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- -----------------------------------------------------------------------------
- DOCS TYPED BY "PORNOKING" OF "PKI"
- -----------------------------------------------------------------------------
-
-
-
- -----K-N-I-G-H-T-S-+---
-
- by Reaper Software 1993-1994
-
-
-
-
- Contests:
-
- 1. Overview General info
- 2. Game Starting How to start Knights?
- 3. Game Controlling Control methods and keys
- 4. Game Menu How to customize dungeons
- 5. Screen setup Layout
- 6. Controlling your Knight How to move and manipulate
- 7. Dungeon Enviroment What have we there?
- 8. Stuff in Dungeons What is this item?
- 9. Critters Creatures in dungeons
- 10. Notes from creator Avoid this! ;)
-
-
-
- -----------
- 1. Overview
- -----------
- Knights is a two-player game of brave knights who wander deep in the
- dangerous dungeons pursuing their goal.
-
- It includes:
- * Almost 250 dungeon floorplan bases which allows almost infinite
- number of different dungeons
- * Excellent sound effects and nice violence
- * Corpses and gore that does not vanish
- * Flexible quest customization
- * Creatures with nice sounds and fancy tactics
-
- Game requires two players and at least one joystick
-
- ************************************************************
- * NOTE: *
- * TO FULLY ENJOY THIS GAME YOU SHOULD CREATE FROM BOARD *
- * OR BOOKS A SCREEN DIVIDER BETWEEN EACH HALF OF THE *
- * SCREEN SO THAT NEITHER PLAYER CAN SEE HIS OPPONENTS *
- * HALF OF THE SCREEN *
- ************************************************************
-
- It is written and compiled with AMOS 1.36
-
- It needs about 1 MB of memory and works in A500, A2000 and A1200 at
- least. Now it works with AA, too and can be multitasked.
- In addition, NTSC is supported and screen can be repositioned
-
-
- This latest version is awfully complicated from that released half a
- year ago and includes innumerous additional features, including:
-
- * Bigger Dungeons
- * Wands, Books and various starting gear
- * Different missions
- * Improved knight control system
- * More efficient and varying dungeon generator
- * More dungeon basic elements and rooms
- * Clever monsters
- * New potions and scrolls
- * Information texts
- * Suicide possibility
- * Triggers and special traps
- * AA and NTSC support
-
-
- *******************************************************************
- * NOTE II: *
- * KNIGHTS COME WITH ABSOLUTELY NO WARRANTY. ANY DAMAGE *
- * CAUSED TO MECHANICAL OR BIOLOGICAL THINGS IS NOT DIRECTLY *
- * CAUSED BY THIS GAME AND CREATOR IS NOT RESPONSIBLE FOR THEM *
- * IT DOES NOT SAVE ANYTHING OR MODIFY DISK *
- *******************************************************************
-
-
-
- ----------------
- 2. Game starting
- ----------------
- Boot with Knights disk or run it from WB
-
- Wait until game is loaded and irritating demo is over, and then just
- press fire of either joystick or space
-
- Because Knight #2 is controlled with joystick 0 (mouse port) selector
- may move uncontrollably at the start of the game if mouse is placed
- improperly on the board
-
-
-
- -------------------
- 3. Game Controlling
- -------------------
- Player #1 (left-side) can only be controlled with joystick #1 (left port)
-
- Player #2 (right-side) can be controlled with joystick #0 (mouse-port)
- and/or with cursor keys and right shift
-
- Game can be terminated at any time with ctrl+C when action returns to WB
- or CLI
-
- You may switch between CLI or WB and game with LAmiga+A
-
- You may reposition screen at almost every oppurtunity with CTRL+cursors
-
- During game Esc is used to return to game menu and Caps Lock to pause game
-
-
-
- ----------------------------------------------------
- 4. Game Menu (Dungeon Enviroment Customization Menu)
- ----------------------------------------------------
- In this menu players can select various aspects of the games.
- Up/Down moves cursor and Right/Left changes value
- Fire is used to gain additional information, or mark ready status at 'continue'
- line
-
-
-
- Quest:
- ------
- There are several predetermined quests, which you can select. They are only made
- to ease dungeon configuration, and do not include anything that could not be
- made manually.
- So, if you select some quest and then change, for example, number of gems, game
- is identical to selected quest except there are more gems. If you then reduce
- gems to original, quest name is still 'Custom' but it is completely identical to
- that previously selected
-
-
-
- Mission Specification:
- ----------------------
- Main goal in the game. Requirements in each mission:
-
- -Escape from the Dungeon-
- Find the required number of gems (see below) and exit, and you are winner
-
- -Duel to the Death-
- There is no escape from the dungeon, and because lives are unlimited the only way
- to win is to secure all entry points with wand (see below)
-
- -Retrieve Wand and Escape-
- You must find wand from the dungeon and escape with it. In addition, you might
- need to retrieve some gems (see below)
-
- -Retrieve Book and Escape-
- You must find book from the dungeon and escape with it. Again, there might be some
- gems which must be collected, too.
-
- -Destroy book with wand-
- You must find book, and then bring it to the special pentagram at the top of stairs
- (very special place, it is easily distinguished from normal pentagrams)
- Then you must find wand and required number of gems and hit that book in penta
-
-
-
- Type of Book:
- -------------
- If you have selected mission with book, there is one hidden into the dungeon.
- Book is heavy and fighting with book in hands is impossible, so care should
- be taken when carrying it.
-
- -Lost Book of Ashur-
- General book with no special place or special effects.
-
- -Necronomicon-
- Book of Dark Magic is always in conjurer's room behind locked iron doors. When it
- is taken powers are unleashed and many corpses near book are raised as zombies.
- In addition, when book is carried Zombie activity is automatically at its maximum...
-
- -Tome of Gnomes-
- Book of Gnome Wisdom is always located behind clever traps or mechanical riddles
-
- -Ancient Book of Knowledge-
- Book is somewhere, and automatically grants map to its carrier. Alas, enemy is
- always aware of your location if you carry it.
-
-
-
- Type of Wand:
- -------------
- If there is any wands in dungeon they are all of same kind. Wands are carried like
- any other (melee) weapons and are used like them, too. When used, areas are filled
- with magical light. All targets must be physically hit with wand.
-
- -Wand of Destruction-
- Destroys any creature or wooden, breakable object
-
- -Wand of Undeath-
- Nasty wand which destroys zombies and turns enemy knight into one. In addition, no
- zombie will attack wearer of this wand.
-
- -Wand of Open Ways-
- Opens target, be it locked door or creature (*grin*)
-
- -Wand of Securing-
- Wand is used to 'secure' entry points so that enemy can use them no more. After all
- entry points are secured and enemy dies, he have no way to enter dungeon and have
- lost the game. Securing door does not prevent securer from entering from that point
- (unless other knight has already secured that location...)
-
-
-
- Number of Wands:
- ----------------
- This needs no clarification?
- Some missions require that there is at least one wand in dungeon
-
-
-
- Number of Gems:
- ---------------
- Total number of gems in dungeon.
- Gems are almost every time in chests but might be found from tables, too.
-
-
-
- Gems Needed:
- ------------
- How many gems must knight carry in addition to any other mission requirements
- before he can win.
-
-
-
-
- Dungeon Type:
- -------------
- General layout of the dungeon.
- If selected type is too 'small' for mission creation, it is automatically
- enlarged.
- Snake dungeons are like very board corridors
-
-
-
- Premapped:
- ----------
- Option to have dungeon automatically mapped before game
-
-
-
- Entry Point:
- ------------
- Where shall knight enter dungeon.
- Entry point will keep same unless it is secured by enemy with wand of securing,
- when new is randomized.
-
-
-
- Starting Gear:
- --------------
- Knights may have additional equipment at the start of the game. The amouunt of
- extra stuff will decrease at each death.
-
-
-
- Exit Point:
- -----------
- Where is located that place from where knight can exit dungeon. If knight arrives
- at this location before collecting all required stuff he will be told what does
- he still need.
-
-
-
- Number of Keys:
- ---------------
- How many different keys (and locks) there are. In addition to these keys, there is
- always at least one lock pick which can be used to open any locked door, if time
- is no problem...
-
-
-
- Pretrapped Chests:
- ------------------
- Some chests might be pretrapped with poison needle or blade spring if this option
- is selected.
-
-
-
- Amount of Stuff:
- ----------------
- How much varying stuff (see below) there are lying in floor and tables.
-
-
-
- Zombie Activity:
- ----------------
- How quickly dead bodies will transform into the corpses and then raise to walk on
- Earth...
-
-
-
- Vampire Bats:
- -------------
- How much vampire killer bats there are in the dungeon.
-
-
-
- ----------------
- 5. Screen layout
- ----------------
-
- Your game screen is divided into two parts. Upper part consists of view of room
- where your knight currently is.
-
- Lower part includes information (from left to right) like:
- -Skulls-
- Skulls tell you how many times you have died. Fortunately lives are unlimited.
-
- -Bottle-
- Bottle tells you your life status and if any special magical effect is currently
- affecting you. Colors are told in equipment part (chapter 8). If level of the
- liquid have lowered you should find healing potion or visit your entry point
-
- -Equipment-
- Any small equipment stuffed to your pouches is shown here.
-
- -Map-
- Dungeon map is drawn here.
- Knight automatically maps any room where he enters if there are no enemies to stop
- him.
- In addition, you may get map-scroll, or dungeon might be premapped, when borders
- for rooms not yet entered are drawn already.
- There is also a scroll named 'Wipe Map'. No need to tell how nasty it is.
-
- You are shown as a blinking dot in your map if are able to map your current room.
- In addition, there are scrolls that tell you your opponent's location. He is also
- shown as blinking dot in your map.
-
-
-
- --------------------------------------
- 6. Controlling your Knight during game
- --------------------------------------
-
- Knight is controlled with joystick (or right sided alternatively with cursors and
- right shift)
-
- Shift+Alt is used to make suicide, if need to (never happened, but might be possible)
- Use keys on your side to suicide
-
-
- 6.1 Moving
- ----------
- Move your knight to desired direction by pushing joystick to that direction
-
-
- 6.2 Fast item manipulating
- --------------------------
- Press fire with direction to use your item in hands:
-
- Sword and Maul are used to strike
- Axe is throwed or is used to strike depending of your situation
- Wand is zapped
- Loaded crossbow is fired
- Unloaded crossbow, staff or book is dropped
-
- Crossbow is automatically reloaded if you do nothing and have quarrels with you
-
-
- 6.3 Parrying
- ------------
- Your knight will automatically try to parry strikes coming from front, if he
- has sword, axe or staff in his hands, and no controller is touched.
- Parrying with staff is easier than parrying with sword which is easier than
- parrying with axe.
- Maul or X-bow are too clumsy and wand too fragile to used as parrying weapon
-
-
- 6.4 Item manipulation in same square
- ------------------------------------
- By pressing fire for a while you are presented with action menu as long as you keep
- fire pressed. By pushing joystick to correct direction action shown by icon is
- performed. Menu will remain as long as you keep fire button pressed.
- Action menu is used to pick up items, drop gems and other stuff,to set bear
- traps and to pick locks.
-
- NOTE: You get default action simply by pressing fire for a very short period.
- Default action is picking and dropping items in square. Menu must be used when
- gems are dropped, daggers are thrown or bear trap is set.
-
-
- 6.5 Item manipulation in square front of knight
- -----------------------------------------------
- By first approaching adjacent square and then pressing fire (without releasing
- direction) you are presented with 'approaching' menu, which is used at the same way
- as action menu, except actions are different. In this menu you can set traps,
- pick locks and put to or take items from chests or tables.
-
- NOTE: Again, you may use short click for default action. Default action is
- opening, item taking and closing. Menu must be used when you want to pick lock
- or set traps.
-
-
- NOTE 2: Actions like opening and closing may be done in either menu.
- NOTE 3: Menus are normally only used when setting traps/picking locks/throwing
- daggers, because short click is far more easier and faster
-
-
-
-
-
- ---------------------
- 7. Dungeon Enviroment
- ---------------------
-
- Dungeon is hostile place with magical items and special places...
-
-
- 7.1 Entry Point
- ---------------
- Place where your knight enters game. If you are damaged visiting your entry point
- will heal your damage - slowly.
- If enemy uses wand of securing against your entry point, you will be given new
- entry point, which is then used for healing and re-entry.
-
-
- 7.2 Exit Point
- --------------
- Place, which you must find to win (excluding Duel to the death and book destroying)
- Normally it is same as your entry point but it might be same as your enemies entry
- or even any unknown.
- If you must escape the dungeon with some items which you currently does not have,
- you will be told what are you missing.
-
-
- 7.3 Pits
- --------
- There are bottomless pits. Do not enter.
-
-
- 7.4 Switches
- ------------
- Some switches open doors or close pits. Some drops portucullis to your back. Some
- triggers crossbows inside skulls and walls.
-
-
- 7.5 Pentagrams
- --------------
- Some pentagrams are harmless.
- Others are not, and include powerful conjurations which may transfer your knight
- invisible, invulnerable or even teleport you near your enemy.
- Alas, sometimes you change into the zombie.
-
-
- 7.6 Crystal Balls
- -----------------
- There are crystal balls in some dungeons. Looking into one (approach it) will tell
- you where your opponent is in your map.
-
-
- 7.7 Doors and Chests
- --------------------
- All doors and chests are closed at the start of the game. In addition, they might
- be locked. In that case, you must find suitable key or lock picks or simple smash
- the door or chest. Unfortunately there are also iron doors which cannot be breaked,
- only opened with keys or lock picks
-
-
-
-
- --------------------
- 8. Stuff in Dungeons
- --------------------
-
- Floor and tables are filled with varying stuff...
-
-
- 8.1 Sword
- ---------
- Your knight always have his sword. If you take something big, he puts it to scabbard
- till you drop that new item.
- Sword is best weapon in melee, but cannot be thrown (Why?! Cries our Conan-clone)
- and is hopelessly bad at breaking things
-
-
- 8.2 Big items
- -------------
- There are some items that are so big that knight can carry only one with him at
- the time.
-
- -Axe-
- Axe is acceptable melee weapon, which can also be thrown. In addition, it is far
- more better than sword when you need to destroy wooden objects
-
- -Maul-
- Maul is mighty weapon - against inanimate objects. No wooden, breakable object
- can resist its force. In contrast, is it very bad melee weapon.
-
- -Staff-
- Staff cannot be used in melee in efficient way, because it is too light to cause
- any damage against armored knights. Instead, it is used to disarm traps. If you
- open a door or chest with staff in your hands, no trap will strike you.
- (NOTE: Because staff is so bad melee weapon it is automatically dropped if you
- press fire with direction (in open) If you really want to strike something with
- it, you must use menu)
-
- -Crossbow-
- Crossbow is powerful weapon - if it is loaded. To load a crossbow, you must have
- quarrels and patience. Knight will automatically load crossbow if you have quarrels
- and stay in place. If loading is aborted (by moving, for example) it must be
- started from start again.
-
- -Bear Traps-
- Bear traps in floor are armed or unarmed. Unarmed are harmless and can be picked
- up or walked over without fear.
- Armed beartraps are open. If knight walks into one he is damaged and stuck for
- a while. After that bear trap is unarmed. Armed traps may be 'fired' by striking
- them with some item. That will not harm item.
- Bear traps may be carried and dropped or set to certain, strategic places. In
- addition to slowing down your enemy they are quite useful 'audible alarms' because
- firing one will cause enough noise to alarm you.
-
- -Other-
- Book and Wands are big items, too. About their special uses read part 4
-
-
- 8.3 Small items
- ---------------
- Some items can be taken and carried with your knight
-
- -Gems-
- Some dungeons include gems, which must be at least partially retrieved. Gems are
- carried like other small items, but they can be dropped, too.
- (Why to drop gems? If you have many gems and your enemy kills you he gets them all
- and will easily win. By hiding some of them you know that he will not win if he
- just kills you...)
-
- -Quarrels-
- Quarrels are needed with crossbow. Either is useless without other.
-
- -Daggers-
- Daggers can be thrown from menu. Thay are quite harmless but not completely useless,
- and might prove very dangerous when combined with magical quickness and large
- quantites.
-
- -Keys-
- Keys are needed to open locked doors (well, at least if it is of iron). Fourth key
- is lock pick, which can be used to open any lock, given time.
-
- -Poison Needles-
- Poison needles are traps that kill knight which tries to open item trapped with
- them unless he has poison immunity or invulnerability (or is equipped with staff)
-
- -Spring Blade-
- Set spring blade fires toward direction where it was put into the object if someone
- opens or strikes the object. It is as dangerous as crossbow, and can only be
- disabled with staff (or by coming from different direction)
-
-
- 8.4 Potions
- -----------
- There are magical potions in the dungeon, which can be drinked by picking them up.
- Effects from them are unpredictable but mostly helpful. Here is list of different
- effects and their colors (in your life force potion)
-
- Healing (none) Heals your knight to uninjured state
- Poison immunity (flashing white) Gives immunity against poison
- Poison (dark green) Kills you!
- Paralyzation (green) Paralyzes you for a while
- Strength* (blue) Gives you superior strength
- Quickness* (violet) Gives you superior speed
- Regeneration* (orange) Gives you regeneration (auto-healing)
- Invisiblity* (black) Makes you invisible
- Super* (multicolored) Makes you strong, fast and regenerating
-
- (* only one of these may be in effect at the same time)
- All effects (except healing) are temporary
-
-
- 8.5 Scrolls
- -----------
- In addition to potions, there are magical scrolls, too, which are read by picking
- them up. They effects are might be similar to potions, but they also have many
- different, like:
-
- Map Map of the dungeon
- Teleport Teleports you near your enemy or him to you
- Sensing Gives you and/or your enemy knowledge of others location
- Treasury Sense Gives you places of any gems, wands or books in area
- which you have already mapped
- Invulnerabilty Makes you invincible
- Map Wipe You lose your map!
- Necromancy You turn into a zombie! (*UAAAAAA*)
-
-
-
- -----------
- 9. Critters
- -----------
- Dungeons may include some nasty creatures...
-
-
- 9.1 Vampire bats
- ----------------
- Blood-sucking bats with razor-sharp fangs which can pierce even plate armor. They
- are quite easily killed but can easily kill panicked knight. In addition, their
- sonar cannot be fooled with invisiblity.
-
-
- 9.2 Zombies
- -----------
- Evil magic will cause corpses to turn into zombies. Zombies only exist to kill
- living knights, they do not disrupt bats. Zombies are tough and can break down
- doors and tables, so they can easily wander around dungeon...
-
-
-
-
-
- ----------------------
- 10. Notes from Creator
- ----------------------
-
- I hope there is enough information in these documents to completely master knights
-
- Creation of this game have been a nice way of spending my time during weekends
- and evenings, and finally I feel it is ready enough to be _really_ released
-
- I want to thank my friends for help;
-
- Miku for supplying those awful sound effects...
- Rami, Tommi, A.P. and my brother for playtesting and ideas...
-
-
- And yet again, I repeat:
- To fully enjoy this game, _divide_ the screen with something. There is no fun in
- invisiblity if your opponent can see you just by looking at your side!
-
-
- Now, I turn my attention toward Art of War, nicest tank game ever created ;) and
- Visual-MUD, enormous gaming creation for UNIX
-
- If you find any apparent bugs send me mail.
-
- If you like / dislike this game, send me email then, too.
-
- I like email
-
- You can also send me gifts, postcards etc. if you want to :)
-
-
- So, now back to creating 'smart' bots for Art of war...
-
-
-