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- ===================Adventurama Ver 1.1=================
- by Ron Forte
-
-
- Welcome to "Adventurama", the hot new game for Kyle's Quest 3.2
- from the creator of "Have Guitar, Will Travel."
-
- Both Pilot and WindowsCE versions are available for this level.
- It has been extensively tested on the Palm Pilot Pro (TM) OS 2.0,
- and should be compatible with all later Pilot versions.
- Please note that the WindowsCE version has NOT been tested, as
- I have no intention of either personally testing my level on a
- CE device, or ever owning a CE device.
-
-
- ===============Notes from the Author===============
-
- This is my second effort at designing a level for Kyle's Quest.
- For this level, my concept was to create an adventure which pushed
- the limits of the Kyle's Quest engine, but is still fun to play.
- Whereas my first level was very "linear" in nature, i.e. get to
- point A, then B then C and so on, I wanted this adventure to
- offer as much freedom for the player to "explore" as possible.
- The danger in this, of course, is creating a game that has little
- or no focus or direction. I hope I've successfully avoided that
- through the use of Adventurama's guild system.
-
- My plan from the beginning was to take the concept of "guilds" in
- Kyle's Quest to the N'th degree. I wanted to offer the players the
- freedom to develop the character as they wish. That's why
- Adventurama has 12 distinct "classes" or paths which you may
- follow. Depending on which Guild the player joins, one can aquire
- a greater or smaller range of spells and weaponry. Those
- experienced in Fantasy Role-playing games will get the idea fairly
- easily: Priest types will have more and better healing spells;
- Wizard types will have a broader range of offensive spells, and
- Fighter types will have access to better Weapons and Armor. More
- detail on that in a bit... but first:
-
-
- ====================Introduction===========================
-
- "You are Foley, slacker extroidinaire. After years of grubbing
- off of your parents, you finally get the boot out of the house by
- dear old dad. Not fancying the idea of being ridiculed by your
- friends and neighbors, you decide to begin your new 'independent'
- life far from home, in the foreign 'land beyond the great
- mountains'. You've heard stories about the wealth of opportunities
- as well as the perils there, so you decide to take a chance and
- become a stranger in a strange land. Your objective: prove that
- you're not the loser your father thinks you are."
-
- That's it, folks, that's the setup. I'll let the game itself tell
- the rest of the story.... There won't be any "spoilers" here,
- because I don't want to ruin the fun, and frankly, I'm a bit too
- lazy to lay everything out for everyone in a complete walk-through.
- However, especially for those of you new to the idea of "classes"
- and "guilds", here is a brief description of the guild system in
- "Adventurama":
-
-
- ==========Guilds========
-
- When you begin the game, there are four main guilds you may join.
- Admission to each guild requires passing some sort of "test". The
- characters in the game will explain the quests to you, but the
- four guilds and their features are:
-
- Warrior: Your basic fighter. Good selection of weapons and armor,
- and not a spell to speak of.
-
- Rogue: A common street thug. Gets decent armor, and some pretty
- good special weapons as well. Also can use some minor
- defensive and stealth spells.
-
- Priest: Not exactly the "turn the other cheek" type you might be
- expecting. Good weapons, good armor, good defensive
- spells, an offensive spell or two, and the very very
- valuable use of healing spellls.
-
- Mage: Poor weapons, poor armor and no use of healing spells. But
- offensive spells that are guaranteed to wreak havoc upon
- opposing creatures.
-
- But no-siree, it doesn't stop there! At a certain point in the
- game, you will graduate to one of the 12 "elite" guilds. This is
- where you can really start kicking butt. Essentially, each of the
- four main guilds can promote you to one of its three elite
- guilds. (After passing another test of course.) Here are the
- elite guilds associated with the four primary ones:
- ======================
- (Warrior)
-
- Knight: A Warrior on steroids. Still no spells, but the focus on
- Strengh, Agility and HP and greater selection of deadly
- weapons and armor makes the Knight the best pure fighter
- in the bunch. Knights have the benefit of being able to
- train in more than one Lawful Castle.
-
- Paladin: A Warrior who fights for the church. Paladins get access
- to most of the same spells as Priests, with some of their
- own, and they also have great armor and powerful weapons.
- Their focus on spells makes them inferior fighers to
- Knights, however.
-
- Ranger: The Woodsman. Rangers are excellent at fighting, and have
- good weapons and armor, as well as a wide array of all
- types of spells.
-
- ======================================
- (Rogue)
-
- Thief: Sneaky, sneaky, sneaky. Great stealth spells, access to
- good healing, and some deadly weaponry make the Thief a
- pretty darn good survivor in a dangerous land.
-
- Bard: The featured class of the hero in "Have Guitar, Will
- Travel", the musical bard is really a pretty well-rounded
- character. He can cast some low-level spells of all types,
- and has some offensive ones of his own that are pretty,
- um... rocking! And some of the musical weapons from
- "Guitar" are also available.
-
- Ninja: Ninjas are cool! They get some minor offensive, stealth
- and healing spells, some deadly weapons that only the
- martial artists have available, and they can aquire the
- virtually limitless ability to use their hands and feet as
- deadly weapons.
-
- =============================
- (Priest)
-
- Druid: Rather than following God directly, Druids worship God
- through nature. Besides the healing spells they aquired
- as Priests, the elite Druids also can channel the forces
- of nature into some heavy-duty offensive, defensive and
- stealth spells.
-
- Healer: Healers, well...heal. Learning just a handful of
- offensive and defensive spells, the healers' specialty
- is their use of the most effective healing spells bar
- none.
-
- Bishop: A Priest on steroids. Bishops get a little bit more of
- every talent of the Priests.
-
- ==============================================
- (Mage)
-
- Mystic: I named this guild "Mystic" because "Illusionist" is too
- many letters for the KQ Engine to handle. A mystic has
- better stealth and defensive spells than anyone else, and
- also has one or two healing spells.
-
- Warlock: Warlocks are evil, man. Evil in a good way, I mean.
- They just may be the most diverse of all the spellcasters,
- having some truly deadly offensive AND good healing
- spells.
-
- Wizard: What happens when a Mage takes 'roids? You guessed it!
- The only spells Wizards are lacking in is healing, but
- other than that, nobody can touch their spellcasting
- power. I also like to call them "combat mages".
-
-
- Oh, please note: Membership in more than one primary and one elite
- guild is forbidden and physically impossible. (I already fixed this
- bug once!)
-
- So, that's all of the guilds... The main reason I've included
- these brief descriptions is to help you players decide which type of
- character you'd like to play in order to complete Adventurama.
- Hopefully, it will entice you to play through more than once;
- Believe me, choose a different class, and you'll find that much of
- your experience will be quite different. The game does include a
- few critical choices during your adventure; Why not try something
- different the second time around?
-
-
- ======Spell System=====
-
- Just some notes about how Adventurama's spells operate. Spells in
- Adventurama DO NOT improve with use or "level up". Once you
- aquire a spell, it stays at the same level of effectiveness.
- Part of the challenge in Adventurama is in aquiring more powerful
- items AND spells as you go along. Also, while spellcaster's
- guilds can teach you a few of the minor spells, most spells
- need to be learned via spell scrolls which must be found or
- purchased. This is a play balance thing for the most part;
- I realized while playtesting that joining one of the
- spellcasting guilds would cause an extreme surplus of gold,
- since the better and more expensive weapons and armor are
- not available to members of those guilds. So, when you finally
- get into the Wizard's Guild, be prepared to shell out a comparable
- amount of cash for that "Invisibility" spell to what a Knight
- would pay for his "Mithril Armor". Again, just a game mechanics
- thing: Hopefully, it'll keep you from being too rich or too poor.
-
-
- ===========Helpful Tips=====================
-
- 1) Try to talk to everyone, especially those suspiciously standing
- alone. Most people are shy and don't want to
- be bothered, but you never know when you might run into someone
- who has an important quest or piece of info. for you.
-
- 2) Read carefully!!! When someone directs you to a person or
- place, remember it or jot down the name or location. They might not
- repeat it!
-
- 3) This goes for nearly every adventure game you play. SAVE
- OFTEN!!! In the event of your untimely death, or worse, in the
- event that you forgot tip #2 and missed an important direction,
- it would behoove you to restart from your last saved position.
-
- 4) Be cautious! There's usually no real need to walk
- boldly forward in a Northerly direction with the intention of
- plowing over everything in your path. Stop and stroll through
- the towns; read the notices in your local guild; and chat
- with some of the local Peasants. There are lots of cool mini-
- quests you can go on in order to gain experience, money and items.
- Don't worry about finding the main "plot"... it will likely find
- you!
-
- 5) Please direct any questions or bugs to forteny@pipeline.com, or
- post on the KQ message board. I promise to be responsive. Not
- responsible, but responsive.
-
- 6) Oh yeah, Adventurama is HUGE!!! -Over 380k!!! Overkill?
- Probably. And it may not seem so big considering the amount of
- time it might take you to finish the adventure. But, keep in
- mind that when you finish the game once, you will have only
- experienced a small portion of the world of Adventurama. As I
- said before, try it again; do things differently!
-
- Enjoy the game that is "Adventurama"! Please feel free to contact
- me with any questions, comments, suggestions, or praises. Yeah,
- most importantly the praises! :-)
-
-
- -Ron
-
- forteny@pipeline.com
- www.earthtogod.com
-
-
- =====================Version updates==========================
-
- 1.1 (May 5, 1999): Fixed bug preventing completion of Wizard's guild
- initiation quest. A few minor dialog and item bugs as well. Also
- fixed a bug that allowed admission to more than one primary guild.
- Fixed bug that had prevented Ninjas from obtaining important mission.
- Fixed a MAJOR bug that was not allowing a critical encounter to fire:
- ALL 3 endings now reachable!
-
- --------------------------------------------------------------
- Legal mumbo-jumbo: (c) 1999 Ron Forte. All rights reserved.
- This level is intended for use in conjunction with the Kyle's
- Quest (TM) game engine. It may be freely distributed by any
- means, provided that no monetary transactions occur in association
- with this product. The author asks that appropriate credit be
- given to Ron Forte and EarthToGod.com for design of the game
- wherever possible, though it is not a legal obligation.
- In the event that any party seeks to earn a
- profit through the use or distribution of this product, the
- offending parties will be immediately damned to an eternity
- of listening to Leif Garret songs. Have a nice day.
-