Posted September 20, 2019
If you haven't played before and you want to avoid spoilers, then you should exit this thread now.
I've been inspired by another thread, and I'm going to do another run of UW1. This run will involve collecting and using as little stuff as possible. With a few exceptions, if I don't need it, then I leave it where I found it. Reading scrolls and dropping them again will be okay as long as it isn't a magic scroll.
Required items:
-8 talismans
-3 part key
-Bones
-imp head key to access level 8
-the (two?) Key(s) to courage, to open the massive door(s) to the key of courage
-20 gold
-Flute
-Picture
-Crown of Maze Navigation (or the crystal shard, or a scroll of Reveal, or runebag to cast Reveal)
-A key to reach the crown?
Quality of Life Exceptions. I could technically do without these items, but I'm not a masochist.
-Light source. First a torch, then a lantern. I could stumble through the dark the entire game, but screw that.
-Map.
-Bags to hold things. I'm not going to leave necessary items somewhere just because I only have 12 slots by default. The talismans, runebag, and map already account for 10 slots.
-I might grab a fishing pole so I don't have to scrounge for fish.
Possible necessity items:
-Runebag and all runes. These will be collected, but I'll try to minimize use (hopefully avoiding use completely).
--4 emeralds will be used for Vas rune.
-Dragonskin boots. I'm going to collect them in case I need them, but I plan to see how far I can get without using them. They might be necessary on levels 7 and 8.
--I'll need rotworm stew (rotworm, port, mushroom, recipe) for scales, then scales, thread, and food for boots.
-Treasure to bribe the prison guards on level 7. I don't think the portcullises can be bashed, I won't have a lockpick, and I won't be skipping the guards and going straight for Tyball without using magic. On further consideration, I won't have the Medallion of Passage so all the guards might be dead. I don't know; I'll figure it out when I get there.
-Clammy key to unlock the portcullis with the dire ghost and grave. Leave key behind once the gate is open.
-Dragontooth key? Lava chamber map?
-Orb rock
-Food for eating in case I get hungry. Healing will come primarily from sleeping or healing fountains.
-I might need the bone key for the massive door on Level 8.
Some questions to answer:
-Can I light incense from a campfire?
-Can I light incense from the Taper? A candle isn't sufficient, a lamp isn't an open flame, but a torch works.
-Do I actually need to repair the sword, or can I just throw in the two pieces?
-Can I use a mandolin instead of a flute? I seem to recall trying this once, and the answer was 'no'.
Activities denied:
-No using weapons or armor, not even the talismans. I don't look forward to Fire Elementals or the Gazers on level 8.
-Locked doors must be bashed. Massive doors are effectively walls.
-I can't become a knight.
-I can't rescue Murgo (this only works because I know where to go).
-I can't get the Mine Dispatch code, but I know that one. I'll probably skip the mines entirely since I don't need the experience and I can't carry the physical rewards.
-No clearing the dwarf mines. No rock hammer means I can't get in, and I'm not allowed to carry the gem cutter anyway. I'll look up the order from another save.
-No rings of Leap or Levitate (uh oh).
-No pole, which cuts off several optional rooms (doh!).
-Can't use Roderick's equipment (doh!).
-No water walk.
-No flying. Ironwit will have to get his own blueprints.
-No wand of magic arrow to convince fleeing monsters to come back (stupid lurkers and mongbats).
-I can't report on Ossilik.
-I can't get the Water Walk scroll from the Lizardman.
-No book for Morlock.
-No free Casting skill for retrieving Vilius' book.
-No food or drink to offer the various people who request such.
-Can't open the backdoor to the dwarf realm (doh!). The door is massive and locked.
-No gate travel.
Character Build:
-I rolled a Fighter with 30 str and 36 Vit. One shotting several monsters on Level 1 with my fist, when they usually require several hits, was satisfying.
-Attack, Defense, and Unarmed will be maxed. I chose Acrobat as my other starting skill.
-I'm debating whether to add points to Swimming. I'll probably give this a pass since water isn't a major barrier.
-I'll likely invest in Mana and Casting. I want to avoid using the runebag, but I want to finish the run more.
-I think I'll invest extra points in Search, just to see how that works in practice.
-On the bright side, no equipment means no need for Lore.
I've been inspired by another thread, and I'm going to do another run of UW1. This run will involve collecting and using as little stuff as possible. With a few exceptions, if I don't need it, then I leave it where I found it. Reading scrolls and dropping them again will be okay as long as it isn't a magic scroll.
Required items:
-8 talismans
-3 part key
-Bones
-imp head key to access level 8
-the (two?) Key(s) to courage, to open the massive door(s) to the key of courage
-20 gold
-Flute
-Picture
-Crown of Maze Navigation (or the crystal shard, or a scroll of Reveal, or runebag to cast Reveal)
-A key to reach the crown?
Quality of Life Exceptions. I could technically do without these items, but I'm not a masochist.
-Light source. First a torch, then a lantern. I could stumble through the dark the entire game, but screw that.
-Map.
-Bags to hold things. I'm not going to leave necessary items somewhere just because I only have 12 slots by default. The talismans, runebag, and map already account for 10 slots.
-I might grab a fishing pole so I don't have to scrounge for fish.
Possible necessity items:
-Runebag and all runes. These will be collected, but I'll try to minimize use (hopefully avoiding use completely).
--4 emeralds will be used for Vas rune.
-Dragonskin boots. I'm going to collect them in case I need them, but I plan to see how far I can get without using them. They might be necessary on levels 7 and 8.
--I'll need rotworm stew (rotworm, port, mushroom, recipe) for scales, then scales, thread, and food for boots.
-Treasure to bribe the prison guards on level 7. I don't think the portcullises can be bashed, I won't have a lockpick, and I won't be skipping the guards and going straight for Tyball without using magic. On further consideration, I won't have the Medallion of Passage so all the guards might be dead. I don't know; I'll figure it out when I get there.
-Clammy key to unlock the portcullis with the dire ghost and grave. Leave key behind once the gate is open.
-Dragontooth key? Lava chamber map?
-Orb rock
-Food for eating in case I get hungry. Healing will come primarily from sleeping or healing fountains.
-I might need the bone key for the massive door on Level 8.
Some questions to answer:
-Can I light incense from a campfire?
-Can I light incense from the Taper? A candle isn't sufficient, a lamp isn't an open flame, but a torch works.
-Do I actually need to repair the sword, or can I just throw in the two pieces?
-Can I use a mandolin instead of a flute? I seem to recall trying this once, and the answer was 'no'.
Activities denied:
-No using weapons or armor, not even the talismans. I don't look forward to Fire Elementals or the Gazers on level 8.
-Locked doors must be bashed. Massive doors are effectively walls.
-I can't become a knight.
-I can't rescue Murgo (this only works because I know where to go).
-I can't get the Mine Dispatch code, but I know that one. I'll probably skip the mines entirely since I don't need the experience and I can't carry the physical rewards.
-No clearing the dwarf mines. No rock hammer means I can't get in, and I'm not allowed to carry the gem cutter anyway. I'll look up the order from another save.
-No rings of Leap or Levitate (uh oh).
-No pole, which cuts off several optional rooms (doh!).
-Can't use Roderick's equipment (doh!).
-No water walk.
-No flying. Ironwit will have to get his own blueprints.
-No wand of magic arrow to convince fleeing monsters to come back (stupid lurkers and mongbats).
-I can't report on Ossilik.
-I can't get the Water Walk scroll from the Lizardman.
-No book for Morlock.
-No free Casting skill for retrieving Vilius' book.
-No food or drink to offer the various people who request such.
-Can't open the backdoor to the dwarf realm (doh!). The door is massive and locked.
-No gate travel.
Character Build:
-I rolled a Fighter with 30 str and 36 Vit. One shotting several monsters on Level 1 with my fist, when they usually require several hits, was satisfying.
-Attack, Defense, and Unarmed will be maxed. I chose Acrobat as my other starting skill.
-I'm debating whether to add points to Swimming. I'll probably give this a pass since water isn't a major barrier.
-I'll likely invest in Mana and Casting. I want to avoid using the runebag, but I want to finish the run more.
-I think I'll invest extra points in Search, just to see how that works in practice.
-On the bright side, no equipment means no need for Lore.