### Game Elements

Beethro is you. He and his sword take up two squares. Keeping the sword between Beethro and the monsters is the key to staying alive. For more information about movement, see Keyboard Commands. Occasionally, you may find yourself playing other roles than Beethro; these will not be detailed here.

The monsters Beethro destroys in a room will come back to life when you reenter the room if all of them are not destroyed. You will want to refer to the authoritative Monster Reference for more information.

Like walls in the real world, these are obstacles that prevent movement.

Crumbly walls are ready to fall apart but have to be looked for as they blend in with solid walls.

Pits and water are not particularly dangerous since Beethro is too experienced an explorer to accidentally fall into them, but be careful of trapdoors that can leave him shanghaied and monsters that fly or swim. Trapdoors fall away to pit or water after being stepped upon once.

Floating Platforms can be used by Beethro to cross areas of pit or water.

Bridges must be anchored to a wall, floor, trapdoor, or similar object to remain in place. If all its anchor points are removed, the bridge falls down into the depths, taking everything it supported with it.

Room clear gates (or green doors) are opened when all of the monsters in a room are defeated. Once a green door is opened, it will remain open when a room is left.

Level clear gates (or blue doors) are opened when all of the monsters in the level are defeated and all rooms are visited. There are some exceptions to these rules which you may encounter. Once a blue door is opened, it will remain open when a room is left.

Trapdoor gates (or red doors) are opened when all of the trapdoors in a room have collapsed. Unlike green and blue doors, red doors always close again when a room is left.

Tarstuff gates (or black doors) are opened when all of the tarstuff in a room has been removed. Like yellow and red doors, leaving a room will make black doors close again.

The sister gates behave exactly like their counterparts, except that they close when the corresponding event happens. This can be very dangerous in the case of level and room clear gates, which remain closed even after you leave the room.

Yellow doors are opened and closed by striking orbs with Beethro's sword. When an orb is hit, bolts of energy will shoot from it opening, closing, or toggling one or more doors. Some orbs are damaged and can only be used once. There are some tricky puzzles that are based on these doors. Unlike green and blue doors, yellow doors return to their original state when a room is left.

Like orbs, pressure plates are used to affect yellow doors. They are activated when something weighs them down. Three kinds of plates exist: one-time plates are only activated the first time they're depressed, multi-use plates are activated each time they're depressed, and on-off plates are activated both when they are depressed and when they are released.

Hot tiles are dangerous to stand on. Anything, including you, that can be hurt by a sword will die if it stands still on a hot tile for one turn. The only exceptions to this are the various forms of tarstuff, which are completely unharmed by the heat.

Oremites are small creatures that feed on metal. They are not dangerous by themselves, but Beethro must keep his sword sheathed when walking around in an area covered with them.

Briars block your way, but are not otherwise dangerous. However, a patch of briars connected to a briar root will grow outwards at a steady pace. Each time the briar grows, the newly created briar pieces must first mature; they do so at a rate of one per turn for each root in the patch. When the patch is completely mature, it grows one tile outwards. Standing in its way at this point is a very bad idea.

Stairways connect areas of dungeons together. Most levels are completed by finding stairs leading to the next.

Master walls will fade after the hold has been completed, and all the secret rooms in the hold have been cleared. When these conditions have been met, restore to a room with master walls. Beethro can now walk through them.

The mimics are unleashed when Beethro drinks a mimic potion. After Beethro drinks the potion, all activity in the room stops while you use the movement keys to find a place for a mimic. When you've reached the desired location, press the wait key ("5") and a mimic will appear. Mimics are copies of Beethro and they move exactly as he does. Pushing the mimics against obstacles will change their position relative to Beethro.

When Beethro drinks an invisibility potion, he becomes invisible to monsters. However, if he steps within 5 squares of a monster it will be able to smell him. Picking up another invisibility potion will make Beethro visible again.

Decoys are produced when Beethro drinks a decoy potion. Like mimic potions, after drinking, all activity stops until the decoy has been placed. Decoys will not move after it has been placed. They can be used to distract monsters. If a decoy is within 5 squares of a monster and Beethro is far away, the monster will move to the decoy instead of Beethro.

Clones are produced when Beethro drinks a clone potion. When left alone, clones don't do much of anything, but Beethro is able to move his consciousness from his current body to a clone (using the "Tab" key), thus allowing him to reach areas that would not otherwise be accessible.

Speed potions make Beethro faster, allowing him to make two moves in the time he normally makes one.

Scrolls contain information that may or may not be useful. Beethro must step on the same square they are in to read them.

Force arrows prevent movement in the opposite direction they point. The north-pointing force arrow could be stepped onto from all directions except northwest, north, and northeast. Once Beethro steps onto a north-pointing force arrow he can leave in all directions except southwest, south, and southeast.

Mirrors reflect the gaze of evil eyes and aumtlich, and can also be used to weigh down pressure plates. Beethro can push them around by himself, or he can use his sword to do so. He can destroy them by striking them head-on.

When Beethro steps on an arrow rotator token, all force arrows in the room are turned 45 degrees in the direction indicated. The token then changes direction, and stepping on it again will rotate arrows back.

When Beethro steps on a tar/mud switcher, all tar in the room changes to mud, and vice-versa. Other versions also exist.

Stepping on a vision token gives Beethro enhanced awareness of his surroundings. This allows him to see invisible things, what is hidden under tarstuff, and makes him aware of the line of sight of evil eyes. Stepping on the token again removes this effect.

Stepping on a power token allows Beethro to control any fegundos in the room and activate orbs by touching them. It also alerts all monsters in the room that whoever just activated the token is edible. This doesn't matter much to Beethro, whom the monsters try to eat anyway, but it may matter to other individuals.

When Beethro steps on a disarm token, his sword is taken away. The upside of this is that while he's swordless, he can walk on trapdoors without dropping them. He can get his sword back by stepping on the token again or leaving the room.

The relay station is a place where the Empire's citizens work. Citizens will continually move between relay stations to pick up materials.

The persistent movement token is always activated. When this token is present in a room, citizens will never give up in their attempts to reach the next relay station on their route.

Orthogonal squares prevent all movements of diagonal directions. This means that if Beethro is standing on such a square, he can only leave this square by north, east, south or west. It also means that he cannot enter an orthogonal square diagonally.

Bombs can be activated by either Beethro's sword or a burning fuse. When a bomb explodes, monsters within a range of 3 squares of the bomb will die. If another bomb is located within that range, it will explode as well. A fuse can be activated by walking away from a fuse endpoint, or by an explosion. They will not burn against the direction of force arrows.

Tunnels allow Beethro to quickly move from one area of a room to another. When Beethro is standing on a tunnel square and moves in the direction the tunnel faces, he will reappear on the closest tunnel square in the same column/row of that direction. Monsters won't ever use tunnels, and they will only move onto a tunnel square if Beethro is standing on it, in which case, Beethro dies as usual.

You can step on checkpoints to save game at that point in time in the room. Using checkpoints can make difficult rooms easier to conquer. If Beethro dies after stepping on a checkpoint in the room, he will return to the last checkpoint he stepped on instead of starting the room over. A checkpoint may be used to re-save the game when stepped on any number of times. Checkpoints can be turned on or off in the player settings.

If a conquer token is present in a room, you must step on it to conquer the room. Additionally, your CaravelNet high score for conquering the room is calculated as the number of moves it took you to reach the token, rather than the number of moves it took you to clear the room and leave.

The minimap shows the rooms in Beethro's immediate vicinity that have been explored. If a room has any monsters remaining it will be red (if clearing the room is required to open the level's blue door) or magenta (not required). Once all of the monsters have been removed from the current room it will turn green. When Beethro has exited a green room successfully it will turn white. Usually, all rooms must be turned white for Beethro to exit the level.

When Beethro's threat clock appears, it will help you anticipate forthcoming dangerous phenomena, which usually occur every thirty turns. Other special events happen on multiples of five.

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