Kerkerkruip: What would you do?

I just had a very interesting, very difficult game of Kerkerkruip 9 (Adept level). Full transcript in the spoiler:

[spoiler]Start of a transcript of

Kerkerkruip
An IF roguelike by Victor Gijsbers
Release 9 / Serial number 140410 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) SD
Identification number: //AC0DAF65-F40F-4A41-A4E4-50414F836E14//
Interpreter version 1.2.9 / VM 3.1.2 / Library serial number 080126
Standard Rules version 2/090402 by Graham Nelson
Numbered Disambiguation Choices version 5 by Aaron Reed
Dynamic Objects version 7/130712 by Jesse McGrew
Fixed Point Maths version 5/130421 by Michael Callaghan
Questions version 4 by Michael Callaghan
Interpreter Sniffing version 1/140209 by Friends of I7 (with contributions by Dannii Willis and Brady Garvin)
Flexible Windows version 14/140322 by Jon Ingold (with contributions by Erik Temple and Dannii Willis)
Inform ATTACK version 5/140220 by Victor Gijsbers (GPL 3 licenced)
Dynamic Tables version 4/130712 by Jesse McGrew
Glulx Text Effects version 4 by Emily Short

Health: 13 of 13
Attack: 1
Defence: 7
Body: 6
Mind: 5
Spirit: 5

You are carrying
-weapons:
a gilded rapier (readied)
-scrolls:
a scroll of teleportation
-other:
three packages of ment

Kerkerkruip
An IF roguelike by Victor Gijsbers
Release 9 / Serial number 140410 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) SD

Entrance Hall
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

You possess a scroll of teleportation, a gilded rapier and three packages of ment.

You can see a scroll labelled PAVEN and an unguentum crescendi here.

Exits lead north, south and west.

take all
scroll labelled PAVEN: Taken.

unguentum crescendi: Taken.

w

Tungausy Sweat Lodge
The penetrating scent of herbs pervades your nostrils as you enter the Tungausy Sweat Lodge. Men wearing skull masks encircle you, chanting monotonously in an ancient tongue. Incense burners produce a grey, thick smoke. Though you may feel feeble due to the intense smoke, the incense places your soul in a state of trance, assisting you in the use of certain powers. (Current tension modifier: +0 spirit, -0 on attacks.)

Exits lead north and east (to the entrance hall).

n

Columnated Ruins
This must have been a temple once, but all that is left is a forest of pillars, mostly broken and shattered. Even gods may be forgotten.

You can see a scroll labelled SOUSPENOT, a scroll labelled ANCHOLAIN and a gargantuan fearsome axe here.

Exits lead south (to the Tungausy sweat lodge) and east.

take all
scroll labelled SOUSPENOT: Taken.

scroll labelled ANCHOLAIN: Taken.

gargantuan fearsome axe: Taken.

e

Portal Room
A huge magical portal dominates the room.

A totem pole in the form of a stylised bull inspires you to feats of bodily strength.

A stunning young woman in a simple monk’s robe awaits you.

You can also see two teleportation grenades here.

Exits lead south (to the entrance hall), east and west (to the columnated ruins).

Act>x portal
You can enter this portal – but who knows where you will be getting out?

Act>retreat
Deciding that discretion is the better part of valour, you bravely run away.

Columnated Ruins
This must have been a temple once, but all that is left is a forest of pillars, mostly broken and shattered. Even gods may be forgotten.

Exits lead south (to the Tungausy sweat lodge) and east (to the portal room).

go to entrance

Tungausy Sweat Lodge
The penetrating scent of herbs pervades your nostrils as you enter the Tungausy Sweat Lodge. Men wearing skull masks encircle you, chanting monotonously in an ancient tongue. Incense burners produce a grey, thick smoke. Though you may feel feeble due to the intense smoke, the incense places your soul in a state of trance, assisting you in the use of certain powers. (Current tension modifier: +0 spirit, -0 on attacks.)

Exits lead north (to the columnated ruins) and east (to the entrance hall).

Entrance Hall
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead north (to the portal room), south and west (to the Tungausy sweat lodge).

s

Library
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

You can see a scroll labelled ANCHOLAIN, a scroll labelled KRIPMETEEL, an unguentum argenti, the bodice of physique and a fungicide contraption here.

Exits lead north (to the entrance hall), south and up.

take all
scroll labelled ANCHOLAIN: Taken.

scroll labelled KRIPMETEEL: Taken.

unguentum argenti: Taken.

bodice of physique: Taken.

fungicide contraption: Taken.

wear bodice
You put on the bodice of physique.

s

Drawing Room
This otherwise unremarkable room has been decorated with a fascinating drawing.

An angel hovers here, enveloped in blinding and overwhelming radiance.

You can also see the gauntlets of grip here.

Exits lead north (to the library), west and up.

Act>x drawing
The artist has skillfully drawn a battle scene involving you, Miranda, some wisps of pain, a jumping bomb, an angel of compassion, a minotaur and the overmind. In the background, Malygris rises triumphant over all. You could further examine the individual creatures, if you wanted to.

Act>retreat
Deciding that discretion is the better part of valour, you bravely run away.

Library
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to the entrance hall), south (to the drawing room) and up.

u
That passage felt a bit unstable – you feel that it might collapse in the future.

Hall Of The Raging Banshees
A shaded, grotesque hall, fully cut out of onyx. Deep within the blackness of its walls hideous female figures seem to scream at you. (Current tension modifier: +0 body, -0 mind.)

Wisps of pain hover in the air.

Exits lead south, west, up and down (to the library).

Act>retreat
Deciding that discretion is the better part of valour, you bravely run away.

That passage felt a bit unstable – you feel that it might collapse in the future.

Library
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to the entrance hall), south (to the drawing room) and up (to the hall of the raging banshees).

put kripmeteel in analyzer
It is a scroll of ghoulification!

put souspenot in analyzer
It is a scroll of psycholocation! As you take back your scroll, something snaps within the analyser. It will probably never work again.

r
You have not yet explored:

  • the up exit of the hall of the raging banshees (which lies up from here)
  • the east exit of the portal room (which lies north from here)
  • the west exit of the drawing room (which lies south from here)
  • the west exit of the hall of the raging banshees (which lies up from here)
  • the up exit of the drawing room (which lies south from here)
  • the south exit of the hall of the raging banshees (which lies up from here)

You have visited the following rooms: the entrance hall (north), the portal room (north), the library (here), the drawing room (south), the hall of the raging banshees (up), the Tungausy sweat lodge (north), the columnated ruins (north).

You have seen the following creatures in these locations:

  • Miranda (level 1) in the portal room (which lies north from here)
  • the wisps of pain (level 1) in the hall of the raging banshees (which lies up from here)
  • the angel of compassion (level 2) in the drawing room (which lies south from here)

Tip: Offensive flow and defensive flow can never total more than 3.

go to portal

Entrance Hall
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead north (to the portal room), south (to the library) and west (to the Tungausy sweat lodge).

Portal Room
A huge magical portal dominates the room.

A totem pole in the form of a stylised bull inspires you to feats of bodily strength.

A stunning young woman in a simple monk’s robe awaits you.

You can also see two teleportation grenades here.

Exits lead south (to the entrance hall), east and west (to the columnated ruins).

Miranda seeks the calm within.

Act>take all
teleportation grenade: Taken.

teleportation grenade: Taken.

Miranda tries to disarm you. You roll 7 + 5 (spirit) = 12 against a target number of 9, succeeding at the spirit check. You see it coming in time, and manage to keep the gilded rapier out of Miranda’s reach.

Act>c
You concentrate, and are now mildly concentrated.

Miranda jumps towards you, intent on stunning.

React>dodge
You get ready for quick evasive maneuvers.

Rolling 3 - 2 (the dagger of the double strike penalty) + 2 (concentration) - 2 (defender dodging) - 1 (the dagger of the double strike dodge bonus) + 2 (tension) + 2 (dagger benefits from tension) + 1 (overmind) = 5, Miranda does not overcome your defence rating of 7.

The dagger of the double strike slashes out again!

Rolling 5 - 2 (the dagger of the double strike penalty) - 1 (defensive flow) + 2 (tension) + 2 (dagger benefits from tension) + 1 (overmind) = 7, Miranda does not overcome your defence rating of 7.

Act>c
You concentrate, and are now quite concentrated.

Act>a
(Miranda)
Miranda jumps aside.

Rolling 2 + 1 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 3 (tension) - 3 (random body bonus) - 1 (overmind) = 4, you do not overcome Miranda’s defence rating of 7.

Miranda seeks the calm within.

Act>c
You concentrate, and are now mildly concentrated.

Miranda jumps towards you, intent on stunning.

React>enter portal
A sickening feeling, and then you find yourself in –

Library
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to the entrance hall), south (to the drawing room) and up (to the hall of the raging banshees).

go to portal

Entrance Hall
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead north (to the portal room), south (to the library) and west (to the Tungausy sweat lodge).

Portal Room
A huge magical portal dominates the room.

A totem pole in the form of a stylised bull inspires you to feats of bodily strength.

A stunning young woman in a simple monk’s robe awaits you.

Exits lead south (to the entrance hall), east and west (to the columnated ruins).

Miranda tries to disarm you. You roll 7 + 5 (spirit) = 12 against a target number of 9, succeeding at the spirit check. You see it coming in time, and manage to keep the gilded rapier out of Miranda’s reach.

Act>x portal
You can enter this portal – but who knows where you will be getting out?

Act>c
You concentrate, and are now mildly concentrated.

Miranda seeks the calm within.

Act>c
You concentrate, and are now quite concentrated.

Miranda tries to disarm you. You roll 4 + 5 (spirit) = 9 against a target number of 9, succeeding at the spirit check. You see it coming in time, and manage to keep the gilded rapier out of Miranda’s reach.

Act>a
(Miranda)
Miranda jumps aside.

Rolling 3 + 1 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 2 (tension) - 1 (overmind) = 7, you do not overcome Miranda’s defence rating of 7.

Miranda jumps towards you, intent on stunning.

React>dodge
You get ready for quick evasive maneuvers.

Rolling 7 - 2 (the dagger of the double strike penalty) + 2 (concentration) - 2 (defender dodging) - 1 (the dagger of the double strike dodge bonus) + 3 (tension) - 3 (random body bonus) + 3 (dagger benefits from tension) + 1 (overmind) = 8, Miranda beats your defence rating of 7.

Miranda deals 1 + 2 (tension) - 1 (stunning) + 1 (dagger benefits from tension) = 3 damage, wounding you to 10 health.

You are stunned, receiving a -1 attack penalty and a -5 penalty to all faculties for 10 turns!

Miranda tries to disarm you. You roll 6 + 0 (spirit) = 6 against a target number of 9, failing the spirit check. You realise what is happening only when it is too late, and the gilded rapier is sent flying across the room.

Act>take all
gilded rapier: Taken.

Miranda jumps towards you.

React>enter portal
A sickening feeling, and then you find yourself in –

Temple Of Nomos
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

Malygris, perhaps the greatest of all living sorcerers, is standing here.

You can also see a Handbook of Subtle Magics here.

An exit leads down (to the hall of the raging banshees).

Act>take all
Handbook of Subtle Magics: Taken.

Malygris suddenly teleports away!

read subtle
From now on, you will recognise scrolls of skill, shadows and teleportation.

r
You have not yet explored:

  • the east exit of the portal room (which lies down from here)
  • the west exit of the drawing room (which lies down from here)
  • the west exit of the hall of the raging banshees (which lies down from here)
  • the up exit of the drawing room (which lies down from here)
  • the south exit of the hall of the raging banshees (which lies down from here)

You have visited the following rooms: the entrance hall (down), the temple of Nomos (here), the portal room (down), the library (down), the drawing room (down), the hall of the raging banshees (down), the Tungausy sweat lodge (down), the columnated ruins (down).

You have seen the following creatures in these locations:

  • Miranda (level 1) in the portal room (which lies down from here)
  • the wisps of pain (level 1) in the hall of the raging banshees (which lies down from here)
  • the angel of compassion (level 2) in the drawing room (which lies down from here)

You have also seen Malygris, but you don’t know where he is now.

Tip: Fragmentation grenades will break people’s concentration.

d

Hall Of The Raging Banshees
A shaded, grotesque hall, fully cut out of onyx. Deep within the blackness of its walls hideous female figures seem to scream at you. (Current tension modifier: +0 body, -0 mind.)

Wisps of pain hover in the air.

Exits lead south, west, up (to the temple of Nomos) and down (to the library).

Act>s
You decide to run past your enemies.

Quartering Room
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Thin clouds of smoke fill the room.

A broken pipe continuously spews forth vapours.

An infernal machine fills this room with shrieks of steam and clangs of metal, while a wizened old homunculus sit inside it, pulling levers. This must be the overmind.

You can also see the robe of the dead mage and small Giantbane here.

Exits lead north (to the hall of the raging banshees) and down (to the drawing room).

Act>c
You concentrate, and are now mildly concentrated.

You briefly see an image of the angel of compassion flickering above the overmind, and a weird buzzing sound fills the dungeon. In the image, the angel of compassion moves to quartering room.

The angel of compassion arrives from below.

Act>take all
robe of the dead mage: Taken.

small Giantbane: Taken.

With an apologetic smile, the angel of compassion swings at you.

React>dodge
You get ready for quick evasive maneuvers.

Rolling 6 - 2 (defender dodging) + 2 (tension) + 4 (radiance) - 1 (smoke) + 2 (overmind) = 11, the angel of compassion beats your defence rating of 7.

The angel of compassion deals 4 + 1 (tension) + 4 (sword of light radiance bonus) = 9 damage, wounding you to 1 health.

You lose your concentration!

The overmind concentrates, and is now mildly concentrated.

The angel prays softly.

Act>ready giantbane
You ready small Giantbane.

The demonic assassin arrives from below.

You briefly see an image of the minotaur flickering above the overmind, and a weird buzzing sound fills the dungeon. In the image, the minotaur moves to portal room.

With an apologetic smile, the angel of compassion swings at you.

React>throw teleportation
(the teleportation grenade)
The teleportation grenade explodes in a dazzling, multi-coloured flash!

The demonic assassin suddenly teleports away!

The angel of compassion suddenly teleports away!

The overmind suddenly teleports away!

A sickening feeling, and then you find yourself in –

Portal Room
A huge magical portal dominates the room.

A ferocious minotaur wielding a big axe stands ready for combat.

A totem pole in the form of a stylised bull inspires you to feats of bodily strength.

A stunning young woman in a simple monk’s robe awaits you.

Exits lead south (to the entrance hall), east and west (to the columnated ruins).

Act>x portal
You can enter this portal – but who knows where you will be getting out?

Act>c
You concentrate, and are now mildly concentrated.

Miranda jumps towards you.

React>enter portal
A sickening feeling, and then you find yourself in –

Quartering Room
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Thin clouds of smoke fill the room.

A broken pipe continuously spews forth vapours.

Exits lead north (to the hall of the raging banshees) and down (to the drawing room).

read psycholocation
You enter a weird clairvoyant state: The psyches of your enemies call out to you. For a short time, you will be able to sense the presence and location of creatures whose souls you can absorb. If there are other creatures in the same space, you will see them via soul-reflection. Type MAP or SENSE to psycholocate. When you are psycholocating, sensing does not take time.

You are no longer stunned.

sense
As if with a third eye, you can sense:

  • a bolt of black shot through with a blaze of hot white, in the entrance hall (which lies down from here)
  • a cloud of staggering purple, in the portal room (which lies down from here)
  • dark stains of tormented energy, in the hall of the raging banshees (which lies north from here)
  • a pulsating bundle of glowing embers, west from the hall of the raging banshees (which lies north from here)
  • a luminous arc of sorrow, in the hall of the raging banshees (which lies north from here)
  • a skein of twisting passages, in the portal room (which lies down from here)
  • a flickering clockwork mechanism, an orrery perhaps?, in the hall of the raging banshees (which lies north from here)

read ghoulification
You turn into a loathsome ghoul!

The demonic assassin arrives from below.

Act>search pile
You have found a scroll of psycholocation in between the body parts. It’s slightly covered in slime, but it looks like it will still work, so you scoop it up.

The demonic assassin concentrates, and is now mildly concentrated.

Act>x assassin
A being summoned by Malygris from the depths of Hell, this demon has only one purpose: to stop you from reaching its master.

The demonic assassin is a levelless demonic hostile creature. The demonic assassin carries a very hot demon blade. The demonic assassin attacks using the very hot demon blade.

The demonic assassin has 1 concentration, 0 offensive flow, and 0 defensive flow. The demonic assassin is of medium size, and has 22 of 22 health left.

Act>c
You concentrate, and are now mildly concentrated.

The demonic assassin concentrates, and is now quite concentrated.

Act>a
(the demonic assassin)
The demonic assassin dives out of the way.

Rolling 3 - 1 (small Giantbane penalty) + 1 (inherent bonus) + 2 (concentration) - 2 (defender dodging) - 1 (small Giantbane dodge bonus) + 2 (tension) - 1 (weapon size) - 1 (ghoul) - 1 (smoke) + 2 (dagger benefits from tension) = 3, you do not overcome the demonic assassin’s defence rating of 12.

The assassin jumps at you.

React>read teleportation
(the scroll of teleportation)
A sickening feeling, and then you find yourself in –

Portal Room
A huge empty portal dominates the room.

A ferocious minotaur wielding a big axe stands ready for combat.

A totem pole in the form of a stylised bull inspires you to feats of bodily strength.

A stunning young woman in a simple monk’s robe awaits you.

Exits lead south (to the entrance hall), east and west (to the columnated ruins).

The minotaur concentrates, and is now mildly concentrated.

Act>x portal
The magical field gone, the portal now seems pretty useless.

Act>c
You concentrate, and are now mildly concentrated.

Miranda jumps towards you, intent on stunning.

React>throw teleportation
The teleportation grenade explodes in a dazzling, multi-coloured flash!

The minotaur suddenly teleports away!

Miranda suddenly teleports away!

A sickening feeling, and then you find yourself in –

Drawing Room
This otherwise unremarkable room has been decorated with a fascinating drawing.

A horned figure stalks through the room.

You can also see the gauntlets of grip here.

Exits lead north (to the library), west and up (to the quartering room).

Your clairvoyant sensation fades; you can no longer sense the psyches of your enemies.

Act>x drawing
The artist has skillfully drawn a battle scene involving you, Miranda, some wisps of pain, a jumping bomb, an angel of compassion, a minotaur, the overmind and a demonic assassin. In the background, Malygris rises triumphant over all. You could further examine the individual creatures, if you wanted to.

Act>read subtle
From now on, you will recognise scrolls of skill, shadows and teleportation.

The assassin jumps at you.

React>read ancholain
It is a scroll of curse removal!

The scroll removes the curses from the robe of the dead mage.

Rolling 3 + 4 (inherent bonus) + 5 (tension) = 12, the demonic assassin beats your defence rating of 7.

The demonic assassin deals 5 + 3 (tension) + 3 (heat) - 1 (you are a ghoul) = 10 damage, killing you.

The assassin’s laugh as you fall down is the most evil thing you have ever heard. It is also the last.

(Kill recorded for the demonic assassin.)
(Kill recorded for the overmind.)

*** You were killed by the demonic assassin ***

In that game you scored 0 out of a possible 18, in 58 turns.

Would you like to start a NEW game or QUIT?

[/spoiler]
What happened is that I found out early on that the overmind was in the dungeon. There was also a Portal Room, two teleportation grenades, and a scroll of teleportation. So it looked like I could find and defeat the overmind using all that teleportation.

Unfortunately, my first teleportation landed me with Malygris. I thought I could pick up the Handbook of Subtle Magics and teleport away, but he teleported first. So now I was in a dungeon full of overmind-powered rogues, plus a demonic assassin. I soon found the Overmind, but it gathered too many allies before I could hit it. I tried to get away using a teleportation grenade, but there was no safe place to go.

I don’t think I hit a single enemy in the entire game. This included attacking Miranda twice with two levels of concentration.

Was there anything I could have done? Could the game have been saved if I hadn’t wasted a turn with Malygris? What do you think? How would you have played it?

That was a rough game. Your two rolls against Miranda were just very unlucky; I think you might have wanted to try killing her anyway after that.

Once you got the scroll of psycholocation identified, you probably should have read it. That would have shown you were the overmind was, and that it was reachable past the wisps of pain – who are no threat. Go to the wisps, snort ment, enter the room of the overmind, and try to make the best of it. If a monster comes to close, try to throw a teleporation grenade towards it to get it off your back. (In a dungeon full of monster, teleporting yourself is very risky, and teleporting the overmind might be even worse!)

Thanks, Victor! I don’t know why I never thought to use a scroll of psycholocation to find the Overmind. Throwing teleportation grenades at approaching Overmind allies makes a lot of sense too. I should have thought of that! :smiley: