User:SigmaJargon/Strategy

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Revision as of 20:21, 9 January 2009 by SigmaJargon (talk | contribs) (Wrong word.)
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Draft of new general strategy guide.

Things to do:

  1. Read over the entire thing to make sure I'm not repeating myself and there are no errors in spelling, grammar, and content.
  2. Link to all the appropriate page in all the appropriate places.
  3. Jab some people on #nethack to give their opinions.

The Early Game

The goals of the early game are completing the first two dungeon branches and gathering basic supplies and resistances. You may find some nice armor or sacrifice for a shiny artifact weapon, but such luck does not always happen.

Specific Goals

  • Gain poison resistance. Several classes acquire poison resistance intrinsically early, but others will want to consume monsters that provide a safe chance at this valuable resistance. A unicorn horn, tinning kit, ring of sustain ability, or source of restore ability can help you by allowing you to consume poisonous corpses without suffering ability damage.
  • Complete Sokoban. Sokoban has wands, rings, and one of either a bag of holding or an amulet of reflection, both of which are quite useful. It is also no-teleport, which makes cornering unicorns very easy.
  • Complete the Gnomish Mines. The Mines are the first branch, but some players consider it to be dangerous, as it is inhabited by swarms of dwarves and gnomes. Individually, they are slow and weak, but they tend to gang up, and may be generated with wands that will kill you very, very fast. However, Minetown may contain many shops and is guaranteed to contain a temple, so it is an excellent place for price identification, BUC testing, donating to a priest, and finding useful loot. Particularly dangerous traps may be generated below Minetown, so it is not recommended that you venture down unless you have some method of dealing with them. However, there is a luckstone at the bottom of the Mines, which is a useful thing to carry around once you can get your luck up.
  • Gather useful knick-knacks. Any pieces of your ascension kit are great, but you'll want to gather other things that will be useful later on. Potions can be alchemized or watered down for blessing, scrolls can be blanked, and extra magic armor and tools can be saved for later polypiling.

The Mid Game

The mid game involves the remainder of the Dungeon of Doom, including the Quest and Castle. You will get a wand of wishing during this portion of the game, so you'll be able to flesh our your equipment.

Specific Goals

  • Reach level 14. This is required to enter the quest, but can take some time. Leveling to 13 and 14 by killing monsters is a painful and slow process. Hopefully, you will find some wraith or potions of gain level, or make potions via alchemy. If not, you may end up clearing the Castle and the Valley before you can enter your quest.
  • Kill Medusa. You can dig past her level, but you'll eventually have to come up back past her. Persius's statue can contain some useful goodies, and the boots in particular can help with the castle. You'll need to have reflection or be blind to face Medusa.
  • Do the Quest. Some quests are very easy, some are ungodly hard. Either way, you'll have to do it at some point, and the quest artifact is almost always very useful.
  • Conquer the Castle. You'll need some way of getting in. Any of levitation, a tonal musical instrument, or some way to smash the drawbridge plus jumping will do the trick. A musical instrument has the advantage of allowing you to grind just about every inhabitant of the castle to mush without any risk to yourself, but you'll want levitation or jumping to reach the weapon and armor storerooms. The castle can be very risky if you have not genocided team L and do not have magic resistance. It's not uncommon for the castle to contain one or more teleporting, nasty summoning, armor destroying, equipment cursing, touch of death using arch-liches, so be careful! There is a wand of wishing in one of the corner towers, which should fill most gaps remaining in your equipment.

The End Game

You should have most (if not all) resistances, good stats, and excellent equipment by this point. What remains is fairly straightforward.

Specific Goals

  • Go through Gehennom. This portion of the game is composed almost entirely of mazes, which can be frustrating and boring to map. There are some ways to ease the pain. Digging a path between the upstair and downstair when possible can help to reduce mysterious force induced headaches and Rodney visitations during the ascension run.
  • Kill Vlad. The upstairs to his tower is located between the 9th and 13th level of Gehennom. Once you do find it, the tower has a couple of nice goodies, notably an amulet of life saving. Vlad himself is a pushover, hardly more powerful than a vampire lord, but carries the Candelabrum of Invocation, which you'll need shortly.
  • Find the vibrating square. The vibrating square is located at the very bottom of Gehennom, and is not marked on the map in any way. Since this can take some time to find, you'd rather do it before drawing the ire of the Wizard of Yendor. Once you do find it, it is recommended that you mark it in some way so that you don't have to go through the hassle again.
  • Kill the Wizard of Yendor. The portal to his tower is located in one of two fake towers. His tower is fairly straightforward, but the man himself is a pest. He can curse your inventory items, summon nasties or a clone of himself, and use touch of death. He can also steal your quest artifact, the invocation items, and the Amulet of Yendor. Once you kill him, he will not leave you alone until the end of the game; if he doesn't simply reincarnate to face you again, he may throw any number of maledictions in your direction.
  • Perform the invocation and retrieve the Amulet. Once you've killed the Wizard, you should have all three invocation items, allowing you access to the Sanctum. Once you hack your way through the undead and priests standing in your way, you will face the High Priest of Moloch. Kill him to retrieve the Amulet. From here you can return to dungeon level one to begin the true end game.
  • Pass through the elemental planes. The Wizard can reappear at any point up to the Astral Plane, so don't let your guard down. Levitation is very useful here, as is a way of detecting the portals (confused gold detection is popular). Conflict can also help to keep the masses of super-elementals off your back, especially on the Plane of Air, where the air elementals can chew through your health in an incredibly short time.
  • Welcome to the Astral Plane! There are many creative strategies for dealing with the hordes of angry priests and angels, as well as the formidable Riders. You can read about here. Good luck!