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- CADAVER
-
- Typed by MR.THOMPSON of DEFJAM
-
-
- THE STORY SO FAR
- In the last adventure our hero, Karadoc, defeated Bedwig the Giant in
- mortal combat after an epic struggle, suffering many grievous wounds. Even
- so, having already vanquished a clutch of terrible Dragons, having cut
- the dreaded Carbuncle into a hundred pieces, and having overcome a horde
- of eldritch Demons, his confidence was still high. The victory pay for all
- these missions was good, and he divided the next two months between resting
- and travelling. Eventually he found his way to an unknown land, a place
- which hinted at former riches and power: this is where we find him.
- Invitably, in his quest for somewhere to spend the remainder of his
- hard-earned cash, he changed upon a run-down inn on the border of a vast,
- miasmal swamp. There he met with a gang of dwarves he hadn't seen for a
- decade : breaking his vow of sobriety, he quicklylost co-ordination and
- began to stagger. Was it Fate's hand that guided him towards the quartet of
- men debating earnestly at the corner table? Or was it simply one of those
- random events that determine our future? Karadoc has never enjoyed the
- company of humans after a group of them abandoned him to the mercy of an
- Orc ambush many years ago, so he instinctively reached for his axe. Cursing
- his luck, he realised it had gone missing in the last few hours, forcing
- him to fall back on his wits. He smiled as best he could, composed himself
- and delivered a long speech detailing who he was, what he had achieved,
- and how much he charged for his services. When he'd finished, he noticed
- that his audience was smiling, as thought they'd found the answer to a
- pressing problem...
- "Right there." the man said. "Across the swamp."
- Even thought it was late morning and the light was good, I squinted (my
- eyesight has never been great since my brother Hengest and me had an
- eye-crossing competition when he were younger. My mother always said it
- would stay that way). I shook my head.
- "Nothing."
- I replied.
- He looked angrily at me: the corners of his mouth tightened like a leather
- belt and his teeth began to grind together like an old sheep chewing grass.
- "Across the swamp,"
- he insisted, like I was deaf.
- "The ruin - Wulf and Carolus?"
- I started at him bankly.
- "You must remember Dianos?"
- It was one of those situations where one more vacant look on my part
- would have been rewarded with a knuckle surprise. Checking to see if he
- was armed - he wasn't - I feigned a strategic defence posture. He backed
- off.
- "Let's get down to business."
- I said, giving him a winning smile which failed to penetrate his spongey
- human skull.
- "You're saying if I took a boat across the bog, roughly"
- "northwards, thirty miles - "
- "-right.You're saying there's a ruined castle there and I can make money."
- "You can keep whatever you find."
- he snapped, and looked even more annoyed. I waited for him to start
- foaming at the mouth but he didn't come.
- "It's not that simple, though," he insisted
- "You've got to know who you're dealing with."
- I shrugged. If someone wants to shell out the readies to do hatchet job,
- why ask questions?
- "Let's get it over with then,"
- I offered. If I'd had my axe handy I'd have left him two toes for standing
- on, and gone for another jug and knees-up; but I was in a good mood.
- "Spin me the yarn, beanpole."
- He glowered: if looks could kill, I'd hev been making the trip home in
- a basket.
- "It's a long story, but I'll keep it short for you."
- He emphasised the word 'short' and looked me up and down. Some people
- don't recognice how near they are to a fist in the face. I confined my
- annoyance to an exaggerated yawn to keep him fresh: if he got boring I
- could always cut his legs off.
- He coughed, adopted a rhetorical posture, and began.
- "It was many years ago... A much better time, when all was good with
- the world."
- I stared at him hard. One more wistful musing and my dinner would be
- heading for his shoes.
- "This is the tale of Wulf and Carolus."
- No fanfares came, and it was'nt hard for me to look unimpressed, so he
- simply continued.
- "Upon the death of his father, Wulf III gained the crown of his land.
- On the night of his coronation he exited his half-brother Carolus to
- secure the purity of the royal blood-line - and ruled for many years."
- "It was not to last. Carolus grew into manhood and arowed to seize the
- trone as his. In his middle age he returned, disguesed, to Wulf's castle,
- and plotted to overthrow our king. He enlisted the aid od Dianos - a
- despicable, vengeful creature who had thus for served Wulf as Chief
- Advisor - and persuaded the Captains of the Guard through bribery and
- threats to take his side."
- I hate to say it, but I was beginning to like this tale. Cheating,
- vengeance bitterness - a few gold coins and a bucket of blood and it
- would have made essential bedtime listening. The only part I didn't like
- was the storyteller, but he went on regardless:
- "Carolus was appointed Ward Marshall, holding supreme responibility for
- the castle's military organisation. Thus he was able to organise with
- ruthless efficiency the rebellion that would place him in power."
- "Somehow Wulf got wind of the plot, and when the conspirators stormed his
- court one evening, his loyal personal bodyguard met the attack and a
- terrible struggle ensued. Three days of blood and anger spread throught
- the castle, setting many traps behind him and unleashing his personal
- menagerie of hideous monsters to thwart the rebels."
- "All was in vain. The Necromancer Dianos had anticipated the king and
- lurked in waiting on the upper floor of the castle. Using the
- unmentionable powers of the dead he destroyed the remaining bodyguard and
- left Wulf exposed to the mortal blows of Carolus, avenged at last."
- Carolus sounded like the kind of man you would'nt want with a knife in
- his hand when your back was turned - I liked him. But all good things must
- come to an end - which is why this story went on :
- "But revenge was not sweet. With Wulf dead Carolus was placed on the
- throne, where he reigned for a year and a day in a castle that never saw
- peace - it was a time torn with dispute, with conflict.Jealous Captains
- vied for power; bands of warriors forged and broke alliances in their
- quest for dominance."
- "On the anniversary night of Carolus' victory a feast was held; but a
- great evil befell the celebrations.Without warning all the warriors were
- seized with madness and more blood was spilled. Like a flame devouring
- what it will, none cared whom they killed in their quest to quench an
- overwhelming urge to destroy. Carolus, sad Carolus, battled for his life
- but was trapped and fell under the sword of his own Captain."
- "Daybreak brought calm, but it was a hellish peace. Only a few of the
- castle's occupants remained alive - myself amongst them. My companions
- and I fled in terror of the prevous night. As far as we know only Dianos
- remains."
- For a brief second I thought the story was finished, and i begin to pick
- up my rucksack. Unfortunately, the teller was merely pausing for effect,
- his eyes wandering as he did so. He coughed again, and continued:
- "Over the last two years Dianos has lived alone in the dark castle within
- this swamp. Ignorance has spawned rumour: some say the castle is still
- full of monsters, some say it is filled with Lord Carolus' treasure. All
- agree on one matter: Dianos is now the slave of his Necromantic art, an
- insane creature possessed by evil. We have reason to believe he has been
- abducting people from surrounding villages to satisfy his black practices.
- He paused again, and corrected himself.
- "But we can't be sure, without further investigation; nor can we be
- certain that it was he who was responsible for the events of that dreadful
- night when Carolus died. All we know is that Dianos is a powerful magician,
- and a terrible opponent. You must not undertake your task lightly."
- I shrugged again - giants, Necromancers, what's the difference? Up to this
- moment no figures had been mentioned, so I got straight to the point,
- "And the payment?"
- "As I said, some say the castle is filled with Carolus' treasure. This is
- no rumours: Carolus himself used enslaved dwarves to mine a large fortune
- in emeralds from below the castle, and there is more gold there than you
- will see again in your lifetime. Unravel the mystery, purify the castle,
- avenge us if you will - the treasure is yours to keep."
- So, Carolus was a dwarf-basher? I might have guessed. At another time I
- would have kissed the man goodbye with a boot 'n' forehead sandwich - but
- he'd mentioned gold, he'd mentioned emeralds; and he'd said they were
- mine for the taking. What was the catch?
- In the time I had been thinking of these things he'd drawn a battered book
- from his leather bag, stained brown with old blood. He offered it to me:
- "Take this,"
- he said, smiling in a way i didn't enjoy.
- "Study it wisely. It could prove the difference between a life of riches
- and an early death." I took it, and my human companion offered his
- farewell. When he was gone, I opened the book to the first page. It read
- 'This is the journal of Anselm'.
- I read no more: it was getting late, and I had a rowing boat to steal.
-
-
- THE JOURNAL OF ANSELM (Extracts)
-
- THIRD DAY
- Two days since I entered; two days without the sun. A long row across the
- black swamp, then I found a cavemouth at the base of the rock on which
- this ruin stands. It was a secret exit in Wulf's reign - he intended to
- use it in time of siege, though he couldn't have known about the enemy
- within the castle walls. There was too much peace until the last weeks;
- too much complacency. Like a tree heavy with fruit, we were ripe for
- shaking..
- The cavemouth led to the old minings. The place is a labyrinth now, and
- sights I once took as familiar landmarks - corners of stone, an iron stain
- on a wall, a patch of wild fungus - are now alien to me. The mine reeks
- of death: I find bones and old clothes everywhere, of people I may have
- known a dozen years ago when Carolus was killed. Memory patters fade.
- Things change: even when the slaves were here the mine was alive, full of
- sounds and activity.It's too quiet now, too calm.
-
- FIFTH DAY
- Another new development. Yesterday I thought I heard sounds like a great
- forge bellows, like some gigantic animal crying to be set free; but I
- was'nt sure. Today I know that those sounds are real. At noon I was
- sitting by a still pool picking at scraps of food when the roar rose again,
- quite audibly - but it was muffled, and it must be some distance away.
- At its passing a half-felt breeze stole through the caves, warm and sweet.
-
- SIXTH DAY
- Is Dianos still here? I can find little evidence of his presence. Some
- of the old traps are still active, some of them Wulf's, others much newer
- and more devious. Many of the doors are now locked by mechanical and
- magical means, and I must continue to be vigilant if I'm to unlock this
- labyrinth's secrets. Sometimes there are clues hidden in old parchments
- left here after the conflict; sometimes a switch helps - there has been
- nothing so far that I couldn't solve after some minutes' thought.
- But why so many traps and tricks at every turn? Is it a sick man's dying
- joke, or does someone still not want prying minds to penetrate the castle
- walls? I must persevere and not let the atmosphere of this place fill my
- bones: the castle itself cannot be far away - just a few more twists and
- doors, a few more shadowed chambers. And when I reach it, what then?
- There isn't much food left, although there appears to be a plentiful
- supply of ale - I drink too much of it! I have found too many dead rats: I
- was almost tempted to catch them at first, but they are gross, bloated
- things, many times natural size.
- There are monsters here too, I am sure of it. Their tracks are everywhere:
- some I recognise as those of Wulf's own horde (or mutated species close
- in kind); others have crawled from the swamp and made this place their
- home and hunting ground. And then there are new ones, creatures I have
- never seen before, unnatural. I think I killed one this morning, but it
- scurried away, leaving only a foul-smelling bloody trail and half of one
- of its limbs. The struggle drained my strenght; I don't know how much
- longer I can continue. If I am in dire need, there are plenty of old
- weapons still around, many of them in good condition.
-
- SEVENTH DAY
- Some of these caverns lie below the waterline,and in the wet season(as now)
- are partially flooded. Last night I slept by a pool of water trapped
- underground, stagnant and too dark to fathom. I should have known better,
- but I was tired. It seemed like a few moments later when I was wakened
- from a terrible dream by waves lapping against my face. Long years of
- living as a gugitive have trained me to respond to danger with speed: I
- looked up to see a huge snake-like creature about a strike. My fingers
- were on the crossbow before I blinked; it was dead before I blinked again.
- It sank below the water with barely a ripple.
- But at that point of discovered salvation: hidden amongst the rocks by
- that same pool there were two potions still corked fresh in their
- flasks - perhaps left there by the dwarves? The faded script on one of them
- indicated that it would increase my stamina: I drank it and feel much
- refreshed. The other one has no label, and I cannot trust to taste it yet.
- There will come a time.
-
- NINTH DAY
- This has been the most enlightening of all my days underground. I found a
- room that must have been an old guard-post in the past (though I can't
- recall it): it contained many useful finds. The emeralds and gold are
- worthless treasures - but there was armour there in the green and white
- colours of Lord Carolus; and a spell written on parchment. I cast it, and
- the words of the spell faded; in their place was a vision of the
- underground labyrinth, mapped out in its entirety. Necromancy, to be
- sure - but invaluable. I am now more hopeful: there's nothing between me
- and the castle but a few traps set to catch the unwary. I will not be
- caught: now that I know the way ahead, I will travel more slowly, examine
- everything more carefully. I felt the breeze once more, much closer now,
- and much warmer. I fear this may be a dragon's lair.
-
- TENTH DAY
- Despair. I found a room I thought contained no trickery: in my eagerness I
- rushed across it, and stumbled. The floor opened beneath me, and in the
- fall I dropped the map. I had a potion whose label hinted that I would
- have great jumping ability; I drank, but the reward was not enough. After
- a few hours I managed to find my way out again anyway, but I now have no
- guide other than my confused memory. I see lines and doorways in my mind,
- but I cannot be sure they aren't imagination. How could I have been
- so stupid?
-
- TENTH DAY (EVENING)
- There is much magic about this place: I can feel my fingers shiver when I
- touch certain objects or enter new caverns. But no magic can help me now:
- I am trapped in a corridor hewn from the stone, and the door at its end is
- impassable. I have tried for hours to find a way through some hidden
- button, some gargoyle's tooth, a key, a gem, a spell to open it - but all
- to no avail. The only clue I have is the fungus, which grows everywhere
- in the caverns but here spreads at an incredible rate - it seems that each
- time I come back to the corridor there is more.
-
- ELEVENTH DAY
- In a chest in a hidden cave there were more spells, more potions.I am now
- equipped with magic to combat the evil creatures around me: nothing dares
- stand against my fireballs, my power to freeze and harm. I can slow their
- movements, kill them, do what I like. It seems as if someone ripped up
- the Book of Magic and scattered its leaves in these caverns - it's just
- a pity the spells have a limited lifespan. The potions are the same: if I
- want to run like the wind, I am a mere mouthful away - but I must save
- what I have. I might need it for later. Still no way through this door.
-
- THIRTEENTH DAY (MORNING)
- The harder I look, the more I find abandoned in this place. Am I being
- lured into a larger trap, something beyond these petty dimensions? More
- potions to confuse me, to fill the holes in my mind where the map should
- be: I am convinced one of the flasks contains poison; another appears to
- protect me from attacks. My confidence is high, my strenght is good. If I
- could pass this coridor, everything would be simple.
- Yesterday evening I came across another rome I hadn't encountered before;
- on its walls there were runes and foreign script - a language I had never
- experienced. What can I do to understand it? Is it important?
- No magic can unlock this door.
-
- THIRTEENTH DAY (AFTERNOON)
- I did it! Patience was its own reward: I kept coming back to have another
- look at the problem, and now the way is clear. I almost laughed when I
- passed through the rough archway: it was so simple! The puzzler's mind is
- twisted in ways I cannot begin to comprehend.
- The warp wind is nearer now, and stronger. First there is the bellow (now
- frighteningly near) - a hollow roar from some pained creature. If it was
- the air and the echoes come to life in my mind, I would feel more at ease
- with this task; but I know that the sound comes from a living thing. I
- have a feeling I may have disturbed something which would rather be left
- undisturbed. If I could find my way to the castle, I feel sure the task
- would would make more sense. By now my companions will be thinking of
- sending a search party - none of us knew that it would be this hard.
- Hopefully by the time they arrive we can celebrate together.
-
- THIRTEENTH DAY (EVENING)
- The noise grows louder, the air warmer. But I am prepared for anything
- Dianos may have set against me. A few more turns, a couple of rooms, and
- I will know.
-
-
- HOW TO PLAY
- Cadaver is an isometric 3D arcade adventure, played using a joystick and
- keys. As Karadoc the dwarf, you explore the muky dungeons and eerie
- corridors of Castle wulf, interacting with hundreds of objects, people,
- monsters and puzzles. The ultimate objective is to kill the necromancer,
- Dianos; but, as is the tradition with bounty hunters, what you find
- along the way is yours to keep.
-
- CONTROLLING YOUR CHARACTER
- Karadoc's basic skills include the ability to walk, jump, climb stairs and
- fight monsters; by pressing F4 you can toggle between moving in eight
- directions and moving in four, according to your personal preference.
- There are three major modes of controlling the dwarf and his actions:
- basic movement, interacting with objects via icons, and the rucksack.
-
- BASIC MOVEMENT
- When exploring a location, Karadoc's movement is controlled entirely with
- the joystick. Pressing the fire button when he is holding nothing allows
- him to jump.
- While holding a weapon or spell the fire button fires/casts the item
- (providing it has some shots left). Pressing the 'H' key toggles a held
- object on and off, allowing the dwarf to jump without having to return a
- weapon or spell to the rucksack.
- If any other object is being held it is thrown when you press the fire
- button (be careful not to accidentally throw items). The item held is
- displayed in a large window in the left hand status panel when no other
- action is being carried out.
-
- OBJECT INTERACTION
- As you explore Castle Wulf you come into contact with the walls, exits and
- various objects scattered around the rooms. Walls and floor may contain
- relevant decorative effects (or they may not - you'll have to experiment).
- Exits are the usual mode of travelling from room to room (though not the
- only way): they're generally either simple archways or unlocked doors.
- However, some doors may be locked, with magic, an obstruction or a simple
- mechanical lock: these can be opened with a key (most of which need to be
- inserted into a keyhole), an ovject, or a spell.
- Every object has certain characteristics such as weight or a specific
- use: on touching an object, the left hand status display reveals a scrics
- of icons which represent the actions that can be executed on that item
- (for example, searching it, or picking it up). The name of the object are
- displayed in the right hand panel.
-
- ICONS
- Objects are manipulated using the icons available: these vary according
- to the item (you can't drink a spell or cast a potion). The joystick
- cycles through the available icons and the fire button activates them.
- At the beginning of the game, or at any time during it, you can customise
- the icon interaction according to taste, simply by pressing F3 or F2.
- F3 toggles between icons being displayed as soon as you touch an item or
- after pressing the fire button: F2 toggles between using the fire button
- or the ENTER keyto bring up icons. Generally Speaking, if you don't want
- to do anything with an object you encounter, simply walk away.
-
- This is a full list of the icons in Cadaver - how you use them will
- determine your success in the game.
-
- NAME FUNCTION
- Joystick Returns your character to movement control.
- Search Provides information about an object: searching a spell, for
- example,reveals its name (if you're clever enough to know it),
- the number of charges remaining, and its power.
- Take Grabs an object and puts it in the rucksack.
- Drop Drops an object.
- Drink Allows you to drink from an object,such as water from a barrel;
- drinking a potion activates it.
- Read Allows you to read an object.
- Hold Allows you to hold an object or return it to the rucksack. Some
- items (such as weapons) need to be held before you can use them.
- Cast Spell Casts a spell on the item being touched.
- Switch Activates objects that behave like switches.
- Press Activates objects that behave like buttons.
- Open Opens and closes containers, such as chests or caskets. You
- won't always be able to do it straightaway!
- Insert Karadoc is able to insert items into other items simply by
- touching them, entering the rucksack, choosing the object to
- be inserted and selecting this icon. Only the right item will
- be accepted.
- Full Allows you to drag an item.
- Eat Karadoc may cat any food that he finds. Some food can be used
- to solve puzzles.
- Give When Karadoc touches certain objects or characters, he may be
- able to give that object/person an item (for example, feeding
- a dying man). This is done by touching the recipient, entering
- the rucksack, choosing the item to give and selecting the'give'
- icon. However, if you give an item to something, it cannot be
- returned even if it was the wrong object - be careful!
-
- THE RUCKSACK
- There are two ways of using the rucksack: you can either view individual
- items or take a look at the rucksack as a whole.
- Pressing the SPACE BAR brings up a large window in the right hand status
- display, which shows the last item in your rucksack which you manipulated
- or picked up. You can cycle through the icons by moving the joystick.
- Pushing the highlight off the extreme left or right of the icon panel
- allows the player to cycle through the items in the rucksack, pressing
- fire selects the item and returns you to the icons. If you want to return
- to the small rucksack display again, move the joystick off the left or
- right hand side of the panel. Pressing the RETURN key allows you to view
- the entire contents of your rucksack. Initially, you can hold up to a
- maximum of 32 objects, 16 of which are displayed on screen at once (you
- can scroll through them all using the joystick). As each object is
- highlighted, additional information is given. Pressing fire selects the
- item, and pressing RETURN a second time returns you to the 'small' rucksack
- display. Pressing the SPACE BAR a second time returns you to the game.
- The ability to carry more objects is a distinct possibility the further you
- progress.
-
- PERSONAL STATUS
- The book located in the first room is your personal log book. It reveals
- the amount of gold you have collected, your current health, experience
- points gained and the percentage of rooms you have visited.
- All the money you find (including bags og gold and some gems) is
- automatically added to your collection without cluttering up your
- rucksack - unless it's needed as part of a puzzle. Keys that are no longer
- needed are deleted from your inventory. Experience points are gained by
- solving puzzles and killing monsters.
-
- THE MAP
- A map of your adventure is automatically drawn as you explore the castle
- and its dungeons: to access it, simply press F1. It shows the room that
- you are currently in (box with light outline), and the rooms you have
- explored (boxes with darker outlines); however, it doesn't show any rooms
- that you haven't visited, or the door leading to them. You can scroll
- around the map using the joystick, and zoom in/out of it by pressing the
- up/down cursor keys. If you want to centre the map display, just press
- CLR/HOME (ST) or DEL (Amiga). If you can find it, there is a more
- comprehensive way of mapping the levels later in the game.
-
- SPELLS AND POTIONS
- Spells are cast with the aid of a variety of items, such as parchment
- scrolls, wands, runic stones and orbs.They fall into three main categories:
- -- Spells which fire a shot (eg, magic missile, unlock door)
- -- Room spells, which affect either the whole level (eg, freeze), or just
- the current room.
- -- Object spells (eg, unlock chest, bless weapon)
-
- The first two categories are cast by holding the spell and pressing the
- fire button. The object spells are cast by touching the object on which
- the spell is to be cast, then entering the rucksack and selecting the
- spell you want to use. A Cast Spell icon then appears (See ICONS) which,
- when activated, casts the spell.
- Potions can be found throughout the game and provide a wide variety of
- effects, not all of which are positive. Most potions and spells are
- briefly labelled, but some have no identification tag whatsoever:
- experimentation establishes the function; Learn Potion allowsyou to use
- an unknown spell, and tells you its true name and function; Learn Potion
- allows you to discern the nature of a potion if its name is unknown(though
- you can still drink the potion and find out for yourself). The Read
- Language spell translates foreign scripts: it's used for learning
- information written in runes of another tongue.
-
- SAVING AND LOADING
- Saving and loading your position in Cadaver is controlled by pressing the
- "S" and "L" keys. Saving your position costs gold: the higher the level,
- the greater the charge. Loading is free.
- You can have maximum of 10 saved positions, numbered from 0-9. When you
- press the "S" key you are told the price of the save and asked if you want
- to pay, Pressing "Y" deducts this value from your current cash and you
- are asked to press a number from 0-9 on the numeric keypad: this stores
- all the data about your game up to the moment. When the "L" key is pressed
- the player choose the number of the saved game, again from 0-9 on the
- numeric keypad. You must insert a blank disk into the drive in order to
- save and load the information: this disk is specially formatted, and must
- only be used for storing Cadaver saved positions.
-
- JOYSTICK
- North: Cycle through items in rucksack / Scroll map up
- South: Cycle through items in rucksack / scroll map down
- East: Cycle through icons / Scroll map right
- West: Cycle through icons / Scroll map left
- Fire: Jump / Use weapon / Throw objects
-
- N
- West North NW | NE
- \ / \ | /
- \ / \ | /
- \/ W____\|/____E
- /\ /|\
- / \ / | \
- / \ / | \
- South East SW | SE
- S
-
- KEYBOARD
- RETURN Displays the whole rucksack. When pressed a second time, it
- returns you to the small rucksack display.
- SPACE BAR Displays a single item from the rucksack. When pressed a
- second time it returns you to the main game.
- UP/DOWN
- CURSOR KEYS Zoom In/Out of the map
- CLR/HOME Centre the map display (ST)
- DEL Centre the map display (AMIGA)
- S Save the game position(only available if you have enough money)
- L Load a saved game position
- H Toggles a held object on and off
- P Toggles Pause/UnPause
- C Clear all game messages from screen
- F1 Map
- F2 Toggles between using fire or ENTER to access icons
- F3 Toggles between icon displayed as soon as you make contact
- with object, or after first pressing the fire button.
- F4 Toggles between moving in 8 directions or moving in 4
- directions
- 0-9 Numeric Save/Load a game after the appropriate key has been pressed.
-
- End.
-