398 lines
9.4 KiB
Plaintext
398 lines
9.4 KiB
Plaintext
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* FRED SOFTWARE * PRESENTS:
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WARRIORS OF RAS
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VOLUME II
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KAIV
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SAVING/RESTORING GAMES & CHARACTERS
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TO SAVE A GAME IN PROGRESS, TYPE THE COMMAND SAVE. YOU WILL BE ASKED
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IF YOU WANT TO SAVE THE GAME (G) OR ONLY THE CHARACTER (C). YOU MIGHT
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WANT TO SAVE ONLY THE CHARACTER SO THAT IT COULD BE LOADED INTO
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ANOTHER WARRIOR OF RAS GAME, SUCH AS DUNZHIN OR WYLDE.
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CHOOSE A # FROM 1 TO 5: THAT IS THE NUMBER YOU WILL USE TO RESTORE
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THAT GAME OR CHARACTER.
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TO RESTORE, SIMPLY FOLLOW THE PROMPTS WHEN YOU BOOT THE DISK.
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BEGINNING THE ADVENTURE
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THE FIRST THING YOU WILL WANT TO DO IS (B)UY SUPPLIES. YOU START OUT
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WITH 2000 SILVER COINS (OR, IF PLAYING AN OLD CHARACTER, WHATEVER
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TREASURER YOU HAVE COLLECTED). FOR 1800 SILVER COINS YOU VAN BUY A
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"STANDARD PACK", WHICH CONSISTS OF A SUIT OF CHAIN MAIL, THREE
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ORDINARY SWORDS, 10 TORCHES, 15 MEALS WORTH OF FOOD AND WATER, A
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CROSS, A FLINT & STEEL, THREE ROPES, TWO DIRKS, A PICK AND A MIRROR.
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TO BUY THIS, ENTER A "@" INSTEAD OF AN ITEM NUMBER.
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THE (S)TASH AND (R)ETRIEVE COMMANDS ARE USED TO SAFELY STORE TREASURE.
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SINCE EVERY POUND YOU CARRY SLOWS YOU DOWN, IT IS IMPORTANT TO LEAVE
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BEHIND TREASURE THAT YOU DON'T NEED.
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(E)NTER THE KAIV, WHEN YOU ARE READY. THE OBJECT OF KAIV IS TO FIND A
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GREAT TREASURE, SOMEWHERE IN ITS FARTHEST REACHES.
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COMMANDS
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THE FOLLOWING COMMANDS ARE AVAILABLE. ALL CAN BE ABBREVIATED TO ONE
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LETTER, ALTHOUGH SOME WILL REQUIRE AN OBJECT OR A DIRECTION AS WELL.
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FOR A LIST OF THE ABBREVIATIONS, USE THE HELP (Q) COMMAND.
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AIM (A):
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ALLOWS YOU TO TAKE CAREFUL AIM AT YOUR OPPONENT. YOU MUST ALSO ENTER
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THE BODY PART THAT YOU ARE AIMING AT. YOU LOSE ONE BLOW TO TAKE AIM.
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BRIBE (K):
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OFFER SOME OF YOUR TREASURE TO YOUR OPPONENT, IN HOPES THAT IT WILL
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LET YOU PASS. YOU MUST KNOW HOW MUCH TREASURE YOU HAVE BEFORE YOU USE
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THIS COMMAND.
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CLIMB (C):
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CLIFFS (MARKED ON YOUR MAP) CAN BE CLIMBED USING THIS COMMAND. HAVING
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A ROPE INCREASED YOUR CHANCES, BUT YOU WILL LEAVE THE ROPE BEHIND IF
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YOU USE IT.
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DISUSE (V):
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STOPS THE EFFECT OF THE USE COMMAND (SEE BELOW).
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DRINK (D):
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USED TO DRINK WATER, WHEN YOU ARE THIRSTY, OR TO DRINK POTIONS, IF YOU
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DECIDE TO TRY THEIR EFFECTS.
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DROP (B):
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USED TO DROP ITEMS THAT YOU NO LONGER WANT. IF YOU WISH TO FIND IT
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AGAIN, YOU MUST REMEMBER WHERE YOU DROPPED IT. YOU CANNOT FIND ARMOR
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OR SHIELDS IF YOU DROP THEM.
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EAT (E):
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USED TO EAT FOOD, WHEN YOU ARE HUNGRY. EATING AND DRINKING ARE VITAL
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AND DAMAGE WILL RESULT IF YOU IGNORE HUNGER AND THIRST.
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EXTINGUISH (Y):
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PUTS OUT A LIT TORCH. A TORCH MUST BE OUT IF YOU WISH TO STORE IT IN
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YOUR PACK.
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FACTS (ESC):
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THIS SHOWS INFORMATION ABOUT YOUR CHARACTER, SUCH AS LEVEL,
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EXPERIENCE, AND TREASURE. MOST IM- PORTANTLY, IT LISTS YOUR VITAL
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SPOTS AND HOW MUCH DAMAGE THAT PART CAN TAKE. IF A PART OF YOUR BODY
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IS HIT FOR MORE DAMAGE THAN IT CAN HOLD, YOU WILL BE KILLED.
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FETCH (F):
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TRANSFERS AN ITEM FROM YOUR PACK TO YOUR HANDS. IF BOTH YOUR HANDS ARE
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FULL, YOU WILL HAVE TO PUT SOMETHING YOU ARE CARRYING IN YOUR PACK.
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FOOTSTEPS (NO ABBR):
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TURNS OFF THE SOUND YOU MAKE WHEN YOU WALK.
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FORCE (X):
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IF YOU USE THIS COMMAND, YOU WILL SWING WITH GREATER STRENGTH.
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HOWEVER, YOU WILL ALSO BE MORE LIKELY TO MISS YOUR TARGET COMPLETELY.
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GET (G):
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PICK UP AN ITEM FROM THE FLOOR OF THE KAIV. IT WILL PICK UP THE 1ST
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ITEM FOUND. IF THERE ARE SEVERAL OBJECTS, YOU WILL HAVE TO USE SEVERAL
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GET COMMANDS, OR YOU CAN USE THE NAME OF THE ITEM YOU DESIRE (SUCH AS
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GET SWORD). GET PUTS THE ITEM IN YOUR PACK.
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HELP (Q):
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LISTS ALL ABBREVIATIONS AND CHOICES OF TARGETS ON MONSTERS.
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HIDE (N):
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ALLOWS YOU TO HIDE FROM FOES. IF SEEN, YOUR FOE GETS A FREE SWING.
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HIT (H):
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FOR FIGHTING, IT ALLOWS YOU TO HIT ANY TARGET ON THE FOE, BUT YOU MUST
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SPECIFY WHICH TARGET. NOT ALL CREATURES HAVE ALL TARGETS - FOR
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EXAMPLE, FIGHTERS DON'T HAVE FORELEGS.
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INVENTORY (@):
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SHOWS ALL OF THE ITEMS YOU ARE CARRYING.
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LIGHT (L):
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LIGHTS A TORCH, IF YOU HAVE BOTH A TORCH AND A FLINT & STEEL.
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MOVE (M):
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FOR MOVEMENT. YOU MUST ALSO SPECIFY A DIRECTION (N, S, E, W). IF YOU
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WISH TO MOVE MORE THAN ONE STEP, ENTER THE # OF STEPS TO MOVE AS
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WELL.
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PICK (P):
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IF YOU HAVE A PICK, YOU CAN USE THIS TO DIG A PATH THROUGH A WALL.
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THIS IS USEFUL IN CASE OF A CAVE-IN.
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QUIT (NO ABBR):
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USED TO END THE GAME. NOTHING WILL BE REMEMBERED, UNLESS YOU USE THE
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SAVE COMMAND FIRST.
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REMOVE (O):
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TAKES OFF WORN ITEMS, SUCH AS ARMOR OR RINGS, AND STORES THEM IN YOUR
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PACK. IF YOU ARE WEARING MORE THAN ONE ITEM, YOU SHOULD SPECIFY WHICH
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YOU WISH TO REMOVE.
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RUN (R):
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USED TO ATTEMPT TO ESCAPE FROM A FOE. REGARDLESS OF WHETHER OR NOT IT
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WORKS, THE OPPONENT GETS A FREE STRIKE.
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SAVE (NO ABBR):
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ALLOWS YOU TO SAVE A GAME OR CHARACTER (SEE ABOVE).
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SOUND (NO ABBR):
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TURNS OFF ALL SOUND EFFECTS.
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STORE (S):
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PLACES AN OBJECT IN YOUR PACK. YOU MUST SPECIFY WHICH ITEM.
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SWAP (J):
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EXCHANGE THE CONTENTS OF YOUR RIGHT AND LEFT HANDS.
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USE (U):
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ACTIVATES MAGIC RINGS AND WANDS. SEE THE DESCRIPTION OF MAGICAL ITEMS,
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BELOW.
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WEAR (W):
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PUT ON ARMOR OR RINGS.
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TO SPEED UP THE PACE OF THE ADVENTURE, HIT THE RIGHT ARROW (-->) KEY.
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MAGICAL ITEMS
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ALL MAGIC ITEMS CAN BE INDICATED WITH THEIR FULL NAMES, SUCH AS WAND
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OF FIRE, OR ABBREVIATED, AS W O FIRE OR FIRE.
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RINGS:
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MUST BE WORN AND ACTIVATED. SOME WORK ONCE, OTHERS UNTIL YOU DISUSE
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THEM.
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WANDS:
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ALWAYS OFFENSIVE WEAPONS. A CREATURE MAY BE ABLE TO EVADE THE SPELL.
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SOME WANDS CAN BE USED ON INANIMATE OBJECTS, SUCH AS WALLS.
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POTIONS:
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MUST BE DRUNK. EACH HAS A CERTAIN TIME FOR WHICH IT IS EFFECT- IVE.
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YOU MAY NOT DRINK A SECOND UNTIL THE EFFECTS OF THE FIRST HAVE WORN
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OFF.
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HAZARDS
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TO AVOID A TRAP, HIT ANY KEY BEFORE THE TRAP IS FULLY SPRUNG, AND YOU
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MAY ESCAPE.
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POOLS:
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SHOWN ON THE MAP, BUT THERE IS NO WAY TO DETERMINE IF THEY ARE ACI D
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OR MERELY WATER.
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SLIMY FLOORS & PITS:
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NOT SHOWN ON THE MAP, AND POTENTIALLY HARMFUL.
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CLIFFS:
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MARKED ON THE MAP, THEY CAN BE CLIMBED, BUT YOU MAY FALL. ON THE
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OTHER HAND, IF YOU STEP OFF OF A CLIFF, SERIOUS DAMAGE WILL RESULT.
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CAVE-INS:
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IF YOU ARE TRAPPED BY A CAVE-IN, YOU CAN OFTEN PICK YOURSELF OUT.
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CAUTION IS ADVISED, BECAUSE YOU MAY UNDERMINE THE ENTIRE STRUCTURE OF
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THE KAIV!
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WINDS:
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WILL MERELY BLOW OUT YOUR TORCH, WHICH CAN BE EASILY RE-LIT WITH A
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FLINT & STEEL.
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THE GHOST:
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OCCASIONALLY, YOU MAY HEAR A GHOSTLY VOICE SAY "GO AWAY!" YOU WILL BE
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TELEPORTED TO ANOTHER PART OF THE KAIV.
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THE LADY:
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YOUR LUCK CAN TURN BAD OR BE IMPROVED AT THE WHIM OF THIS VOICE, WHO
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WILL TELL YOU IF SHE LIKES OR DISLIKES YOU.
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MAGIC CREATURES:
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SOME OF THE FOES YOU ENCOUNTER WILL HAVE THE ABILITY TO PARALYZE YOU,
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TURN YOU TO STONE, OR DRAIN EXPERIENCE LEVELS. IF YOU SEE THE WORD
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"SAVE" WHEN FIGHTING ONE OF THESE CREATURES, YOU MUST HIT A KEY AND
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HOPE FOR THE BEST.
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DENIZENS OF THE KAIV:
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THIS IS A LIST OF THE CREATURES THAT YOU MAY ENCOUNTER. THEY ARE
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LISTED ROUGHLY IN ORDER OF THE LEAST TO THE MOST POWERFUL.
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GHOULS:
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NOT VERY POWERFUL, BUT THEY CAN PARALYZE.
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ZOMBIES:
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QUITE WEAK IN SOME PLACES, BUT OTHER PARTS OF THEIR BODIES CAN ABSORB
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GREAT PUNISHMENT. THEY ARE ALSO SLOW.
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WOLVES:
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OFTEN APPEARS IN PACKS.
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SKELETONS:
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DANGEROUS FIGHTERS, BUT WITH BRITTLE BONES.
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FIGHTERS:
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MALICIOUS BANDITS & RUFFIANS.
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DWARVES:
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DISLIKE HUMANS. THEY CARRY AXES AND WEAR LEATHER ARMOR.
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ELVES:
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QUICK MOVING AND GOOD SWORDSMEN, AND ALSO CRAFTY BARGAINERS.
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LIONS:
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FAST AND POWERFUL.
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HARPIES:
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CAN PARALYZE VICTIMS WITH ITS SCREECH, BUT NOT A POWERFUL FIGHTER.
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GARGOYLES:CAN PARALYZE, AND HAVE A
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THICK, LEATHERY HIDE.
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OGRES:
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STUPID, BUT VERY DANGEROUS.
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WARRIORS:
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WEARING HAUBERKS AND CHAIN MAIL HELMS, AND CARRYING FINE SWORDS, THEY
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ARE LESS TREACHEROUS THAN THE FIGHTERS, BUT THEY TAKE WHAT THEY WISH.
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GOBLINS:
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CARRY MACES AND WEAR LEATHER ARMOR.
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COCKATRICES:
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CAN TURN TO STONE THOSE WHO FEEL THEIR BREATH OR BITE.
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DIREWOLVES:
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FAST AND DEADLY.
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GORGONS:
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CAN TURN YOU TO STONE, BUT CAN BE AVOIDED IF YOU HAVE A MIRROR.
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GRIFFONS:
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HUGE AND VERY DEADLY.
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WYVERNS:
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SIMILAR TO DRAGONS, BUT NOT AS CRAFTY. IT HAS HARD SCALES FOR ARMOR.
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LORDS:
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MAGNIFICENT FIGHTERS, ARMED WITH LEGENDARY SWORDS AND WEARING
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PLATEMAIL AND WAR HELMETS.
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TROLLS:
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TOUGH ARMOR. THEY HATE ALL NON-TROLLS.
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MANTICORAS:
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EXTREMELY QUICK, WITH DELICATE WINGS.
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CAVEBEARS:
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ALWAYS HUNGRY.
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WRAITHS:
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CAN DRAIN ONE EXPERIENCE LEVEL
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VAMPIRES:
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CAN DRAIN TWO LEVELS, AND FEAR NOTHING BUT THE CROSS.
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MAGICAL ITEMS & THEIR EFFECTS:
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P/FIGHT:
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INCREASES ATTACK VALUE BY 4
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P/HASTE:
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INCREASES YOUR MOVEMENT
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P/HEALTH:
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HEALS ALL WOUNDS INSTANTLY
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P/HIDING:
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MAKES YOU INVISIBLE
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P/IRONSKIN:
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INCREASES PROTECTION BY 4
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P/STRENGTH:
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DOUBLES DAMAGE DONE
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P/SUPER-FIGHT:
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INCREASES ATTACK BY 8
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P/ETHEREALNESS:
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MOVE THROUGH WALLS
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R/SHIELD I:
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MAGIC PROTECTION OF 2 PTS
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R/SHIELD II:
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R/SHIELD III:
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R/FIREBALLS:
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BLOWS UP THINGS
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R/INVISIBILITY:
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MAKES YOU INVISIBLE
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R/TELEPORTATION:
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MOVE TO RANDOM PLACE
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R/HEALING:
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SPEEDS UP NATURAL HEALING
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R/LIGHT:
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GIVES LIGHT WITHOUT A TORCH
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W/COLD:
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FREEZES THINGS HARD
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W/FEAR:
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CAUSE VICTIMS TO RUN IN PANIC
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W/FIRE:
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BLOWS UP THINGS
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W/LIGHTNING:
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ZAPS OPPONENTS
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W/PARALYZATION:
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TURN FOES TO STATUES
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W/WITHERING:
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YEECH!
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--------------------------------------
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SOFTDOCS WRITTEN BY SAUL OF FRED THANKS TO THE LITERATE PIRATE * FRED
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SOFTWARE - JANUARY 1984
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