464 lines
17 KiB
Groff
464 lines
17 KiB
Groff
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Constructing Castles:
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--------------------
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Bronze Dragon can generate adventure settings, called "castles," for 12
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different scenarios. Like the module, you can use either side of the
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castle disk to construct a castle. Unlike the module, you get to
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customize a castle according according to your taste.
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There are a few limitations to this. Castles have a minimum of 10 rooms
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and a maximum of 100 rooms. To get an entire plot, however, the castle
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must have at least 60 rooms.
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Your castle will be constucted from your answers to the questions below.
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Your replies are limited by previous answers. To illustrate, if you
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choose to have 25 rooms per level, you can't have 8 levels below ground
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(that would be more than 100 rooms).
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1> Rooms per level: Your answer can be any number from 10-30. This is
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the number of "areas" on each level of the castle, whether they're
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hallways, rooms, chambers, or whatever.
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2> Levels below ground: This can be any number from 0-10. This
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determines the number of floors below ground level.
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3> Levels above ground: This can be any number from 1-10. Level 1 is
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ground level.
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4> Starting monster level: There are ten different "levels" of monsters.
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High level monsters are much harder to kill than low level monsters. You
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are allowed to pick the level of the first batch of nasties loaded in
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the castle.
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5> Difficulty: Difficulty ranges from 1-10. High difficulty means more
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monsters and traps, but it also means more treasure.
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6> Plot number: Refer to appendix 1 to choose the appropriate plot. DO
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NOT choose a "sequel" unless you have successfully completed the
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preceding plot.
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You'll be told how many rooms are in your castle and whether or not it
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contains the entire plot. You'll be asked if you still wish to make it.
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If you do, just enter "Y" and follow the prompts.
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Your castle will be built from the bottom up. When the word "making" is
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in the upper left-hand corner, the blueprint is being fashioned. When
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the word "filling" is there, the rooms are filling with monsters and
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treasure. It should take bout 15 minutes to construct a 60 room castle.
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Gathering a Party:
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-----------------
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By now, you should have created and equipped a part of rouch and ready
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characters. You've also either created a castle or copied the module on
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a blank disk. It's time to gather your party (option 5 on Main Menu).
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You'll be shown the name of each character who's already in the party
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(if any) and asked the name of each member who wants to join. After
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you've entered the names, the computer will check to see if each
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character is available. If som it will print "<Name> has joined". Any
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character who is unavailable (i.e. dead or already on an adventure) will
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not be allowed to join.
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When characters come back ot Dragon Village, they are dispersed. In
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other words, they must re-gather before goin on another adventure.
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If you try to gather a party for an adventure that already has five
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characters assigned to it, the computer will say the party is full.
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Next, it will ask you if you wish to destroy the party by killing all of
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the characters. If you decide to destroy the old party, you'll be able
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to gater a new party for the adventure.
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Going On An Adventure:
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---------------------
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After you've fathered your party, it's time to have some fun and
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actually play the game (option 6 on the Main Menu).
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The Screen:
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----------
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During play, there is a "menu window" at the top of the screen. These
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four lines contain a lot of information. The top line shows the
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character's na,e and which menu is up. The numbers of the left represent
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the commands; the command you choose is highlighted to the ight. For
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your convenience, the bottom line shows the character's hit points,
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armor rank, and endurance.
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Don't be put off by the complicated looks of the window. Before long,
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you7ll only need to glance at it for a moment to get the information you
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need.
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The Controls:
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------------
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The number, arrow, and letter keys all preform the same function,
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highlighting commands. Choose the method of input which suits you best.
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0-9: Pressing any number will highlight a command.
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Arrow keys: These highlight commands left and right. The arrow heys must
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be used to highlight a nimber higher than 9 when characters have more
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than 9 objects in their inventeory.
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Letter keys: The first letter of each regular command also highlights
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it. The two exceptions to this are "V" for look and "Z" for retreat.
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Return: Implements the highlighted command.
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Space bar: The space bar has two functions depending on when it's hit.
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1> If you haven't chosen a command (pressed return), the space bar
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will toggle between the regular commands and special commands.
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2> if you've chosen a command that affects another monster or
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character, the space bar will toggle between the name groups.
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Escape key: This key will abort almost any action in case you change
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your mind.
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The slash key works the same way..
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Ctrl-G: Toggles "group move" off and on. Group move is on when you
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start, which means characters travel together. Characters can't toggle
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this off during module play.
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Ctrl-T: Allows you to set the time delay, which is how quickly stuff
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prints out. Initially set to 25, it ranges from 0-50, with the lower
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numbers increasing the speed. Zero time delay waits for you to press a
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key.
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Ctrl-Q: Saves the game at its current place. This can only be done
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durring the first character's turn.
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Ctrl-R: Reorders the party. This can only be done during the first
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character's turn.
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Ctrl-D: Toggles the area description on and off. It is on when you
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start. When off, it allows for faster movement through known areas.
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The Regular Commands:
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--------------------
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The following is a list of the command options available when playing
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Bronze Dragon. The numbers in brackets correspond to those in the menu
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window. Some commands, such as search, will bring up another menu.
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1> Rest: The pause that refreshes. Resting regains some endurance for
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weary characters.
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2> Fight: Fighting is attempting to strike a monster or character with a
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weapon. Your weapon must work in the rand you're in for your attack to
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have a chance at success. See "How To Fight" and "Range."
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3> Search: There are 4 different ways to search.
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1) Search for objects: Let's talk treasure. If you want something
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that's in a room, this is the commands to pick it up. It'll also
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allow you to read a scroll or even push a button.
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2) Search Creature: You can plunder dead monsters and characters.
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3) Search for Secret Doors: Hidden exits can sometimes be detected
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using this command. High intelligence increases the chances of
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detection, and repeated searches increases it even more.
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4) Search for Traps: The truly paranoid can check a room out if
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they suspect a trap. High intelligence and repeated attempts also
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improve the chances for detecting traps.
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4> Look: This will give you a description of you immediate surroundings
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if there is sufficient light. Hitting space bar after the description
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will let you see the exit locations and the monsters (if any). Since
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"look" is automatically executed when you enter a room, mapping is
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usually done at the very start. An important note: Any objects you
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happen to see with "look" aren't necessarily the total contents of the
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area.
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5> Diversion: This gives every character in the area except the diverter
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a "+1" to hit on their next turn and allows assassins to assassinate. A
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drawback, the dirverter draws the monster' attention.
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6> Advance: This is moving within a room toward a certain monster or
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character, generally used to get in proper range for fighting. See
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Range.
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7> Retreat: The opposite of advance. It can also be used to get in
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proper range, especially when using weapons that won't function in short
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range, such as a flail or javelin. See Range.
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8> Use Object: There are 5 different ways to use an object.
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1) Unlock Item: An attemp to unlock some sort of container, suck as
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a chest or coffer with whatever is in hand. It is not used to
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unlock anything else (such as doors). Thieve's tools are the best
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at doing this, but you can use anything.
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2) Use On Creature: This isusing the object in hand on a monster or
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character. Food, elixer, and magic items work under this command.
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While food and elixer are benificial when used this way, magic
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items could be harmful. Your fellow characters probably wouldn't
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appreciate a "dancing sword" being used on them...
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3) Examine Object: Finding out how unusual onjects work is one of
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the biggest sources of puzzlement for Bronze Dragon players. When
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you look at an object closely, you might discover something
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interesting or important.
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4) Use On Your Possessions: This is using the object in hand on
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another object. If you wanted to connect two rods together or put
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poison on a dagger, this is the command to use. See "Solving
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Plots."
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5) Use In Room: This is sort of the "default" command when you
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don't know what else to do. It could be unlocking a door with a
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key; using a want to levitate a rock, etc. See "Solving Plots."
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9> Inventory: There are 5 sub-commands under inventory.
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1) New in Hand: It is often necessary to put the proper object in
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hand before fighting, using an object, ect. This doesn't take up a
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character's turn. Once something is in hand, it will stay there
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until you say otherwise.
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2) Status: This will tell you absolutely everything about your
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character's health and standing.
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3) Get Rid Of: This command will erase the object of your choice,
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never to be seen again. It does not affect the object in hand,
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unless you happen to choose it for disposal. This command does not
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take up a character's turn.
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4) Give Object: This command transfers one of your possessions to a
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monster or character of your choosing. Gifts often convince
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non-vile creatures to leave in peace.
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5) Give Money: This works exactly like give object, except the
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medium of exchange is bronze pieces.
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0> Leave: Yep, the thrill of adventureing is right here: there's always
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that last kill to climb or secret chamber you havn't seen yet.
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Characters travel in a pack unless you toggle group move off with
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Ctrl-G. Exits will appear on the numbers 1-4. If you're outside the
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castle, "Go back to Dragon Village" will be at number 5.
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Special Commands:
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----------------
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The regular commands on the preceding pages are available to any
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character. Hitting the space bar will toggle on a second menu, which
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has the "special commands." Each character gets one command due to race,
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as explained uder race in "How To Create A Character." The character's
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class affords several additional commands which are detailed below.
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Knights:
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1> Swordplay: This adds a "+1" on the to hit roll for every two skill
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levels of a knight. It also maximizes a sword's damage. This command
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can't be used inless a sword of some type is in hand.
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2> Rage: Knights can attack at twice their normal rate with this
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command, although it reduces endurance to zero.
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Assassins:
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1> Assassinate: Successfully using this command will instantaneously
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kill any monster or character. To even have a chance at assassinating,
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however two conditions must be met....
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A) The assassin must have a dagger in hand.
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B) Someone else must divert or area must be dark
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Once an assassin reaches the 10th skill level, condition B no longer
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applies.
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Ninjas:
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1> Martial Arts: Martial arts are a special method of defense and
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fighting. There are 10 different levels of martial arts, called
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disciplines, which range from Yeti to Dragon style. Each discipline has
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3 modes: an attack, a strike, and a defense. Ninjas can master a maximum
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of 5 modes, if they wish to learn more, they must replace one that they
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have previously learned. The different modes are explained below, and
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appendix 5 should further enlighten you. The best way to figure all this
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out, of course, is to create a ninja and experiment.
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Attack modes: This is a short range attack that causes dammage if
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successfully rolled, much like an ordinary weapon attack. A martial arts
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attack does double damage if the creature attacked is covered under the
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attack's discipline. A Yeti attack, for instance, does 1-10 damage
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against everything except for monsters with a "freeze" attack. A hit
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against such a creature would automatically do 20 points of damage.
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Strike modes: Strikes are short range attacks that will not affect
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characters or monsters nor under the strike's discipline. If a strike is
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used against a monster under the correct discipline, however, it will
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automatically hit and cripple the monster. If a tiger strike, which
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affects anthing that claws or bites, were used against a ghost, it would
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have no effect. If it were used against a bear, however, the bear
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couldn't use it's claw or bite.
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Defense modes0 Defense modes improve your armor rank (subtract from it)
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in addition to making you invulnerable under the defense's discipline.
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Their effects are cumulative, meaning that having both bear defense (-1)
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and eagle defense (-2) would lower armor rank by three, in addition to
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making one invulnerable to encircle and drain attacks.
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2> Leap: Like sneak, a successful leap moves a character across a room
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without taking a turn. Ninjas can position themselves anywhere within a
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room this way, but there is one drawback - the only action allowed at
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the end of a leap is a martial arts attack or strike. First level ninjas
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have a base 25% chance of leapping with bonuses added for high agility
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and additional skill levels.
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3> Imitate Dead: If successfully done, a ninja us unable to do anything
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for 4-6 turns after using this command. During the trance-like state,
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neither monsters nor characters will strike the Ninja. Upon awakening,
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the ninja will no longer be poisoned, illusioned, beserk, frozen, etc.
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If you fail to imitate your chances at imitating dead.
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Elders:
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1> Sorcery: This is the act of casting a spell. Spells work at any
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range, each for having a certain number of charges, or times it can be
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used. If the charges are used up, the spell is gone and the caster will
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regain the spell points used to learn the spell. Check appendix 7 for
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details.
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2> Destroy: Any "undead" creature less powerful than the elder casting
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this will be burned to ashes. Undead creatures are those who have lived
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and died, yet still walk the earth. Typical undead monsters are ghosts,
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devils, lethal deadlies, etc. Characters get no skill points for
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destroying monsters.
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3> Innate Heal: This will heal chaacters whose hit pointsnow have falled
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below 50% of hit point max. The side effect is that hit points max will
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be lowered a little: Example: A knight named joey started an adventur
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with 100 "hit points now" and 100 "hit points max." Hit points now was
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reduced to 40 by an ill-tempered fire beetle. An elder used innate
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healing on Joey, which put both "hit points now" and "hit points max" at
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90.
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Joey's hit points max isn't permanently crippled - both the healers and
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king Leopold can fix him up. The healers do it for a price and Leopold
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doesm if Joey brings him an artifact.
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Wizards:
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1> Sorcery: See sorcery under the elder's special commands.
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2> Cast Energy: This is a damaging attack that will function at any
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range. Damage is 10 times the Wizard's skill level, but if reduces a
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Wizard's endurance to zero
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Range:
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-----
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Characters must be in proper range to fight. The proper range depends on
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what weapon is being used (see appendix 3). The three ranges, short
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range, medium range, and long range, are listed on the character and
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monster screens. There're abbreviated SR, MR, and LR, respectively. You
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can move into the proper range by advancing or retreating.
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EXAMPLE: Arch Mage George wants to hit a giant rat with his lucern
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hammer. He tries, but the rat is in medium range and hit hammer can only
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hit monsters in short range. George has a choice - he can either advance
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toward the rat and hit it next turn, or he could put a sling & stones in
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hand and hit it this turn (A sling and stones works in medium or long
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range).
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How To Fight:
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------------
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Before you fight, you should put the proper object in hand. This is done
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by hitting inventory and new in hand.
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The next step is pressing fight and choosing a victim, either a
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character or a monster. You can toggle between the monster and character
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names by hitting the space bar. Hitting escape aborts the fight
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command.
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You can hit any number corresponding to a monster to see the creature's
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name and range. When you find the monster you wish to strike, hit return
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and the "attempt" will take place.
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Smack any key to freeze the rolling randomizer. Afterwards, any plusses
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or minuses will be added to the number and if it's enough, you'll hit.
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Good luck!
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