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THE SEARCH FOR FREEDOM
----------------------
INSTRUCTION MANUAL
------------------
Programmed by Howard Feldman
Graphics by Dan Drew and Howard Feldman
Documentation by Howard Feldman
Playtested by Alex Gershon
This program is shareware. It may
be freely distributed, however, a
small registration fee is required
in order to play the full game.
TABLE OF CONTENTS
-----------------
INTRODUCTION................................................1
Copy Protection........................................1
System Requirements....................................1
GETTING STARTED.............................................2
Character Creation.....................................2
Deleting Characters....................................9
Beginning the Game.....................................9
Loading a Save Game....................................9
Message Delay..........................................9
Viewing Documentation..................................9
Registration Info......................................9
Exiting to DOS.........................................9
ADVENTURING................................................10
First Person View.....................................10
Bird's Eye View.......................................11
Time..................................................11
Items.................................................12
Secret Doors..........................................12
Traps.................................................12
Adventuring Options...................................13
Wilderness Geography..................................18
Wilderness Menu.......................................20
CIVILIZATION...............................................21
ENCOUNTERS.................................................26
Combat................................................26
After Combat..........................................30
APPENDIX A - Spell Descriptions............................32
Cleric Spells.........................................32
Mage Spells...........................................35
APPENDIX B - Monsters......................................39
Monsters in the Wilderness............................39
Dungeon Monsters......................................42
Monsters of Aegea.....................................43
APPENDIX C - Items, and Shop Service Fees..................44
Items.................................................44
Shop Services.........................................45
APPENDIX D - Tables........................................46
APPENDIX E - Spell Parameter Tables........................51
CREDITS....................................................55
INTRODUCTION
Note: Please also read ADDENDUM.DOC, which contains last-minute
updates to this manual
Welcome to Search for Freedom, a fantasy RPG programmed by Howard
Feldman inspired by such RPGs as Pool of Radiance by SSI, Shard
of Spring by SSI, and Bard's Tale by Electronic Arts. This game
follows many rules similar to those of TSR's Dungeons and
Dragons. This game is Shareware, it is not Public Domain. You
may try the game, up to the end of the first dungeon, and then
you must register it to play the remainder of the game. Details
on this may be found either at the main menu, or by typing
REGINFO.TXT. Search for Freedom is a big game and will require
a minimum of 60 hours to complete successfully. In all, there
are 4 towns, 22 dungeon levels, each 20 squares by 20 squares,
and 2 outdoor areas, each 32 squares by 32 squares. There are
well over 60 magical spells to master, over 120 monsters to
battle, each with unique skills and icons, and dozens of
characters to interact with.
COPY PROTECTION
The original, unregistered installation .ZIP file may be copied
and distributed freely. However, once installed, the game can no
longer be copied (it won't work if you try to copy it) so please
only distribute the original installation disk.
SYSTEM REQUIREMENTS
This game requires an IBM or compatible 286, 386 or 486 computer.
It may be rather slow on a 286, however. Only the standard 640k
of RAM is required, and you'll need about 6 megs of disk space
to install the game. Also, you'll need a video card capable of
displaying 640x480x16 resolution. Any standard color VGA card
should do. SoundBlaster sound effects and Adlib music are fully
supported as well to add color to the gameplay.
GETTING STARTED
After installing the game, which you must have done if you are
reading this, and loading the game, you will be faced with the
main menu. Now, a bit about using menus. Menus serve as the
communication bridge between you and your computer in Search for
Freedom. They are extremely simple to use: The currently
selected option/action will be highlighted, usually in white, and
pressing enter will select this option. You may also select an
option usually by pressing the first letter of the command. The
arrow keys (up/down or left/right, depending on which way the
menu goes) are used to select a command/action to execute. Most
menus go left and right. Pressing Escape at any menu will either
back up a menu, select the menu option closest in meaning to
"No", "Leave", "Ignore", "Exit", etc., or if neither of these is
applicable, will bring up the "Exit to DOS ?" prompt. Selecting
Yes exits to DOS, while saying No returns you the menu you were
on when you pressed Escape.
After running the game, you will see the title screen, and then
the first options menu, allowing you to create characters, begin
the game, or continue a previous one.
CHARACTER CREATION
The first thing you need to do before starting is to create some
characters. Your party must contain six adventurers - no more,
no less.
Races
-----
There are 4 races you have to choose from in The Search for
Freedom, as follows:
Human - the most common, and have average abilities in all areas.
They may take on any profession (class).
Elf - tall and sleek, and tend to have greater magical powers
than humans. They are also generally very agile. Like humans,
they may be any class.
Dwarf - stocky and very strong, and can usually take a lot more
damage than other characters before going down. They may only be
Fighters or Clerics.
Teddy - small, adorable creatures who won't think twice about
swiping money or other possessions from under your nose. They
are very fast, and are often charming conversationalists as well.
They may be Thieves or Mages.
Primary Attributes
------------------
After choosing your character's race, you may roll the stats.
Primary Attributes are innate, and independent of each other.
They are fairly permanent, although they may be altered
temporarily by magic, or permanently over time. There are seven
character attributes each measure on a scale from 3 to 20. Only
under special conditions may they ever go above or below these
values. Depending on which race you choose, your statistics will
be slightly modified (see Racial Modifiers under Appendix D).
Strength - affects how much damage you do in combat, which
weapons and armor you are strong enough to use, and your chance
of success at breaking down doors, among other things.
Intelligence - affects the number of spell points a Mage has, and
the ability of your characters to solve certain puzzles.
Wisdom - affects the number of spell points a cleric has, and his
ability to Turn the Undead. It also reflects a character's
general knowledge of the world and ability to interact with it.
Dexterity - perhaps the most important attribute. It is a
measure of your overall speed and swiftness. The faster you are,
the harder it is for others to hit you, and the easier it is for
you to hit others. Faster characters also have a better chance
of avoiding certain traps such as darts or crossbow bolts, and
can move farther in one round of combat.
Endurance - a measure of the constitution or hardiness of the
character. The greater his endurance, the greater the number of
hit points he will have. A person with high endurance will also
be more resistant to poison, sleep spells, paralysis and other
magic spells affecting the physical condition of the character.
When a character is resurrected, he usually loses a point of
endurance.
Charisma - a measure of your charm, characters with high charisma
will be able to get better deals on items when buying from stores
in towns. Characters with high Charisma are good at dealing with
other people. Teddies have high charismas. This statistic may
go up to 21.
Luck - representing the random factor, or mother nature, Luck,
which may also go up to 21, can protect the player from danger
when all else fails. It plays a role in many places throughout
the game, and with a low luck value, you will surely perish
prematurely.
Classes
-------
After accepting your stats, you must choose a class. There are
four possibilities, as follows:
Fighter - has no magical abilities, but has the greatest number
of hit points in general, and is the best at hand-to-hand combat.
At higher levels, they may get many attack per round of combat.
Thief - must be very agile, and is good at picking locks and
spotting traps. They are also decent warriors, but not quite as
powerful as fighters. They have no magical abilities.
Cleric - decent fighters, but refuse to use sharp weapons which
shed blood. The mace or flail is their instrument of choice.
They have a vast arsenal of spells ranging from defensive spells
and healing spells to offensive spells such as earthquake and
slay living. Most of their spells affect the physical bodies of
the targets. They also have the power to destroy undead by
uttering holy words of power.
Mage - very poor fighters, but are powerful spellcasters. Their
spells are mostly offensive, usually affecting the environment
with the magic as opposed to having an effect on the target
itself. A powerful mage may destroy an army of foes with a
single spell.
Name Your Character
-------------------
You will then be asked to enter a name for your character, which
may be up to 14 characters in length. Don't give two of your
characters the same name, or you'll get confused.
Select an Icon
--------------
Pick an icon for your character. Choose the one you like best;
he will be represented by this icon in combat. And don't give
two of your party members the same icon or you'll get confused.
Secondary Attributes
--------------------
Next, you will see a summary of your character. Besides his
name, and primary statistics, a number of other pieces of
information will be given as well. Secondary attributes, unlike
primary ones, are not innate, but are dependent on your primary
stats. These change more often, and are merely a reflection of
certain aspects of your primary attributes. They include:
Hit Points - mostly dependent upon your Endurance, and represent
your physical energy or stamina. When your Hit Points reach 0,
you fall unconscious. If they should ever fall below -9, the
character will die (when viewing a character, hit points will
show as 0 even if they should actually be a negative value). Hit
Points under no conditions may exceed their maximum value, though
this maximum value itself may change. Getting hurt causes a
character to lose hit points, while being healed, eating at a
tavern, or resting restore hit points. Every time you gain a
level (see Level below) your hit points will increase. The
greater your Endurance, the greater they will increase per level.
Your class will also affect how many hit points you'll get each
level.
Magic Points - a measure of a mage or cleric's magical resources,
and are required, and used up, every time a spell is cast. The
cost for each spell is given when you are about to cast it, and
if the mage does not have enough points, he cannot cast the
spell. Magic points may be replenished by resting, buying them
at the magic store, or just wandering around for awhile. Like
Hit Points, Magic Points may never exceed the maximum value,
though this maximum value may change over time as the mage
becomes more experienced. Every time you gain a level (see Level
below), your maximum magic point value will increase if you are a
Cleric or Mage. Certain squares in dungeons are anti-magic
squares, and will drain your magic points as you walk on them, so
keep a careful watch on your magic points when wandering in
dungeons.
Level - a general indicator of the character's progress in the
game. Once you have enough XP (see below), your character may
train in town and "gain a level". Each time you gain a level,
your fighting skills, Hit Points, Magic Points if applicable, and
primary statistics increase.
Spell Level - every three levels a spellcaster gains entitles him
to learn a new "level", or "group" of spells. In order to do so,
mages must buy a Spellbook for that level of spells from the
magic store, and clerics must make a generous contribution at the
local temple. Then they must study the spells in camp by resting
half a day per level of the spells (ie 36 hours for level 3
spells). Then, all the spells of that level will be at their
disposal from then onwards when they try to cast a spell. There
are four spell levels in total for each of Mages and Clerics.
Experience Points (XP) - a measure of your progress to date in
the game. After defeating any monsters in battle, or solving any
particularly difficult puzzles, everybody in the party gets XP.
When you have enough XP, you will be eligible to gain a level, up
to the maximum level of 13. All characters begin at level 1 with
300 XP, since they have had a small amount of practice at using a
weapon in the past.
Armor - a measure of the physical protection that the character
has. The heavier the armor he is wearing, the greater its value.
Armor points are subtracted from any non-magical damage
inflicted. Characters with high dexterities may also get a
slight bonus to their Armor since their speed allows them to
avoid the full impact of some blows.
Swiftness - this value is never shown, but some dextrous
characters, and monsters for that matter, are harder to hit due
to their speed, while others are extremely slow and so a bit
easier to hit in combat. Magical armor adds to this value,
making you harder for others to hit.
Movement - directly related to your dexterity, this determines
how far a character may move in one round of combat. Moving one
square uses up two points of movement, while other actions use up
three, and end your turn.
To-Hit Score - perhaps the most important attribute for combat,
this increases only with time and much practice at combat. It is
a measure of how often you hit, and how often you miss other
creatures. The lower the value, the better. With a to-hit score
above 20, you will always miss, whereas with a to-hit score of 1
or less, you will only miss on the rarest of times, unless the
opponent is extremely swift, or invisible. 12 is an average
value for a pretty good fighter, after several dozen combats.
After much experience, your score could go as low as 3 or 4, with
no magical assistance. Magic weapons will decrease this value,
making it easier for you to hit while using them. You will also
receive a bonus to this value if attacking your foe from behind
(and he does not turn around).
Damage - a measure of how effective your currently equipped
weapon is in damaging opponents. This is given in the form aDb+c
which translates to "a" b-sided dice of damage, plus c. The
value of c usually only changes with your strength, while a and b
change with your weapon. When using bare hands, you do 1D2+c
damage, where c is your strength bonus, if applicable. Damage
also varies with the weapon you are using. Some monsters may be
immune to certain weapons, or take less damage from them (see
Move under Combat Menu).
Pick Lock - thieves automatically start off with a better value
in this area, which is given as a percentage, and represents the
chance of success when that character attempts to pick a lock, be
it on a chest, door, or other item. The minimum is 0, the
maximum is 99. You may increase this value when you gain a
level, or are taught by a master lock-picker.
Spot Trap - identical in nature to Pick Lock, this is the
percentage chance that you will spot traps in dungeons before
setting them off. It is a measure of your powers of observation.
A high skill will also help you spot and thus prevent ambushes.
You may increase this value when you gain a level.
Disarm Trap - spotting a trap is one thing, and disarming it
another. It is crucial to have at least one party member with a
reasonable value in this skill, or you will surely perish in the
dungeons. Thieves tend to be the best at this. If you fail in
disarming a trap, you will almost always consequently set it off,
so choose who will disarm traps wisely. +5 XP if you succeed.
Critical Hit - this skill, unlike the previous three, may go no
higher than 50%. Every time you hit a monster, there is a small
chance, represented by this value, that you will strike a vital
organ, nerve centre, or other such area of the target, killing it
instantly. Some more powerful creatures, or those with no
physical substance, cannot be critically hit, however, you will
still inflict additional damage if you succeed in critically
hitting them but they may not be killed instantly in this way.
Weapon and Armor - when you first create your character, his
inventory is empty. However, later on in the game, once you
obtain weapons and armor and equip them, then on the statistics
screen, in the bottom right corner, will appear your currently
equipped weapon and armor.
Status - your status changes many times throughout the game, and
tells you the condition of your character - each is associated
with a particular color, as well. They are as follows:
OK - white - your character is in relatively good health,
and functioning properly
Unconscious - grey - your character has 0 HP and is out
cold. He may not perform any actions,
and requires healing or rest.
Dead - blue - he is dead. Only a Resurrection or similar
spell may remove this condition. If you can't
cast this spell yet, take him to a local
temple, but be warned - resurrection doesn't
come cheap.
Asleep - purple - the character is in a state of sleep;
either the party was attacked while
resting, or a sleep spell was cast upon
the character. He can't perform any
actions while asleep, but if hit while in
combat, he will awaken. He may also
awaken on his own while in combat. Any
healing, or awaken spell will negate this
condition.
Paralyzed - yellow - he is paralyzed, either from the blow
of a creature or by magical means. The
character can think, and see, but is
unable to move and thus incapacitated.
Resting for a full day, a Remove
Paralysis spell, or being poisoned will
remove this condition. Being poisoned
stimulates the paralyzed muscles back
into action. If paralyzed by magic, it
will often wear off by itself after a
short period of time. Paralyzed
characters still gain hit points when
resting.
Poisoned - green - the character is poisoned. He can still
function normally, but if he tries to
rest, he will slowly begin to lose hit
points, rather than gain them. If this
goes on long enough for his HP to reach
0, he dies. Casting Cure Poison, or
being paralyzed removes this condition.
If you become paralyzed, the poison stops
flowing in your blood and thus loses its
effect. If a poisoned character is
struck hard enough to lower his hit
points below one, he dies, rather than
falling unconscious. Also, due to the
weakening effect of the poison, he loses
3 strength points for the duration that
he is poisoned, and thus may not raise it
past 17 while poisoned, and also
immediately loses half of his current hit
points. Healing spells are less
effective on poisoned characters as well,
except those which restore a character to
full health.
Stoned - grey - you have been turned to stone by the gaze of
a vile creature such as a gorgon. Your hit
point may be above 0, but you cannot move,
or see, or think, or act, and might as well
be dead. Only a Stone to Flesh spell, or
the Temple, can remove this condition.
Quick Start Party
-----------------
If you are anxious to get started right away, the game comes with
a party of six adventurers ready to go, consisting of 2 fighters,
1 thief, 2 clerics and 1 mage. Use these if you wish, or delete
them and create your own from scratch.
DELETING CHARACTERS
You may have up to 12 characters created at any one time. If you
wish to make room for a new one, or accidentally create one that
you don't want, use this option on the main menu to erase him.
But be warned, once erased, he is gone FOREVER!!
BEGINNING THE GAME
When you are ready to begin playing (i.e. you have created 6
characters) then select Form Party and Begin the Game from the
main menu, and choose from the roster the 6 adventurers you'd
like to use to play the game. It is a good idea to have at least
one of each class in the party, or you will find it extremely
difficult to win. I recommend for the two remaining characters
that you add a fighter, and either a cleric or mage. You will
not need more than one thief. When ready, select exit to begin.
You will then read the background to the story, and then be
thrust into the story, finding yourselves in a small jail cell in
the city of Smythetown.
LOADING A SAVED GAME
Select the one you wish to load, and play will continue from
where you left off.
MESSAGE DELAY
Allows you to alter the delay after certain messages, especially
in combat, depending on the speed of you computer and how slow
or fast you read. The bigger the number, the longer the delay.
VIEWING DOCUMENTATION
Choose this option from the main menu. This option allows you to
view this file, the instruction manual.
REGISTRATION INFO
This option only appears in the main menu of the unregistered
version, giving further details on registering the game. You
may also actually register the game from this screen.
EXITING TO DOS
Exits immediately back to the DOS prompt. You may press escape
at any main menu to do so, or select the option if present on the
menu.
ADVENTURING
The Search for Freedom uses two points of view: first person, and
bird's eye.
FIRST PERSON VIEW
When in dungeons or towns, you see a 3-D first person view of the
surrounding area in the upper left view-box. To the right appear
the names, HP, and spell points of all your characters. Below
this appears the day, time, and icons representing any spells
currently affecting the party. The lower box in a message
window, and any information you must read will appear here. At
the very bottom will appear the main adventuring menu, from which
you make all your decisions about what to do next, described in
detail later on, by using the left and right arrow keys. Use the
up and down arrows to select the active character, highlighted in
white. It is he that will perform any actions you choose from
the adventuring menu. Note: When in a dungeon, the amount of
light is reflected visually by the brightness of the walls and
floor, up to a certain level of brightness, and to almost total
black if in total darkness.
Locked Doors
------------
When in towns or dungeons, you will encounter many locked doors.
Some doors are magically locked and require a special key to open
them. Otherwise, if you try to pass through one, you will see
this menu (use the up/down arrows to select who will perform what
action):
Pick Lock Bash Door Cast OPEN Ignore
Pick Lock - attempts to pick the lock. If you fail, you may set
off a trap if you are unlucky. If you succeed, the door opens
and you will pass through, and you'll receive +5 XP.
Bash Door - attempts to break down the door using brute force.
Thus, your success depends mostly on your strength. If you
succeed, the door open and you'll pass through it. Otherwise,
you'll take some damage if the door holds, from battering your
shoulder against the door.
Cast OPEN - assuming you are able to cast this spell, this
unlocks the door magically and opens the door, allowing you to
enter.
Ignore - you'll ignore the door for now, and not pass through.
Traps on Doors
--------------
There are 2 common traps found in door locks. One is the poison
needle trap, which instantly poisons the would-be lockpick, while
the other sends a powerful jolt of electricity up the lockpickers
arm.
"Instrument Panel"
------------------
When in 3-D first-person perspective, certain spells will cause
certain icons to appear, right below the day and time.
Compass - either when in a town, or a dungeon after you have cast
Magic Compass, this will appear, and point in the direction you
are facing. For example, a left arrow would mean you are facing
west.
Shield - when you cast Sanctuary, this symbol appears as long as
the spell is in effect.
Eye - a green eye appear when you cast Detect Traps, and a purple
one appears for Sense Special. In each case, it vanishes as soon
as the spell wears off.
Hourglass - when you cast Stop Time, this icon appears. The
amount of sand remaining in the hourglass reflects how much
longer the spell will last. When the final grain of sand has
dropped to the bottom portion of the hourglass, the spell will
wear off, and the passage of time will resume.
BIRD'S EYE VIEW
When in the wilderness or combat, you are shown in the view-box a
bird's eye view of the landscape or terrain in the immediate
area. You can see an area of 7 squares by 7 squares. The other
windows remain the same in the wilderness. In combat, there are
two new windows. The upper right one displays the name, current
status, hit points, and weapon of the currently active, or
selected, character. Below this one is a second window, used
mainly to display the round number, at the beginning of each
round. The combat map give a detailed, "zoomed-in" view of the
party's current location, whether in a town, dungeon, or outside.
TIME
Unlike some RPGs, in Search for Freedom, there is a time limit of
1000 days. You will learn more about this when you read the
introductory story after you've created your characters, but
suffice it to say for now that you cannot waste too much time
resting and must learn to conserve your magic powers and only use
them when you must. If you do so, you should have no trouble
completing the game in 1000 game days. There are also spells
which may affect the flow of time, which is to your benefit as
well (see spells, later on).
ITEMS
A complete item list may be found in Appendix C. You will find
many magical items in your journeys. No items are cursed as
such, although some of them may be useless. Magical armor,
though not any lighter than its non-magical counterpart, provides
better protection, and also increases your Swiftness. (see
Swiftness above) Magic Shields are lighter and increase your
swiftness, as well as providing better protection. Enchanted
weapons are lighter than their non-magical counterparts, do
slightly more damage, and decrease your To-Hit score causing you
to hit with them more often. There is a sword spoken of in
legends, called Soulseeker, which is said to be the most powerful
weapon in the universe. If it does exist, it may be very helpful
and in your best interest to find it.
SECRET DOORS
Many doors are well concealed and appear just as walls, however
you can go through them. A Magic Lantern spell will reveal such
secret doors in dungeons, making them appear as regular doors.
Otherwise, it is up to you to find them. Using the Look or
Search On options (see below) allow you to detect them as well,
using your chracters' Spot Trap skill. You need not spot a
secret door to be able to go through it. Just use it as you
would any other door. Once you have walked through it, the door
will appear on your auto-map (see ? Map option below). During
combat, secret doors appear to be walls, but if you look closely,
there will be a minute dot, whereas there is not on a normal
wall. You may simply walk through it as if it weren't there.
TRAPS
The following is a summary of the traps you may encounter. Note
that if an unconscious character has any damage whatsoever
inflicted upon him by a trap, he will die.
Poison Needle - found only on chests, a minute needle filled with
poisonous venom is inserted into the lockpicker's finger,
poisoning him.
Gas Cloud - found both on chests and in dungeons, this noxious
gas chokes all party members, causing 2D6 damage to each.
Shocker - sends a 10,000 volt shock through the person trying to
open the chest with this trap, causing 3D6 of damage.
Freeze - chills the person attempting to open such a chest,
paralyzing him as if he were trapped in a block of ice.
Hidden Darts - only in dungeons, if you trip the wire attached to
this trap, several darts will come flying at the party,
inflicting 2D3 damage on each member. However your armor will
help protect you from the darts, and some characters may be able
to react in time to dodge the missiles completely.
Electric Jolt - identical to Shocker, except this is a 5,000 volt
charge, and causes 3D4 damage.
Spiked Pit - found in dungeons. If you do not spot the false
floor, the party will fall into this vicious pit of spikes. Few
have been known to survive this trap, but strong armor may just
save you from this trap which inflicts 3D6 damage on each member.
Crossbow - only in dungeons, a bolt will come flying straight at
the leader of the party, hitting him for 1D6+2 damage, minus
armor protection. If he is quick enough, he can dodge the
missile entirely.
Spike Shower - only in dungeons, a trap door will open above the
party's heads when this trap is sprung, causing a shower of metal
spikes to rain down upon the party causing 3D3 damage to each
member. Armor will weaken the blows.
Mantrap - a metal set of steel jaws found in dungeons, this
causes great pain to the one stepping in it, causing 3D4 damage.
Psychic Drain - found on chests, this trap emits a high pitch
sound which affects the mind of the character picking the lock,
and results in the loss of 200 XP.
Maggot - these disgusting creatures sometimes make a home within
the lock of a chest, and will crawl out and bite you on the
finger for 1D6 damage, as well as poisoning you.
Bomb - found both in dungeons and in chests, this is the most
destructive trap, causing a concentrated explosion to engulf the
party, causing 5D6 damage to each member affected by the blast.
Dud - sometimes, if you are lucky, a trap may be a dud and will
not go off. These are rare however.
ADVENTURING OPTIONS
Main Adventuring Menu
---------------------
While exploring towns or dungeons, you have 8 options to choose
from at all times, on the horizontal menu at the bottom of the
screen. Their menu looks like so:
Move Cast View Encamp Search Look Utter ? Map
Move - places you in a mode where you can use the arrow keys to
move and turn your party. Up moves forwards one square, right
and left turn you 90 degrees in their respective direction, while
down turns the party around 180 degrees. It takes one minute per
step, and no time to turn, unless you have search on (see below)
in which it takes ten minutes per step.
Cast - allows the active character to cast a spell if he is able.
A list of all the spells he knows appears. Use the up/down
arrows, or page up and page down keys to select the spell you
want him to cast, or exit to exit. If he knows more spells than
can fit on the screen, an arrow pointing up, or down, or both
arrows, appears to indicate that there are more spells if you
scroll in that direction. If a target is required for the spell,
you will then be allowed to select the target, otherwise the
spell will be immediately cast.
View - see View Menu below.
Encamp - the party will setup camp here. See Encamp Menu below.
Search - indicates that you want the party to move slowly and
search the area as they move for secret doors, or other such
things. This option toggles between Search On and Search Off.
Look - is the equivalent to walking onto a square with Search On,
so only use it with Search Off if you wish to search one
particular square. This takes 10 minutes of game time, as does
Searching a square.
Utter - allows you to enter a word or short phrase that the
selected character will say. If you change your mind, press
escape to back out. Do not use any punctuation unless instructed
otherwise, and don't put more than one space between words. If
you are speaking the words to a magical spell, or chant, be sure
to spell words correctly, and enter then exactly as you see them.
You will need to use this command at certain points in the game
in order to proceed. (e.g., in order to speak the password to
enter an establishment, etc.)
? Map - this game is equipped with an auto-map feature for all
towns and dungeons. It will remember every square you have
stepped on since you began the game, except for traps which are
still active in dungeons and you have not yet disarmed, but have
spotted. Thus this option brings up a full-screen map of the
current town or dungeon level you are in, and shows your current
location, indicated by a flashing star. The Legend to the right
of the map explains the meaning of all symbols on the map. The
squares in cyan indicate where you have travelled, and the
remainder is black, where you have not yet explored.
View Menu
---------
After selecting this from the adventuring, or encamp menu, you
will be shown the statistics screen of the selected character,
identical to the one you saw when you created the character. At
the bottom is the View Menu, which has only two options: Items,
and Exit. The latter returns you to the previous screen, while
the former brings up your inventory display and another menu
along the bottom of the screen. Each person may carry up to 12
items with you at any one time. Moving up and down will select
an item from your inventory, if you have any (highlighted in
while), while left and right choose the action to perform with
that item as outline below. These options look like so:
Ready Use Drop Trade Exit
Ready - equips the item for use. If armor, you put it on. If a
weapon, you grasp it in your hand. All unreadied items are in
your backpack. If you try to ready an item and cannot, you will
be told why. For example, you may only ready one weapon at a
time. If the item you select is already equipped, it will be
unreadied. For example, unreadying a shield means placing it in
your pack to free your left hand. You can tell if an item is
readied or not by looking at the word to the left of the item in
the inventory list. Yes means it is readied, No means it is not.
Use - invokes the power contained within the selected item. You
can USE a key to open a door, for example, or USE an item to give
it to a character not in the party, who you are interacting with.
There are many points in the game where it is crucial to USE the
correct item at the right time, and in the right place.
Drop - discards the item. You will be asked to confirm this
action, and if you do so, it will be lost forever. Some items
are crucial to the completion of the game, but don't worry, you
won't be allowed to drop these items. You cannot drop readied
items. Unready them first.
Trade - allows you to give an item to another party member,
provided he has room in his inventory, and the item is not
readied. Select to whom you will give the item, or cancel if you
changed your mind.
Exit - brings you back to the vital statistics screen.
Encamp Menu
-----------
After making camp, you are faced with the camp menu. At the top
is the time of day, and the day, below which is listed the name,
hit points, magic points, and status of all your party members.
Then, below this, is a list of your 11 possible actions you may
perform, summarized as follows.
Alter Party Order - allows you to change the order the party will
be listed in while adventuring. Generally the first conscious
character listed is leading the party, and so is most susceptible
to danger. Thus it is wise to put a fighter with lots of Hit
Points in the lead. As for the remaining positions, it doesn't
really make much difference and is up to you to decide who to put
where.
Change Party Combat Formation - whenever you begin a combat, your
characters always begin in a small 3x3 square layout pattern.
This pattern is set with this option, so use it strategically.
It is often wise to put a weak mage in the centre, and surround
him by powerful warriors. The directions you are facing upon
entering combat are determined by your last move. As for the
monsters, they are always placed facing towards the party, in
random locations no closer than 3 squares away from the nearest
party member, and are always placed so that there is a path from
them to the party, although it may require going around some
walls of course. Monsters are relatively intelligent and can
usually find you even if you hide on the other side of a wall.
Distribute Items - a feature not offered in most computer RPGs,
this option causes the party to unready all items, place them in
a large pool in front of them, and organize them by item type,
first armor, then weapons, the arrows, then other special items,
and so redistribute them in this fashion. You may also
permanently discard and unwanted items, but again, if it is
crucial to your quest, don't worry, you won't be allowed to drop
it. This option allows you to see all the weapons and armor the
party has accumulated, and better distribute the items to the
characters who can use them best, rather than sifting through
inventories and trading dozens of items back and forth. This is
especially helpful if your characters' packs are near full
capacity, and thus don't allow for much trading back and forth.
Load a Saved Game - terminates the current game, without saving,
and loads the saved game you select, restarting you from the
point you left off after saving. If you back out before
selecting a game to load, you will be returned to the current
game in session, back to the Encamp Menu.
Magic Spells Affecting Party - displays a screen listing all the
magical spells currently affecting the party, and how many turns
they will last for. A turn is one step, not one game minute.
Combat takes up no turns, nor any time, because it occurs
extremely fast relative to everything else, and only seems to
take a while because you are taking turns. In reality, one round
of combat is equivalent to about 5 seconds of game time, and so
is regarded as close enough to 0. An example of spells that
could be listed here are Light, whether magical, or from a torch,
and Stop Time. If Stop Time is in effect, then the Turns
Remaining remains static for all other spells until the Stop Time
spell wears off. That is to say, the spells remain in effect
while Stop Time is in effect, but do not decrease in turns
remaining until the flow of time goes back to normal.
Notepad - the game automatically keeps track of all important
clues found throughout the course of the game, and records them
in your notepad which may be view using this command. Use the
arrow keys, page up, page own, home and end keys to manoeuvre
the notepad, and press escape when done to return to the Encamp
Menu. This option eliminates the need for you to make your own
notes, and thus saves time, and paper.
Rest - after selecting this option, if outdoors or in a dungeon,
you will be asked if you wish to set a watch. Only OK or
Poisoned characters may stand watch. If the party is attacked by
monsters while resting, the watch, presuming that he spots them,
will awaken the party in time for them to properly ready
themselves for battle. If there is no watch, or he fails to spot
approaching monsters, the party is surprised, and will still be
asleep upon entering combat! The watch does not regain HP or
Magic Points from resting. If in a town, you may only rest at an
inn, but luckily these are free of danger and require no watches
to be set. It is recommended that you save your game every time
before you rest.
Next, select using the arrows keys for how long you will rest, up
to a maximum of 249 days, 23 hours and 55 minutes, and press
enter to begin resting. At the bottom of the screen, a summary
of your characters' names, HP and Magic Points, as well as
condition, will be displayed, so you may watch their stats
increase as they rest. Pressing any key while resting will give
you the opportunity to stop resting and return to the main Encamp
Menu; otherwise, this will occur when the party has rested for
the specified amount of time. It will count down the time as you
rest until it reaches 0 days, 0 hours and 0 minutes.
Save Game - saves your current game to disk, so that it may be
resumed at a later time using Load a Saved Game. You may save up
to 9 different games at any one time. It is generally a good
idea to save your game often, in case of a power failure or other
such disaster, to prevent too much progress from being lost. It
is good practice to save your game every time you Encamp. After
the game is saved, you may continue playing the current game.
Use Magic - prompts you to select a character to cast a spell,
and then brings up that characters' list of spells, as outlined
in Cast under Adventuring Menu, above.
View a Character - prompts you to select a character to view, and
then brings you to his stats screen, as outlined above in View
Menu.
Xit Camp - exits camp and returns you to where you were when you
selected the Encamp option.
Exit to DOS - you will be asked to confirm that you wish to exit
to DOS, and if you choose yes, you will immediately be returned
to the DOS prompt. Be warned that the game will not be saved, so
any progress made since last saving it will be lost forever if
you exit to DOS.
WILDERNESS GEOGRAPHY
The known world consists of 3 continents, surrounding the dreaded
Isle of No Return. The south-western continent, Devor Isle, is
where you begin your quest. In the south-east is Raksta Isle,
and along the north is Shylyllia Isle.
Devor Isle
----------
Devor Isle is still relatively free of the vile monsters which
have begun to invade the world. On the north-west tip is located
Smythetown, the island's main community. In here you can find a
pub, a magic shop, a shopper's bazaar, a temple, and much more.
It is rumoured that the town has recently been captured by an
evil wizard who hides out in the town catacombs, which lead deep
beneath the city. South-east of town is Darkenwood Forest, where
it is rumoured that vicious Ogres roam. To the south of this is
Ugoomba Swamp, next to Lake Lzumba. Beware of the swamp, for
many dangerous creatures lurk within, so avoid it if at all
possible. On the south-eastern end of the isle are the North and
South Carpalas Mountains, separated by the valley of Hsaktoth.
Past the mountains, to the east, Gustav's bridge leads to Raksta
Isle, but be warned, the bridge is guarded by nasty trolls who
don't like people crossing their bridge.
Raksta Isle
-----------
In the south-west corner of the isle are the Plains of Bones, and
to the east of these, the Forest of Shadows, which is filled with
undead. There has also been a large hole in the ground spotted
in the forest, but as to where it leads, no one knows. North of
the forest is the Swamp of Sirrius, but again, stay away at all
costs. Finally, west of the swamp are the Hispike Mountains, and
through them, a well-worn path to the city of Hythenforge. This
is a port city, and normally does much trading with the other
continents. Hythenforge also has the usual shops, banks,
taverns, and so on that one would expect to find in a town.
Shylyllia Isle
--------------
On the eastern tip of the isle is Murkwater Marsh, a dangerous
place swarming with undead. West of here is the Dry Desert, a
vast plain of sand, inhabited only by lizards and creatures of
fire; bring lots of water when travelling through the desert, and
be prepared for some tough battles. South of the desert is a
high peak of mountains known as the Warhead Peaks. No one has
scaled them and lived to tell of it, so none can say for sure
what they hide on the other side. West of the desert is the
Forest of Spiders which, as the name suggests, is infested with
poisonous spiders among other creatures. Finally, next to the
forest, in the centre of Lake Stern, lies the city of Birshada,
the final city. It is known for it's beautiful pottery, and
elegant Town Square.
Isle of No Return
-----------------
This Isle, in the centre of the world, is completely covered by
the Nameless Mountains, and none that have visited the isle to
date, have returned, hence the name.
Aegea
-----
It is rumoured that, since the world is flat, like a playing
card, then there must be something on the other side of the
"card" we know as Earth, and this land has been called Aegea, or
sometimes just "The Other Side". It is believed that if you sail
in the ocean to the edge of the world, you will fall off, and
land on The Other Side. However, no boat has been built yet that
can withstand the powerful waters when one approaches the edge of
the world, so the theory cannot be tested (not that anyone would
be foolish enough to test it anyways). It is also believed that
when you die, and are buried, your soul goes through the ground,
to The Other Side, and so it has also been called the Land of the
Dead. Whether Aegea exists or not is pure speculation, although
the name has come up in legends before.
WILDERNESS MENU
When travelling outdoors, your options are very limited. You may
carry out 3 possible actions. The outdoors menu looks like so:
Move Encamp Search
Move - places you in a mode so that pressing the arrow keys will
move the party, represented by the little man, in a given
direction, if possible. If the way is blocked, either by water,
a cactus, or by mountains if you have not yet learned the
mountaineering skill, then you will hear a beep, and the party
will not move. Moving takes different amounts of time on
different terrain, and terrain also affects the probability of
you being attacked by monsters. Grasslands and forests are
generally the safest to travel through.
Encamp - the party makes camp, and this brings up the Encamp
Menu, described above under Encamp Menu.
Search - this action, which takes 10 minutes of game time, causes
the party to search thoroughly the square which you are on for
anything out of the ordinary. You are more likely to be attacked
when searching since you are scouring the area and attracting a
lot of attention, and making a lot of noise. You will never find
anything hidden in a square without Searching it, however, this
does not mean you should go search every square in the
wilderness! Every object/place that can be found in a particular
square you will be told about somewhere along in the game, if you
talk to the right people, and say the right things. You should
never have to search the same square twice if you don't find
anything the first time.
CIVILIZATION
Your journey will take you through several towns, where you must
interact with citizens, buy and sell items, and solve puzzles.
Below is outlined a summary of all the shops in the towns, their
purpose, and how their menus work.
Armoury/Blacksmith/General Store
--------------------------------
Armor and shields are sold at an armoury, while weapons are sold
at the Blacksmith's. The general store stocks torches and
lanterns. In some cities these stores will be combined into one,
in some they will all be separate. Either way, they work in the
same manner. Upon entering, you will be asked if you are
interested in their wares. Respond yes to take you to the store
menu, which looks like so:
View Buy Sell Exit
Select who will perform the action with the up/down arrows, and
the action with the left/right arrows. If you say no, you will
return to the Adventuring Menu.
View - brings up the stats screen of the selected character,
identical to the option of the same name on the Adventuring Menu.
Buy - brings up a list of the store's inventory, with prices
listed to the right of the corresponding items. If the
shopkeeper has more items than will fit on the screen then an
arrow pointing up, down, or both arrows will appear indicating
the direction to scroll to see more items. Select an item with
the up/down arrows or page up/page down keys, and press enter to
buy it. Presuming you have enough gold and your pack is not
full, you will buy the item. Your Charisma value will affect the
price the storekeeper asks for the item. You may not haggle -
take it or leave it.
Sell - brings up a list of all unreadied items you have. You
cannot sell readied items. If you want to sell something, use
the up/down arrows to get to it, and press enter. The
storekeeper will make you an offer. You may not haggle with him,
so either take the offer and sell it, or else keep it. If the
item is worthless to the storekeeper, he will tell you so and not
make an offer. Some objects cannot be sold and are vital to the
completion of your quest, but don't worry, the storekeeper will
not be interested in buying any such items, which are useless to
him.
Exit - lets you leave the shop and return to the game.
Bank
----
The bank has branches in every city in the world, and while you
do not receive interest on money in the bank, you may store more
money there than you can carry with you (you may only carry 99999
gold at a time), and your money is safe there from theft. You
may have one account for the whole party, not one for each
individual member. The bank menu looks like so:
Deposit Withdraw Balance Leave
Deposit - allows you to specify an amount to be deposited into
your account.
Withdraw - allows you to take out a specified amount from your
account, provided it doesn't take you over the limit of 99999.
Balance - displays the amount of money in the party's account.
Leave - exits the Bank.
Temple
------
Temples are places of worship and are located in every city. The
priests are highly skilled at healing. Also, Clerics must donate
a generous amount to the temple each time they gain a spell level
to be permitted to learn the next level of spells. You may
select who will perform the highlighted action in the menu with
the up/down arrow keys. The Temple menu is as follows:
Heal Donation Leave
Heal - the priests will quote you a price to remedy the
character's condition. If he is just wounded normally, you may
buy back hit points at a fixed cost per point. Although the
temple priests have the powers to raise the dead and return stone
to flesh, these services by no means comely cheaply, so one had
best visit the bank before coming for one of these services.
Donation - allows the selected character to make a charitable
donation to the temple. If the character is a Cleric who is
ready to learn a new level of spells, then once a sufficient
donation has been given by him, he will be given the priest's
blessing to learn the new spell level, and then may do so by
resting in camp for half a day per spell level that he is
learning. All beginning clerics are ready to learn level 1
spells, provided they have enough money to make their donation.
Leave - exits the Temple and returns you to the game.
Training Hall
-------------
Upon entering, you will be asked if you indeed wish to train.
Answering yes brings you to the training menu. Select who will
train by using the up/down arrow keys. The training menus looks
like so:
Train Exit
Train - if the selected character doesn't have enough experience
points to gain a level, you will be told how much more he needs.
Otherwise, assuming you are willing to pay the small fee, he will
gain a level, and accompanied by this is a gain in maximum hit
points, and maximum spell points if a spellcaster, as well as a
gain in picklock, spot trap, disarm trap, and critical hit
skills. See Appendix D for a table summarizing Hit Point gain
per level by class. You will also receive two stat points which
are used to increase your vital statistics, but you will see
exactly how these may be allocated once you actually do gain a
level.
Exit - leaves the training hall and returns you to the
Adventuring Menu.
Inn
---
When you enter an inn, you will be informed of the price of
lodging, and may either take a room, by selecting yes, or leave
by selecting no, when asked if you want a room. If you do get a
room, you may rest in it for as long as you want. You will be
taken to the Encamp Menu as described above under Encamp Menu.
You may rest in an inn without setting a watch, and without fear
of attack by monsters. It is the only place in the game where
you may have undisturbed rest. Once you select Xit Camp, you
will leave your room in the inn, and thus have to pay again if
you wish to get a room again in the future, even if only a few
minutes after.
Tavern
------
Most towns have a local tavern where local heros and adventurers
hang out and share tales of high adventure, as well as get their
troubles off their minds. Use the up/down arrow keys to decide
who will perform which action. In the bar, you can:
Mingle Buy Drink Order Food Tip Barkeep Leave
Mingle - allows you to chat with fellow adventurers and hear the
latest rumours that are going around.
Buy Drink - lets the active character buy a drink, if you have
any money. But remember, always have a designated driver.
Order Food - assuming you have sufficient money, the active
character will be served with one of the tavern's succulent
meals, capable of restoring hit points to wounded characters who
are able to eat.
Tip Barkeep - gives the barkeep a modest tip, assuming you have
money. The barkeep will often share many fine tales with you for
a piece or two, that could be invaluable later on though they may
seem useless at the time.
Leave - exits the tavern.
Magic Store
-----------
Perhaps the shop you will visit most often, this store offers the
widest variety of services. Use the up/down arrow keys to decide
who will buy what:
Items Spellbooks Fortune Cookies Leave
Items - if you select this option, you will be greeted by a more
detailed menu identical to the Armoury/Blacksmith menu except for
the addition of two options, and the lack of the Leave option.
The two additional options are:
Restore Magic Points - allows the selected character, if a
mage, to purchase spell points, to
replenish himself, up to the maximum
value of course. Magic points cost a
fixed amount per point, which varies
from store to store. They don't come
cheap, however.
Other - returns you to the previous, main Magic Store Menu.
Spellbooks - if the selected character is a mage, who is ready to
learn a new spell level, you may purchase the spellbook for the
new level here. Then, by resting in camp for half a day per
spell level for the level you wish to learn, you will learn all
the spells of that level, permanently. Without the spellbook,
you cannot learn the new spells, regardless of whether or not you
are ready to. All starting mages are able to buy the Level 1
spellbook immediately, provided they have sufficient funds of
course.
Fortune Cookies - no one knows for sure the story behind these
strange items sold in magic stores: whether they can truly tell
the future, or are simply frauds. However, they are often fun
anyways, even if you don't fully trust what they say. They come
cheap, and after reading the fortune, you can eat the cookie,
which isn't half bad either. They are addictive, and once you
get started on them, you want to just keep going, and going,
until you get a fortune you like, but then that's part of their
appeal.
Leave - exits the Magic Shop.
Other Stores
------------
There are other shops and services in the cities of the realms as
well, offering specialized services, such as the Smythetown Jail,
or Hythenforge's renowned weight training centre. You will
discover these and their purposes as you explore the individual
cities.
ENCOUNTERS
Throughout your adventure you will undoubtedly encounter hundreds
of creatures, both friends and foes. If ambushed or attacked
while in camp by monsters, you will be thrust immediately into
combat. However, you may spot monsters before they see you, or
you may spot each other simultaneously. You will then be faced
with an encounter menu, which will look more or less like so:
Attack Wait Flee
Attack - instructs your party to draw their weapons and rush into
battle. In some instances you may surprise the monsters in this
manner.
Wait - you will wait and see what the monsters do. If they are
not purely evil in nature, they may simply stare back at you, or
walk away. Otherwise, if they haven't already seen you, they may
spot you and attack.
Flee - if the monsters haven't seen you yet, you'll have no
trouble getting away. If the monsters are not evil as such, they
may not give chase either. Otherwise, your success at escaping
is based purely on the average of the party's movement points
with respect to a random "die roll". If you don't get away, you
are thrust into melee.
COMBAT
Combat is divided into rounds. Each character involved gets one
"turn" per round, and the order of turns each round is determined
by the movement of the character plus a random factor which is
re-calculated after each round. In general, faster characters
will tend to get to go first. The battlefield in combat is an
enlargement of the landscape around you when you were attacked.
Your party is always in the centre of the battlefield, in a
pattern set by the Change Combat Formation option on the Encamp
Menu (see Encamp Menu above). The entire battlefield is 21
squares by 21 squares. Monsters are placed randomly on the
battlefield, in small clusters, but never closer than 3 squares
from the party.
Surprise
--------
There is often an element of surprise involved with encounters.
You may surprise monsters by attacking them when they haven't
seen you yet. Alternatively, they may surprise you by ambushing
you, or attacking you while you rest, without a watch, or if the
watch fails to spot them in time. Whichever party is surprised
will not get their turns during the first round of combat, to
account for the surprise, since they will take the whole first
round to prepare for battle. One round of combat represents only
about 5 seconds of game time.
Turns
-----
During monsters' turns, they will choose a target (one of your
party members) and walk towards him, and if they reach him before
running out of movement, they will attack him. Moving a square
uses up 2 movement points, while other actions including
attacking require 3 points, and terminate your turn. Some
monsters have special abilities too, such as the ability to cast
spells, breathe fire (dragons) or turn you to stone with their
gaze, and may choose to do so at any time during their turn as
well.
Combat Menu
-----------
When it is your turn, you will see the combat menu, along with a
summary consisting of the current character's name, hit points,
armor points, and current weapon in the upper right window. Your
options are described in detail below. The menu looks like so:
Move Cast Fire Turn Undead View Delay End Turn
Move - displays your movement points remaining in the middle
right window, and puts you in a mode where the four arrow keys
will move you around the battlemap in the direction pressed, one
square at a time, provided you have enough movement. Moving uses
two points per square. Pressing escape in this mode brings you
back to where you were when you entered this mode, and restores
the movement points used up. Pressing enter returns you to the
main combat menu. If you "walk" into a monster, your character
will attack him, provided you have at least 3 movement points
remaining, and then your turn will end.
Your chance of hitting is determined by your To-Hit score. If a
random number between 1 and 20 is bigger than or equal to it, you
will hit. Some monsters are slightly harder or easier to hit
also. If the monster has already been attacked once this round,
and you approach it from behind, your character may backstab. It
is both easier to hit in this manner, and will inflict more
damage if successful. Some high-level characters get more than
one hit in on a monster each round (see tables in Appendix D),
depending on class and level, but these blows will always be
against the same creature (you can't split them up between
monsters).
Certain types of monsters, especially undead, may only be harmed
with silver, or only magical weapons. In such a case, you will
always do 0 damage when attacking with the wrong kind of weapon.
Some may also take half damage from silver or normal weapons. In
a few rare instances, certain monsters cannot be harmed by any
sort of physical weapon whatsoever, and may only be destroyed
using magic, or by turning them if undead.
Sometimes, when monsters hit you, they may paralyze or poison
you, or some other such thing. You chance of resisting these
types of attacks are mainly dependent on your Luck, Endurance and
Dexterity, plus a random factor. An average character will be
affected about 25% of the time. Kill these types of monsters
first, and quickly.
Cast - assuming you have 3 movement points left, are a
spellcaster, and know some spells, this allows your character to
cast a spell, and then end his turn. It brings of the same
screen as selecting Cast in the Adventuring Menu (see above)
does. After choosing the spell to cast, it will be cast
immediately. You will probably be asked to choose a target for
the spell next, and be returned to the combat screen, with the
square cursor around your last target, and the Aim Menu at your
disposal (see Aim Menu under Fire) Most spells have a certain
maximum range, and you will be told, if your target is out of
range, to select a new one. Otherwise, after choosing the
target, you will see your spell travel to its destination, and be
given a vivid description of its effects. Most spells can be
cast on either your party or the monsters, but if you are
attempting to disable or hurt the monsters, then depending on the
nature of the spell, they will be able to make a "saving throw"
in order to try to resist it, or lessen the spells effects. For
weaker spells, this may just vary with a random number, but for
all powerful spells, the greater the positive difference between
the caster's and the target's level, the greater the chance that
the spell will be effective. Note that if the path from you to
your target is blocked by a wall, the spell will stop at the
wall, and hence be wasted. Spells always travel in a straight
line, so be sure the path is clear before confirming your target.
Fire - provided you have 3 movement points left, and equipped
long bow and equipped arrows, you may select a target and fire
arrows with this command, and then your turn will end. To select
your target, you will use the Aim Menu (see Aim Menu below).
Turn Undead - assuming you are a Cleric, and have at least 3
movement points left, this option allows you to choose a target,
via the aim menu (see Aim Menu below), and attempt to turn it.
Living creatures are unaffected by this, but undead, due to their
unholy nature, may be "turned" by holy Clerics. The power of the
cross may cause certain weaker undead to disintegrate back to the
corpse from which they were animated in the first place. Your
chance at turning an undead creature varies with your level,
wisdom, and which creature you are trying to turn. See Appendix
D for a complete table of probabilities for turning. Attempting
to Turn Undead ends your turn, whether successful or not.
View - brings you to the statistics screen, identical to the View
option in the Adventuring Menu (see above). It differs only in
the small fact that you may not trade items between characters
during combat (it would be unrealistic if you could since you are
not all together).
Delay - causes a faster character to wait, perhaps until someone
who is blocking his path moves away, or until a monster comes
closer. Choosing this option will temporarily end your turn, and
allow the next person to have their turn. Then, after their turn
is complete, control will be returned to the character who
Delayed, with the same number of movement points as when they
chose Delay, and you may complete their turn, or Delay further
and let more go before you. If you are the only one who hasn't
had a turn during a given round of combat, Delaying has no
effect.
End Turn - ends your character's turn immediately.
Aim Menu
--------
The Aim Menu looks like this:
Next Previous Select Manual Exit
Next - moves your target selection, indicated by the square
cursor, to the next character on the map, on your side or on the
monsters side. This takes you through everybody in a cyclic
manner. When the cursor is over a person, their name, hit
points, status, magic points if in the party, and weapon if any
will appear in the upper right window. Some monsters may be
invisible, and so will be skipped over with this option. If you
wish to target an invisible character, you must use the Manual
option (see below) and know where he is, because you will have no
indication of when your cursor is over it!
Previous - identical to Next, but goes in the opposite direction.
Select - actually selects the highlighted target and exits from
this menu. If he is out of range, however, you will be told
this, and will stay at this menu until you choose someone in
range or exit.
Manual - causes this menu to vanish, and puts you in a mode where
the arrow keys move the square cursor in the direction pressed.
If over a character who is part of the battle, his name, hit
points, status, magic points if in the party, and weapon if any
will be display in the upper right window. Press enter to
actually select the current target. If he is out of range, you
will be told so, and returned to your last target to try again.
If the cursor is not over a character, you will also be returned
to the previous target to try again. Note that this is a good
way to scout around the map without wasting movement points. If
you are over a target who is in range, he will be selected and
you will exit this menu.
Exit - causes you to exit this menu back to the previous one. If
you are casting a spell, you will be asked if you wish to abort
the spell. If you choose no, you'll be returned to your last
target, to try again. If yes, the spell will not be cast (i.e.
no loss of magic points or movement points) and you'll be
returned to the main combat menu.
Once you've selected a target in range of your bow, you'll fire a
number of arrows at him, depending on how many you have left and
your level and class, and the damage done, if you hit, will be
reported as in a normal attack. You may not backstab with
arrows.
Fleeing
-------
If things are not going so well for the party, and you wish to
flee, you may do so by moving to the edge of the battlefield, and
attempting to walk off the screen. You will be asked if you wish
to flee. If you answer yes, a random check will be made based on
your speed to see if you get away. If you do, you disappear from
the map, and rejoin the party after the combat. If you don't,
you simply remain where you are, and your turn will end. If all
the party flees, you will escape, but will receive no Experience
Points or treasure from the battle. Sometimes, you will not be
able to get away because the monsters are just too fast for you
to do so. As for monsters, they never flee, but always fight to
the death. The monsters that have invaded the world fight with
an innate passion and an undying loyalty to their master.
Beware, for you have many tough battles ahead of you.
AFTER COMBAT
If you survive a battle, each character will get Experience
Points proportional to the difficulty of the battle. Sometimes,
monsters carry treasure chests on them as well, in which case you
will see the treasure menu. Use the up/down arrow keys to select
who will perform what action:
Pick Lock Smash Lock Cast OPEN Leave It
Pick Lock - attempts to pick the lock on the chest, using your
Picklock skill. If you succeed, you get 5 XP and the chest will
open, otherwise, if the chest is trapped, you'll set off the
trap. Either way, the chest will open up.
Smash Lock - smashes the lock open with your weapon. If the
chest is trapped, this will usually set off the trap. Either
way, the chest will open and you will receive its contents.
Cast OPEN - assuming you are a spellcaster and know this spell,
this will cast it, and open the chest, disarming any traps that
may be present. You will then receive the contents of the chest.
Leave It - leaves the chest behind, and returns you to the game.
APPENDIX A - Spell Descriptions
CLERIC SPELLS
Level 1
-------
Cure Light Wounds - restores 3D4 hit points to one wounded party
member of your choice, or half if the target is poisoned. If
cast during combat, the target must be within touching distance.
Sleep - causes up to 4 targets to fall asleep, if they do not
resist the spell. This spell only affects weak monsters.
Awaken - instantly awakens all sleeping party members.
Light - creates a faint light to illuminate your path in
dungeons.
Magic Compass - causes a magical compass to materialize for the
duration of the spell to tell the party which direction they are
facing, since normal compasses do not work in underground
dungeons.
Fear - instills a great fear in up to 3 targets by making the
party members appear to be gigantic dragons. If the target
doesn't see through the illusion, he will have trouble attacking
and just stare in awe.
Revelation - reveals the target of one enemy during combat.
Open - may be used to magically open any locked item, usually a
chest or door. This spell also automatically disarms any traps
on the lock. Note that magically locked doors requiring a
special key to open are unaffected by this spell.
Safety - instantly transports the party in front of the inn in
the nearest town. This spell works from anywhere on Earth, but
takes too long to cast in combat. Only use it in dire
emergencies, as it permanently reduces your magic points by 20.
Thus, it may only be cast a limited number of times, until your
maximum magic points fall below 20.
Level 2
-------
Cure Greater Wounds - heals 4D6 hit points of damage to one
target of your choice, or half if the target is poisoned. If
cast during combat, the target must be in touching range.
Remove Paralysis - instantly removes paralysis from any paralyzed
creature. If in combat, the target must be within touching
range.
Magic Torch - creates a magical source of light similar in
intensity to that created by a torch. This may be cast multiple
times with a cumulative effect, up to a certain limit.
Group Heal - equivalent to casting Cure Light Wounds on every
living member of the party.
Holy Water - causes 4D4 plus 1 per level of the caster damage to
any one undead creature. Armor does not protect the target
against this attack.
Dragon Bane - materializes a piece of veritate lactosa, a plant
poisonous only to dragons, draining the same number of hit points
as the caster's maximum hit point limit from the dragon, or half
of this if the dragon resists the spell. Armor reduces damage
from this spell.
Cause Serious Wounds - if the target cannot resist the spell, it
causes 4D6 damage to the target, and he is not protected by his
armor from this spell either. The caster must be able to touch
the target.
Identify Monster - displays the vital statistics of any one
target in combat.
Column of Flame - causes a column of red-hot flame to shoot forth
from the caster's hands towards the target, inflicting 1D6 per
level of damage to one non-flame creature. Armor does not
protect the target from the searing heat, however if he resists
the spell, he'll only take half the damage.
Protection from Dragon Breath - makes the target completely
immune to dragon breath for the duration of the spell.
Level 3
-------
Life Drain - causes the target to lose half his present hit
points, or 2D6 hit points if he resists the spell.
Restoration - completely heals all party members save for those
which have been turned to stone and those that are dead.
Neutralize Poison - negates the effect of poison coursing through
the veins of one target, curing him of the poisoned condition.
Raise Dead - recalls the soul of a fallen comrade to his corpse,
restoring life! It is rumoured that when you die, your soul
travels to Aegea. Thus, the effects of this spell while in Aegea
are completely unpredictable. Each time a character is raised
from the dead, he will lose one point of Endurance permanently.
He will have one hit point the moment he returns from the dead.
Magic Lantern - creates a magical light similar in intensity to
that of a lantern. Also, this light reveals secret doors, making
them appear simply as normal ones. Cast this spell several times
has a cumulative effect, up to a certain limit.
Dispel Magic - magic drains its power from the ether, a mystical,
invisible substance present everywhere. This spell, if
successful, dissipates the ether in the general vicinity for the
duration of the spell, preventing all combatants from casting any
spells whatsoever until the spell wears off.
Sanctuary - creates a magical shield of energy around each
character, adding 2 points to their armor. This spell lasts a
fair amount of time and may be cast while adventuring, not in
combat.
Demon Strike - causes a bolt of energy to surge into one
hellspawn creature (includes demons and devils of all types),
causing twice the number of hit points of the caster's damage to
the target, or half if he resists the spell. Armor may protect
them from the attack.
Shock Sphere - creates a shocking sphere of energy, causing 1D8
per level damage to all creatures within one square of the
target, or half if they resist the spell. Armor does not protect
them from this spell. Note that the target for this spell may be
an empty square since it has an area of effect.
Stop Time - freezes the flow of time. As a side effect, the
party may also be warped ahead in time one day. While time is
frozen, no wandering monsters will attack the party, and all
other ongoing spells will be frozen as well (ie. will not wear
off). Resting cancels this spell.
Level 4
-------
Heal All - heals all party members fully, and cures them of any
ailments, including those turned to stone or dead. Resurrected
characters will lose one point from their Endurance permanently,
however.
Stone to Flesh - causes a living creature which has been turned
to stone to be restores to flesh. At first he will be in a state
of confusion, but otherwise okay, and his last memories will be
of the moment he turned to stone. His health will be exactly the
same as when we was turned to stone, save for the fact that if he
was paralyzed or poisoned, he will no longer be afflicted by
these conditions.
Resurrection - identical to the third level Raise Dead spell, but
this also restores the target's hit points to its maximum value.
Earthquake - creates an illusory earthquake which affects all
foes, causing them to fall to their knees, inflicting 1D6 per
level of the caster damage, but none if they see through the
illusion. Armor will not protect them from this mighty spell.
Slay Living - causes the target's heart to cease beating for a
full 30 seconds, usually resulting in death. For some more
powerful monsters, or monsters with more than one heart, they
will not die, but only take 2D8 damage (regardless of armor).
Creatures without hearts, such as undead, are unaffected.
MAGE SPELLS
Level 1
-------
Magic Missile - fires a small missile for each spell level of the
caster at the desired target, each causing 1D8 damage, and
piercing armor as if it were butter.
Trap Zap - disarms all traps within 30' ahead (3 squares) in a
dungeon. A very useful spell, along with Detect Traps.
Armor Enhance - increases the armor of the target by one point,
for the duration of the spell, by slightly thickening the armor.
Detect Traps - detects the presence of all traps within 30' (3
squares) ahead of the party while exploring dungeons, and informs
you when a trap is near. Be warned however, that the spell does
not actually disarm the traps, only warns you of their presence.
Clumsiness - if the target does not resist the spell, he becomes
extremely clumsy for its duration, making it hard for him to hit
others in combat.
Light - creates a magical light which illuminates the path a few
feet in front of the party, lasting for a short time.
Sleep - puts to sleep up to 4 targets who cannot resist this
spell, usually only affecting weaker monsters.
Open - magically opens any lock, on a chest or a door, while
simultaneously disarming any traps which may be present. Some
doors require special keys to open and are unaffected by this
spell.
Locate - reveals to the caster the party's x and y co-ordinates
in a town or dungeon, based on a 20x20 grid, with (0,0) in the
upper left corner.
Level 2
-------
Invisibility - causes one target to become invisible for the
duration of the spell or until he attacks another creature.
Invisible characters are harder to hit, and to target with
magical attacks. Some monsters may be invisible as well. They
do not show up when using the Manual Aim option in combat.
Poison - causes the target's blood to change into a viscous
poison, providing he does not resist the spell. Usually monsters
will retch and vomit and be generally rendered helpless for the
rest of the battle, after which they may be finished off by the
party. Party members will be poisoned in the normal fashion by
the spell, losing half their hit points immediately, and not
being able to rest (unless they are already poisoned, in which
case they are unaffected).
Fireball - causes a ball of flame to explode at the selected
target, singeing all non-fire beings within one square of the
target for 1D6 damage per spell level of the caster. If they
resist the spell, they only take half the damage. Armor will not
protect them from this intense heat. Note that the target of the
spell may be an empty square, affecting all monsters within one
square of that.
Sense Special - detects all special squares in a dungeon within
30' (3 squares) ahead of the party, telling you when traps,
stairs, or other features are nearby. Walls do not hinder the
performance of this spell.
Weaken - weakens up to 3 targets if they fail to resist the
spell, causing them to only do half the normal damage with their
weapon for the duration of the spell.
Strength of the Bear - temporarily endows the target with the
strength of the strongest bear, causing him to inflict more
damage in combat.
Slow - creates an illusory gelatinous barrier which slows down up
to two targets by up to 6 movement points each, if they do not
resist the spell, until it wears off.
Vision - yields a bird's eye view map of the current town or
dungeon level on the ground before the party, complete with all
important features and legend.
Magic Torch - creates a magical light source similar in intensity
to that of a normal torch. Casting this multiple times has a
cumulative effect, up to a certain limit.
Magic Lantern - creates a magical light similar in intensity to
that of a lantern, and also reveals secret doors by making them
appear just as ordinary doors. Casting this spell multiple times
has a cumulative effect, up to a certain limit.
Level 3
-------
Lightning Bolt - causes a bolt of lightning to strike down one
target, hitting it for 2D4 damage per level of the caster, or
half this if he resists the spell. Armor does not protect the
victim of this shocking spell.
Paralyze - freezes the body of the target, as if trapped in a
block of ice, provided he doesn't resist the spell. It
eventually wears off, but while paralyzed, the character does not
get his turn in combat.
Time Warp - forces a wrinkle in the time/space continuum, warping
the party through a short period of time, up to 12 days either
ahead or back. When your quest approaches its close and your
time limit is almost run out, you cannot cast this spell, since
doing so could send you past your time limit, and thus you would
be thrust beyond the end of the world, creating a time-space
paradox which, aside from killing everyone in the party would
probably cause your computer to explode. Anyways, you won't be
allowed to cast it when the time is near, so don't worry too much
about time-space paradoxes. But that's why you can't cast it
near the end of 1000 days, anyways.
Speed of the Puma - endows the target with inhuman speed for the
duration of the spell, giving him 24 movement points each combat
round.
Hail Storm - causes sharp pieces of ice and hail to come falling
down in the target area. Carefully position the target, because
this spell has a 7x7 area of effect, and thus will damage
everyone in view assuming the cursor is centred. Everyone in the
area of effect is hit for 1D6 per level of the caster, or half if
they manage to resist the spell. Armor will provide some
protection against the deadly shard of ice.
Mystic Shield - creates an etherial barrier around all party
members, slowing down all weapons which approach the party
members and this slightly reducing damage, by adding 2 points to
everybody's armor for the duration of the spell.
Flesh to Stone - allows the caster to turn any creature of flesh
who cannot resist the spell to immediately turn to stone, and
thus become incapacitated for the remainder of the battle. Its
clerical counterpart, Stone to Flesh, is the only way to bring a
victim of this spell back to life.
Level 4
-------
Disintegrate - perhaps the most powerful spell that can be cast
against one target, this spell will cause your foe to instantly
disintegrate into a pile of dust, disrupting his very molecular
structure, if he cannot resist the spell.
Death Spell - similar to the Clerical Spell Slay Living, this
spell causes the creature's heart to stop beating for a period of
roughly 30 seconds. If the creature has no heart (e.g. it is
undead), it is unaffected by this spell. Otherwise, death will
usually follow. However, particularly powerful creatures, or
those with multiple hearts, may only be slightly damaged by their
heart stopping for 30 seconds, and just take 3D8 damage.
Gotterdammerung - no mage has yet dared speak the words to this
mighty spell, and so one can only speculate on its effects.
However, it is rumoured that this spell calls upon the very
powers of the gods themselves to cause annhialating damage to all
foes in combat, while leaving the caster's party unharmed. Of
course, this is just rumour; it could be the other way around.
Invincibility - this spell makes the target impervious to all
non-magical attacks for the next five hits, by temporarily
phasing his body to a parallel dimension whenever it is not his
turn in combat. Unfortunately, some magic spells can transverse
the dimensions and still hurt the character, and also, once five
swings have been taken at the character in his position in the
parallel universe, the bond linking him to the other universe
will be severed and he will be jarred back into the fray until
the spell is cast again.
Cure Light Wounds - identical to the first level Clerical Spell
of the same name, this heals one wounded character of your choice
of 3D4 hit points, or half if the target is poisoned. If cast in
combat, the target must be within touching range of the caster.
Dexterity Enhance - temporarily makes the target much more
dextrous, allowing him to move farther each turn in combat, dodge
attacks more easily and attack more skilfully for the duration of
the spell.
APPENDIX B - Monsters
You will encounter many monsters, both good and bad, during your
adventures through the lands of The Search for Freedom. Here are
summarized some of the more common monsters you may encounter on
the surface and in the dungeons of the realm.
MONSTERS IN THE WILDERNESS
Goblin - small green humanoids, these creatures are more pesky
than anything else.
Gremlin - cousins to the Goblin, Gremlins are slightly faster,
and equally wimpy.
Rat - rats pose little threat to the mighty adventurer, however
they often attack in large numbers.
Bat - bats are fairly harmless, and will generally not attack if
unprovoked.
Bear - can be found roaming the forests, they are not to be toyed
with, and if you should encounter one, just hope it will leave
you alone on its own.
Lion - king of the jungle, these mighty beasts are also found
roaming the forests. Luckily, they usually keep away from
humans.
Ogre - a band of Ogres has recently taken up residence in the
forests of Devor Isle, however, they are not hostile, and so do
not pose too much of a threat.
Wild Boar - pets of the Ogres, the two are never far apart.
These beasts attack with their powerful snouts causing
considerable damage.
Scuzzball - no one is certain what this is, but it is big, slow,
powerful, yucky, and is only found in the swamps of Devor Isle.
Vipers - these small, fast snakes are weak, but beware their
poisonous bite.
Crocodile - also found in the marshes, these beasts cause a fair
bit of damage with their powerful jaws. They should be avoided
at all costs.
Trolls - famous for inhabiting bridges, trolls are generally
tough fighters and give a good fight. Keep away from bridges
until you feel you are ready to face some trolls, as they
undoubtedly guard all the bridges in the realm.
Evil Mage - a mage gone bad, they know some elementary spells but
are otherwise weak.
Zombie - a mindless animated corpse, they are easily disposed of,
and always accompany their Evil Mage masters.
Skeleton - literally an animated pile of bones, skeletons also
accompany their Evil Mage masters, and are slightly better
fighters than Zombies.
Evil Fighter - perhaps better termed as bandits, they roam the
countryside in search of adventurers such as yourself to plunder
for personal gain.
Orc - humanoid creatures with pig-like snouts, they inhabit the
Forest of Shadows on Raksta Isle, and are fairly good fighters.
They are inherently evil and should be avoided if possible.
Bloodhound - used by the Orcs to seek out wanderers to prey on,
and the dogs themselves rival their masters in fighting ability.
Dark Spirit - it is rumoured that evil spirits haunt the Forest
of Shadows as well, although some would believe it is only the
Orcs trying to scare others away from their domain. These
spirits can drain the very life out of their victims, and can
only be hurt with magic or silver weapons.
Black Dragon - the weakest dragon, the inhabit the Swamp of
Sirrius on Raksta Isle, and can breathe acid causing a great deal
of damage.
Baby Dragon - the black dragons nurse their children in the
swamp, and will protect them to the death. Baby dragons are weak
and cannot breath, but are still inherently evil and will aid
their parent in destroying the party.
Spine Shooter - also found in the swamps, these creatures have
dozens of sharp spikes of their back which they can shoot at
their targets to cause serious damage.
Ghost - there are rumours of the mists of Murkwater Marsh
coalescing and forming into ghostly figures, or perhaps these are
just hallucinations caused by the marsh gas. Reports say that
these ghosts can paralyze with their cold touch, and cannot be
harmed by non-magical steel.
Spirithound - also reported to be found in the marsh, it is
believed these of the ghosts of Orcs and their Bloodhounds who
have been slain in the Forest of Shadows and have been forced
into eternal unrest for their evil acts. These spirit dogs are
also immune to all non-magical weapons of steel.
Evil Hero - possessed by some passion for evil these once heroic
fighters have turned to a life of crime and destruction in the
past few years, due to some unknown influence, and are generally
very good fighters.
Necromancer - powerful evil magicians who have been known to
destroy entire groups of adventurers with a single spell. Like
Evil Heros, some unknown entity seems to drive them to their evil
deeds.
Ghoul - similar to Zombies, except for the fact that their cold
touch can chill a man's soul, paralyzing him. They always
accompany their Necromancer masters.
Wight - an intelligent form of animated corpse, wights are decent
fighters and can drain the very life out of their victims with
their vicious claws. They always accompany their Necromatic
masters.
Red Dragon - found in the Forest of Spiders, these are powerful
beasts capable of breathing fire at their opponents and
sustaining quite a bit of damage before going down.
Dragon Rider - somehow these men have managed to tame the mighty
beasts and ride them into battle, attacking small bands unlucky
enough to wander into their forest and robbing them of all their
possessions before ordering their mounts to incinerate them.
Poisonous Spiders - also inhabit the Forest of Spiders, hence its
name. They put up a good fight and have a highly toxic bite, but
will usually not attack unless scared or provoked.
Dweezil - a much more powerful cousin to the Scuzzball, no one is
exactly sure what this is, but it lurks in the swamps and is very
dangerous. It can also envelop a character thus paralyzing him.
Laughing Lizards - humanoids with the heads of lizards, they have
tamed Yellow Dragons and roam the deserts on them. They crawl
like lizards and can paralyze you with their long sinewy tongues.
They will not usually attack and have been known to be friendly
to the odd lost desert wanderer, by pointing him in the right
direction. They are renowned for their good sense of humour,
and also can emit a powerful energy beam from their eyes.
Yellow Dragon - the mounts of the Laughing Lizards, they can
breath powerful, deadly fumes and are strong fighters. Luckily,
they are also solitary creatures, and so you'll rarely find more
than one together with the same band of Lizards.
Lesser Demon - sometimes appear, rising straight out of the hot
desert sands, these demons are capable spellcasters, and tough
opponents. They are the weakest of the Hellspawn.
Fire Sprite - usually found accompanying Lesser Demons, in
greater numbers, these are creatures of pure fire which burn away
their victims until there is nothing left but charred cinders and
a pile of ash.
Troll Fighter - guard the bridge to Birshada, they have been a
major problem to the city which has been unable to do anything
about them as of yet. They are very hardy fighters.
Troll Mage - almost as strong as Troll Fighters, the two groups
are encountered together. These mages know a fair deal of magic
as well.
Cachlodyte - these predatory birds attack in large numbers on
only the highest mountain peaks, and have poison-tipped claws,
making them doubly dangerous.
Lost Hiker - the spirits of hikers lost in the mountains ages
ago, they are doomed to roam the mountains forever in the
afterlife, never finding a way down. These resentful creatures
may only be hurt with magical weapons and can drain the very life
force out of their victims.
Banshee - also referred to as a wailing spirit, they are female
spirits which wail constantly in the afterlife, after
experiencing some great horror during life. They also roam the
mountains, and may only be hurt with magical weapons. Their
claws may draw the very life force from their victims.
Hill Giant - often living halfway up mountain peaks, these giants
inflict incredible damage, and like to be left alone. They will
only attack those unfortunate enough to stumble into their abodes
uninvited.
White Wolf - giant winter wolves which Hill Giants often like to
keep as pets. They will attack upon their master's command, but
are otherwise actually quite playful and friendly.
DUNGEON MONSTERS
Many monsters encountered in dungeons are similar or identical to
those found on the surface. All monsters encountered in dungeons
are inherently evil though, a side effect from spending so many
years underground. Also, it must be understood that few dungeons
have been penetrated recently, and so little is truly known about
their occupants. However, the few monsters that are known about,
and not already mentioned above, are as follows:
Troglodyte - small humanoid creatures that attack in large
groups. Alone, they are weaklings, but as a group, they
constitute a worthy fighting force.
Kapich - similar to Orcs, these are dog-headed humanoids who
carry swords and are fairly good fighters. They also attack in
groups.
Evil Cleric - clerics which have lived under the earth and been
corrupted by the darkness. They have an extensive knowledge of
clerical spells.
Lost Soul - the soul of a deceased who had some task to complete
during life, and thus are obligated to complete that task in
death. They can paralyze with their chilling touch.
Doppleganger - a strange humanoid creature which has the power to
impersonate other humanoids through the power of disguise. Once
you see through their illusions however, they are far from
challenging opponents.
Pennagalaan - a female vampire who often takes the form of a
beautiful lady, they can paralyze with their touch. Many have
fallen for the tricks of these seductresses.
Familiar - the pet of certain mages, these creatures most often
appear as black cats, though they can take other forms, and have
a telepathic link with their masters. While not evil, they are
bound to do their master's bidding by magical ties, and will
dissipate into nothingness if destroyed, since they are creatures
of elemental magic.
Werewolf - half wolf, half man, these hairy beasts have poisonous
claws and only come out when there is a full moon on the surface.
Wererat - half rat, half man, these are weaker than werewolves,
and are able to paralyze a man with their poisonous bite. They
are found only in the deepest dungeons.
There are rumours of other monsters which are able to drain the
soul with their touch, killing a man instantly, and others which
may turn a man to stone with a gaze. Some can also rob the party
of their money. Legend even speaks of the Xorn, which is able to
walk right through walls as if they weren't there!! Little else
is known about such creatures though.
MONSTERS OF AEGEA
While no living being has been to Aegea and back, legend speaks
of many horrible creatures which inhabit this Land of the Dead,
however nothing is known of them, other than the fact that they
are more vicious than their earthly counterparts, and that they
are mostly undead. Beware Aegea, for it is not for the meagre of
weak-willed.
APPENDIX C - Items, and Shop Service Fees
ITEMS
Following is a list of most of the items you will encounter
during your adventures. Magical items are not listed since they
are identical to their non-magical counterparts in most cases,
except for their bonuses in certain areas depending on the type
of item (i.e. weapons do more damage, armor protects better), by
a factor directly related to their + value, and the fact that
magical weapons and shields are lighter and so can be used by
characters with lesser strength values.
Item | Strength | # of | Points/Damage/ | Value (Gold
Name | required | hands| effect | Pieces)
----------------+----------+------+----------------+-------------
Torch | 0 | 1 | Make Light | 2
Lantern | 0 | 1 | Make Light | 5
Cloth Armor | 3 | 0 | 1 pt. | 10
Leather Armor | 6 | 0 | 2 pts. | 50
Chain Armor | 11 | 0 | 3 pts. | 100
Scale Armor | 14 | 0 | 4 pts. | 400
Plate Armor | 17 | 0 | 5 pts. | 1000
Shield | 14 | 1 | 1 pt. | 50
Knife | 3 | 1 | 1D3 | 3
Dagger | 5 | 1 | 1D4 | 5
Short Sword | 8 | 1 | 1D6 | 10
Mace | 10 | 1 | 1D6 | 10
Hammer | 10 | 1 | 2D4 | 25
Flail | 14 | 1 | 3D4+3 | 40
Long Sword | 12 | 1 | 2D4 | 30
Broadsword | 14 | 1 | 2D6 | 35
Halberd | 13 | 2 | 1D10 | 36
2-Handed Sword | 16 | 2 | 3D6+2 | 60
Silver Dagger | 5 | 1 | 1D4 | 15
Silver Mace | 10 | 1 | 1D6 | 25
Silver Long | 12 | 1 | 2D4 | 65
Sword | | | |
Silver | 14 | 1 | 2D6 | 95
Broadsword | | | |
Silver 2-Handed | 16 | 2 | 3D6+2 | 150
Sword | | | |
Soulseeker | 16 | 2 | Unknown | priceless
Long Bow | 6 | 2 | 1D6 | 100
Arrows | 0 | 0 | use with a bow | 1/10 pack
Silver Arrows | 0 | 0 | use with a bow | 3/10 pack
Potion of Speed | 0 | 0 | +1D6 movement | 125
| | | for duration |
| | | of combat |
| | | |
The headings mean the following:
Item Name - name of the item.
Strength required - any character whose strength is below this
value cannot ready the item.
# of hands - the number of hands used when this item is equipped.
Remember, all characters have only two hands.
Points/Damage/Effect - what the object does. If armor, how much
it increases your Armor Points value by. If a weapon, how much
damage it causes. If something else, the effect of Using it is
given.
Cost (Gold Pieces) - how much the item costs in the average
store.
You will find many other specialized items during your quest as
well, not outlined above, which will be used to solve puzzles and
help you in your quest.
SHOP SERVICES
Here is a list of some services you may purchase in the towns as
well and their costs:
Service | Shop provided at | Cost (Gold Pieces)
--------------------+------------------+----------------------
Magic Points | Magic Store | 5 each
Hit Points | Temple | 3 each
Resurrection | Temple | 2000
Cure Poison | Temple | 500
Remove Paralysis | Temple | 250
Stone to Flesh | Temple | 1000
Spell Book | Magic Store | 200/spell level
Training | Training Hall | 50
Food | Tavern | 10
Drink | Tavern | 2-8
Tip Barkeep | Tavern | 3-12
Fortune Cookie | Magic Store | 2-8
Room at the Inn | Inn | 7-28
| |
APPENDIX D - Tables
Below are summaries of several things which vary throughout the
game depending on your characters, giving the exact numerical
values the computer uses to calculate the related results.
Affect of Charisma on Buying Price
----------------------------------
Charisma of buyer | % of actual value requested by storekeeper
------------------+-------------------------------------------
3 | 160%
4 | 150%
5 | 125%
6-16 | 100%
17 | 90%
18-19 | 80%
20 | 70%
21 | 60%
|
Note that when selling items back to the storekeeper, he will
offer no more than 50% of the item's value, regardless of the
seller's Charisma.
Level Advancement Table (Note: you begin with 300 XP)
-----------------------
Level | Experience Points Required | Highest Spell Level Known
------+----------------------------+---------------------------
1 | 300 - 699 | 1
2 | 700 - 1099 | 1
3 | 1100 - 1799 | 1
4 | 1800 - 2899 | 2
5 | 2900 - 4299 | 2
6 | 4300 - 5999 | 2
7 | 6000 - 7999 | 3
8 | 8000 - 19999 | 3
9 | 20000 - 24999 | 3
10 | 25000 - 34999 | 4
11 | 35000 - 49999 | 4
12 | 50000 - 69999 | 4
13 | 70000+ | 4
| |
Dexterity Effects Table
-----------------------
Dexterity | Movement | Swiftness | To-Hit Bonus | Armor Bonus
----------+----------+-----------+--------------+-------------
3 | 6 | -2 | +3 | 0
4 | 6 | -1 | +2 | 0
5 | 7 | -1 | +1 | 0
6 | 8 | 0 | 0 | 0
7 | 8 | 0 | 0 | 0
8 | 9 | 0 | 0 | 0
9 | 9 | 0 | 0 | 0
10 | 10 | 0 | 0 | 0
11 | 10 | 0 | 0 | 0
12 | 11 | 0 | 0 | 0
13 | 12 | 0 | 0 | 0
14 | 12 | 0 | 0 | 0
15 | 13 | 0 | -1 | 0
16 | 14 | +1 | -1 | +1
17 | 14 | +1 | -1 | +1
18 | 15 | +2 | -2 | +2
19 | 15 | +2 | -2 | +2
20 | 16 | +3 | -2 | +3
| | | |
Damage Bonus by Strength Constitution Bonus
------------------------ ------------------
Strength | Damage Bonus per hit Endurance | Bonus
---------+---------------------- ----------+-------
3 | -1 3 | -2
4 | -1 4 | -2
5 | 0 5 | -1
6 | 0 6 | -1
7 | 0 7 | 0
8 | 0 8 | 0
9 | 0 9 | 0
10 | 0 10 | 0
11 | 1 11 | 0
12 | 2 12 | 0
13 | 3 13 | 0
14 | 4 14 | 0
15 | 4 15 | +1
16 | 5 16 | +1
17 | 6 17 | +2
18 | 6 18 | +2
19 | 7 19 | +3
20 | 8 20 | +4
| |
Hit Point Gain by Level and Class
---------------------------------
Fighter Cleric
------- ------
| Increase upon | Increase upon
| becoming this | becoming this
Level | level Level | level
------+--------------- ------+---------------
2 | 3D10+cb. 2 | 3D8+cb.
3 | 3D10+cb. 3 | 3D8+cb.
4 | 3D10+cb. 4 | 3D8+cb.
5 | 3D10+cb. 5 | 3D8+cb.
6 | 3D10+cb. 6 | 3D8+cb.
7 | 3D10+cb. 7 | 3D8+cb.
8 | 3D10+cb. 8 | 3D8+cb.
9 | 3D10+cb. 9 | 3D8+cb.
10 | 3+cb. 10 | 1+cb. or 1*
11 | 3+cb. 11 | 1+cb. or 1*
12 | 3+cb. 12 | 1+cb. or 1*
13 | 3+cb. 13 | 1+cb. or 1*
| |
Mage Thief
---- -----
| Increase upon | Increase upon
| becoming this | becoming this
Level | level Level | level
------+--------------- ------+---------------
2 | 3D4+cb. 2 | 3D6+cb.
3 | 3D4+cb. 3 | 3D6+cb.
4 | 3D4+cb. 4 | 3D6+cb.
5 | 3D4+cb. 5 | 3D6+cb.
6 | 3D4+cb. 6 | 3D6+cb.
7 | 3D4+cb. 7 | 3D6+cb.
8 | 3D4+cb. 8 | 3D6+cb.
9 | 3D4+cb. 9 | 3D6+cb.
10 | 3D4+cb. 10 | 3D6+cb.
11 | 3D4+cb. 11 | 2+cb. or 1*
12 | 1+cb. or 1* 12 | 2+cb. or 1*
13 | 1+cb. or 1* 13 | 2+cb. or 1*
| |
Note: cb. refers to the characters Constitution Bonus given in
the above table "Constitution Bonus".
* if the net increase ends up being less than 1, the character
will not lose hit points, but will only gain the minimum, of one
hit point when he gains a level.
Racial Modifiers
----------------
Attribute | Human | Elf | Dwarf | Teddy | Maximum Value
-------------+-------+-----+-------+-------+---------------
Strength | 0 | -1 | +2 | -2 | 20
Intelligence | +1 | +2 | -2 | -1 | 20
Wisdom | +2 | 0 | +1 | -2 | 20
Dexterity | 0 | +1 | -2 | +2 | 20
Endurance | 0 | -1 | +2 | -2 | 20
Charisma | 0 | +1 | -2 | +3 | 21
Luck | 0 | +1 | -1 | +3 | 21
| | | | |
Number of Attacks per Turn by Level and Class
---------------------------------------------
Level | Fighter | Thief | Cleric | Mage
------+---------+-------+--------+-------
1 | 1 | 1 | 1 | 1
2 | 1 | 1 | 1 | 1
3 | 1 | 1 | 1 | 1
4 | 2 | 1 | 1 | 1
5 | 2 | 2 | 2 | 1
6 | 2 | 2 | 2 | 2
7 | 3 | 2 | 2 | 2
8 | 3 | 2 | 3 | 2
9 | 3 | 3 | 3 | 2
10 | 4 | 3 | 3 | 2
11 | 4 | 3 | 4 | 3
12 | 4 | 4 | 4 | 3
13 | 4 | 4 | 4 | 3
| | | |
Statistic Requisites by Class
-----------------------------
(i.e. what you need in order to be eligible for a given class)
Class | Requirements
--------+------------------------------------------------
Fighter | Strength of at least 12, cannot be a Teddy
Thief | Dexterity of at least 12, cannot be a Dwarf
Cleric | Wisdom of at least 12, cannot be a Teddy
Mage | Intelligence of at least 12, cannot be a Dwarf
|
Turning Undead Probabilities
----------------------------
Note: the following table applies to a Cleric with a Wisdom of
15, representing the % chance of success at turning the given
undead at the given level. Higher or lower Wisdom scores could
alter your ability in the corresponding direction by up to about
2 levels (i.e. level 10 Cleric with a Wisdom of 20 can turn
almost as well as a level 12 Cleric with a Wisdom of 15, as given
in the chart). Some of the more powerful undead cannot be
turned, and hence do not appear on the chart.
Level
Monster Name | 1| 2| 3| 4| 5| 6| 7| 8| 9|10|11|12|13
-------------------------+--+--+--+--+--+--+--+--+--+--+--+--+---
Skeleton |56|66|73|77|81|82|86|88|90|91|92|93|93
Zombie, Ghoul, Lost Soul |43|57|65|70|75|78|82|85|87|88|90|91|91
Undead Bear | 0| 5|23|35|44|51|61|67|72|75|78|80|82
Spirithound | 0| 0| 3|19|30|39|50|59|64|69|72|75|77
Wight, Dark Spirit | 0| 0| 0| 3|16|26|41|50|57|62|67|70|72
Lost Hiker | 0| 0| 0| 0| 0| 2|21|34|43|50|56|60|63
Ghost, Undead Bloodhound | 0| 0| 0| 0| 0| 0|11|26|36|44|50|55|59
Nightmare | 0| 0| 0| 0| 0| 0| 2|18|30|38|45|50|55
Wraith, Vampire Bat | 0| 0| 0| 0| 0| 0| 0| 2|15|26|34|41|46
Banshee, Pennagalaan, | 0| 0| 0| 0| 0| 0| 0| 0| 1|13|23|31|36
Will-o-the-Wisp | | | | | | | | | | | | |
Zombie Warrior, Skeleton | 0| 0| 0| 0| 0| 0| 0| 0| 0| 7|18|26|32
Warrior | | | | | | | | | | | | |
Skeletal Knight | 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 1|10
| | | | | | | | | | | | |
APPENDIX E - Spell Parameter Tables
Meanings of columns:
When
----
Cmbt = may be cast during combat
Dung = may be cast in dungeons or camp
Town = may be cast in towns, dungeons, camp or outdoors
Any = may be cast anywhere
Range (given in squares, refers to spells cast in combat only)
--------------------------------------------------------------
T = touching distance (1 square)
/lvl = per level of the caster
/spl = per spell level of the caster
Area
----
# = number of targets
#x# = rectangular area of effect
#' = number of feet ahead, 1 step is equivalent to 10 feet
Door/Chest = may be cast upon any door or chest
Foes = all enemies in combat
Party = all members of the party
All = all characters in combat
Earth = the entire planet is affected
Duration
--------
r = combat rounds
hrs = hours
t = turns i.e. steps in a town/dungeon/etc...
# hits = until the target has been physically hit the specified
number of times
/lvl = per level of the caster
/spl = per spell level of the caster
Level 1 Cleric Spells
---------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Cure Light Wounds | Any | T | 1 | instant
Sleep | Combat | 1/lvl | 4 | instant
Awaken | Combat | 0 | Party | instant
Light | Dungeon | 0 | 10' | 2 hrs
Magic Compass | Dungeon | 0 | - | 3 hrs/lvl
Fear | Combat | 2/lvl | 3 | 2r/spl
Revelation | Combat | 20 | 1 | instant
Open | Any | 0 | Door/ | instant
| | | Chest |
Safety | Town | 0 | Party | instant
Level 2 Cleric Spells
---------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Cure Greater Wounds | Any | T | 1 | instant
Remove Paralysis | Any | T | 1 | instant
Magic Torch | Dungeon | 0 | 20' | 1 hr/lvl
Group Heal | Town | 0 | Party | instant
Holy Water | Combat | 6 | 1 | instant
Dragon Bane | Combat | 6 | 1 | instant
Cause Serious Wounds| Combat | T | 1 | instant
Identify Monster | Combat | 20 | 1 | instant
Column of Flame | Combat | 1/lvl | 1 | instant
Protection from | Combat | 6 | 1 | 1r/spl
Dragon Breath | | | |
Level 3 Cleric Spells
---------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Life Drain | Combat | 1/lvl | 1 | instant
Restoration | Town | 0 | 1 | instant
Neutralize Poison | Any | 1/lvl | 1 | instant
Raise Dead | Town | 0 | 1 | instant
Magic Lantern | Dungeon | 0 | 30' | 3 hrs/lvl
Dispel Magic | Combat | - | All | instant
Sanctuary | Town | 0 | Party | 2 hrs/lvl
Demon Strike | Combat | 6 | 1 | instant
Shock Sphere | Combat | 10 | 3x3 | instant
Stop Time | Town* | 0 | Earth | 100 t
| | | |
* Since there is a chance of this spell backfiring and warping
you ahead one day in time, you may not cast it on day 999 of your
quest, due to the high risk involved in doing so
Level 4 Cleric Spells
---------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Heal All | Town | 0 | Party | instant
Stone to Flesh | Town | 0 | 1 | instant
Resurrection | Town | 0 | 1 | instant
Earthquake | Combat | - | Foes | instant
Slay Living | Combat |.5/lvl | 1 | instant
| | | |
Level 1 Mage Spells
-------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Magic Missile | Combat | 10 | 1 | instant
Trap Zap | Dungeon | 0 | 30' | instant
Armor Enhance | Combat | 6 | 1 | 8 r
Detect Traps | Dungeon | 0 | 30' | 1 hr/lvl
Clumsiness | Combat | lvl+2 | 1 | 2r/lvl
Light | Dungeon | 0 | 10' | 2 hrs
Sleep | Combat | 1/lvl | 4 | instant
Open | Any | 0 | Door/ | instant
| | | Chest |
Locate | Town* | 0 | - | instant
| | | |
* Locate has no effect outdoors
Level 2 Mage Spells
-------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Invisibility | Combat | 1/lvl | 1 | 1r/lvl
Poison | Combat | 6 | 1 | instant
Fireball | Combat | 10 | 3x3 | instant
Sense Special | Dungeon | 0 | 30' | 3 hrs/lvl
Weaken | Combat | 6 | 3 | 2r/lvl
Strength of the Bear| Combat | 6 | 1 | 1r/spl
Slow | Combat | 6 | 2 | 2r/lvl
Vision | Town* | 0 | - | instant
Magic Torch | Dungeon | 0 | 20' | 1 hr/lvl
Magic Lantern | Dungeon | 0 | 30' | 3 hrs/lvl
| | | |
* Vision has no effect outdoors
Level 3 Mage Spells
-------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Lightning Bolt | Combat | 6 | 1 | instant
Paralyze | Combat | 6 | 1 | .5r/lvl
Time Warp | Town | 0 | Party | instant*
Speed of the Puma | Combat | 6 | 1 | 2r/spl
Hail Storm | Combat | 15 | 7x7 | instant
Mystic Shield | Combat | - | Party | 1r/spl
Flesh to Stone | Combat | lvl-2 | 1 | instant
| | | |
* Time Warp warps the party up to 12 days ahead or back in time,
provided there is no chance this will take them past the 1000 day
limit in which case you will not be permitted to cast this spell
Level 4 Mage Spells
-------------------
Spell Name | When | Range | Area | Duration
--------------------+---------+-------+-------+-------------
Disintegrate | Combat |.5/lvl | 1 | instant
Death Spell | Combat |.5/lvl | 1 | instant
Gotterdammerung | Combat | - | Foes | instant
Invincibility | Combat | 2/lvl | 1 | 5 hits
Cure Light Wounds | Any | T | 1 | instant
Dexterity Enhance | Combat | 6 | 1 | 1r/lvl
| | | |
CREDITS
THE SEARCH FOR FREEDOM
Programmed completely in Turbo Pascal 7.0 by Howard Feldman
Graphics by Dan Drew and Howard Feldman
Documentation by Howard Feldman
Plot and concept by Howard Feldman
Playtested by Alex Gershon
Turbo Pascal is a copyright of Borland International 1992
If you like this game, please register it when you have completed
the first dungeon in the game. Details will be given when you
reach this stage of the game. Thank you for obtaining a copy of
Howard Feldman's The Search For Freedom. Be sure to distribute
the Evaluation Copy to all of your friends.