|
Sacrificial Items | Scroll | Gift |
Corpses | Summoning | Transmogrified creature summoned |
Corpses, potion of tunneling | Tunneling | Tunnel |
Basins
Basins store liquids, and can be used to mix or create potions.
Fabricators
Fabricators appear to be related to shrines in that they are immobile and atomic. Put simply, fabricators eat corpses. Once consumed, the fabricator may be used to generate living copies of all consumed creatures. If there is a limit on the number of copies, I haven't found it. I have been unable to determine the source of a fabricator's energy. I fear it is being plundered from some secret universe, and I no longer use fabricators.
Levers
I can't give you any generalization around levers. When applied, each one may have an entirely different effect.
Lyophilizers
These wonderful battery-powered devices will freeze-dry perishable foodstuffs into lightweight, long-lasting nutrient pills.
Shops
Shops are run by shopkeepers and lay scattered throughout the Tower.
To buy an item, pick it up. The price will be automatically deducted from your coins as you leave the shop. (You do have enough to pay, right?) To sell an item, drop it on the shop floor and the shopkeeper will quote you a price.
Shrines
Shrines are stranges boxes that can somehow cyclically modulate an item's status. A cursed pineapple, when placed in a shrine, will become an uncursed pineapple after the prescribed length of time. If left in the shrine, it will continue to become a blessed pineapple, then return to a cursed pineapple. Note that any item's status may be affected, not just that of pineapples. There are two kinds of shrines, distinguished by their tones. Short-toned shrines cycle in the manner described above, and long-toned shrines cycle withershindishwise. If there is any means to move a shrine, or to construct one from raw materials, it is beyond my ken. Like altars and fabricators, they seem to be relics of an age long past.
Tunnels
Tunnels connect non-contiguous spaces. For the most part, tunnels also strech between floors, thus providing a quick means of traversing sections of the Tower that would otherwise take a significant amount of time to cross. Tunnels seem to indicate that the Tower is a multiply-connected space.
Many years ago, I spoke with an old soldier from the Syndicate force, who had retired to Old Town. (This was obviously in the days before the area was occupied by troglodytes.) He claimed to know of a tunnel that not only spanned fifteen floors, but fifteen years as well. This may suggest some kind of symmetry between space and time, although I have not the time to speculate further.
5. Skills
Taming
Animals will follow you and help you in exchange for a bite to eat. Don't be shy--throw that tasty treat right at it! It's generally good behavior to call your pet some name after you've tamed it.
Weapon skills
Every weapon falls into a category, and each category corresponds to a weapon skill. The basic categories are unarmed, one-handed edged, one-handed crushing, two-handed edged, two-handed crushing, bows, pole-arms, and guns. More exotic weaponry may fall into additional categories.
Armor skills
Every piece of armor falls into a category, and each category corresponds to an armor skill. The basic categories are unarmored, cloth, light leather, heavy leather, chain, and plate. More exotic armors may fall into additional categories.
Robotics
#robotics
Building robot underlings can be a satisfying and rewarding experience. Let me emphasise the word underlings. Nothing ruins the fun quite so much as switching on a two-ton steel-plated mobile killing machine with laser guns for eyes as realizing it thinks you'll provide an excellent opportunity to verify its sighting algorithms.
The easiest way to obtain robot parts is from other robots. Not that they will necessarily hand them over without a fight, of course. I've also seen robot parts for sale in salvage shops and junkyards.
The simplest known robot is the gridbug.
Alchemy
#pour
Alchemy is a difficult and arcane science. (Some would question whether it should be called a science. In my studies, I have found it obeys certain basic rules, and so its effects are predictable. For that reason I call it a science.)
At its simplest level, an alchemical reaction occurs as the result of mixing the contents of two potions. There are three possible outcomes to any basic alchemical reaction: a mixture, a reaction, or a violent reaction. In a mixture, the substances coexist peacefully. In a reaction, a new, stable substance is created. In a violent reaction, a new, highly-excitable substance is created just long enough for it to blow up a spectacular manner sure to amuse those outside the blast radius.
Some basic combinations are listed here.
Ingredients | Reaction | Result |
Blindness, water | stable | Healing |
Confusion, blindness | mixture | Confusion and blindness |
Water, lightning | unstable | Something |
Animatronics
Animatronics is a simpler, creepier alternative to robotics. The key ingredient to all animatronics is a corpse of the creature that will be animated. I once created an army of animatronic rats in my younger days. I still have nightmares. Key: #robotics
Scribing
Scribing is the process of writing a scroll. In addition to a blank parchment, scribing requires a catalyst of some kind, normally a gemstone. Key: #scribe
Building traps
Traps may be constructed provided you possess the necessary skill and raw materials, and are adjacent to a physical space suitable for trap placement. For example, there must be a nearby wall in order to build a dart trap. Key: #build
Disarming traps
If you're up for it, you can try to disarm a trap. Fail, and you risk setting it off. Intact parts from disarmed traps can be used in trap construction. Key: ^
6. Construction
Most structures found in Tower can be constructed provided enough raw materials and skill. For example, constructing a new door requires 3 boards, 7 nails, and adequate skill in carpentry. Key: #build
7. Actions
Ascend
If it's possible to move upward from where you are, this will do it. Key: <
Apply
Apply applies to tools and applicable devices on the current space, like lyophilizers and levers. Key: a
Call
At times it is convenient to give names to certain creatures. Most commonly this applies to tamed pets, but can be used with any creature.Key: C
Descend
If it's possible to move downward from where you are, this will do it. Key: >
Dip
Dipping an item in an aqueous substance imbues the original item with any special properties of the substance. I cannot begin to count the number of times this technique has spared my life. I remember the first time I entered the Disputed Zone. I had recovered a cyanide pill from the body of a fallen soldier, and dipped it in a water potion to create a potion of cyanide. Knowing that my skill with a broadsword far exceeded my aim with a potion, I dipped the sword in the potion. The act accomplished, I rounded the corner to find myself face-to-face with a fearsome invisigoth, his translucent form racing toward me. One stroke. The sensation didn't reach my brain until his form was falling to the floor.Key: #dip
Drop
When the collective burden becomes too great, it is necessary to drop the effluvia, the flotsam, and the jetsam. May also be used to enshrine an item. Key: d
Eat
Consuming organic matter is necessary to retain your corporeal form as constructed from self-same temporal organic matter. In other words, eat or die. You can also eat pills. Key: e
Fire
When wielding a missile weapon that does not require ammunition, such as any kind of laser gun, the weapon can be fired with this command. Key: f
Help
Displays helpful summary information. Key: ?
Kick
Whether it be destroying doors, moving structures, or forcefully redirecting the fauna, everyone likes kicking. Key: Ctrl+d
Look
Looking around reveals a more detailed description of your environs. Looking is a free action. Key: ;
Look here
Looks at the immediate vicinity. As with look, this is a free action. Key: :
Open
Doors must be opened before they can be traversed. Open may also be used to close an open door. Key: o
Previous
Displays the previous narrative message. May be invoked repeatedly to display prior messages. Key: ,
Pick up
Acquiring items is an essential part of life in the Tower. You can pick up items from the ground, or from a structure like a shrine. Key: ,
Quaff
Something good, odd, or terrible might happen when you quaff a potion. Key: q
Read
Reading a scroll invokes its effect. Key: r
Rest
Do nothing for one turn. Key: .
Save
Saves and quits Tower. The saved game will be automatically resumed when Tower is invoked. Key: Ctrl+s
Screenshot
Takes a screenshot. Key: Ctrl+c
Search
I can certainly tell you that the Tower has many secrets. That much is evident to anyone here. I suppose you could say that secrets come in two varieties: the mundane, and the transcendental. Mundane secrets, that are covered here, that can be discovered by physical inspection, include secret doors, false ends, and invisible passages. The transcendental variety cannot be conjured on a mere command. Key: s
Take off
Removes a worn shield or armor. Key: T
Throw
Throwing is useful in any occasion. Throw food at animals to tame them. Throw food at hungry enemies to distract them. Throw food at, say, roaming packs of jackals to turn them on each other. Throw arrows when your bow is equipped to use the bow to shoot the arrow. The same goes for crossbows, slings, and other missile weapons with physical ammunition. Throw a potion of confusion at someone to confuse them. Key: t
Wear
Wears a shield or armor. Key: W
Wield
Wields a weapon. Key: w
Zap
Zaps a wand. Key: z
Zoom in
Moves the camera in. Key: =
Zoom out
Moves the camera out. Key: -
8. Attributes
Attributes define your abstract physical and mental characteristics in a quantitative form so that the Tower can more efficiently process your existence. Thank you for your understanding.
Strength (St) - Determines physical melee and missile damage, contributes to hit rate
Quickness (Qu) - Determines movement speed, helps avoid attacks
Constitution (Co) - Determines encumbrance penalty, helps in stomaching rotten food and corpses, resisting poisons
Agility (Ag) - Contributes to hit rate, missile and melee damage
Reasoning (Re) - Helps with complex mental skills like robotics and trap building, helps detect hidden features
Memory (Me) - Vestigial
Presence (Pr) - Helps establish pack hierarchy, get good prices in shops, and may have other uses
Empathy (Em) - Determines elemental attack resistance, contributes to enchanting ability
Intuition (In) - Vestigial
Self-Discipline (SD) - Helps with certain kinds of resistance
9. Configuration
Tower recognizes the file ~/.towerrc
on initialization. Available properties include:
Property | Description | Default |
autolook | Automatically look at items when moving to a space. | false |
autopickup | Automatically pick up items when moving to a space. | false |
autopickupitems | Automatically pick up specified categories of items when moving to a space. For example, "$!," would automatically pick up gold, potions, and pills. | none |
creator | Start in non-scoring debug mode. | false |
detail | Sacrifices visual detail for better frame rate. Valid values are from 0-6. | 0 |
uifont | Font to user for user inferface. For example, Mac users can set this to "Monaco". | Courier |
10. Conclusion
Conclusions are an easy way out. The truth is, there is no conclusion. There is no final point where you find out the best answer, and who was right and who was wrong. There is no universal why. But maybe you can find one for yourself. I'd wish you luck if it existed. Instead: have fun. That's one thing I'm sure of.