494 lines
19 KiB
Plaintext
494 lines
19 KiB
Plaintext
SKID ROW
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presents
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ELVIRA II: THE JAWS OF CERBERUS
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PICK YOUR OCCUPATION, NOT YOUR NOSE
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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When the game begins, you'll be asked whether you want to restore a saved
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game. If you choose not to restore a saved game, then you'll have to
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pick your occupation (see OCCUPATIONS below). When you restore a saved
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game, your occupation remains the same as it was when you saved the
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game.
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OCCUPATIONS
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~~~~~~~~~~~
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Your stats are set at the beginning of the adventure, when you select
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your occupation. Here's what you start with:
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OCCUPATION WS ACC WP MR PR CON STR INT
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Stuntman 10 6 10 6 9 8 10 6
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Private Eye 9 9 9 8 8 9 8 9
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Programmer 6 8 6 10 10 6 6 10
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Knife Thrower 8 10 8 8 6 10 9 8
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These numbers increase as you gain experience and may change with
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different circumstances. Naturally, stats increase at different rates
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depending on your occupation. For your latest health report, click on
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the body icon on the right side of the screen
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THE MAIN SCREEN
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~~~~~~~~~~~~~~~
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The Action Window
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~~~~~~~~~~~~~~~~~
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If you've ever seen a movie, you know what the action window does. (If
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you've never seen a movie, then you probably aren't from around here,
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and probably have no business playing with computers, either). This is
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where the fun happens ... blood, gore, mayhem, death, blood, paranormal
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phenomena, battle with goons from the great beyond, blood, plunder,
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carnage ... did I mention that there's blood?
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Moving Around
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~~~~~~~~~~~~~
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* Click on the direction arrows at the lower right of the main
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screen to move forward, back, left, right, turn around, or climb
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up or down.
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* If you want to move toward an object, click directly on the
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object to move in closer.
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* To open a closed door, just click on it.
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Looking at Stuff
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~~~~~~~~~~~~~~~~
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If you see something in the action window that you want to know more
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about, here's what you do:
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1 Click on the object, then drag it into your inventory
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2 Click on the object again
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3 Click directly on the examine box
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4 Read all about the object
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If you're able to do other stuff with the object you've selected these
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options will appear just below the examine command. For more about this,
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read the command menu section.
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Getting to Know the Locals: Conversations
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Sometimes you get lucky, and somebody you meet will actually want to
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talk to you instead of disemboweling you. When the person or thing in
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the action window is interest in chatting, a mouth icon appears at the
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right of the screen. Here's what to do:
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1 Click on the mouth icon
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2 Read the dialog options that appear
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3 Click on the desired dialog option
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4 Wait for response and more dialog options
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5 Repeat this procedure from step 2 until encounter ends
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Souvenir Collecting
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~~~~~~~~~~~~~~~~~~~
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* Click the suitcase icon in the upper right corner to bring up
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your inventory
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* To add something to your inventory, simply drag it from the
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action window down onto the message box, or the suitcase icon
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* To use an item in your inventory, click on the item, then select
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the option that appears on the right side of the screen. Some
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objects can be dragged from your inventory and used on an object
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in the action window in order to complete an action sequence.
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You can carry an amazing amount of stuff, so feel free to help yourself
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to anything that isn't staked down. On the other hand, greed doesn't
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always pay - in fact, it can cost you plenty in strength. If you're
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expecting unpleasant company and want to travel light, go ahead and drop
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some of your goodies, they'll still be there when you get back.
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Direction Arrows:
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~~~~~~~~~~~~~~~~~
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Without these arrows, you ain't going nowhere. Wherever you are, look at
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the highlighted yellow arrows in this area to find out what your
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movement options are.
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The Tell-Tale Heart:
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~~~~~~~~~~~~~~~~~~~~
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That beating heart on the main screen represents the current state of
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your body. The beating speeds up if you panic, and slows down as you get
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a grip on yourself. If you get hurt, it slows way down. If it stops,
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you're dead.
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The number next to the heart is what you want to keep an eye on. It is a
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sum of all the individual hit points from the various parts of your
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body.
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"The Corpus Delectable" (Health Status Indicator):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The guy in the top left corner of the screen is YOU or at least, a
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reasonable facsimile. This is your health status indicator. The size of
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the little lines coming out of him tell you how many hit points each area
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of the body can take before you die. Here's how you die:
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* You've been beaten about the head and shoulders so relentlessly
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that you're down to 0 hit points for the head or chest area.
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* The skin and muscles and guts are ripped, tendon and sinew, off
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your fragile mortal frame (arms and legs have been hacked off.)
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If that wasn't enough for you, here's what happens if you should lose a
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single limb:
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* If the hit point total in one of your legs drops to 0, then your
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movement will become sluggish until you get some healing done.
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* If you lose an arm, then your carrying capacity drop.
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Seismic Activity Sensor:
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~~~~~~~~~~~~~~~~~~~~~~~~
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The motion sensor is a little gadget that can help you find
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unfriendlies before they find you. As you move, the sensor will lose
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its mind. But as soon as you stop moving, the sensor will scan the area
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and display any movement in the vicinity.
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Spellchecker:
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~~~~~~~~~~~~~
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This gadget will let you know which spells you've got running at the
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moment. You can have any number of spells going at one time.
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Suitcase:
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~~~~~~~~~
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When you click on the suitcase icon an inventory of everything you're
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carrying appears.
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Room Scanner:
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~~~~~~~~~~~~~
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Click this icon and all the stuff you've discovered so far in the room
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appears in a message box. In addition, all items that have been dropped
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will appear.
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Spellthrower:
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~~~~~~~~~~~~~
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Click on this box to display all your mixed and ready-to-cast spells.
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Once displayed, simply click on the spell to cast it.
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Spellbook:
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~~~~~~~~~~
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Click this box to view the spellbook, which will enable you to mix
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spells
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Combat Weapon Box:
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~~~~~~~~~~~~~~~~~~
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Click on this icon anytime to alter your style of fighting.
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Hit Point Indicator:
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~~~~~~~~~~~~~~~~~~~~
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Each time you smite your opponent with a weapon, this gauge gives you
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an indication of the severity of the blow.
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Damage Indicator:
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~~~~~~~~~~~~~~~~~
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This gauge gives you an analog indication of how much damage you sustain
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from each of your opponent's blows.
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Command Menu:
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~~~~~~~~~~~~~
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Whenever you click on an item, you will be given a choice of actions to
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take with that item. These actions will appear to the right of the main
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viewing area. Click on the desired action to execute the action.
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The Stats Bar:
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~~~~~~~~~~~~~~
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LEV - Level. Lets you know how well you're doing in your quest. As you
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gain experience points, you will move up in levels and be able to mix
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more powerful spells, fight hand-to-hand more effectively, increase your
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stats and ultimately get closer to Elvira.
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EXP - Experience. This number increases as you play and slay. It also
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relates directly to your level.
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PP - Power Points. The more power points you have, the more spells you
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can cast before a recharge.
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HP - Hit Points. Maximum hit points for your character.
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Secondary Stats:
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~~~~~~~~~~~~~~~~
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WS - Weapons Skill. Determines how lethal you are with your weapon.
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ACC - Accuracy. Determines the likely hood of hitting your target
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WP - Will Power. Determines the amount of guts you have
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MR - Magic Resist. Determines how susceptible you are to supernatural
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charms.
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STR - Strength. Determines how hard you can hit
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CONST - Constitution. Determines your total hit points and will lower
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the damage you take from attacks.
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PR - Poison Resist. Determines resistance to deadly doses.
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INT - Intelligence. Determines power points and the number of spells
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you get out of each mixing.
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COMBAT
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~~~~~~
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As soon as an opponent appears on screen, your pointer will change into a
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combat icon. Click on the combat weapon box to bring up a choice of
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four combat modes.
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* Normal: Turns cursor into a sword. No advantage for either
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fighter.
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* Defensive: Turns cursor into a shield. Less chance of hitting or
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getting hit.
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* Fierce: Turns cursor into a lightning bolt. Better chance of
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hitting and getting hit.
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* Berserk. Turns cursor into a viking helmet. Change of hitting
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and getting hit is very great.
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How to fight:
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~~~~~~~~~~~~~
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1 Click on a choice, and the cursor will turn into the weapon
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2 Move the weapon onto your opponent
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3 Position the cursor over the part of the opponent's body that
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you wish to attack, then click to slash away. Each evil critter
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will be easier to hit in some areas than others.
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Active & Inactive Weapons:
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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When the cursor changes into a weapon or shield, it will appear either
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white or black. When it is WHITE, the selected weapon is active. When it
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is BLACK, your weapon is in the midst of a hack or slash.
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Running Away:
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~~~~~~~~~~~~~
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Sometimes it's better to be a weenie. To run away, back away carefully,
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then TURN & RUN!
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SPELLCRAFTING
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~~~~~~~~~~~~~
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Lesson One: To get even the most basic spell off the ground, you need
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four things:
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1 My Spellbook
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2 The right ingredients to mix the spell
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3 The level, experience, and opportunity to cast it
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4 My red pendant
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Get the Spellbook!
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~~~~~~~~~~~~~~~~~~
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Make sure to get my spellbook when you first enter the studio. If you
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don't, you'll probably be mashed into dog chow shortly after you get past
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the main gate.
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About Spell...
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~~~~~~~~~~~~~~
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Each spell has 3 requirements that must be fulfilled before it can be
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created. These requirements are listed under each spell in the
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spellbook. The effect is also listed. The three requirements are:
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* Level: Each spell has a level number listed. You must be at that
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level or higher before being eligible to create that spell.
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* Cost: The number of power points burned after each application
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of a spell is listed
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* Ingredients: You must have all ingredients needed for a
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particular spell in your inventory
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Mixing a Spell:
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~~~~~~~~~~~~~~~
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Once you've got my book, you can click on the book icon in the upper
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right of the screen any time to refer to it. There are eight spells on
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each page, and dozens of spells in all.
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* To turn an index page: Click the book icon at the top left of
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the page
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* To choose a spell for mixing: Turn to the correct index page and
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click directly on the spell name. This brings up the description
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of the spell, the level you need and the list of ingredients you
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need to make it
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* To return to the spellbook index: Click on the book icon in the
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upper right side of the spellbook page without mixing a spell on
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screen. You may now choose another spell.
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* To mix the spell:
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1 Click the mix icon at the top left of the page. Your
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inventory will appear.
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2 Drag each of the ingredients from the inventory up to
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the page and let go.
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3 When you've got all the items on the page, click the mix
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icon again. The new spell will appear as an icon in your
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inventory. There's no limit to the number or ready-mixed
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spells you can carry.
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* To exit the spellbook index: Click on exit.
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Casting a Spell:
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~~~~~~~~~~~~~~~~
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Once your first pre-mixed spell is in the bag, a new icon - the
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spellthrower - appears in the upper right of the screen. Click this
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icon, and your spells appear. Click the spell you want, and it's
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automatically cast.
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Fun Facts About Spells:
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~~~~~~~~~~~~~~~~~~~~~~~
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* Some spells can only be used once. After you use them their
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icons disappear forever.
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* Some spells can be used over and over again.
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* Your currently active spells appear in the spellchecker at the
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lower left of the screen.
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* If a spell disappears from the spellchecker list, it's run its
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course. The same goes if you've got a spell running, but it
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doesn't appear to be doing you any good.
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* The name of the spell is a good clue on what ingredients it may
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need.
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* Double click on a spell icon to find out which spell it is and
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how many charges are left.
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LIST OF SPELLS FOR ELVIRA II
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Absorb Magick:
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8,8, a garnet and any absorbent object. When used, all magic will have no
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effect on the player for a short period of time.
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Antidote:
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3,4, a natural poison. The spell removes all poison from the player's
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body.
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Bind Demon:
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9,15, unknown. In the correct circumstances, demonic life-forms will be
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trapped by this spell.
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Bless:
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1,5, holy water and a crucifix. This blessed weapon will do extra damage
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to creatures of unholy origin.
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Brainboost:
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3,6, anything that stores information. The player's memory and overall
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intelligence is improved significantly.
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Breathe Underwater:
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2,4, anything edible. This spell enables the player to breathe in any
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environment.
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Buoyancy:
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4,6, the calcified remains of a marine creature. Increases ability to
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carry items underwater.
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Courage:
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3,8, a vial of alcohol. This spell causes the player to forget all fear.
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Cure Wounds:
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9,12, a vial of holy water. The player's body is restored to full
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health.
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Detect Magick:
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6,5 a quartz. By the use of this spell, the player will be able to
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recognize the power of magic.
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Detect Trap:
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3,5, any shaped glass. This spell detects traps.
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Enchant Weapon:
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3,6, an emerald and a file. This weapon does extra damage and is easier
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to wield.
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Fear:
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6,7, an eye from a witch. This spell causes great fear in weaker
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enemies.
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Fireball:
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4,8, a combustible substance. A ball of flame is projected towards the
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target causing moderate damage. Size of ingredients effects results.
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Freezing Blade:
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8,9, two cold items. The weapon becomes extremely cold and does extra
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damage.
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Glue:
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2,4, and adhesive. The enemy becomes glued in place for a short time.
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Stronger monsters can resist this spell.
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Healing Hands:
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1,3, none. This spell has a minor healing effect on one body area.
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Herbal Healing:
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5,6, any edible fungi. This spell results in major healing to one body
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area, and minor to all others.
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Holy Blast:
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5,6, two good religious items. A bolt of pure goodness is fired which
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does moderate damage to an unholy monster.
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Ice Dart:
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1,4, no ingredients. When cast, projects a shard of ice at target,
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causing low damage.
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Illusion:
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8,11, a mirror. The caster assumes the appearance of the next creature
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he encounters.
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Lighting Bolts:
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7,11, an amethyst and anything fork shaped. Electricity streams from the
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player's fingertips causing serious damage. Size of ingredients effects
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result.
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Luck:
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2,4, something associated with good fortune. the player will become very
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lucky. But only once.
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Magic Muscles:
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5,7, three metal objects. Mighty strength is bestowed upon the user of
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this spell.
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Magical Armour:
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7,12, any three items made of precious metal. This is a more powerful
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version of the protection spell.
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Mindlock:
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6,8, a padlock and a book. This spell protects the spells already
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memorized from being destroyed.
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Nova:
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9,15, an inflammable liquid. A stream of fire is produced which
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devastates all monsters in sight.
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Protection:
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2,6, a metal band. The player is encased in a magical field which
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reduces damage taken.
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Resist Fire:
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5,7, fire extinguisher. While under the influence of this spell, the
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player is immune to all fire damage.
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Resurrect:
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10,20, unknown. Restores to life a holy person.
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Revive:
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4,6, a strong-smelling item. If a player becomes unconscious, he is
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healed automatically. This spell remains active after being cast until
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it is needed.
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Summon Storm:
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7,9, a barometer. This spell, cast from on high, summons a storm.
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Telekinesis:
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4,7, a magnet. This spell enables the player to call on unrestricted
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item to him.
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Trueflight:
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8,9, feathers. Spells cast under the influence of this spell never miss
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the most sensitive area of the enemy.
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Turn Undead:
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3,12, a brain. This powerful spell repels all undead creatures in sight.
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Unholy Barrier:
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3,5, a book of prayer. Anything unholy may not pass thorough the barrier
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while the player remains still.
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Unseen shield:
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1,3, no ingredients. The air around the player solidifies into a shield
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which deflects come range and combat artillery.
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SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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