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=PSI= DOCFILE
MAGIC CANDLE 2: THE KEYS TO MARAMON
Cracked by Bad Brains
Supplied by Trump Jr.
Docs by Alan Flynn
Note: Most of the documenation booklet is "story" but with no real clues.
I'll sum them up at the end of the document file. The MAP is included as
a GIF. It's 640x400x16 EGA (you'll have to scroll), but only has 4 "colors"
in it (greys, black and red for the title).
PRICE LISTS
The shops in Maramon offer their wares at reasonable prices. But, if a
shop is damaged by the monsters, prices there will increase to reflect the
cost of repairs.
STEELE'S ARMOR
Leathers.....................50
Ring Mail...................150
Chainmail...................500
Steel Plate................1500
Methreal...................4000
ELMER'S MAGICK SHOPPE
Fire Globe...................10
Icewand.....................150
Flamewand...................200
Fearwand....................300
ROSEL'S HERBAL WONDERS
Gonshi (bag of 12)...........50
Luffin (bag of 6)............30
Mirget (bag of 6)............40
Nift (pouch of 12)..........100
Potion (jar of 8)............50
Sermin (bag of 12)...........30
MARAMON WEAPONS
Hammers and Maces
Hammer........................5
Mace.........................20
Warhammer....................30
Axes
Light Axe....................15
Battleaxe....................80
Great Axe...................180
Swords
Shortsword...................20
Scimitar.....................25
Longsword....................50
Greatsword..................100
Bows
Shortbow.....................25
Longbow......................60
Quiver (20 arrows)...........30
GETTING STARTED
Suggestions:
Kelligan the Huntsman: The huntsman came to Maramon because he couldn't
afford to stay in Deruvia. He's low on funds, but well equipped with a
longbow, a light axe, and some healing potions. His skill (and yours)
might let him save his money to buy better armor and a better hand weapon.
Or he might buy a few fire globes from Elmer Kozak to help him survive
the first few nights.
Stavros the Blacksmith: The blacksmith is the strongest of the four. But
he has little equipment, and no armor. He should probably buy leather
armor and a pouch of sermin mushrooms. He doesn't need to worry very
much about his weapon: he can destroy orcs and goblins with his bare hands.
Lumelia the Courier: The courier came to Maramon on a whim. She has no
weapons or armor at the start, but she has the most gold. Buy her some
ring mail and a longsword. She'll do well until the monsters start fighting
back in earnest.
Hornbern the Scholar: The scholar has the best equipment of the four. He
should buy better armor: he can just afford ring mail. And he should be
wary of using up his wands; they are expensive to recharge, and his saber
is a formidable enough weapon.
Whichever character you choose, be sure to visit THE FLYING FISH on day 1
and talk to Captain Barbos before he sails to Castle Oshcrun.
MOVEMENT AND COMBAT
Movement
Don't worry about drowning in the ponds or breaking bones on stone walls. Your
hero simply will not move anyplace impossible.
To enter a building or strongroom, move into the door. (Some buildings do
not have any visable doors: they are private homes, and cannot be entered.
Your hero is NOT a door-to-door salesman.) Remember that the shops and
public buildings of Maramon are all locked tight when night falls.
Hand-to-Hand Combat
When holding a hand-to-hand weapon [an axe, hammer, mace or sword] your hero
must be right next to the monster and facing in its direction. (Try moving
toward the monster until it blocks you, then swinging away like mad.) Watch
the LIFE POINTS out of the corner of your eye: they change color when they're
down to ten, and it's time to retreat for a rest or a potion or some sermin
mushrooms.
Ranged Combat
Ranged weapons [bows and wands] shoot in the direction your hero is facing
(north, south, west, east or diagonally). Their projectiles travel in
straight lines. Remember this when shooting at monsters and when the
monsters are shooting at you.
Fire Globes
Elmer Kozak sells magical glass spheres called "Fire Globes." Your hero
can place these fire globes in strategic locations - perhaps near the doors
of the Dark Towers. Then, when the monsters step on them, they explode,
usually destroying the monster and everything it is carrying. (The "USE"
command allows your hero to lay a fire globe directly in front.)
Warning: Fire globes are very hard to see. Don't walk on them!
The Consequences
Some monsters carry treasure. If your hero slays a treasure-bearing monster,
you will see the monster's bag of loot lying at the spot of the monster's
demise. Move your hero onto the bag to gain your well-deserved reward.
At daybreak (0800 hours), if any monsters survive on the streets of Maramon,
you will find that buildings have been looted, pillaged, burnt, and otherwise
damaged. The more surviving monstres, the more damage.
COMMANDS:
Buy
Check [C] (Inventory)
Drop
Fix (Weapons/Wands) [Elmer Kozak can recharge wands, Tamur can repair weapons]
Get (LOOK first)
Hold [H] (Ready Weapon)
Keys
Look
Map [M] (City Hall only)
Pass [P] (Game Skip)
Quit (Save/Restart/Load/Quit/Continue)
Rest
Sell
Stairs (Up or Down)
Study (Library, Scholar will enjoy, Blacksmith will hate)
Talk (The Crab's Claw, The Flying Fish are good for clues)
(Also: Mayor Andello, Timothy Quint, and the four shopkeepers)
Use [U]
Xit
KEYBOARD KEYS:
0 - Hero Status
C - Check (Inventory)
H - Hold Weapon (Ready)
J - Joystick/Single Step Toggle
P - Pass
Q - Quit
U - Use
V - Volume (Sound Toggle)
ESC - Wait (pause)
MUSHROOMS AND HERBS:
Gonshi Increase Speed
Luffin Increase Dexterity
Mirget Increase Strength
Nift Increase Armor Protection
Luffin and Mirget are cumulative.
All will wear off in time.
Potion Restore Life Points (Max.)
Sermin Restore 10 Life Points
THE PEOPLE OF MARAMON:
Mayor Andello
Fioro Andello has been the mayor of Maramon for many years. He is
very distressed at the sudden appearance of the monsters, especially
since it happened only days after his three sons sailed eastward to
Castle Oshcrun.
The Whelk Family
Goodman Whelk and his wife own and operate the two taverns of Maramon:
The Flying Fish near City Hall and the Crab's Claw in the northeast
corner of town. They are helped by their two young children, 12 year-
old Jenny and 10 year-old Billy.
Tamur the Brave
The town of Maramon keeps all its weapons in a building southwest of
City Hall, where they are maintained by a man named Tamur, who used
to be known as "Tamur the Brave." His is a sad story.
When the monsters first began to appear, Tamur was foremost among the
town's defenders. As his companions gradually were lost to crippling
injuries or death, Tamur continued his nightly battles.
One morning, Tamur announced that he had found an iron key on the body
of one of the monsters he had killed the previous night. The key looked
like it would fit the lock on the old tower near the weapon storehouse;
Tamur might be able to descend into the cellars of ancient Maramon and
defeat the monsters at their source.
As the townsfolk cheered him on, Tamur unlocked the tower door and
entered. Hours later, he staggered out, an expression of unalloyed
fear on his face. Without a word, he turned and threw the iron key
over the city wall into the Sea of Oshmar.
Tamur no longer fights monsters. To this day, no one knows what he
saw and did in the ancient cellars of Maramon.
Timothy Quint
The librarian, Timothy Quint, is fairly new to Maramon. He grew up
in Deruvia, a sickly child and an unhealthy young man. He devoted
his life to reading and study, while his health continued to worsen.
On the advice of a professor, Timothy sailed to Maramon to become
the town's librarian and scribe. He is not convinced that Maramon's
sea air is the tonic that the professor thought it would be, but he
is not absolutely sure that he will never attempt another voyage
across the sea of Oshmar.
Denn and Arbo Steele
The Steele brothers, Denn and Arbo, are casualties of Maramon's struggle
against the monster infestation. Denn was crippled by orcs; Arbo
blinded by gnolls. Denn is now supporting both brothers by leather
working and, occasionally, selling pieces of the Steele family
collection of armor.
Madame Rosel
Near the town gates lives Madame Rosel, who appeared in Maramon some
years ago, no one knows from where. She was an old woman then, and
she remains an old woman now. She tends her small garden and wanders
the island. Her knowledge of herbs and mushrooms is by far the
greatest in Maramon.
Elmer and Dalina Kozak
The Kozak mansion, just south of Sunrise Park, used to house over a
dozen Kozak family members. Now the only two left are old Elmer and
his unmarried granddaughter Dalina.
Elmer is thought by many to be the wisest man in town, and by many
others to be the most foolish. He has set up Elmer's Magick Shoppe
in the parlor of the mansion, but has not yet been known to sell
anything.
Dalina has inherited a certain amount of strangeness from her grand-
father. But while Elmer spends most of his time alone in his library
with his stacks of books. Dalina spends most of her time alone in her
boat at sea - or, at least, she did, before the monster emergency
forced her to join the other townsfolk in the continual repair work.
The Guest House Families
The Belaris family has always provided bed and board for visitors in
the Sea Breeze Inn at the east edge of town. Now that the population
of Maramon is so depleted, the Pickrell and Stoner families have also
made their spare rooms available for boarders. Your hero is welcome
to rest at any time at any of the three guest houses.
Fishermen
Most of the other residents of Maramon are fishermen. As Goodman
Whelk explained, they are now usually busy repairing the damage done
nightly by the monsters, and the fishing industry is suffering greatly.
The fishermen are not sociable folk, and your hero is not likely to
strike up many friendships. Two exceptions are Old Jonas and Young
Jonas, who visit the Crab's Claw regularly.
THE MARAMON LIBRARY
The Maramon Library holds much more information than one might expect
in an isolated town. The open shelves in the library's main room are
full of books, sure to be fascinating to your hero.
The closed stacks behind Timothy Quint's desk contain many interesting
books, generally textbooks and reference works. They will provide
your hero with the opportunity to gain strength, speed, dexterity, and
magic skill. Of course, your hero will need to have enough experience
to gain the benefits that these books provide. The "Score" on the
computer screen will change color when your hero is ready to visit
the closed stacks.
The pride of the Maramon Library is the Rare Books Room. Your hero
will need to visit the Rare Book Room often, and to study all the
subjects it offers, in order to complete the Maramon commission.
It is suggested that your hero read about keys, mushrooms, and towers
first. Reading about wizards should be put off as long as possible
- but no longer.
GOOD LUCK!