Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site sri-spam.ARPA Path: utzoo!watmath!clyde!burl!ulysses!ucbvax!nike!sri-spam!wohler From: wohler@sri-spam.ARPA (Bill Wohler) Newsgroups: net.games.hack Subject: Re: How do I deal with a room full of ghosts? Message-ID: <5432@sri-spam.ARPA> Date: Sun, 30-Mar-86 19:01:23 EST Article-I.D.: sri-spam.5432 Posted: Sun Mar 30 19:01:23 1986 Date-Received: Tue, 1-Apr-86 08:15:33 EST References: <22@kosman.UUCP> Organization: SRI International, Menlo Park, CA Lines: 14 Summary: womping on ghosts In article <22@kosman.UUCP>, Kevin O'Gorman writes: > ... > Does anyone have hints about this situation, or about dealing with ghosts in > general? Why is it so hard (for some characters, apparently impossible) to > hit my own ghost? What is the treatment of the stuff found with the ghost? > What are some strategies you folks have used? ghosts have a armor class of -8 or so which makes them fairly resilient to shots to the groin. i ran into a morgue deep down and was able to wale on the ghosts with a stroke or two (+5 two handed sword, strength of 18/**). barring that, run away from them--they don't move very fast. --bw