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- │░░░░░░ PLAYING THE GAME ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
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- Fantasy Land is a land of areas or "rooms". Players move from area
- to area, taking and leaving offensive and defensive items. If a player has
- ANSI enabled, offensive items are displayed in green text while defensive
- items are displayed in red text. Players may carry up to 5 items at any
- given time.
-
- Offensive items are used on other players during encounters. Each
- offensive item can be 'blocked' by a particular defensive item.
-
- Further, each time an offensive item is used on an opponent, the
- opponent's resistance level is reduced by a number corresponding to the
- offensive item's strength value. If a player has the defensive item that
- blocks an offensive item used, the player gains 25 points and an increase
- in resistance level which corresponds to the strength value of the offensive
- item. The following list describes the offensive items and their strength
- along with the defensive item required to 'block' an encounter.
-
-
- Offensive Item Strength Defensive Blocking Item
- ------------------------- -------- -------------------------
- Tickle Feather 2 Not Ticklish Spell
- Rose Petals 2 Not Ticklish Spell
- Erotic Pictures 3 Cold Shoulder
- Vibrator 5 Non-Seductive Spell
- Enormous Dildo 7 Force Field
- Leather Whip 8 Numbness Spell
- Love Potion 9 Non-Seductive Spell
- Rope and Gag 10 Rope Disolver
-
-
- Each time a player uses an offensive item, it is removed from the
- player's possesion and 'tossed' into another randomly selected area.
- Defensive items may be retained for as long as a player wishes. However,
- when a player selects to pick up (T>ake) a defensive item, the player is
- charged 50 points which is removed from the player's score.
-
- New players are started out with a resistance level of 10 and are
- given 200 points so they can afford to pick up a few defensive items, if
- desired.
-
- When a player selects to have an encounter with another player,
- both players must be in the same area. To start the encounter, the
- aggressor selects the command A>rouse and enters the number of the player
- to be aroused or encountered. If the player being aroused has already had
- an encounter since the last time they played, they are considered "recovering"
- and are not available for an encounter.
-
- Once an encounter attempt is started, the aggressor may U>se offensive
- on the defending opponent. Each time an offensive item is successfully used,
- the defending opponent's resistance level is worn down by the value
- corresponding to the strength of the item used. Once the defending player's
- resistance level reaches 0, the defending player will submit to the aggressor!
-
- Once a defending player has submitted, the aggressor is presented with
- a sub-menu. This menu is self-explanatory, so just go for it!!
-
- But beware! All this screwing around can be hazardous to your
- health! You can purchase protection against sexually-transmitted diseases
- off the main menu. But protection costs 1000 points. If you do not have
- protection, and your score is over 1500 points, you have about a 1 in 5
- chance of contracting a venereal disease after having a sexual encounter.
- If you contract a mild venereal disease, a vaccine shot will cost you 1500
- points. If you contract a serious venereal disease, a surgical procedure
- is necessary to save your life but renders your character scoreless, forcing
- your character to start the game over and also terminates play for that day.
-
- Once you have purchased protection, your "sexperience" level
- will begin to accumulate. Each sexual encounter increases the aggressor's
- sexperience level by two points. Once a player reaches 100 sexperience
- points, he is considered to be at "Sexpert" level. The main advantage to
- achieving this level is that all offensive items double in strength. But
- beware... the defending player's block also doubles in strength.
-
- The player with the highest score at the end of the month is
- declared the winner and the game is restarted automatically except when the
- game is placed in continuous play mode by the SysOp. When in continuous
- play mode, the game does not come to an end until the SysOp manually resets
- the game.
-
-