DROD Elements
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The following are gameplay elements in puzzle computer game Deadly Rooms of Death by Webfoot Technologies and its successors: Caravel DROD, Journey to Rooted Hold and The City Beneath, all by Caravel Games.
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[edit] Walls
Walls are one of the most basic elements of a room. Nobody can move into a tile occupied by a Wall, with the exception of Seep. Walls are not blocking the swords and hooks. Walls are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon.
[edit] Crumbly Walls
Crumbly Walls are treated the same as Walls, with one exception - when hit by a sword or a hook, the Crumbly Wall is destroyed and becomes normal floor.
[edit] Master Walls
Master Walls are obstacles that disappear only when the hold is mastered and 100% of its secrets are found.
[edit] Obstacles
Obstacles are objects that have properties similar to Walls, but even Seep cannot move over them. They also serve as decorations - when placing them in the Editor, many different styles are available (they can look like rocks, chairs, trees, statues, etc). Placing a larger square of obstacles can result in one bigger picture describing the group.
[edit] Doors
Doors have similar properties to Walls but can open or close when certain conditions are met. Similar-colored doors that are adjacent vertically or horizontally (not diagonally) become connected and are treated as the same door. Seep that stand on a door when it opens are destroyed.
[edit] Yellow Doors
Yellow Doors can only be opened and closed using the Orbs. Unlike other doors, they don't disappear upon opening, resulting in "open yellow door" tiles. Roach Eggs and Tar/Mud babies cannot be spawned on such tiles. Yellow Doors are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon.
[edit] Green Doors
Green Doors open as soon as all monsters in the room are dead, with the exception of Wubbas and stable Tar/Mud. Green Doors are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon.
[edit] Blue Doors
Blue Doors open when all required rooms on a level are conquered. Blue Doors are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon.
[edit] Red Doors
Red Doors open when all Trapdoors in the room have been dropped.
[edit] Black Doors
Black Doors open when all stable Tar and Mud in the room has been eliminated.
[edit] Orbs
Orbs are indestructible elements that manipulate Yellow Doors. An Orb can be connected to several Yellow Doors with a choice of Open, Close or Toggle (open if currently closed and vice versa) for each. When the Orb is hit by a sword, hook or a Bomb explosion it performs the chosen actions. Orbs are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon.
[edit] Pressure Plates
Pressure Plates are confirmed elements in The City Beneath. They work like Orbs, but trigger by stepping on them rather than hitting.
[edit] Pits
Pits cannot be moved on, except by Wraithwings. They do not block Evil Eyes line of sight.
[edit] Trapdoors
Trapdoors can be traversed normally by everyone, but when Beethro or a Mimic steps out of a Trapdoor it falls, making the tile a Pit.
[edit] Scrolls
Scrolls contain information which is displayed when Beethro steps on them. Serpents treat Scrolls as obstacles.
[edit] Potions
Potions have one-time effect which is activated when Beethro steps on them (this removes the potion). All monsters except the Guards and the 39th Slayer treat Potions as obstacles.
[edit] Mimic Potions
Upon consuming this potion, Beethro can put a Mimic on any empty floor tile. The Mimic has a sword, and will copy all further Beethro's actions. Monsters don't attack it, although it can still die from a sword/hook or a Bomb explosion.
[edit] Decoy Potions
Upon consuming this potion, Beethro can put a Decoy on any empty floor tile. The Decoy is like a Mimic that doesn't move at all. Instead, all monsters within 5 tiles of the Decoy will come to it instead of Beethro. If Beethro comes within 5 tiles of a monster, the Decoy effect will be overridden and the monster will behave normally.
[edit] Invisibility Potions
Consuming an Invisibility Potion makes Beethro invisible. While invisible, only monsters within 5 tiles of Beethro will get a move. However, if a Brain is in that range, all monsters will move normally. Consuming another Invisibility Potion negates the effect of previous one.
[edit] Force Arrows
A Force Arrow can point in any of the 8 cardinal directions. When moving from a Force Arrow, it's impossible to move in the direction opposite to the one it points at, and the two neighbour directions. Also, it's impossible to move to a Force Arrow from the direction it points at and the two neighbour directions. For example, if a tile has a Force Arrow that points North, you cannot move from it South, SouthEast and SouthWest, and you cannot move into it from North, NorthEast and NorthWest. Serpents treat Force Arrows like obstacles. Force Arrows are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon.
[edit] Bombs
Bombs are stationary objects that are treated like obstacles by monsters. If hit by a sword/hook, reached by a lit fuse, or hit by another Bomb exploding, they explode. The explosion range is 5 tiles, and it kills monsters, lights fuses and destroys crumbly walls in its path. The explosion is affected by Force Arrows and doesn't travel against the Arrow direction. Bombs are first encountered in Journey to Rooted Hold.
[edit] Fuses
Fuses can be put on any tile, even if it has a Wall. Fuses adjacent vertically or horizontally count as 'neighbours' and will connect. A Fuse becomes lit if stepped on by Beethro or the Slayer, but only if it has less than 2 fuse neighbours. Every turn, a lit fuse will burn out and light all its neighbour fuses. Also, if that lit fuse was on the same tile with a Bomb, the Bomb will explode. Being hit by a Bomb explosion will light the fuse regardless of the number of neighbours it has. A fuse will be destroyed if it was on a Trapdoor that has dropped or on a Door that became open. Fuses are first encountered in Journey to Rooted Hold.
[edit] Tunnels
[edit] Checkpoints
Checkpoints are tiles that save the game status when you step on them. Pressing the 'R' key will restore the room to the position of the time the latest checkpoint was stepped on. Consequent pressing of that key will restore to the checkpoint stepped on before that one, and so on. Checkpoints are first encountered in Caravel DROD, on level 1 of King Dugan's Dungeon.