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    FAQ by JMeloy

    Version: 1.0 | Updated: 12/15/95 | Search Guide | Bookmark Guide

    
    THUNDERSCAPE FAQ SHEET
    
    This faq sheet is for the SSI RPG game thunderscape.  This game is set
    in the new World of Aden, and combines real-time dungeon crawling with
    turn-based combat.  This FAQ sheet contains some information available
    in the manual, lots of info available from the shops in the game, and
    a few helpful hints for playing the game (no real answers!).
    
    This FAQ is not yet complete, as I have not yet found the solutions to
    all of the side quests and puzzles of the game.  Additional items and/or
    NPC's may be located in areas not yet reached.  Also, I have not
    experienced all of the problems that may occur during gameplay.
    
    This was tested on a 486/66 vesa with a SB Pro I sound card, running the 
    game fully off a HD (100+Mb for the game).  
    
    Rev 1.0  jmmeloy@islandnet.com           12/15/95     James Meloy
    
    
    Table of Contents
    
    Section  1 - Weapons list
    Section  2 - Armor list
    Section  3 - Magic items - books, rings, amulets, potions, books, misc
    Section  4 - Helpful hints
    Section  5 - Levels list
    Section  6 - Known problems
    Section  7 - Misc - shop locations, NPCs, errata, known 'legal' cheats
    
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    SECTION 1  -  WEAPONS LIST
    
    
    			    MAX MIN SKILL
    ** SWORDS             HANDS DAM STR BONUS   CUT   IMPALE  BLUNT  OTHER
    Avenger                 1    28  11  ---    6-16
       - User gains bonuses to hit every time they take damage
    Brede's Katana          1    24  12  +25    5-15                 2x vs Demon
    Magic Broadsword        1    21  10  +25    9-14
    Magic Longsword         1    23  11  +25    7-17
    Magic Shortsword        1    17   8  +25    6-11
    Ripper                  1    30  11  +30    8-18
    Sword of Ashes          1    28  11  +10    5-20                 1-6 death
       - Double Damage vs Skeletal creatures
    Thunderclap             2    34  15  +30    4-24                 3-13 electr
    Venom                   1    12   8  +30    1- 6                 3-8 poison
    Whisper                 1    16   8  +10    3- 8
       - Increases user's chance of scoring a critical hit
       - Can be used as a second weapon, in the left hand
    
    ** FENCING
    Fang                    1    18   6  +30    7-12   5-10
       - Increases user's initiative
    
    ** KNIVES
    Death Dealer            1    13   6  +25           4- 9
       - Does 5 extra damage to target regardless of armor
    Shadowblade             1    18   6  +20           5-10          4-14 poison 
       - Raises users chance of scoring a critical hit
       - +10 stealth
    
    
    			    MAX MIN SKILL
    ** AXES / MACES       HANDS DAM STR BONUS   CUT   IMPALE  BLUNT  OTHER
    Bert's Club             2    90  25                       18-48  2x vs skele
    Bone Crusher            2    34  15  +25                  11-26  2x vs skele
    Deathwish               1    32  11  + 5    7-22                 5-5 death
    Magic Battle Axe        1    23  10  +25    7-17    
    Magic Battle Mace       2    30  15  +25                   8-28
    Magic War Hammer        1    25  10  +25           7-12    7-22
    Skull Splitter          1    18   6  +15    4- 9
      - Raises users chance of scoring a critical hit
    Shatterstorm            1    30  11  +30           6-16
       - Grants user extra attacks
    
    
    			    MAX MIN SKILL
    ** POLEARMS           HANDS DAM STR BONUS   CUT   IMPALE  BLUNT  OTHER
    Blood Staff             2    22   8  +25                   6-16
       - Increased resistance to poison
    Demon Slayer            2    26  14  +25           6-21          2x vs demon
    Dreamer                 2    18   8  +15                   6-11
       - All hit must resist or be slept
    Magical Bardiche        2    19  10  +25    7-17   5-10
    Magical Glaive          2    28  14  +25    8-23   5-15
    Magical Staff           2    17   8  +25                   8-18
    Reaper                  2    22  13  +10    6-16                 5-10 death
       - Double damage vs skeletal creatures
    Trident of the Ages     2    28  14  +25           8-23
    Dragon's Talon          2    28  13  +30    6-21   4-14          4-9 fire
    
    ** BOWS
    Crystal bow             2    20  16                1-16
       - Note: Rule book and ident have different damage numbers
    Magic heavy crossbow    2    17   9  +25           5-15
    Magic light crossbow    2    12   9  +25           5-10
    Radiant bow             2    14  11  +30           4-14          4-19 electr
    
    ** GUNS
    Magic Handgun           2    12  10  +25           5-10
    Magic Musket            2    17  12  +25           5-15
    
    ** STEAM POWER
    (None found)
    
    
    ---------------------------------------------------------------------------
    
    SECTION TWO  -  ARMOR LIST
    
    
    ARMOR TYPE        IMPALE BLUNT  CUT  FIRE  COLD  DEATH ELECT ACID  POISON
    ----------------- ------ ----- ----- ----- ----- ----- ----- ----- ------
    Fur           (all)  1     1     1     0     0     0     0     1      1
    Leather       (all)  2     2     2     0     0     0     0     1      2
    Ring Mail     (all)  1     2     4     0     0     0     0     2      4
    Chain Mail    (all)  3     2     4     0     0     0     0     2      4
    Gold Chain    (all)  3     2     4     3     3     3     3     2      4
    Mithril Chain (all)  4     3     5     0     0     0     0     2      5
    Manite Chain  (all)  8     7     9     0     0     0     0     4      9
    Plate Armor   (all)  6     6     6     0     0     0     0     3      6
          Great Helm     7     7     7     0     0     0     0     3      7
    Mithril Plate (all)  7     7     7     0     0     0     0     3      7
    
    Ruck's Cuirass       3     4     6     3     4     0     0     2      4
           Casque        3     4     6     3     4     0     0     2      4
           Greaves       3     4     3     4     0     0     0     2      4
    
    Founders' Armor
          Chest          6     6     6     0     5     0     0     5      6
          Legs           6     6     6     0     5     0     0     8      6
          Boots          6     6     6     0     5     0     0     8      6
          Helm           6     6     6     0     5     0     0     8      6
    
    Manite Plate
          All           10    10    10     0     0     0     0     5     10
          Great Helm    11    11    11     0     0     0     0     5     11
    
    Radiant Plate
          All           10    10    10     5     5     3     5     5     10
          Helm          11    11    11     5     5     3     5     5     11
    
    
    MISC ARMOR
    Boots of Balance     5     5     5     3     4     2     2     4      6
       - +20 to acrobatic skill
    Drythen's Shield
       - +25 shield skill
    Shadow Boots         4     4     4     0     0     0     0     2      4
       - +25 to stealth, +15 knife
    
    
    ---------------------------------------------------------------------------
    
    SECTION 3  -  MAGIC ITEMS
    
    
    AMULETS:
    Amulet of the Void     : +6 protection vs cold & death
    Amulet of Vigor        :  Increases resistance to poison
    Dancer's Amulet        : +20 martial arts; +15 acrobat
    Demon Amulet           :  Increases resistance to asleep
    Rad Diamond Amulet     :  Increases resistance to disease
    Rad Onyx Amulet        : +10 stealth skill
    Rad Ruby Amulet        : +10 protection vs poison
    Rad Sapphire Amulet    : +3 willpower
    Smithy's Ember         : +6 protection vs fire
    
    
    RINGS:
    Breath of Life         : +3 protection vs death
    Olmar's Ring           : +3 Protection vs electricity
    Palmera's Ring         : +3 Protection vs poison
    Pho Hum                : +3 protection vs acid
    Ring of Protection     : +1 protection to everything
    Ring of Warmth         : +3 Protection vs cold
    
    Klesa's Ring           :  Increases healing rate
    Ring of Reflexes       :  Increases initiative
    Ring of Perception     : +20 see secrets; +20 xenology
    Ring of the Cat        : +25 acrobat; increases initiative
    Ring of Thurm          : +20 cast spells; increases healing rate
    Thief's Ring           : +20 lockpicking; +20 knife
    Thaumaturge's Ring     : +20 cast spells; increases healing rate
    
    Crusader's Ring        : +1 Strength
    Frivlar's Ring         : +1 Health
    Ring of Agility        : +1 Dexterity
    Sage's Ring            : +1 Intelligence
    
    
    POTIONS:
    Discipline Elixer      : +1 Willpower
    Elixir of Fortitude    : +1 Health
    Elixir of Grace        : +1 Dexterity
    Elixir of Might        : +1 Strength
    Enlightenment Elixir   : +1 Intelligence
    Herbal Remedy          :  Adds 6 hp to total (permanent)
    Mana                   :  Restores mana to full
    
    
    WANDS:
    Lightning Rod          : Casts lightning bolt spell
    Radiant Sceptre        : Casts banish spell
    Wand of Ashes          : Casts fireball spell
    Wand of Magic          : Restores mana
    Wand of Undoing        : Casts dispel spell
    Wand of Whispers       : Casts charm spell
    Wilhelms Wand          : Casts mana bolt
    
    
    BOOKS:
    A Master Halberdier    : +50 Polearm skill
    Annals of a Thief      : +25 Pick Pocket / +25 Lock Picking
    Archer's Handbook      : +50 Bow skill
    Disintegrate Spellbook : +10 Cast spell skill OR learn disintegrate spell
    Ice Missle Spellbook   : +10 Cast spell skill OR learn ice missle spell
    Powder and Shot        : +50 Firearms skill
    The Duelists Craft     : +50 Fencing skill
    The Hammer Stroke      : +50 Axe/mace skill
    The Hunter's Track     : +50 Stealth skill
    The Physical Adept     : +25 Martial arts / +25 Acrobat
    Theurgic Principals    : +50 Cast spells skill
    Waer's Bestiary        : +50 Xenology skill
    Whirlwind Spellbook    : +10 Cast spell skill OR learn whirlwind spell
    
    
    Misc Magic:
    Fairy Dust Pouch       :  Casts sleep spell
    Roscoe's Belt          : +20 to fencing skill
    Talon of Anarch        :  Casts maelstrom spell
    Tear of the Beast      :  Casts charm spell
    
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    SECTION 4  -  HELPFUL HINTS
    
    When creating characters, and when going up levels, SPECIALIZE!
    Well-rounded characters are less effective in this game.  Set up each
    character with a different non-combat skill.
    
    Build up one character's merchant skill early in the game - you will
    get a much better price early in the game, when it really counts.
    
    In shops, click on buy and on identify to check out stats for items the
    shop has for sale (for free!).
    
    The identify option in shops will not usually give any info on items
    that adjust a character's primary statistics.  Try equipping these items
    and watching to see if any numbers change ...
    
    Start every character with at least a few points in the cast spells skill,
    and have them learn the heal spell first.  They will begin accumulating 
    mana points from the start of the game, and you will have lots of points 
    to burn on heal spells throughout the game.
    
    Characters with the axe/mace skill, using magical warhammers, have a 
    slight edge in critical blows/damage vs swords late in the game.
    
    When creating characters, give all character types a high dex - this is
    THE essential stat for upgrading weapons skills when going up levels.
    
    There are a number of actions in the game that reward the characters
    with experience points.  Characters do not go up levels for these
    XP until after the next battle.  Watch for this.
    
    Several times in the game, an object needs to be touched by an item in
    inventory.  Do this by going to the character's inventory, clicking on
    the item (making it the mouse pointer), clicking on exit to return to the
    game screen, then clicking on the object that needs to be touched.
    
    'Run and jump' is best done using the keyboard movement and jumping
    keys, and both hands.  Use the numeric keypad 8 to run forward, and the
    letter 'j' to jump when the takeoff point is reached.
    
    Some of the switches and levers in the game are touchy about where the
    mouse pointer is located when trying to activate them.  Try moving the
    mouse pointer to different positions on the switch/button, or moving to
    get a different angle on them.
    
    Most switches and buttons can be activated from several feet away.
    
    Almost every object found in the game has a use, but not all of them are
    necessary for completing the game.  There are several sideline quests
    and puzzles that do not need to be solved to complete the main quest.
    
    Keyboard Commands not in the Manual:
    Page Up / Page Down (not num. keypad 9/3) - Look up / Look down
    Arrow Up / Arrow Down (not num. keypad 8/2) - Scroll up/down through
    text on screen (scrolls, signs, books, etc)
    
    
    ---------------------------------------------------------------------------
    
    SECTION 5  -  LEVELS LIST
    
    
     1. Valley floor
     2. Troll caves (keep side)
     3. Keep dungeons
     4. Keep main level
     5. Keep tower (top level)
     6. Troll caves (citadel side)
     7. Golem level
     8. Western Dwarf mines (sacred mines 1)
     9. Lower mine level (sacred mines 2)
    10. Eastern dwarf mines (sacred mines 3)
    11. Karegh-Konan - upper level
    12. Karegh-Konan - lower level
    13. Founder's caves
    14. Mantis caves / Dragonette entrance
    15. Collapsed caverns
    16. Catacombs
    17. Sewers
    18. Citadel lower level / entrance
    19. Citadel main level / dungeons
    20. Citadel upper level / shield generator
    21. Citadel roof
    
    ---------------------------------------------------------------------------
    
    SECTION 6  -  KNOWN PROBLEMS
    
    The original CD version of Thunderscape was released with some
    "Unstable Code" (their words, not mine).  This can create some strange
    problems throughout the game.
    
       Corrupted level data in memory - there are a number of symptoms for this
    problem.  If one or more of these show up, or if a problem is suspected,
    the only solution is as follows:
       - Retreat to the previous level and save game in slot 1, or identify
         a slot with a savegame on the prevous level.
       - Exit the game
       - In the thunderscape directory, there will be sub-directories named
         SAVE0, SAVE1, SAVE2, and SAVE3.  These correspond to slots 1 thru 4
         respectively.
       - Delete the highest-numbered LEVELxx.DAT file in the sub-directory
         containing the savegame you will be restoring.  This will force the
         game to re-initialize the corrupted level.  
       - Re-start the game, and load the game from the slot you deleted the
         corrupted level from.  This means restarting the affected level from
         the beginning, but this is probably better than starting the game
         over from the start.
    Here is a list of the possible symptoms:
       - Missing keys/objects/buttons/switches etc that are supposed to be
         there.
       - Music or sound effects that 'echo' and repeat without stopping.
       - Doors that won't open, platforms that won't move, switches and buttons
         that won't work, any of which do work under normal circumstances.
         This is hard to identify, because many of these don't work at times
         as a normal part of the game.
       - Switches or buttons that have disappeared, or are now placed in
         'impossible' places, such as in midair.
    Possible causes for this problem are as follows:
       - Moving through many different levels in one playing session.
         (I can re-create this problem moving through more than 5 different
         levels in any session).
       - Reloading a savegame while the game is actively doing something (like
         squishing the characters).
       - Having the party die, then reloading a savegame.
    If something strange happens, exit the game and restart from the last
    savegame.  If the game is saved after something funny happens, that
    saved level may be 'corrupt', and might not be fully playable.
    
    
    Game exits to dos/windows with the message 'RAN OUT OF RENDER POSTS'.
       This is caused by having too many items of inventory dropped onto one
    spot.  This can happen if the characters drop many different items
    in one place, either by 'cleaning out inventory', or by 'dropping' an
    NPC with lots of inventory and replacing it with another one.
       The solution is to drop only a few items in any one spot, or to
    drop only items of the same type on the same spot (ie all scrolls,
    all potions, all armor etc).  For the NPC, clean out the NPC's inventory
    before replacing it with another NPC.
    
    Running the game on a HD that requires Ontrack's Disk Manager for
    access.  
       There seems to be some sort of interface or disk management
    conflict here.  The game is playable, but the saved games will be written
    out all over the place on the disk surface (only onto unused sectors-
    there is NO disk corruption problem!).  This fragments the data on the HD,
    and gets worse each time a game is saved.  If not handled properly, the
    game will eventually crash during a save or restore with the error message
    'cannot find disk sector', and hang.
       The solution to this problem is to 'defragment' the hard drive on a
    frequent basis (I needed to do this after every 4 to 5 saves), using
    the defrag utility in DOS, Norton Utilities, PC tools, or any of a number
    of other disk management systems available.
       If you have crashed, you will most likely have 'lost' clusters on your
    HD.  Run any decent disk utility to fix the problem (DOS 'chkdsk /F' and
    scandisk both work fine).
    
    ---------------------------------------------------------------------------
    
    SECTION 7  -  MISC
    
    
    SHOP LOCATIONS:
    
    1 - Finea's, Valley floor, near starting point
    2 - Gnash's, Lower Karegh-Konan, after caverns, before Lord of the Worms
    3 - ??? (anybody know where this one is?  P11 in the manual says there 
        are three shops in the game.)
    
    
    NPC CHARACTERS:
    
    Theros the Ferran    St 18  Dx 12  In 11  Wi 14  He 19  Hp 59  Mp 33  Lv 5
    		     Swo 62  Axe 45  Bow 21  Shl 28  Merc 12  Xen 15
    		     Meet on the starting dock - first encounter (L1)
    		     Leaves when L4 complete (capstan level)
    
    Bert the Troll       St 30  Dx  7  In  5  Wi 16  He 21  Hp 64  Mp 17  Lv 5
    		     Axe 71  M/A 43  Xen 11
    		     Meet on the bridge, in the valley (L1)
    
    Selene the Elf       St 13  Dx 17  In 19  Wi  9  He 14  Hp 96  Mp 123 Lv 12
    		     M/A 73  Knf 160  Ste 100  Secr 19  Xen 24  Cast 117
    		     Meet in secret room on L5 (top level of keep tower)
    		     Leaves when L5 complete
    
    Prototype 17 Golem   St 26  Dx  7  In  3  Wi 40  He 26  Hp 210 Mp  0  Lv 15
    		     Axe 180
    		     Built on L7 (Golem level)
    
    Lord Drazul-Rapacian St 20  Dx 16  In 14  Wi 17  He 20  Hp 301 Mp  0  Lv 20
    		     Swo 120  Axe 90  Shi 90  Pol 325  Ste 45  Secr 60 
    		     Merc 75
    		     Sacred mines, L10, near bloody trail
    
    Arghaan the Dwarf    St 20  Dx 13  In 14  Wi 16  He 22  Hp 289 Mp  0  Lv 20
    		     Swo 100  Axe 350  Gun 100  Secr 90  Merc 35 
    
    Ashak the Jurak      St 21  Dx 15  In 14  Wi 18  He 19  Hp 506 Mp 385 Lv 35
    		     Swo 286  Axe 585  Shi 189  M/A 291  Cast 367
    
    
    ERRATA:
    
    The manual (P6) states that "NPCs cannot be given items by the characters,
    or share equipment".  For NPCs who have joined the party, this is
    not true.  
    
    "When NPCs are replaced, they take all their items in inventory with them."  
    This is also not true.  All of the items they carried are dropped into a
    pile on the floor.
    
    
    KNOWN 'LEGAL' CHEATS:
    
    Free HP.  After a character gains a level, and before performing any other
    actions, go into the character's inventory, and move an item.  The game
    will give out another increment to the character's HP.
    
    Free XP.  Use ranged weapons to kill a monster (at least two bows are 
    required).  If arrows are sent in a steady stream and hit the dying monster, 
    the monster is 'killed' again and again, and the characters are credited 
    with the XP for the extra 'kills'.
    
    Push one character's merchant skills over 100. (Say, 150 or 200).  This
    allows the character to sell items in shops for more than the listed
    cost!  With some quick buying and selling, the characters should be able
    to outfit themselves with the best items in the shop, and have lots of
    cash available for identifying items.
    
    
    End of FAQ sheet.
    ---------------------------------------------------------------------------
    
    

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