A Clannie of mine said she was tired of all the clicks it took to unlock all the areas of dread, so I wrote this script for her.
It's pretty simple. Script will pop open a window, and display a bunch of info that it can do for you.
If will use the Freddie Kruegerands you have in inventory to buy a key if needed. It will NOT buy keys from the mall. If you don't have a key, and cannot afford to buy one, it will let you know, and stop. It will no longer continue.
It will banish monsters from zones (if they are unlocked)
It will banish elements from zones too (if locked zones are unlocked)
The script will abort before it uses any turns if there is an issue with an area (locked rooms, with no key, wrong class type, etc)
It now offers the ability to unlock one zone at a time, or all zones at once. If you choose to unlock one at a time, it will restart the script, so you can unlock multiple ones with out re-opening the script manually.
If offers the same help with banishing elements, and monsters.
For the person who's NEW to Dreadsylvania, and needs some advice, there is a help section neatly laid out inside the script also. It offers advice on how to farm for things you need for specific bosses, and tells you exactly how to get each boss to show up, instead of leaving it to chance.
v2.0 The attic needs to be unlocked before you can banish sleaze/grab music parts. It now checks.Code:svn checkout svn://svn.code.sf.net/p/unlock-dread2/code/
v1.9 Fixed small bug where script would see Village, and not recognize element to be banished
v1.8 Added monster banish, and fixed issue with checking locks, and aborting if an issue
v1.7 Added ability to unlock each zone individually, and restart.
v1.6 Added banish for each zone/element. Script knows if element has been banished.
v1.5 Added help for setting up Dread, including unlocking areas
v1.4 Made script stop if skeleton key can not be obtained, rather than have it continue to try, and fail, and some other minor changes again.
v1.3 Cleaned up the code a little, changed some messages, and other minor changes (thanks to bale's suggestion)
v1.2 Re-Arranged script, so it checks if an areas is unlocked BEFORE it tries to buy a key, and other stuff (much better this way)
v1.1 Added check to see if areas have been unlocked
v1.0 release: If an area is already unlocked, the script will just try to unlock it anyways. I have to put in a check for that.