and have all party members drink from
the N10 pool. Go back to O2 and get the Hero Sword (or Hopeless Sword,
depending on your stats). Then go to G14 and Run to F11; head to D2. Cast Oh
There It Is and exit the dungeon.


GOBLIN MOUNT

Follow the Great Road N from Valdemartin. Past Castle FrostGate you will see a
trail of smoke. Go help the farmer. Travel straight W to the Red Riders' Camp
and accept their quest.

The Dhesiri hive (at D4,D7) can be seen only if you approach from the south.
In the hive, go E to N14, N to C14, W to C3, and S to F3. In this large room,
break all the good eggs, but don't touch the wrinkled ones. Then go to C3,
C12, K12 and kill the queen. Leave the way you came in. Return to the Riders
for your pay.

CASTLE OVERKILL

Take the road N from Khost. Follow the trail E and talk to the farm boy. Find
his body, take the talisman and kill his zombie. Then proceed to Castle
Overkill. Stay on the road, or you will have to fight many Death's Host
patrols.

Castle Overkill is under siege. Accept Marionarsis' offer to kill Shang (at
H3). When Shang is dead, Marionarsis will appear, leave and return, possessed
by Lerotra'hh. Kill him, then take his robe and the Skull. Go through the
mirror and E to the large room. It's full of teleports; the safe path through
it is A8,B8,C9,D9,E10,F10,G10,H11,H12,G13,H14,I15. To get back out, go from D9
to E8 to F8, cast Oh There It Is and return to the trapdoor.

KHAZAN: KILLING KARA KANG

Enter the city and go E to I12 in the palace district. Avoid the ghetto
district. Enter the throne room and take the secret door to the right of the
throne. In the banquet hall, you'll find a secret door behind the mirror at
F10. Cast Fly Me at level +4 and run at the mirror. You will be teleported.
Find the secret door at D2.

Go down the stairs and ignore the demon. If you do talk to him, don't ask him
about Kara Kang. Equip your fastest character with the death wand. Equip an
Elf or a Hobb with the Horn of Lakri Muss (which casts Oh Go Away for twice
the normal effect on demons). Use the secret doors at C8 and C9. Enter the
room and kill Kara Kang and his evil minions. The secret door to his treasure
room is at D13. Get all you can carry, and use the potions for stat gains.

Be sure to get the Bag of Winds, and read the name on the scroll ("Her name is
Rosebud") or the boat to which it refers will not be there. Go back to the
pentagram room. There is another secret door at J8. Got to L4, through the
secret door there and fight through the critters. Get the boat by saying her
name. Take her out and stow her on the coast.

LEROTRA'HH

Lerotra'hh is in the Digs (at B4,N14). Tell the guards that Dudley sent you.
The password is Empress. Go into the meeting room and just watch. Head to J1
and go S down the stairs. Go to K6 and through the secret door. Loot and
pillage. Cast Knock Knock at a high level on the other door and go through.

Head S into her bedroom. Go through the mirror on Silver and kill the giant.
Go back through the mirror on Brown and fight Fisk. If you don't have winged
sandals, just block for 30 rounds, then run. He will die.

Go back through the mirror again (the password is Maneater) with your fastest
character, who should still have the death wand (or a vampire javelin)
equipped. Kill her.

Searching the rest of the Digs may also prove useful now. There is a cache of
four Funny Once Gems behind a Ulgoulus in one of the rooms around E5 on Level
1. Now check to make sure you have the Crystal Skull and the Heart of Fire.

TALLYMARK

Go up the alley by the tavern. Agree to save his daughter. Go to P2, N and ask
the girl if she is Feyla. Kill the vampire. Take her to her father (back at
E12) and get the keg.

THE SUMP

Go to (D2,K9) and enter the dragon's lair. Ignore the east door. The dragon
(Usurious) is at C8. If he will not to talk to you or fight you, go to N1 and
kill the Queen Silverfish. Usurious will come to attack you. Kill him and take
his eye and treasure. If he will talk to you, name him Nepenthes.

KHAZAN'S TOMB

Get Rosebud. Go to the Uncertain Isle, find the rainbow pool, swim and enter
the tomb. Keep going through doors until you find one that doesn't teleport
you (this will take a while and you will be at O5-O7). Go to O5 and use the
Crystal Skull. Go to the fire room, put the Heart of Fire on a female
character, and cross to F15. Put the Heart of Fire in the crystalline sphere.
Wait for the room to cool and go through the south door. Kill the snow ape.
You will be in a garden. Tell the ghost "all dead". Pour some water on the
ground, then use the Bag of Winds until the garden regrows.

You will be on level 3. Remember that the Croati lie, the Aardwolf tell the
truth and the Batfox do whatever they want. When with the bison, don't kill
them; their leader's name is Katomi. Then go down the path of traps to the
bust. Put the eye on its forehead. Give Khazan his staff. The passwords are
(in order) Sight, Sound, Heart, Feeling, Mind and Meaning.


OTHER THINGS TO DO

Tower of Zamark (C4,J13)
Gauntlets (D4,L8); (C4,J3) (Don't put hands in hole).
Joronir's Sword (C3,M7) (Fight all three knights).
Tomb of Sailor King (A4,C5)


LOCATIONS OF USEFUL ITEMS, GUILDS AND OTHER PLACES

Archers Gull (L12), Khost (M11)
Crafts Gull (F4), Kasar (in ruins)
Gems Gull (C14), Knor (O13), Khost (B14)
Horses Gull (D2), Valdem (J3), Kasar (in ruins)
Iron Gull (C4), Khost (J10), Kasar (in ruins)
Languages Gull (O9), Khost (E13)
Mages Gull (J10), Knor (J7), Khost (D6), Valdem (J8), Tallymark (N13),
Khazan (M13) Kasar (M11)
Rogues Gull (E4), Knor (D8), Valdem (in ruins), Tallymark (in ruins),
Kasar (in ruins)
Stores Gull (D8) Knor (M10), Khost (D8), Valdem (O3)
Taverns Gull (L13), Knor (J14), Khost (J7), Valdem (M15), Tallymark (F15),
Khazan (N4), Kasar (L4)