I have enjoyed playing the games within the package, but have found a few differences from the "original" (atari and Amiga) versions. I must stress this is not a complaint, but merely a reference to a possible bug or error in programming.
Firstly, soon after making a hasty exit from the diabolical demon director level on the neta path, one has to "encourage" a skeletal warrior to step into a teleporter, with the help of a horn or similar item, but the warrior in question does not move directly away from the party, but prefers to run around like the proverbial headless chicken!!!. this can be frustrating at times. Anyway, once said warrior EVENTUALLY obliges, and teleports ino the claustrophobic cell.
As I recall when a section of wall is located at level 03, (x20, y23) this sometimes disappears, but whilst it is present, lightning bolts strike the trapped warrior, and cause him to depart this plane!!!. This little quirk prevents a lot of hunting for daggers or rocks to dispose of said warrior manually. Has anyone else seen the LIGHTning bolts?
Secondly, I noticed just the other day, if a party member needs a visit to a vi altar, health points are permanently removed. I must admit I prefer the challenge of NOT saving frequently whilst playing, it adds to excitement, and realism (???). But this problem would deter me from doing so in future.
Lastly, can anyone tell me how to make a ful bomb???stu
RTC CSB Neta path, second leg.
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If you knew how much nit-pickign we did of the games so far, you would know no comment is unwelcomed : )
Unless George added an easter egg somewhere, you cannot make FUL bombs
The VI altar has always deducted points from health when restoring a champion, but maybe the mechanics of RTC as harsher so you notice it more?
Unless George added an easter egg somewhere, you cannot make FUL bombs
The VI altar has always deducted points from health when restoring a champion, but maybe the mechanics of RTC as harsher so you notice it more?
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