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.