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)


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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


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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)


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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

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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).

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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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