Difference between revisions of "Manual:Getting Started"
From DRL Wiki
(Initial import) |
|||
(One intermediate revision by one user not shown) | |||
Line 1: | Line 1: | ||
<pre> | <pre> | ||
− | + | {rGetting Started} | |
+ | When you first start a game of DRL, you're presented with a menu screen | ||
+ | with a few different options: | ||
+ | {YNew game} will, well, start a new game! | ||
+ | {YChallenge game} is initially locked, and becomes unlocked after you reach | ||
+ | Corporal rank (need to survive 10 levels for it). Challenge games force you | ||
+ | to play the game a certain way (e.g. using only melee), and you can raise | ||
+ | your player rank in DRL by completing them. As your rank goes higher, | ||
+ | more challenges will be made available to you. | ||
+ | {YCustom game} brings up a selection screen where you can view and load | ||
+ | modules. Modules are player-created levels, episodes, or entirely new games | ||
+ | that bring a completely new experience to the DRL engine. | ||
+ | {YShow highscores} displays the highscore list, not surprisingly. | ||
+ | {YShow player} displays your player statistics, which include your player | ||
+ | rank, number of kills, and number of wins. It has several screens which | ||
+ | can be scrolled with the arrow keys. | ||
+ | {YHelp} displays the help screen, which contains the info you are | ||
+ | currently reading. | ||
− | + | For now, select {YNew game} with the arrow keys and press ENTER to start | |
− | + | your very first game of DRL! | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | For now, select | + | |
− | + | ||
− | your very first game of | + | |
− | + | ||
− | + | ||
Before you start your game, you have to make a few decisions. The first is | Before you start your game, you have to make a few decisions. The first is | ||
− | |||
the difficulty level. At the beginning, only three difficulty levels are | the difficulty level. At the beginning, only three difficulty levels are | ||
− | |||
available: "I'm too young to die", "Hey, Not Too Rough", and "Hurt Me | available: "I'm too young to die", "Hey, Not Too Rough", and "Hurt Me | ||
− | |||
Plenty". At higher difficulties, more monsters appear and tougher monsters | Plenty". At higher difficulties, more monsters appear and tougher monsters | ||
− | |||
appear earlier. "Ultra-Violence" and "Nightmare!" difficulties are unlocked | appear earlier. "Ultra-Violence" and "Nightmare!" difficulties are unlocked | ||
− | |||
as your player rank rises. At Nightmare! difficulty, only the most insane | as your player rank rises. At Nightmare! difficulty, only the most insane | ||
+ | DRL warriors will stand a chance! | ||
− | + | The second decision is choosing a character class. Classes differ by | |
+ | starting perks, availability of one advanced trait as basic, and each of | ||
+ | them has a different set of Master Traits. | ||
+ | The third decision you have to make is what your name will be in the game. | ||
+ | You can figure that much on your own, right? You can also leave it blank | ||
+ | and wear the name of a random legendary warrior... | ||
+ | The fourth and final choice to make is select a starting "trait". | ||
+ | Traits are upgrades or "perks" that you earn when you gain levels in | ||
+ | DRL (by killing monsters). Traits can raise your max health, let you | ||
+ | run faster, deal more damage per shot, or otherwise make you more awesome. | ||
+ | Some traits can be levelled up individually. | ||
− | + | You'll notice a few traits aren't available. Some are "Advanced Traits", | |
− | + | and require you to learn a normal trait first. Advanced Traits are more | |
− | + | situational but quite effective, too. The rest are master traits, which | |
− | + | require you to take a specific set of traits (and block off a few other | |
− | + | traits) and give you some sort of great unique bonus. But hey, don't think | |
− | + | about it too hard. Just pick one you like and move on. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | You'll notice a few traits aren't available. Some are "Advanced Traits", and | + | |
− | + | ||
− | require you to learn a normal trait first. Advanced Traits are more situational | + | |
− | + | ||
− | but quite effective, too. The rest are master traits, which require you to take | + | |
− | + | ||
− | a specific set of traits (and block off a few other traits) and give you some | + | |
− | + | ||
− | sort of great unique bonus. But hey, don't think about it too hard. Just pick | + | |
− | + | ||
− | one you like and move on. | + | |
− | + | ||
− | + | ||
And that's it, you're ready to play the game! After a brief intro, you will | And that's it, you're ready to play the game! After a brief intro, you will | ||
+ | be greeted with something like this (ASCII map is present if playing in | ||
+ | ASCII mode): | ||
− | + | {d---------------------------------------------------------------------------} | |
− | + | Welcome to DRL... | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | Welcome to | + | |
− | + | ||
########## | ########## | ||
− | + | #@......... | |
− | # | + | |
− | + | ||
#.......... | #.......... | ||
− | |||
#......... | #......... | ||
− | |||
#......... | #......... | ||
− | |||
#........ | #........ | ||
− | |||
#........ | #........ | ||
− | |||
#....... | #....... | ||
− | |||
#...... | #...... | ||
− | |||
#.... | #.... | ||
− | |||
#.. | #.. | ||
Line 126: | Line 79: | ||
− | + | {bDRLguy}{d Armor : }{lnone} | |
− | + | {dHealth:}{r 100%}{d Exp:}{l 1}{d/}{l0%}{l Weapon: }{lpistol (2d4) [6/6]} | |
− | + | cautious {rPhobos Base Entry} | |
− | + | {d---------------------------------------------------------------------------} | |
− | + | {bThe Starting Screen} | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | cautious | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
This is a map of the first level of the moonbase on Phobos. The whole level | This is a map of the first level of the moonbase on Phobos. The whole level | ||
− | + | is exactly the size of the screen. Walk around (using the arrow keys or | |
− | is exactly the size of the screen. Walk around (using the arrow keys or numpad) | + | numpad) and get used to the interface. Don't get yourself killed! |
− | + | ||
− | and get used to the interface. Don't get yourself killed! | + | |
− | + | ||
− | + | ||
Take a look at the screen. It is divided into three parts. On top you have | Take a look at the screen. It is divided into three parts. On top you have | ||
− | + | the "message area", made of two lines of text. Watch this space carefully | |
− | the "message area", made of two lines of text. Watch this space carefully -- it | + | -- it may notify you of impending danger or tell you that you're out of |
− | + | ammo (poor sob!). | |
− | may notify you of impending danger or tell you that you're out of ammo (poor | + | |
− | + | ||
− | sob!). | + | |
− | + | ||
− | + | ||
On the bottom you have the status bar. The top line displays your name, and | On the bottom you have the status bar. The top line displays your name, and | ||
− | |||
below it is the most important stat -- your health. If this one drops | below it is the most important stat -- your health. If this one drops | ||
− | |||
below one percent, you're dead, dude - nothing can save you. Scanning | below one percent, you're dead, dude - nothing can save you. Scanning | ||
− | |||
to the right you can see the experience indicator. The first number is your | to the right you can see the experience indicator. The first number is your | ||
− | |||
character level -- the higher it is, the tougher you are. The second number | character level -- the higher it is, the tougher you are. The second number | ||
− | |||
is your experience displayed as a percentage. Each character level requires | is your experience displayed as a percentage. Each character level requires | ||
− | |||
a certain experience amount needed to achieve it. | a certain experience amount needed to achieve it. | ||
− | |||
− | |||
Below your health and experience is "tactics". By default your tactic is | Below your health and experience is "tactics". By default your tactic is | ||
− | + | "cautious". This tactic gives no benefits or disadvantages. If you press | |
− | "cautious". This tactic gives no benefits or disadvantages. | + | X once, it will change to "running" (note that changing tactics takes |
− | + | some in-game time). With this tactic you have increased movement speed, | |
− | If you press | + | dodge chance, and defense bonus, but have a smaller chance to hit and |
− | + | reduced melee damage. After some time spent running (or after pressing | |
− | tactics takes some in-game time). With this tactic you have increased movement | + | X again), you will get "tired". Being tired has no effects, positive |
− | + | or negative (like cautious), but while tired, you can't run again. You can | |
− | speed, dodge chance, and | + | return to the cautious tactic by leveling up, gaining health by most |
− | + | methods, or descending to next level. Since running is limited in this way, | |
− | some time spent running(or after pressing | + | try not to waste it. At the same time, however, remember to use it, as they |
− | + | don't stockpile for later levels. | |
− | "tired". | + | |
− | + | ||
− | while | + | |
− | + | ||
− | + | ||
− | + | ||
− | descending to next level. Since running is limited in this way, try not | + | |
− | + | ||
− | to waste it. | + | |
− | + | ||
− | for later levels. | + | |
− | + | ||
− | + | ||
In the column to the right of that, you have two indicators, "Armor" and | In the column to the right of that, you have two indicators, "Armor" and | ||
+ | "Weapon", that show you what armor and weapon you have equipped. For | ||
+ | weapons, the number in brackets indicates the damage that the weapon | ||
+ | deals, and the two numbers in square brackets indicate the current-loaded | ||
+ | ammo and clip size for that weapon (e.g., [4/6] means you have four | ||
+ | bullets in a magazine that can hold six). | ||
− | + | Between the status bar and message bar, there's the map. The "@" sign with | |
− | + | the cursor below it -- that's you (aren't you ugly?). See any letters | |
− | + | nearby? It may be a "T"ree, but chances are it's the enemy. Kill'em all. | |
− | + | The "#" are walls, "+" is a closed door, "/" an open door. Dots are normal | |
− | + | floor. Red dots are either Phobos's ugly rock landscape (on the first | |
− | + | level), or blood (anywhere else). | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | Between the status bar and message bar, there's the map. The " | + | |
− | + | ||
− | the cursor below it -- that's you (aren't you ugly?). See any letters nearby? | + | |
− | + | ||
− | + | ||
− | + | ||
− | "/" an open door. Dots are normal floor. Red dots are either Phobos's ugly | + | |
− | + | ||
− | rock landscape (on the first level), or blood (anywhere else). | + | |
− | + | ||
− | + | ||
Press "i" to see your inventory. It's pretty empty, right? Your character | Press "i" to see your inventory. It's pretty empty, right? Your character | ||
− | + | starts equipped with a few things -- your trusty pistol (already equipped), | |
− | starts equipped with | + | a handful of ammo, and a couple of med-packs. To check equipped item, |
− | + | press "e" in-game to see the full list (which includes boots and a second | |
− | of ammo. | + | weapon slot). |
− | + | ||
− | equipped | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
Your pistol and ammo are not going to last you very long, though. Press | Your pistol and ammo are not going to last you very long, though. Press | ||
− | |||
"g" to pick up new weapons (represented by "}") and ammo ("|"). If you | "g" to pick up new weapons (represented by "}") and ammo ("|"). If you | ||
− | |||
walk around that first level you're likely to run into some small medkits | walk around that first level you're likely to run into some small medkits | ||
+ | (red "+") that you can pick up and add to your inventory. Later on you | ||
+ | might find other consumable items, they're all "+"s. Press "i" at any time | ||
+ | and a consumable to use it at any time. If you ever want to drop something | ||
+ | (usually to make room for new weapons or items), press "Backspace" in the | ||
+ | inventory screen to drop items. | ||
− | ( | + | Along the way, you're bound to run into levers ("&") and barrels ("0"). To |
− | + | pull a lever, stand on it and press "SPACE" to use them. The effects are | |
− | + | random, so pull them at your own peril! And if you've ever played a shooter | |
− | + | you know what to expect with barrels: They all explode quite nicely, but | |
− | a | + | with varying effects depending on the barrel. (Be aware that levers are |
− | + | activated with the same button as using items -- in this case, open up | |
− | + | your inventory and use the item from there by selecting it and pressing | |
− | + | ENTER.) | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | ( | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | As you go deeper into the base, you'll also find some power-ups ("^"). They | ||
+ | are used as soon as you pick them up, and several contain powerful effect, | ||
+ | so use them wisely. | ||
+ | Oh, I almost forgot! To shoot, just press "f" to fire at the currently | ||
+ | selected target! You can swap between visible targets using "TAB", or | ||
+ | hold "Ctrl" to move the target reticule manually with the arrow keys. | ||
+ | Some weapons allow an alternative fire mode, such as the chainfiring | ||
+ | mode of the chaingun - to use it, press "SHIFT-f". | ||
Ok, I hear you cry -- "Out of ammo!" Don't panic. Press "r" to reload your | Ok, I hear you cry -- "Out of ammo!" Don't panic. Press "r" to reload your | ||
− | + | weapon (Some weapons allow you an alternative reload by pressing SHIFT-r). | |
− | weapon | + | Reloading the correct ammo is automatic if you have it in your inventory. |
− | + | But what if you don't? You can try pounding on the enemy with your fists | |
− | Reloading is automatic if you have | + | or a hand-to-hand weapon -- to do that just walk into him. Pick up a |
− | + | Berserk Pack or a chainsaw (or at least a knife) and you can do some | |
− | what if you don't? You can try pounding on the enemy with your fists or a | + | |
− | + | ||
− | hand-to-hand weapon -- to do that just walk into him. Pick up a Berserk | + | |
− | + | ||
− | + | ||
− | + | ||
serious damage that way! | serious damage that way! | ||
− | |||
− | |||
Getting hit too frequently when trying to approach an enemy (or when | Getting hit too frequently when trying to approach an enemy (or when | ||
− | + | running from him)? Try not to move in a straight line -- move diagonally, | |
− | running from him)? Try not to move in a straight line | + | as this increases your chance to dodge. If you don't want to approach or |
− | + | ||
− | this increases your chance to dodge. If you don't want to approach or | + | |
− | + | ||
retreat from the enemy, but also don't want to be hit often, try moving | retreat from the enemy, but also don't want to be hit often, try moving | ||
+ | from side-to-side, perpendicular to the direction of enemy, as this | ||
+ | gives you the same bonus as moving diagonally). Sometimes, in emergencies, | ||
+ | switching to the running tactic and using both of these tricks at once will | ||
+ | give you a much greater chance to dodge than normal. | ||
− | + | In the equipment menu (remember, press "e") you'll see that you have a | |
− | + | primary weapon equipped and a secondary weapon at hand. By pressing "z" | |
− | + | you can switch your primary out for your secondary. This is faster than | |
− | + | equipping a new weapon from your inventory and it saves you valuable | |
− | + | space. It's also quite useful in a firefight, when the situation can | |
− | + | change at any moment! | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | In the equipment menu (remember, press "e") you'll see that you have a primary | + | |
− | + | ||
− | weapon equipped and a secondary weapon at hand. By pressing "z" you can | + | |
− | + | ||
− | switch your primary out for your secondary. This is faster than equipping | + | |
− | + | ||
− | a new weapon from your inventory and it saves you valuable space. It's | + | |
− | + | ||
− | also quite useful in a firefight, when the situation can change at any | + | |
− | + | ||
− | moment! | + | |
− | + | ||
− | + | ||
Hey, you think you're cool because you found some armor? Think again. Look, | Hey, you think you're cool because you found some armor? Think again. Look, | ||
− | |||
there are three numbers by the armor. The first two in square brackets are | there are three numbers by the armor. The first two in square brackets are | ||
− | |||
[current damage resistance/maximum damage resistance]. The second one is | [current damage resistance/maximum damage resistance]. The second one is | ||
+ | your armor's health. 100% means it's undamaged, 1% is almost destroyed. | ||
+ | The more damaged an armor is, the lower its actual resistance is. Keep an | ||
+ | eye on those numbers! | ||
− | + | Additionally each armor may grant additional resistance to specific damage | |
+ | types. This information can be obtained in the inventory and equipment | ||
+ | screens. | ||
− | + | Try to check out player information screen by pressing "p" -- some useful | |
+ | information is written there. First, there are your main parameters: | ||
+ | movement, firing, and reloading speeds, as well as your chance to hit with | ||
+ | the weapon you currently have equipped (from point blank range). Next are | ||
+ | the more passive statistics: your player and dungeon level, amount of | ||
+ | played turns, and your score so far. At the bottom you can find parameters | ||
+ | of equipment that you are currently wearing: damage, firing and reloading | ||
+ | speeds, and accuracy for weapons; and protection value, durability, and | ||
+ | movement and knockback modifiers for armor and boots (yes, armor and boots | ||
+ | can affect your movement speed and chance to be knocked back by powerful | ||
+ | attacks). | ||
− | + | There are five types of items in this game: | |
+ | 1) {!Common} - These items are... "common"? You will see them all across the | ||
+ | game, and what you should rely on. Most are generated randomly, but you | ||
+ | will find some are guaranteed in certain places (as a reward for completing | ||
+ | a special level, for example). Common weapons and armor accept 1/1, 3/2, | ||
+ | and 5/3 mods, respectively, depending on the level of your Whizkid trait. | ||
+ | 2) {CAssemblies} - These items can be assembled from other items, usually | ||
+ | common, by modding them with a specific set of mods. Experiment, as | ||
+ | discovered (assembled) assemblies will be recorded in your player data and | ||
+ | can be accessed with the "A" key during the game. | ||
− | + | 3) {VExotic} - These items are rarer and more powerful than common items. | |
+ | They can potentially appear more than once per game, but are more often | ||
+ | than not found in special levels. Exotic weapons and armor can hold the | ||
+ | same amounts of mods that their common counterparts do. | ||
− | + | 4) {GUniques} - Unique items, as the name suggests, can only appear once per | |
+ | game. Some of them just have cool stats, while others have special | ||
+ | abilities, and each of them come with a unique name. No unique item is | ||
+ | guaranteed, although they can appear in special levels, and they are quite | ||
+ | rare otherwise. Most uniques cannot be modded, but those that do can only | ||
+ | be modded if the player is playing the Technician class. | ||
− | + | 5) {YArtifacts} - Artifact items are similar to unique items, except that they | |
− | + | can only appear in very specific special levels, while never appearing | |
− | + | randomly. Finding and collecting these items is almost always a very | |
− | + | challenging task. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | Mods (Displayed by a " symbol) are little packs that enhance your weaponry | ||
+ | or armor. Most equipment you find can be modded, so try to cover up their | ||
weaknesses by modding them. | weaknesses by modding them. | ||
− | |||
− | |||
Whenever you see something that you aren't familiar with, press "l" to | Whenever you see something that you aren't familiar with, press "l" to | ||
− | |||
trigger the Look command -- moving the cursor with the arrow keys will | trigger the Look command -- moving the cursor with the arrow keys will | ||
− | + | show what's under the cursor in the message bar. You can also press "h" | |
− | show what's under the cursor in the message bar. You can also press " | + | |
− | + | ||
in-game to open up the help menu. | in-game to open up the help menu. | ||
− | |||
− | |||
Happy fragging! | Happy fragging! | ||
</pre> | </pre> |
Latest revision as of 11:58, 11 August 2025
{rGetting Started} When you first start a game of DRL, you're presented with a menu screen with a few different options: {YNew game} will, well, start a new game! {YChallenge game} is initially locked, and becomes unlocked after you reach Corporal rank (need to survive 10 levels for it). Challenge games force you to play the game a certain way (e.g. using only melee), and you can raise your player rank in DRL by completing them. As your rank goes higher, more challenges will be made available to you. {YCustom game} brings up a selection screen where you can view and load modules. Modules are player-created levels, episodes, or entirely new games that bring a completely new experience to the DRL engine. {YShow highscores} displays the highscore list, not surprisingly. {YShow player} displays your player statistics, which include your player rank, number of kills, and number of wins. It has several screens which can be scrolled with the arrow keys. {YHelp} displays the help screen, which contains the info you are currently reading. For now, select {YNew game} with the arrow keys and press ENTER to start your very first game of DRL! Before you start your game, you have to make a few decisions. The first is the difficulty level. At the beginning, only three difficulty levels are available: "I'm too young to die", "Hey, Not Too Rough", and "Hurt Me Plenty". At higher difficulties, more monsters appear and tougher monsters appear earlier. "Ultra-Violence" and "Nightmare!" difficulties are unlocked as your player rank rises. At Nightmare! difficulty, only the most insane DRL warriors will stand a chance! The second decision is choosing a character class. Classes differ by starting perks, availability of one advanced trait as basic, and each of them has a different set of Master Traits. The third decision you have to make is what your name will be in the game. You can figure that much on your own, right? You can also leave it blank and wear the name of a random legendary warrior... The fourth and final choice to make is select a starting "trait". Traits are upgrades or "perks" that you earn when you gain levels in DRL (by killing monsters). Traits can raise your max health, let you run faster, deal more damage per shot, or otherwise make you more awesome. Some traits can be levelled up individually. You'll notice a few traits aren't available. Some are "Advanced Traits", and require you to learn a normal trait first. Advanced Traits are more situational but quite effective, too. The rest are master traits, which require you to take a specific set of traits (and block off a few other traits) and give you some sort of great unique bonus. But hey, don't think about it too hard. Just pick one you like and move on. And that's it, you're ready to play the game! After a brief intro, you will be greeted with something like this (ASCII map is present if playing in ASCII mode): {d---------------------------------------------------------------------------} Welcome to DRL... ########## #@......... #.......... #......... #......... #........ #........ #....... #...... #.... #.. {bDRLguy}{d Armor : }{lnone} {dHealth:}{r 100%}{d Exp:}{l 1}{d/}{l0%}{l Weapon: }{lpistol (2d4) [6/6]} cautious {rPhobos Base Entry} {d---------------------------------------------------------------------------} {bThe Starting Screen} This is a map of the first level of the moonbase on Phobos. The whole level is exactly the size of the screen. Walk around (using the arrow keys or numpad) and get used to the interface. Don't get yourself killed! Take a look at the screen. It is divided into three parts. On top you have the "message area", made of two lines of text. Watch this space carefully -- it may notify you of impending danger or tell you that you're out of ammo (poor sob!). On the bottom you have the status bar. The top line displays your name, and below it is the most important stat -- your health. If this one drops below one percent, you're dead, dude - nothing can save you. Scanning to the right you can see the experience indicator. The first number is your character level -- the higher it is, the tougher you are. The second number is your experience displayed as a percentage. Each character level requires a certain experience amount needed to achieve it. Below your health and experience is "tactics". By default your tactic is "cautious". This tactic gives no benefits or disadvantages. If you press X once, it will change to "running" (note that changing tactics takes some in-game time). With this tactic you have increased movement speed, dodge chance, and defense bonus, but have a smaller chance to hit and reduced melee damage. After some time spent running (or after pressing X again), you will get "tired". Being tired has no effects, positive or negative (like cautious), but while tired, you can't run again. You can return to the cautious tactic by leveling up, gaining health by most methods, or descending to next level. Since running is limited in this way, try not to waste it. At the same time, however, remember to use it, as they don't stockpile for later levels. In the column to the right of that, you have two indicators, "Armor" and "Weapon", that show you what armor and weapon you have equipped. For weapons, the number in brackets indicates the damage that the weapon deals, and the two numbers in square brackets indicate the current-loaded ammo and clip size for that weapon (e.g., [4/6] means you have four bullets in a magazine that can hold six). Between the status bar and message bar, there's the map. The "@" sign with the cursor below it -- that's you (aren't you ugly?). See any letters nearby? It may be a "T"ree, but chances are it's the enemy. Kill'em all. The "#" are walls, "+" is a closed door, "/" an open door. Dots are normal floor. Red dots are either Phobos's ugly rock landscape (on the first level), or blood (anywhere else). Press "i" to see your inventory. It's pretty empty, right? Your character starts equipped with a few things -- your trusty pistol (already equipped), a handful of ammo, and a couple of med-packs. To check equipped item, press "e" in-game to see the full list (which includes boots and a second weapon slot). Your pistol and ammo are not going to last you very long, though. Press "g" to pick up new weapons (represented by "}") and ammo ("|"). If you walk around that first level you're likely to run into some small medkits (red "+") that you can pick up and add to your inventory. Later on you might find other consumable items, they're all "+"s. Press "i" at any time and a consumable to use it at any time. If you ever want to drop something (usually to make room for new weapons or items), press "Backspace" in the inventory screen to drop items. Along the way, you're bound to run into levers ("&") and barrels ("0"). To pull a lever, stand on it and press "SPACE" to use them. The effects are random, so pull them at your own peril! And if you've ever played a shooter you know what to expect with barrels: They all explode quite nicely, but with varying effects depending on the barrel. (Be aware that levers are activated with the same button as using items -- in this case, open up your inventory and use the item from there by selecting it and pressing ENTER.) As you go deeper into the base, you'll also find some power-ups ("^"). They are used as soon as you pick them up, and several contain powerful effect, so use them wisely. Oh, I almost forgot! To shoot, just press "f" to fire at the currently selected target! You can swap between visible targets using "TAB", or hold "Ctrl" to move the target reticule manually with the arrow keys. Some weapons allow an alternative fire mode, such as the chainfiring mode of the chaingun - to use it, press "SHIFT-f". Ok, I hear you cry -- "Out of ammo!" Don't panic. Press "r" to reload your weapon (Some weapons allow you an alternative reload by pressing SHIFT-r). Reloading the correct ammo is automatic if you have it in your inventory. But what if you don't? You can try pounding on the enemy with your fists or a hand-to-hand weapon -- to do that just walk into him. Pick up a Berserk Pack or a chainsaw (or at least a knife) and you can do some serious damage that way! Getting hit too frequently when trying to approach an enemy (or when running from him)? Try not to move in a straight line -- move diagonally, as this increases your chance to dodge. If you don't want to approach or retreat from the enemy, but also don't want to be hit often, try moving from side-to-side, perpendicular to the direction of enemy, as this gives you the same bonus as moving diagonally). Sometimes, in emergencies, switching to the running tactic and using both of these tricks at once will give you a much greater chance to dodge than normal. In the equipment menu (remember, press "e") you'll see that you have a primary weapon equipped and a secondary weapon at hand. By pressing "z" you can switch your primary out for your secondary. This is faster than equipping a new weapon from your inventory and it saves you valuable space. It's also quite useful in a firefight, when the situation can change at any moment! Hey, you think you're cool because you found some armor? Think again. Look, there are three numbers by the armor. The first two in square brackets are [current damage resistance/maximum damage resistance]. The second one is your armor's health. 100% means it's undamaged, 1% is almost destroyed. The more damaged an armor is, the lower its actual resistance is. Keep an eye on those numbers! Additionally each armor may grant additional resistance to specific damage types. This information can be obtained in the inventory and equipment screens. Try to check out player information screen by pressing "p" -- some useful information is written there. First, there are your main parameters: movement, firing, and reloading speeds, as well as your chance to hit with the weapon you currently have equipped (from point blank range). Next are the more passive statistics: your player and dungeon level, amount of played turns, and your score so far. At the bottom you can find parameters of equipment that you are currently wearing: damage, firing and reloading speeds, and accuracy for weapons; and protection value, durability, and movement and knockback modifiers for armor and boots (yes, armor and boots can affect your movement speed and chance to be knocked back by powerful attacks). There are five types of items in this game: 1) {!Common} - These items are... "common"? You will see them all across the game, and what you should rely on. Most are generated randomly, but you will find some are guaranteed in certain places (as a reward for completing a special level, for example). Common weapons and armor accept 1/1, 3/2, and 5/3 mods, respectively, depending on the level of your Whizkid trait. 2) {CAssemblies} - These items can be assembled from other items, usually common, by modding them with a specific set of mods. Experiment, as discovered (assembled) assemblies will be recorded in your player data and can be accessed with the "A" key during the game. 3) {VExotic} - These items are rarer and more powerful than common items. They can potentially appear more than once per game, but are more often than not found in special levels. Exotic weapons and armor can hold the same amounts of mods that their common counterparts do. 4) {GUniques} - Unique items, as the name suggests, can only appear once per game. Some of them just have cool stats, while others have special abilities, and each of them come with a unique name. No unique item is guaranteed, although they can appear in special levels, and they are quite rare otherwise. Most uniques cannot be modded, but those that do can only be modded if the player is playing the Technician class. 5) {YArtifacts} - Artifact items are similar to unique items, except that they can only appear in very specific special levels, while never appearing randomly. Finding and collecting these items is almost always a very challenging task. Mods (Displayed by a " symbol) are little packs that enhance your weaponry or armor. Most equipment you find can be modded, so try to cover up their weaknesses by modding them. Whenever you see something that you aren't familiar with, press "l" to trigger the Look command -- moving the cursor with the arrow keys will show what's under the cursor in the message bar. You can also press "h" in-game to open up the help menu. Happy fragging!