Message-ID: <1994Feb27.202831.1173897@bmug.org>
Newsgroups: comp.sys.mac.games
Distribution: world
From: Rick_Talcott@bmug.org
Organization: BMUG, Inc.
Date: Sun, 27 Feb 1994 20:28:31 PST
Subject: PID Ascension 1 of 3
Lines: 60


Okay, it's 8:37 Sunday morning.  I've just finished Ascension (the top level of
the pyramid) while still shooting at 100% accuracy and taking no damage. 
Here's how I did it from the save rune on the top floor on.

For convenience sake, let's label the rooms as follows:

The Save Room

The Entry -- this is the room immediately south of the Save Room.  The doors by which you entered this
room will close once you have passed completely through them.

The Hall -- to the west of the Entry.  This room has three pillars on each
side thus restricting your ability to dodge left and right.

The Corner -- after the Hall and before the Chamber.  A bit of a breather.

The Chamber -- the last room before the L shaped room that holds a huge number
of monsters and the Alien Pipes.  Your job is to figure out how to have most
of the fighting take place here rather than in the Pipe Room.

The Pipe Room -- The design for this room was obviously stolen from a 1950's
ranch house built in Columbus Ohio.  Your typical L shaped living - dining
room where it's up for grabs who is going to eat whom.  For sure there are 2
Banshees (or Phantasms), and about 12 Headless and 16 or so Zombies.  At the
end of the Pipe Room is a door that opens back onto the Save Room.

Okay, now that we have our locations straight, here's how to do it:

1.  While still keeping the door between the Save Room and the Entry open,
make sure that the Entry room is devoid of monsters.  Switch to your knife and
save the game while looking directly at the doorway leading to the Entry room.
 That way, each time you get wiped out and then restore, you can look to see
if a Headless has materialized in the Entry room.  If so, lure it out of the
Entry room into the Save room, dodge the spitball, and kill it with your
knife. Then save the game on top of one of the two save game positions that
you are working from.  (Yes, work from two mostly alternating positions.  That
way if you inadvertently save a position an instant before a ball of spit is
going to crash into your head, you won't have to start all over.)  

If any other kind of monster, other than a Headless, materializes when you
restore, simply restore again.  It took me a huge number of tries to get all
the way through this floor without getting hit while maintaining 100%
accuracy.  By killing the Headless interlopers with my knife, I was able to up
the cumulative body count without using any bullets.  If you start killing the
Zombie interlopers and then saving, you'll slowly use up ammunition without
advancing your position.

2.  So, once you see that there isn't a monster in the Entry, hit "2" on your keyboard to switch to the Walther P4.  Proceed due south into the Entry room letting the doors close behind you.  In the middle of
the room, turn west (right) and look through the doors that lead to the Hall
without advancing toward them.

At the other end of the Hall -- actually beyond the far doors in the Hall --
are a bunch of monsters that are hanging out in the Corner room just waiting
for you to walk into the Hall so they can take their shots at you.  So, there
you stand in the middle of the Entry looking at the doors that lead to the
Hall.  What you are looking for is to find out whether or not two spit balls
come flying at you.  

cond





Message-ID: <1994Feb27.203115.1173902@bmug.org>
Newsgroups: comp.sys.mac.games
Distribution: world
From: Rick_Talcott@bmug.org
Organization: BMUG, Inc.
Date: Sun, 27 Feb 1994 20:31:15 PST
Subject: PID 2 of 3 Ascension
Lines: 82


2 of 3

If so, it means that this time only two Headless are going to make the first
appearance.  Slide out of the way (using the 7 or 9 keys on your keypad) of
the spitballs and pick off the two headless.  Personally, I shot them both,
making sure that they were close enough to dispatch with one shot each rather
than two.  Alternatively, I suppose I could have shot the first and knifed the
second in order to save the ammunition.  I just plain don't have the skill to
use just my knife on two Headless in tandem.  What is important, however, is
to keep sliding (or dodging as the manual calls it) into a position where the
monsters appear to be in a straight line, one behind the other.  That way when
the back ones fire, they will hit the front ones rather than making you choose
between dodging and getting hit.  Also, it's a nice touch if you can avoid
killing the front one after the back one has fired but before the shot has hit
the front one.  I don't know how many times I dropped the front monster only
to have a ball of spit, or whatever, come popping out without leaving me
enough time to dodge.  Under ideal conditions, what you do is slide to where
the monsters are lined up and only dodge from that position when the front one
fires, and then immediately slide back to the same relative spot.  All the
while, watch for your shots to pick off the front guy and shorten the line.

Okay, so if two Headless attack this time, and you succeed in picking them off, then go almost (but not quite) through the doors into the Hall.  Sometimes,
more Headless and even a Zombie or two will come out at you.  If so, retreat. 
Hit 5 on the key pad to back up through the door and then 7 or 9 to slide over
and let the shots miss.  Slide back and forth in front of the door to pick off
whatever monsters have emerged this time.  Repeat this process until the
monsters stop coming but you haven't yet entered the Hall to such an extent
that the doors have closed behind you.

Now, you will need a series of alternative tactics for what exactly happens. 
There are a limited number of scenarios and you will need to discover an
attack line that meets your skills.  here's what worked for me.

A.  Only two Headless come out before they stop coming.  -- I charged straight
down the Hall to a point about halfway down and picked off the two remaining
Headless that were sort of stuck in or near the doorway.  Then I slid over to
the right as far as the pillars would let me and dodged back and forth, far
right to far left, while trying to pick off the remaining monsters.

B.  If only two Headless came at first and then two more later and then maybe a zombie or two after that -- I picked them off from by sliding back and front behind
the door frame with me on the Entry side of the doorway and them in the Hall. 
After the monsters stopped volunteering, I followed plan A above.

C.  If four Headless (the most likely probability) came all at once, I made
sure to duck over to the door frame and miss all the goo.  Quite often a
Zombie bone would also come flying too.  The Zombie wouldn't come up the Hall,
but he would send the bone up there just in time to catch me when I poked my
nose around the doorway to look.  -- I backed up a bit, slid over to where the
four Headless were lined up and proceeded to pick them off, one shot per
Headless.  Then I entered the Hall to the point where I heard the door close
behind me and slid far left.  I waited for one of the Zombies to throw a bone
and begin his approach.  I slid enough to the right to dodge the bone,
centered myself in the Hall and picked off the Zombie with two shots.  Stay in
the back of the Hall sliding far left to far right to dodge bones and goo
while picking off from a middle pause while you are sliding.

D.  Three Headless come all at once.  -- I had the most trouble with this
scenario.  Sure it's no trouble to pick off the Headless who put in an
appearance, but the reason the fourth Headless didn't show up is that he's
stuck in the doorway at the far end of the Hall with two Zombies.  After you
pick off the easy three, enter the hall and dodge left as soon as you hear the
door close behind you.  A Zombie bone will be thrown at you immediately. 
Dodge right and left trying not to get hit in the cross fire from  the
monsters stuck in the doorway.  Meanwhile do some long distance shooting and
break the log jam.  From this distance it may well take three shots to kill a
Zombie.  Good luck.

Eventually, you will kill off all the monsters in the Corner room before you
leave the Hall.  At that point, pause in the doorway between the Hall and the
Corner rooms and rotate 90 degrees to your right so that you are looking at
the door frame.  Now slide left over to where your gun is pointing about one
third of the way across the open door that leads into the Chamber.

There will be a Zombie, Headless, Zombie in the Chamber (plus interlopers). 
You should be lined up to shoot the first Zombie if he puts in his usual
appearance. (Sometimes he tosses a bone just barely around the edge of the
door.  Usually, it's about one third over.)  You know you're getting good if
you can pick off the first Zombie and the Headless behind him with three quick
successive shots before the two of them can fire.  

cond.





Message-ID: <1994Feb27.203138.1173906@bmug.org>
Newsgroups: comp.sys.mac.games
Distribution: world
From: Rick_Talcott@bmug.org
Organization: BMUG, Inc.
Date: Sun, 27 Feb 1994 20:31:38 PST
Subject: PID Ascension 3 of 3
Lines: 77


3 of 3

Pick off the last Zombie (and interlopers, if any) and type an underscore
(shift dash) to pause the program while you get your breath.  While you are
paused, note the body count so that you can then compare it as you fight the
next phase of the battle.  It helps to have some sort of idea of how many
monsters are still hiding in the Pipe room while you are trying to lure them
into the Chamber.

When you are ready, go to the door between the Corner room and the Chamber. 
Either nothing will happen or a Headless and (usually) two Zombies will let
fly.  If so, back up into the Corner room, slide back and forth and pick off
the group.  Watch out for flying bones from the second Zombie.

Once the volunteers have been wiped out, you're ready for the parade.  (I always found myself humming 76 Trombones during this part.  It's my absolute favorite part of the
upper pyramid.)  Charge straight down the Chamber room until you can see the
Headless through the door in the Pipe Room. (If no volunteers came when you
were looking into the Chamber from the Corner room, you'll see a Zombie in
front of the usually first Headless.)

Let the Headless come, just barely, into the Chamber room before you pick it
off.  That seems to make it a bit less likely that the parade will get jammed
up at the start.  Once you pick off the Headless, an number of monsters who
were in the Pipe room and in the vicinity of the door to the Chamber will
start parading through the door to get picked off.  It's fun, difficult, but
not impossible, to slide back and forth and pick them all off without either
missing a shot or taking any damage.

On occasion, go up to the door or slide from right to left past it to see of all the visible monsters have come out yet.  If so, go on to the coaxing maneuver.  If there are monsters stuck in the
Pipe Room but within sight of the door, there are two possible maneuvers. 
First, you can start coaxing.  Alternatively, you can go for the 45 degree
slide, fire and retreat.  It's dangerous but exhilarating.  

The stuck monsters will be on the right side of the doorway.  That's where you
start from too.  Turn yourself about 45 degrees.  Actually you have to adjust
the angle so that you can slide on an angle past the  right side of the door
frame and have the Walther exactly lined up on a monster.  One or two bones
will get thrown at you while you are fine tuning the angle.  Slide back to the
right to get away from them.  Wait for all bones in the air to land.  Then
slide left.  When you clear the doorframe a monster will be lined up, and you
can fire one shot (MAYBE two) before sliding back.  The biggest danger in this
maneuver is wanting to hang around and fire while bones are flying.  It'll
probably take three shots to kill a Zombie at the distance you're working
from.  Be patient.  After picking off a monster or two, the log jam will break
up, in whole or part, and the parade will continue.  Eventually you will have
cleared out all of the monsters you can see from standing in the doorway
between the Chamber and the Pipe room.

Next comes the part I hate.  Coaxing.  It takes both patience and you can get
nailed at the same time.  What you do is walk around looking at the back wall
(or the right rear side wall) long enough for some of the monsters to forget
that you are out there.  What has happened in the part of the Pipe room that
you can't see is that the remaining monsters are jammed up.  When some of the
monsters forget that you are there, the monsters who remember can get around
them and come after you.  So, you have to look at the back wall long enough to
start this process in motion, but not so long that they come into the Chamber
and splat you in the back.  I also tried turning off my flashlight and moving
to see if this would speed up the process.  I'm not sure if it helped or not. 
In any event, I always turned it back on to fight -- seemed more cozy that
way.

So, keep coaxing until the number of monsters remaining in the Pipe room gets
down to a level you can handle. (i.e. stop and look at the body count
frequently -- shift dash, remember?)  For me, I needed to lure both Banshees
plus all but about 4 or 5 monsters out before I could handle it without
missing my shots or taking damage.

By the way, the first time I made it all the way through without damage, just
before I opened the door to the Save room, a Headless materialized behind me
and splattered me before I knew it was even there.  Be careful out there. 
Watch out for monsters after you open the door to the Save room, and kill them
off before you save.
Good luck and good hunting!

Rick










Message-ID: <1994Feb28.133059.1175846@bmug.org>
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Mon, 28 Feb 1994 13:30:59 PST
Subject: Re: PID Ascencion
Lines: 124


>Okay, it's 8:37 Sunday morning.  I've just finished Ascension 
>(the top level of the pyramid) while still shooting at 100% 
>accuracy and taking no damage.  

Congratulations!  

I read your description with interest, and got a few strong 
hits of nostalgia.  Mostly I did it the same way.

I finished the whole top part (including the Ground Floor) by 
8:13 am Sunday, also taking no damage.  But, I missed once with 
the P4, and nine times with the knife.  So we did better at 
different things.

A few comments:

>if a Headless has materialized in the Entry room ... kill it 
>with your knife. Then save the game ...  If any other kind of 
>monster, other than a Headless, materializes when you restore, 
>simply restore again.  

Why bother to save?  My strategy was to kill any interlopers if 
I could, but if I couldn't I just restored.  By not saving, 
there was no cumulative loss of ammo or time.

>It took me a huge number of tries to get all the way through 
>this floor without getting hit while maintaining 100% accuracy

Oh, I see.  But you still have a cumulative time loss.

I'm undecided what to do about body count.  I'm going to try to 
get to the end as quickly as possible, but I think it might be 
a good idea to set the timer on the bomb very large, and spend 
4 days or so just looking for interlopers.  You get a +1 bonus 
for each 10 hours before the deadline, and +1 for each 250 
bodies.  If you can find 25 interlopers per hour (giving you 
more than 2 minutes to find each one), you come out ahead 
wandering around looking for trouble.

But I don't want to waste time upping the body count until 
after setting the bomb, because I am also curious how soon I 
can get out.

>Personally, I shot them both, making sure that they were close 
>enough to dispatch with one shot each rather than two.  
>Alternatively, I suppose I could have shot the first and 
>knifed the second in order to save the ammunition.  

I was using almost exactly the opposite strategy.  Because I 
had started the game using only the knife, I was up here on 
"Ascension" without having quite earned my Expert rating, and I 
didn't want to enter the "Pipe room" without it.  So I was 
carefully shooting the monsters from far away so it would take 
me two shots (earning me more damage credit) instead of one.  
(Two shots together do more damage than one, even if they 
individually do less.)  I was usually earning my expert rating 





Message-ID: <1994Feb28.223854.1177928@bmug.org>
Newsgroups: comp.sys.mac.games
Distribution: world
From: Rick_Talcott@bmug.org
Organization: BMUG, Inc.
Date: Mon, 28 Feb 1994 22:38:54 PST
Subject: Re: PID Ascencion
Lines: 53


Rick

>if a Headless has materialized in the Entry room ... kill it 
>with your knife. Then save the game ...  If any other kind of 
>monster, other than a Headless, materializes when you restore, 
>simply restore again.  

Ron:

> WHY BOTHER TO SAVE?  MY STRATEGY WAS TO KILL ANY INTERLOPERS IF 
> I COULD, BUT IF I COULDN'T I JUST RESTORED.  BY NOT SAVING, 
> THERE WAS NO CUMULATIVE LOSS OF AMMO OR TIME.

I saved after killing a headless with my knife because I knew that I wanted
the body count to be has high as possible, but I didn't have nearly as much
ammo as you did.  I must have racked up 10 or so headless while I was making
the 500 or so attempts to finish the floor error free.  They got added to the
body count and since they were picked off immediately after restoring, I doubt
that killing them added more than a couple of minutes of time to the score. 
Seemed like a worthwhile investment.


Rick

>It took me a huge number of tries to get all the way through 
>this floor without getting hit while maintaining 100% accuracy

Ron:

OH, I SEE.  BUT YOU STILL HAVE A CUMULATIVE TIME LOSS.

Yes, but it's an efficient use of time traded for bodies without the cost of
ammunition.  If I knew for sure how much ammunition I was going to need, I
could have picked off the Zombie interlopers in the Entry room as well, but I
was afraid to chance it.

As it is, I got down to the bottom floor, blew the alien pipes and cleaned out
all the gouls and zombies with the following stats:

Dead:

headless  191                 Knife  177/177
Phantasm   10                 P4     470/470
Goul       13
Zombies   136                 Remaining Ammunition: 150 bullets + 1 x 32 MP41
Total     350

I remember you had way too much ammo at 340 or so, but I wasn't that confident
that I had extra bullets to spare.





Message-ID: <1994Mar01.203821.1181301@bmug.org>
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Tue, 01 Mar 1994 20:38:21 PST
Subject: Re: PID Ascencion
Lines: 79


Rick Talcott@bmug.org writes:

>As it is, I got down to the bottom floor, blew the alien pipes and cleaned 
>out all the gouls and zombies with the following stats:
>
>Dead:
>
>headless  191               Knife  177/177
>Phantasm   10               P4     470/470
>Goul       13
>Zombies   136               Remaining Ammunition: 150 bullets + 1 x 32 MP41
>Total     350

By way of comparison, I got to the same place at 8:13 am Sunday, with:

Dead:

Headless   193               Knife  97% (291/300)
Phantasm    13               P4     99% (373/374)
Ghoul       13               Overall          98%
Zombie     126
Total      345               Remaining ammo: 38x8+6 = 310 P4; 1x32 MP41

My P4 total (374 shots fired + 310 left over = 684 bullets found) is
greater than yours (470 + 150 = 620), probably because I went far enough
west on "Evil Undead Phantasms Must Die" to get the bullets from Claude
(the dead German on that level).  I did that mainly to boost my 
proficiency, but also because I knew it was profitable ammo-wise to do
so.  Boosted my body count, too.

I went on to finish the entire west wing, and was ready to enter "Feel 
the Power", at 10:01 am Sunday, with:

Dead:                 Offense:

Nightmare  70         Knife:     98% (475/484)
Headless  193         P4:        99% (815/816)
Phantasm   13         MP-41:    100%   (80/80)
Ghoul     111
Zombie    161         Ammo: P4:     42x8 = 336
Ooze       10               MP-41: 13x32 = 416
Total     555

>I remember you had way too much ammo at 340 or so, but I wasn't that 
>confident that I had extra bullets to spare.

As you can see, I made a net profit of 26 P4 bullets in the west wing,
but I was still using my knife a lot (184 times).  Considering that
the P4 does considerably more damage than the knife (16 vs 7 points
at point-blank range for an expert), I could probably have dispensed
with the knife at a cost of about 92 bullets, for a net loss of 66
bullets.

You, ready to enter "Wrong Way" with 150 bullets, could dispense with
the knife and probably still reach "Feel the Power" with a margin 
of 80 or 90 P4 bullets.  You might want to consider doing that.

If you don't want to be burdened with extra ammo, it boils down to this:
would you rather use your P4 bullets on Ghouls, or on Oozes?  A ghoul
can hit you while the P4 is reloading (which is why the knife works so
well against them - it doesn't have to reload), but on the other hand 
oozes move pretty fast, so you have to backpedal a lot while killing them 
with the P4.  (I suppose you could use the P4 on Wraiths, too, but they 
move even faster than oozes.)

On the other hand, before unloading all my P4 ammo I went down and got
the Cedar Box.  So all the time I was backpedaling from oozes with my
P4, I was busily making lots of MP-41 ammo.  That in turn gave me more
time to make HE Grenades.  And I discovered that killing the flame-
throwing meanie on "Want a Light?" without taking damage means that you
have to hit him from further away.  It took me 20 HE grenades to kill
him, instead of 18 at point-blank range.  (That despite the fact that
this time I was also hitting him with the blue crystal, which is other-
wise useless from this point on.)  So you want to have a few extra 
grenades when you get there.

-Ron Hunsinger




From: Adam Lang <thalen@cs.pdx.edu>
Newsgroups: comp.sys.mac.games
Subject: Re: PID Ascencion
Date: 10 Mar 1994 02:17:42 GMT
Organization: LAP Technologies
Lines: 28
Distribution: world
Message-ID: <2lm006$mnl@hearst.cac.psu.edu>
References: <1994Mar01.203821.1181301@bmug.org>
NNTP-Posting-Host: ppp4.cac.psu.edu
X-UserAgent: Version 1.1.3
X-XXMessage-ID: <A9A3EE65C6044904@ppp4.cac.psu.edu>
X-XXDate: Wed, 9 Mar 94 02:21:41 GMT


First of all:
How long does it take on average to finish this game, in GAME time?  It 
had been a while since I'd read the manual, and I started thinking that I 
had to be done by TUESDAY night.  Scared me to death, but I managed it.  
And then I pick up the manual and shot myself. *chuckle*

Second: I've no idea what ANY of the jewelry does.  Anyone want to 
enlighten me?

In article <1994Mar01.203821.1181301@bmug.org> , Ron_Hunsinger@bmug.org
writes:
>time to make HE Grenades.  And I discovered that killing the flame-
>throwing meanie on "Want a Light?" without taking damage means that you
>have to hit him from further away.  It took me 20 HE grenades to kill
>him, instead of 18 at point-blank range.  (That despite the fact that
>this time I was also hitting him with the blue crystal, which is other-
>wise useless from this point on.)  So you want to have a few extra
>grenades when you get there.

I'm really not sure what was so tough about this fellow.  I ran up to him 
and just started plugging away with the MP-41, and dodging back from the 
fireballs.  I got hit twice, I believe.  And he stopped far enough away 
from me that he didn't do any damage to me when he died.  (Does he 
normally?)

(Please respond via e-mail, I don't have much of a reliable news-host.)

--Adam Lang