332 lines
9.2 KiB
Plaintext
332 lines
9.2 KiB
Plaintext
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Might and Magic by NEW WORLD COMPUTING, Inc.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Complete documentations.....
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Finally! sorry,... i've been real busy lately..... mm
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All text files composed (painstakinly) by Mind Mechanic, and I take
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full credit for mis-spellings, etc. Please understand....
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The Adventure Begins !
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How to move....
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Up arrow or Return ------ Moves forward
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Down Arrow ------ Moves down
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Left Arrow ------ Moves left
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Right Arrow ------ Moves right
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the ( <-- , --> ) keys move characters in 90 degree angles....
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DOORS:
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Locked- You can BASH or UNLOCK a locked door... when bashing, the party
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moves forward trying to break the door, afterwards you move thru one
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square, but have a high probability of setting off a trap. Unlock is
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simple, press (U) and then choose who you wish to attempt to pick the
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lock, a robber has the greatest chance of seceeding. Also capable of
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setting off a trap if fails.
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WALLS:
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Most say (Solid, or impassible, etc.. ) if they can not be moved thru,
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but there are secret passages and they can be found anywhere.
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GAME COMMANDS WHILE MARCHING:
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Movement - (above.^^)
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[O] - Order -- Rearranges the order of the party. Hit ESC to abort.
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[P] - Protect -- Displays currently active spells covering the entire
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party.
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[R] - Rest -- Rests party overnite in square currently occupied. Rest
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restores all character's Hit Points and/or Spell Points, unless
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inhibited by special conditions. Restr requires one food unit from each
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character's food supply. All protection spells wear off during rest and
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must be recast upon awakening.
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[S] - Search -- Finds treasure or other items hidden in square occupied
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by party. You should always search after defeating a monster and before
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moving off the square in which an ecounter occured. However, you do not
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need to search immediately after combat. You may want to rest, cure
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wounds, etc. first.
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[B] - Bash -- (Explained above ^^)
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[U] - Unlock -- "" ""
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[Q] - Quickref -- Displays a brief overview of all party members' Hit
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POints, Spell points, Armour Class, and Condition. Press ESC to go back
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to 3-D screen.
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[#] - View character statistics:
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(C) - Cast -- Casts a non-combat spell, providing character at that
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level and has the required number os spell points and magical gems.
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(D) - Discard -- Permantly removes item from character's backpack.
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(E) - Equip -- Shifts item from charcters back pack so he can use it. A
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maximum of 6 items may be equipped. Only one hand/hand weapon, one
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armour, one shield, one missle weapon can be equipped at a time.
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(G)- Gather -- Transfers all gold, gems and food carried by other party
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members to that character, up to the maximum ammount of each item which
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the character can carry.
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(R) - Remove -- Shifts Item from equpied to the back pack,
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(S) - Share -- Evenly distributes all gems, gold or food in the party's
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possesion among all party memebers.
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(T) - Trade -- Tranfers an ammount of gems, food, or particular item
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from viewed character to another charcter.
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(U) - Use -- Activates an item tat has special powers. Items may or may
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not be equiped for use.
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(V) - Volume -- Turns sound ON/OFF.
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------------------------------------------------------------------------
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Encounter
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Defintion - (briefly) / you fight a group of monsters that are either
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homogenous or mixed. There are hundreds of kinds of monsters at various
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levels.
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If the Monster(s) suprises your party, you go directly into combat. No
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other options are available.
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If your party suprises the monsters, you have the option to advance or
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not. If you choose to avoid the monsters, nothing furthur occurs. The
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encounter is over.
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If neither party is suprised, you have several encounter options.
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WAIT! thats coming....
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ENCOUNTER COMMANDS:
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[A] - Attack -- This takes you to combat.
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[B] - Bribe -- Your party may attempt to buy off the monsters with
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bribes. If the monsters refuse your attempt, combat will begin. If the
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monsters accept your attempt, a prompt will tell you what they demand
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(usually all of your gold/food/or gems)
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[R] - Retreat -- Your party may attempt to flee fromthe invaders. If
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retreat suceeds, the encounter is over and you find yourself in the
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closet safe square.
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[S] - Surrender -- (Wimp!) no really, its usefull. Your party can
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surrender. Giving the monsters whatever they want (Food/Gold/Gems), and
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you are free. Some monsters take no prisoners and will attack.
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COMBAT:
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Divided into rounds, A (+) in front of a charcters number means that is
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able to engage in hand to hand combat. With the exception of archers,
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and characters who engage in hand to hand combat can't use missle
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weapons.
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Non-Combat Commands
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[D] - Delay -- Allows you to set the duration of the on screen messages
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to any number between 0-9. (0 is the shortest duration, 5 is default)
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[P] - Protect -- Allows you to see all currently active spells which
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cover your entire party.
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[Q] - Quickref -- Displays the QUICKREF list of charcters.
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[#] - Views charater -- thats right!
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Handicap
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The handicap prompt indicates whether monsters or party members have
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been given a speed handicap for the current round of combat. If the
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monsters have been given the handicap, a prompt will show MONSTER + the
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number by which all party members' speed has been increased. If party
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members have been given the handicap, the prompt will show PARTY+ the
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number by which all party members' speed has been increased. If neither,
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prompt will show EVEN.
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Battle Options
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[A] - Attack -- Character attacks monster in the A position, with
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wahtever weapon he/she has equipped. If monster A dies, all other
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monsters move up one position.
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[F] - Fight -- Character attacks monster in a hand-to-hand battle
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position, with whatever weapon equipped. A prompt will ask which
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monster he wishes to fight.
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[E] - Exchange -- Character changes battle positions with any other
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member of the party. Press ESC to abort.
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[R] - Retreat -- Character gives a general retrear command for the
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netire party. Chance of success is slim.
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[S] - Shoot -- Charater fires missle weapon at monster of choice. Only
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available when character has missle weapon equipped and is in a non-hand
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to hand situation.
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[C] - Cast -- Character cast a combat spell. Only appears for spell
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casters.
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[U] - Use -- Character activates special power for an item in his
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possesion.
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[B] - Block -- Character increases his Armour Class for this round.
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For Advanced Players
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To speed up combat, hold down CTRL-A together. The character with combat
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iniative will:
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oAttack the monster is position A, if engaged in hand-to-hand combat.
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oShoot the monster in position A, if not in hand-to-hand.
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oBlock, if neither option is open.
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Battle Over
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Combat continues until one side is destroyed. If party wins, remember
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to search.
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GAME OVER
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If you wnat to interrupt the game, but save the experience points and
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other abilities gained by your characters during the most recent game
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session, you must take your party to the inn in one of the five towns
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and SIGN IN.
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-----------------------------------------------------------------------
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Beginners Guide to Adventure
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THE WORLD
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The world is dved into five towns, underground caverns and dungeons,
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open terrain, rivers and seas, and mountainous areas. In general, the
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more dangerous the area is, the more treasure you can expect to find.
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Towns are important because they contain:
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o Shops where food, weapons, armour, and other equipment can be
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purchased.
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o Temples where sick or injured character may be healed.
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o Training grounds where characters may advance to higher experience
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levels, provided they have the required experience points.
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o Inns where characters must be taken for safe harbour at the end of
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each game session, if the game information is to be saved.
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Underground caverns and dungeons contain multiple levels, with the
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danger (and possible gains) increasing at each lower level.
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Mountains and bodies of water frequently offer only one route of
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passage, which may be heavily guarded by dangerous monsters.
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Avalanches may cause montain passes o shift, and spring torrents may
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flood river fords.
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SPELLS
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Only certain clases of characters may cast spells. There are 94
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different spells, divided into CLERICAL and SORCEROR spells, with 7
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SPELL LEVELS in each division.
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Characters who may cast clerical spells may not cast sorceror spells,
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and vice versa.
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The level of spell which a character may cast is determined by his
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experience level. When you first begin, concentrate on level one spells,
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since these are the only ones you may cast.
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All spells cost spell points. Higher level spells may also cost a number
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of magical GEMS. Gems must be found along the way.
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OK... well... this is the end of the docs.. Along with this file you
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should obtain these others...
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Might and Magic Clerical Spells
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Might and Magic Sorceror Spells
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Might and Magic Quick Spell List
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