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DROD Monsters: Wikis


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The following are enemies in puzzle computer game Deadly Rooms of Death by Webfoot Technologies and its successors: Caravel DROD, Journey to Rooted Hold and The City Beneath, all by Caravel Games. Most of the enemies in the games are either natural inhabitants of dungeons, or servants and creations of the Empire.

Dungeon Roaches


Dungeon Roach is the very basic monster in DROD games, and usually the first one the player encounters. Looking like gigantic black cockroaches, they are capable of movement in all eight directions and kill by moving into the spot Beethro occupies. Roaches move directly towards the player with a beelining behavior, and will not go around corners (unless a Brain is in the room). When unable to move diagonally but having a choice, they will move vertically. Dungeon Roaches are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon.

Roach Queens


Unlike the aggressive Dungeon Roach, this lighter-colored cockroach is only concerned with procreation and cannot directly harm you. The Queen flees directly from you in the exact inverse of Roach behavior, but every 30 turns it lays Roach Eggs in most unoccupied adjacent squares around it. When unable to move away diagonally but having a choice, it will move vertically.
Roach Queens are first encountered in Deadly Rooms of Death, on level 2 of King Dugan's Dungeon.

Roach Eggs


Spawn by Roach Queens, and incapable of movement or harming, these eggs take five turns to become fully-grown Dungeon Roaches.

Spiders


These move in the same way as roaches, but are harder to spot. The exact manner spiders are hidden depends on the version - in 1.x, they are the same color as the floors except for their eyes. In 2.0, they are truly invisible, but become visible for a turn if they moved last turn or when you get close.

Wraithwings


They can fly over pits, and will only attack if there is a significant number of them. In small numbers (approximately 1-3), wraithwings tend to be wary of the player and flee. When there is only one wraithwing residing in a room, it will never attack the user.

Evil Eyes


These are normally stationary and harmless monsters until you step into their line of sight. At this point, they "wake up" and attack like roaches.

Substance Monsters


The Living Tar


This is a viscous blue substance with a very high surface tension that can only be found as blobs with a minimum width of 2 squares at any point inside a mass. Cutting tar to make any part of it 1 square wide will create tar babies (roach-like monsters), but only edges are vulnerable; corners cannot be cut. If it contains a Tar Mother, it will grow outwards every 30 moves, creating tar babies if, at any point, tar would be grown into a narrow spot.

The Awakened Mud


A material similar to tar except that its edges are invulnerable and its corners cuttable.

Goblins


These creatures are intelligent and cowardly. Afraid of Beethro's sword, they will try to circle around the player (and simple obstacles) to attack him. Goblins do this finding the quickest way to his person, vigorously avoiding any square adjacent to his sword.

Long Monsters


Serpents


These are long monsters that are invulnerable to your sword, but can only move horizontally or vertically, and must constantly move each turn. They can be killed if led into a dead end where their heads cannot move, so shortening themselves to death.

Rattlesnakes


Blue versions of serpents that will not shrink when they are trapped. Instead, their tail is vulnerable, shrinking down every time it is hit by a sword swipe.

Adders


Green versions of the serpent which are able to consume other monsters. Their weak point is the head.

Brains


These are stationary but insidious monsters that cause all other monsters in the room to behave more intelligently, by improving the monster's ability to navigate around obstacles. Sometimes, however, this is exploitable to the player's advantage.

Constructs


Mimics


These are created from mimic potions, and are clones of Beethro that mimic his movements. They are inedible and do not attract monsters, so are useful for wiping out enemies remotely, protecting Beethro, or navigating normally inaccessible areas.

Decoys


Clones of Beethro that do not move but attract nearby monsters.

Rock Golems


Monsters too stupid to traverse corners, they leave behind piles of rubble when they die (thereby blocking the player's movement into that square).

Wubbas


Incapable of directly harming Beethro, but also immune to his sword, they can block his movement.

Seeps


Monsters that live in the walls. They move as roaches, but can only move through walls (and similar elements, like doors). When Beethro is next to them they can jump out and kill him.

Guards


Enemies that wield a short sword and attempt to kill Beethro with it. They are easily defeated due to their tendency to ignore Beethro's sword, unlike the more intelligent Slayer

Uniques


Beethro


Beethro Budkin, is the main protagonist of DROD series. His weapon of choice is the Really Big Sword, and his job is to clear infested dungeons from any monsters.

The 'Neather


The boss enemy on the final level of the official dungeon, he is intelligent and orchestrates monsters in a room by manipulating doors. On occasion, users have attempted to build levels featuring the 'Neather, but one of the main problems arises from his script being hard-coded unlike the now-malleable characters of 2.0.

Halph


As Beethro's young nephew and sidekick, he can be given simple tasks like opening doors or blocking corridors.

The 39th Slayer


Intelligent boss enemy that tracks Beethro and wields a hook which is just as deadly as Beethro's sword. He tracks Beethro by sending a visible wisp into the room that moves towards Beethro as efficiently as possible. If it reaches Beethro, the slayer will follow the steps that the wisp laid out. The Slayer was coded to be mostly unaccostable. Only a few ways to kill him are currently known, and they are not possible in all rooms.

NPCs


Scriptable characters that allow architects to create numerous different puzzles that go above and beyond the simple functionality of the monsters available in-game. The storyline of Journey to Rooted Hold and other holds is created using scripted characters.







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