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Deadly Rooms of Death: Difference between revisions

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* [[Already Undone for You]]: If [[NPC|NPCs]] are roaming in the same area that the player is, expect this unless the architect is careful.
* [[And Now for Someone Completely Different]]: Possible to implement. There are two examples in The City Beneath that temporarily follow other people.
* [[Back Tracking]]: Possible or necessary in most cases, since the stairs to the next level could be anywhere. In most "straight" holds it's not necessary to backtrack to previous levels.
* [[Artificial Brilliance]]: The Slayer has perfect swordfighting AI. In an even fight, it's impossible to kill him, and he will always kill you if he has the chance, so you'll have to move very carefully to evade him.
* [[Artificial Stupidity]]: In an ''uneven'' fight, the Slayer's AI is easy to exploit. One early level in ''The City Beneath'' has a Slayer fight you on hot tiles. He will fry himself as soon as he gets close.
{{quote|'''Beethro''': Well, I think I know who got the brains in that family.}}
** Stalwarts and guards are not nearly as careful as the player, and so are often overwhelmed by roach gangs.
* [[Back Tracking]]: Possible or necessary in most cases, since the stairs to the next level could be anywhere. In most "straight" holds it's not necessary to backtrack to previous levels.
* [[BFS]]: Beethro Budkin's sword is ''called'' [[Exactly What It Says on the Tin|The Really Big Sword]].
* [[Big Damn Fire Exit]]: Not a fire, but typically whenever the player has to escape from anything collapsing or some other sort of danger, this is the result (although there will be puzzles in the way).
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* [[Hide Your Children]]: Usually present in most plots and level sets, but the "Halph" NPC type is a child, and can be killed, providing various consequences from [[We Cannot Go on Without You|having to restart the room as though you yourself died]], plot events, or nothing.
* [[Invincible Minor Minion]]: Wubbas are completely immune to swords. However, they also can't harm the player. This means they just usually tend to get in the way. However, they can be destroyed using [[Benevolent Architecture]].
* [[Involuntary Group Split]]: There are a couple of examples in Journey to Rooted Hold between Beethro and Halph, mostly for plot reasons or for puzzle reasons if having him around would be too convenient. This can also happen in-room with any of your doubles or other resources.
* [[It's Up to You]]: Usually justified: you're the only one doing anything about the problem anyway.
* [[Involuntary Group Split]]: There are a couple of examples in Journey to Rooted Hold between Beethro and Halph, mostly for plot reasons or for puzzle reasons if having him around would be too convenient. This can also happen in-room with any of your doubles or other resources.
* [[Level Editor]]: DROD: Architect's Edition introduced this feature. There are now ''hundreds'' of user holds and ''tens of thousands'' of rooms available to play.
* [[Video Game Long Runners]]: Four main series games and 20 years of development. Not quite enough to make it into the list, but a record in the indie market.
* [[Marathon Level]]: Most rooms are puzzle rooms with lynchpins or specific manipulation that might only take one hundred to five hundred moves to solve. Some hack and slash rooms might go from three hundred to seven hundred moves, depending upon the room. However, some rooms in user-made holds can take one thousand or more moves to complete.
** There is a list on the forum of [http://forum.caravelgames.com/highscores.php?action=misc&lrs=m the longest rooms to complete], sorted in descending order of the least number of moves anyone has beaten them in.
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* [[Multi Mook Melee]]: Possible to set up. Some rooms (entitled "hack and slash") can have the player killing hundreds or thousands of monsters of varying types.
* [[Multiple Endings]]: Averted in the main releases, where there is only one hold ending, but possible to implement in user holds.
* [[No-Gear Level]]: The disarm token or oremites enforce this within one room, and there's also a scripting command that will permanently remove the player's weapon until another scripting command gives it back.
* [[No Campaign for the Wicked]]: All official Caravel releases so far have followed the "heroic" aboveground faction. User holds can certainly use [[Villain Protagonist|Villain Protagonists]], however.
** Averted in TCB with two "Interlude" levels, one of which follows one of the Empire's negotiators and the other of which follows a goblin.
* [[No-Gear Level]]: The disarm token or oremites enforce this within one room, and there's also a scripting command that will permanently remove the player's weapon until another scripting command gives it back.
* [[Now Where Was I Going Again?]]: Usually averted with the help of the in-game map and restore functions, but very possible with managing all of your holds or trying to find secrets or keep track of [[Event Flag|event flags]] in one hold.
* [[One-Hit-Point Wonder]]: Almost everything: the player and most monsters. The only exceptions are some larger monsters which split or shrink under conditions (usually something attacking them with a sword).
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* [[Only Smart People May Pass]]: Essentially ''the entire game''. This is the only security system anyone has.
* [[Path of Most Resistance]]: Secret rooms are completely optional and usually much more difficult than regular rooms. In order to master a hold and obtain [[One Hundred Percent Completion]], you'll have to beat them all.
* [[Point of No Return]]: General consensus is that they're not inherently bad but can be used in bad ways, and that allowing backtracking at most points is best. However, since most levels are self-contained, holds like King Dugan's Dungeon will only allow the player access to the current level. On the other hand, the Restore function allows the user to "go back in time" to any point he ever visited, at the cost of any forward progress, so it's possible to make different choices and then pass the point of no return.
* [[Pressure Plate]]: Introduced in The City Beneath, and a common puzzle element.
* [[Point of No Return]]: General consensus is that they're not inherently bad but can be used in bad ways, and that allowing backtracking at most points is best. However, since most levels are self-contained, holds like King Dugan's Dungeon will only allow the player access to the current level. On the other hand, the Restore function allows the user to "go back in time" to any point he ever visited, at the cost of any forward progress, so it's possible to make different choices and then pass the point of no return.
* [[Purely Aesthetic Gender]]: The player may occasionally control a female avatar, which works as every other non-combative NPC.
* [[Random Event]]: Completely averted. The game engine is completely deterministic. However, it's possible to create events that are ''unpredictable'' by any reasonable player. Even with that, though, a player with editing rights can later open the hold in the editor and look for what triggers those events.
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** [[Get EB]] introduces shallow water, which lets the player sneak around like a medieval Rambo.
* [[Teased with Awesome]]: Possible to implement. Since various helpful things like potions, bombs, fegundos or friendly soldiers will only stay in the room they're placed in, you have to solve each room with the resources that are available, so you could have fifty doubles in one room but have to kill a horde of goblins all by yourself in another room.
* [[The Verse]]: Most canonical and fanonical holds take place in a world setting called The Eighth. There isn't exactly a [[Universe Bible]], but there's some more information [http://forum.caravelgames.com/viewsiteboard.php?b=67 here], in the following section of this [[TV Tropes]] article, and the forum community can usually figure out what the verse does or doesn't contain.
* [[Three Quarters View]]: Since the entire game is laid out on a grid, this is the art style most of the in-game entities and room features go with.
* [[Time Trial]]: Highscoring is all about this - solving rooms in the last number of moves possible.
* [[The Verse]]: Most canonical and fanonical holds take place in a world setting called The Eighth. There isn't exactly a [[Universe Bible]], but there's some more information [http://forum.caravelgames.com/viewsiteboard.php?b=67 here], in the following section of this [[TV Tropes]] article, and the forum community can usually figure out what the verse does or doesn't contain.
* [[Video Game Long Runners]]: Four main series games and 20 years of development. Not quite enough to make it into the list, but a record in the indie market.
* [[Warp Zone]]: Possible to implement. There are actual warp rooms in King Dugan's Dungeon and Journey to Rooted Hold.
 
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