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- _____________ _________
- /___ ______/ / ______/ ___
- / / -=* T H E *=- / / \ /
- / / ___ / ) / / ___ / /
- / / / / /__ o ___ ___ ___ / / /_ \ o / __ /
- \ \___/ / / / / /___\ \ / /___\ \__ \ \___/ / / / / / / /
- \_______/ / / / \____/ \/ \____/ \__/ \_______/ /__/ / / /__/
-
- [UN-REGISTERED!]
-
- * Documentation v1.0 *
- --------------------
- / \
- \ /\ /
- \/ \/ ELCOME! To a world of Ancient Legends, Powerful Wizards,
- Mysterious Magic, Valiant Knights, Glamorous Treasures and Quests, but most
- of all, a cunning world of Thievery! Let thy mind float back to the days
- of medieval existence, and fill the role of a member of the most devious
- organization, The Thieves' Guild!
-
- --*--*--*--*--*--*--*--*--*--*--*--*--*--*--*--*--*--*--
-
- I. The Night of Transformation
- II. The Quest
- III. Introduction
-
- Chapter 1 ~ The Main Menu (Treasures in the streets)
- 2 ~ Towns & Travel (stables & shipyards)
- 3 ~ Casinos of Plenty
- 4 ~ Taverns - Eat, Drink & Socialize
- 5 ~ The Inns - Rest & Recover
- [REG ONLY] 6 ~ Temples, the meeting place of the Gods
- [REG ONLY] 7 ~ The Thieves' Guild (skill, experience & weaponry)
- 8 ~ Wizard's Guilds, magic of prominence!
- 9 ~ Banks - The chance treasury
- 10 ~ Shoppes, the source of fine apparel
- 11 ~ Jails - Help a friend, laugh at a foe!
- 12 ~ The crafty art of Thievery (paying bail, escaping guards)
- 13 ~ Inventory & Stats (thyself & others)
- [REG ONLY] 14 ~ Magic Items
- [REG ONLY] 15 ~ Conflicts & Combat (weaponry, tactics & armour)
- -* Appendix A - Folk Lore (History, Myth, & Magic)
- -* Appendix B - Hints & Tips! (Essential to new Thieves!!)
-
- IV. Credits
-
- I. The Night of Transformation
-
- You glance at your watch, then glance again--in the glow of the monitor,
- your eyes sometimes play tricks on you. No mistake--3:29 a.m.
- You sigh, lean back in your chair, stretching. Another night spent in a
- modem marathon. The area around your workstation reflects the night's
- activities--leftover wrappers from various kinds of junk food, a few empty
- cans of Jolt Cola, a stack of disks, and a long list of hastily scribbled
- phone numbers.
- You scan the BBS list again. Most of these you've already called--
- Hackers' Haven, Gyrefalcon's Marches, Dark Fortress, Milliways, Random
- Lunacy--but wait, what's this? Latrocinio BBS... odd, you don't remember
- having seen this one before. It looks like a local call. Well, just one
- more, then you'll have to call it a night.
- You dial the number, wait a few seconds, and hear the click and the
- high-pitched whine of the carrier tone. But instead of connecting, the tone
- only seems to grow louder--probably just your mind playing tricks on you.
- You give it a few seconds to connect, but nothing seems to be coming through.
- The tone is quite definitely louder now. It's become almost hypnotic.
- You decide you'd better drop carrier and try again later, but something seems
- to be keeping you from using the keyboard. You feel almost paralyzed, pinned
- to your seat, with the whine of the carrier tone growing ever louder and more
- painful in your head.
- You gasp and tears form in your eyes. It's impossible to think or even
- breathe correctly as the noise continues to build, and you begin to lose
- focus. The room seems to fill with a purplish glow, shot with pink mist,
- swirling about your head into a vortex that draws you steadily inward...
- until you suddenly lose consciousness.
-
- II. THE QUEST
-
- You wake up slowly; your head is still spinning. Your eyes are blurry,
- and something must be wrong with your vision, because this certainly doesn't
- look like your room. As a matter of fact, it vaguely resembles tree
- branches...
- You sit up suddenly; when your head stops whirling and twisting, you
- stare in disbelief and shock. You are sitting on dry ground, covered with
- faded gold leaves, in the middle of a clearing. Tall, golden aspens stretch
- in every direction, quaking slightly in the breeze; the sky above you is a
- brilliant shade of blue you haven't seen since childhood. You get an eerie
- feeling you're not in Kansas any more.
- Bewildered and frightened, you struggle to your feet, trying to make
- sense of this madness. You are surprised yet again as you stare down at
- yourself--your clothing has changed as dramatically as your surroundings.
- You are now dressed a bit like a peasant out of a history book, in a cheap
- but sturdy work shirt and pants. A faded fabric bandanna lies on the ground
- beside you. As you stoop to pick it up, you hear a soft noise behind you.
- You spin about and, for the first time, notice yet another object in the
- clearing--an imposing cabin-like building, rough-hewn from the same aspens
- that surround you. A sign carved in a runic language is posted over the
- door, doubtless identifying it--assuming you understood the language. Thick
- blue-grey smoke issues from the chimney; someone must be at home.
- Your mind is beset with all kinds of questions and, since you are
- unlikely to get an answer from any other source, you move cautiously toward
- the building. As you do so, the door opens and a dark, swarthy figure
- appears. He ambles out into the clearing, completely self-possessed, and
- studies you from a comfortable distance, with what can only be an amused
- look.
- "Who are you?" you burst out suddenly. "Where am I? How did I get
- here? What's going on? Why--"
- "Peace, traveller," he rumbles, still calmly contemplating you.
- "Thou'rt disturbed and full of questions to be answered, but they must needs
- be addressed within the Guild." He indicates the building. Finding yourself
- at something of a disadvantage, you follow the dark stranger inside.
- The hall you enter is huge, open to the rafters high above and wide
- enough that the corners are shrouded in darkness. A large oak table, stained
- dark with age, stands in the exact center of the room, illuminated by a
- single massive white candle. Here you are instructed to take a seat. Shady-
- looking folk peer at you from doorways--a spectrally thin man with long
- clever fingers, a waif of a girl armed with a wicked-looking knife, a grey-
- robed man with a blowgun and a bandolier strung with glistening black darts.
- Your host has seated himself opposite you; his dark eyes are wise and
- compelling. "Now to thy questions," he rumbles.
- "First of all," you begin, "I'd like to know where I am and how I got
- here."
- "A simple start. Thou'rt on Rogues' Isle, in the Forest Latrocinio of
- the mountains, within the Great Hall of the Thieves' Guild." You start up
- with another question, but he silences you at once. "This is not all, rash
- youth. There is more--and as every good thief can tell thee, knowledge is
- the key to wealth." You hear snickering from the doorways.
- "As a rule," the Master Thief continues, "time and space are smooth and
- unbroken, and life is changeless as the sea. But the sometime order of
- things may go awry, whether due to some natural mischief or the workings of
- evil magics, I know not. Suffice to say that one such tear in Nature exists
- in Latrocinio, within the clearing. Through it many souls have wandered from
- unknown realms, finding themselves before the Guild.
- "Long ago, it was accorded that we of the Guild would offer a hand of
- friendship to these lost souls, by allowing them to join the Guild as
- apprentices to the ancient art of thievery. I know naught of thy world, but
- here trickery, magic and evil abound, and thou wouldst do well to learn what
- skill and craft the thieves may teach thee. Hast thou the strength and
- cunning to become a thief?"
- You hesitate only an instant. The Master Thief's words are powerful,
- spurring you to action. "I have," you say.
- Suddenly, a dagger and a pouch rest on the table before you; startled,
- you realize you never saw the Master Thief move. "This dagger is thine, as
- is the gold; if thou dost work diligently and become more skillful, we shall
- reward thee in more worthy weapons and armour."
- Trying to act unfazed, you fold your arms matter-of-factly across your
- chest. "Anything else I need to know?"
- The Master Thief chuckles. "Much, if I am any judge of character.
- Well, I would rather have thee too impetuous than too withdrawn. Keep these
- things in mind, then. We are most lenient with new apprentices, but one rule
- must always be obeyed--keep gold on hand. If thou hast not at least one gold
- piece on thy person, thou shalt be ejected from the Guild. As far as other
- help is concerned, the best help of all can be found from thy fellow thieves.
- Learn all thou canst from their rumours, speak to people thou dost meet, and
- be sure to tip bartenders." His eyes sparkle for a moment. "Come now, there
- is another work to be done."
- He leads you through a doorway and into a dark room cluttered with
- scrolls, bottles and books of all kinds. Five strangers in grey robes
- surround you, palms out toward you, and begin making dark, guttural chants.
- The Master Thief explains that this spell will protect you from theft for
- three days.
- "Protect me?" you exclaim, more than a little annoyed.
- "Thou hast much to learn, apprentice," the Master Thief smiles grimly.
- "While thou hast tarried here, no less than five thieves have turned thy
- pockets inside out and found them empty."
- You decide, wisely, to keep silent.
- As you return to the main hall, you turn to the Master Thief again.
- "There's just one question you haven't answered yet. How do I get back to my
- own world?"
- "How do--" The Master Thief's eyes turn sad. "Young one, thou dost
- fail to grasp thy situation. There is no way back."
- "No way back? What do you mean?"
- "The portal through which thou didst enter this world works only in one
- direction. I fear the only escape from this world is death. Best accept thy
- lot in life, and try simply to become a skillful thief."
- You stand flabbergasted in the main hall. "No escape? What about my
- family? What about my friends? What about life in my own world?"
- "All lost to thee, I fear."
- "No! If there is a way in, there has to be a way out. Somewhere, there
- must exist a portal that leads me back to my own world. Rest assured that if
- it exists, I will find it!"
-
- ...And thus your quest begins...
-
- III. Introduction
-
- Welcome to the Thieves' Guild!!! This game is the result of over
- five years effort. Rather than release beta & alpha versions during the
- development process, it was tested on 2 BBSs and play-tested during that time.
- It is to my knowledge the largest & most complex online game for a BBS to
- date. All play elements are involved, it is competitive between players but
- also has an over all goal & non-repetitive design. For Atari ST Users an
- Emulator is available free of charge. By no means required for play, it has
- the following advantages: instant menu display, visual effects, digitized
- sound, and most of all some of the most detailed graphics and animation
- anywhere! If your SysOp does not have a copy online for you to download you
- may call the Dark Fortress BBS to get it (updates as well) free of charge.
-
- An IBM version of both Emulator & Online game are currently under way! A
- "stand alone" version is also available for both ST & IBM users, to play on
- your own computer as much as you like; a great way to practice and discover
- secrets. Talk to the InnKeeper for details.
-
- See Section IV ~ Credits for more information. Over 400K in program & data
- files. This is the UNREGISTERED VERSION, so many of the topics covered in
- these instructions may not be available.
-
- Thieves' Guild is a VERY simple game to get used to. Most can figure
- out how to play without even reading these instructions, but those who do are
- at a great advantage. Hints, tips, & details are explained all throughout the
- documentation. If you wish, read only those chapters you want to know more
- about, but I strongly suggest you at least look at Appendix A & B, and the
- rest of this section. These instructions would be much too long if I
- described every aspect & feature, so much of it is left for you to discover
- (besides, that is the funnest part of the game!). Many quests, powerful
- items, and treasures await your discovery! Good luck as you seek the portal
- back to Earth...
-
- As a member of the Thieves' Guild you are given certain requirements,
- most important of these is gold. You will NEVER be allowed to spend your last
- gold piece. If you ever end up with zero gold on hand (either by gambling or
- getting robbed), you are deleted and must start over! ALWAYS keep sufficient
- gold on hand (money in the bank doesn't count, so be careful). When you first
- begin you are given 3 days of theft protection. This will prevent more
- powerful thieves from making you go broke while you begin.
-
- Each day you are given 24 game hours to play (24 minutes in
- real-time). When you first go in it will be 12 o'clock, then the clock starts
- ticking. Each minute (real-time) will take off one hour game time, which
- means the longest you may play each day is 24 minutes. Chances are however,
- that you will never play that long because there are many activities that use
- time up quickly. For instance sleeping, traveling, & training all use up time
- quickly. Certain places are only open during specific hours. To find out the
- current time in the realm, visit the Inn. If you exit the game before your
- time is up it will be saved for you, should you decide to play again that day.
- Every day after midnight your time is reset to 24 hours, bank interest is
- paid, and the events file is reset. The Sysop should put the Thieves' Guild
- Events & Score list somewhere on the BBS for you to view. If someone causes
- you to go broke you can find out who it was by viewing the events. If you go
- broke, die, or are deleted for any reason you must wait a day before signing
- up again (this gives an opportunity for other people to play if the game is
- full).
-
- Your skill is what determines how well you steal. You also have a
- score. Whoever has the highest score at any given moment is the Guild Master.
- The guild master collects dues at random from other players (which can be
- quite an income!). At the end of the month whoever is the Guild Master is
- added to the "Guild Masters" list which should be available on the BBS to
- view. Another list called "The Masters of Riddles" should also be on the BBS.
- This is a list of those who have solved the quest and found the portal back to
- earth (not an easy task)! When someone enters the portal, all others are
- trapped forever and the game is reset. See Section I & II for more
- information.
-
- -=*****************=-
- | The Main Menu |
- -=*****************=-
-
- Thieves' Guild has been organized to be "simple yet complex". It is
- completely driven by menus & sub-menus which branch off into well over 350
- possible menu options. Everything begins with the main menu, at the top of
- the menu you are shown the town's name that you are currently in. Option #0
- on the main menu is reserved for a "special" feature found in that town only.
- When you have less than 6 hours left for the day a message will be shown at
- the beginning of all menus: "Dusk Approaches". It is best to avoid going to
- the main menu as much as possible, for it is the equivalent of wandering the
- streets. It uses up energy and will cause drowsiness, hunger & thirst to
- approach more quickly. Anytime you type something at a menu prompt which is
- not on the menu, it is just as if you "said" what you typed. So if you wish
- to say something out loud (such as a magic word), just type it at the main
- menu prompt (Note: This also uses up energy).
-
- Random events occur frequently throughout the game. Most of them
- will occur immediately after the main menu is displayed. It is possible to
- find objects in the streets, meet other people wandering the streets, and
- even be attacked. Often messages will be displayed reflecting weather
- conditions or time. You may notice the wind blowing, a moon in the sky or
- other objects in the heavens. Each and everytime the menu is displayed there
- is a chance something will occur; sometimes good, sometimes bad. If you are
- hungry, thirsty, or otherwise afflicted you are notified at the bottom of the
- main menu.
-
- Be sure to watch for option #0 on the main menu when visiting a new
- town. Visit all buildings when you first arrive somewhere new, no two towns
- are identical. Each shoppe or organization in a town has a unique name. When
- you learn the names in various towns it will help in locating a friend or foe
- (when a thief steals from a merchant, the shoppe name is shown in the events
- file).
-
- -=******************=-
- | Towns & Travel |
- -=******************=-
-
- There are 25 towns in all throughout the land, and each is individual
- and unique. As mentioned above, option #0 on the main menu is reserved for
- any "special" place available only in that town. Many of these special town
- features are essential to solving your quest to return home. Though almost
- every town has a special aspect, only 3 will be described in detail (The
- Stable, The Thieves' Guild, and Temples), the rest are for you to discover.
- As you venture forth, and converse with other inhabitants of the land you may
- gain hints to what is where. It is wise to do price shopping, as no two towns
- offer identical price ranges. Prices in Shoppes, Taverns, Inns, Wizard's
- Guilds, and Shipyards all vary greatly. Some towns offer certain goods not
- found elsewhere, so be sure to explore a great deal when arriving at a town
- new to you. You have the option of viewing town status at the main menu which
- includes: A brief town description, population, guards, and alignment. The
- usefulness of this information is explained throughout this documentation.
-
- ((-*-*-*-*-*-*-*-*-*-*-))
- )) Sailing the Seas! ((
- ((-*-*-*-*-*-*-*-*-*-*-))
-
- All towns are connected via specific travel routes. When traveling,
- you are shown a list of all nearby towns. The time necessary for a specific
- voyage depends on several factors: Distance, Weather, Ship/Horse Quality.
- Before you can sail, you obviously must first purchase a boat. You may talk
- to a merchant at the Harbor (that is if the town you are in is by the ocean).
- There are several different ship types such as rafts, canoes, sail ships, and
- best of all, galleys. The better the ship, the faster it will take you to
- your destination. Better ships also have better Hulls, which means they are
- less likely to sink in adverse conditions (see Chapter 15 ~ Conflicts & Combat
- for more information). It is always wise to hire some sailors if your vessel
- is big enough to carry them. Sailors will help you fend off bad weather, sea
- monsters, whirlpools, pirates, and other possible mishaps. The longer your
- voyage, the more likely you'll encounter these. After you buy a ship it will
- always be with you, as it will be moved to new harbors if necessary. For
- larger vessels, winds are required; watch the current weather conditions. If
- you notice banners flying the wind, or dust being stirred in the streets,
- these are the most opportune times (though weather may change after you've
- already set off).
-
- Special ship items are rumoured to be available from select individuals.
-
- ((-*-*-*-*-*-*-*-))
- )) Land Travel ((
- ((-*-*-*-*-*-*-*-))
-
- There are many dark forest roads to guide the way. Walking is one
- way of getting around, but you may end up using all 24 hours of your day!
- Travel by land should only be done on horseback!! There is a Stable just
- South of Arisilon (your starting point) in Jarsoloth. Two types of horses are
- available, Travel Horses, and War Horses. Horses for travel are fine, but
- only half as fast as a War Horse. Though war horses are more expensive, they
- are worth it. A war horse is also less likely to be killed by a foe lurking
- in the shadows, and will help you fight by kicking the enemy. A travel horse
- should only be purchased if that is all you can afford. War horses may be
- purchased with up to 24 hit points, for every 2 hit points your horse has it
- will travel one hour faster. When you buy your horse you may give it a name;
- it's your new traveling companion! Some have made reference to a horse
- training organization to the East.
-
- Maps of all towns & travel routes are available. They are EXTREMELY helpful
- and full of stunning art work. They are printed on parchment paper,
- and full of hints! They may be obtained by mail (within a week), talk to the
- InnKeeper or look at Section IV ~ Credits in this documentation for more
- information.
-
- -=***********=-
- | Casinos |
- -=***********=-
-
- Feeling lucky? Try your hand at the games! Watch your back
- though, the pit boss isn't known to be a subtle loser (not a subtle winner
- either for that matter)!
-
- -=***********=-
- | Taverns |
- -=***********=-
-
- All adventurers are familiar with the cozy atmosphere of the local
- taverns. This is a place to relax, socialize, and of course eat & drink!
- There are, however, even more advantages to these gathering places, some not
- quite as apparent. Many wise and experienced travellers may share their
- knowledge with you. If you intend to succeed in your quest, and in over
- coming your adversaries, this cannot be over looked.
-
- Food & Drink - Not all food is safe to eat, and unfortunately food
- poisoning is not uncommon. When selecting from the
- menu it is wise to purchase the more expensive items
- towards the end of the menu. The more you pay, the
- longer your hunger or thirst will be satisfied. Don't
- forget to tip the bartender! He usually has a new
- secret to share for every additional 100 gold pieces
- you give him. A wise man indeed!!!
-
- Jobs - Is your purse losing weight? Jobs are frequently available,
- but often require decent apparel.
-
- Talking to Patrons - Relax & converse with the town folk! They often
- have important information to share with you. Be
- cautious however, not all are fond of new faces!
-
- Talking with the Bartender - Perhaps on rare occasions the bartender
- will have some time to speak with you.
- Just try to get his attention!
-
- Speak to a Guild Member - You may speak with any other thief that is
- currently in town with you...
-
- Say something to everyone - Go ahead & yell out loud! All will hear
- what you have to say!
-
- Give someone some gold - Have a friend in need? Sharing can be an
- asset indeed!
-
- Listening & Telling Guild Rumours - Listen & tell rumours to the other
- thieves of the realm!
-
- STEAL!! - Food, wine, and gold lie behind the counter, perhaps when
- the Bartender is not looking you could relieve him of some!
-
- -=********=-
- | Inns |
- -=********=-
-
- The cozy warmth of a fireplace, warm blankets of fur, and rooms
- to ensure you are not disturbed, are all available for a price. Rooms of
- various sizes and quality may be used at various rates. The nicer the room
- is, the better you will sleep. Most Inn Keepers will let you sleep for up
- to 12 hours at a time.
-
- Clocks & time pieces are rare in the land. All Inns have a clock
- which you may look at to plan your visits. Because most all shoppes and
- buildings are only available during specific hours, the Inn's clock is very
- useful. Fortunately Inns are open to visitors 24 hours a day.
-
- If you're low on gold, perhaps the Inn Keeper will have a job for
- you. If not, you can always sneak behind the counter while he's away!
-
- The Inn Keeper may also let you know how to obtain a map of the lands!
-
- -=***********=-
- | Temples | [REGISTERED VERSION ONLY]
- -=***********=-
-
- In the ongoing battle between order & chaos, institutions have
- been organized. Three prominent Gods are known throughout the lands. Each
- one of a separate alignment: Lawful, Neutral, and Chaotic. Temples for
- each of the Gods have been erected in 3 different towns. Generally the
- influence of each temple radiates to the nearby towns. The north-west is
- known to be Lawful, the south is known to be Neutral, and the north-east
- is known to be Chaotic.
-
- To join a particular religion you may be baptized or initiated
- at the temple, for a ceremonial fee. It is best to avoid towns of your
- opposing alignment, and it's not wise to visit a temple of another religion.
- You may convert to another religion, but the ceremonial fees are higher.
-
- Here is a description of each God and what they stand for:
-
- * SOLNAR, Keeper of the Flame -- A lawful, righteous God of light! Join
- if you seek peace, love, and improvement
- of self. The 1st moon, the silver crescent
- in the heavens, represents his glory.
-
- * CATHRA, Goddess of Light -- The Neutral Goddess of the morning! Seek her
- mothering guidance if you seek justice,
- knowledge, and purity. The 2nd moon, the
- pale light in the night sky, represents her
- reign.
-
- * BALOR, Lord of the Night -- The Chaotic ruler of darkness! Melt your soul
- with his fiery kingdom if you desire vengeance,
- downfall, and destruction! The 3rd moon, the
- crimson disc of the night's blackness, echoes
- his name.
-
- There are two major advantages to joining a religion. One of these
- is the temple services. Anytime you visit your temple you may praise your
- God for one hour. You will be instantly healed of all wounds, and your
- energy will increase. The other, and probably most beneficial aspect of
- religions, is added Wizard's Guild privileges! You will be offered an
- additional 7 spells at the Wizard's Guild. These are only offered at
- Wizard's Guilds in a town of your own religion's alignment!!!
-
- (See Chapter 8 ~ Wizard's Guilds for a description of these spells)
-
- -=**********************=-
- | The Thieves' Guild | [REGISTERED VERSION ONLY]
- -=**********************=-
-
- Hidden deep within the aspen forests, in the northern mountains
- of Rouge's Isle, lies the gathering place of Thieves. This is where you
- found yourself when you first arrived in the Realm. Here you will find
- lessons in the art of Thievery. Training sessions last 5 hours, and will
- increase your skill up to 5 additional points. This is a superb way for
- the new thief to progress quickly.
-
- The Thieves' Guild is also a place for you to advance in your
- experience levels. When you have noticed you've gone up a level (by viewing
- your stats), you may come for level advancement. If the Master Thief finds
- you deserving you will be given a new weapon & armour. Your hit points will
- also be increased. It is wise not to advance too many levels before returning
- to the Thieves' Guild. Here is a list of each experience level, and the skill
- points needed to achieve each of them:
-
- Skill Range Experience Level
- (-)(-)-(-)(-) -*-*-*-*-*-*-*-*-
-
- 0 - 84 Apprentice
- 85 - 104 Footpad
- 105 - 124 Robber
- 125 - 144 Burglar
- 145 - 164 Cutpurse
- 165 - 184 Sharper
- 185 - 204 Pilferer
- 205 - 224 Thief
- 225 - 264 Master Thief
- 265 - 304 10th Level Master Thief
- 305 - 344 11th Level Master Thief
- 345 - 384 12th Level Master Thief
- 385 - 455 13th Level Master Thief
- 456 & Up 14th Level Master Thief
-
- You will be given a better weapon, and better armour with each
- level advancement! For more information on combat & weaponry, see Chapter
- 15 ~ Conflict & Combat.
-
- At the Thieves' Guild you may also purchase magical poison darts,
- these, if they hit, will poison your foe. See Chapter 14 ~ Magic Items for
- information on how to use them.
-
- -=*****************=-
- | Wizard Guilds |
- -=*****************=-
-
- There are many masters of the magical arts throughout the realm,
- and some make their services available for a fee. Wizard's Guilds are
- found in almost every town. There you may visit and take advantage of both
- their healing & destructive forces. There are 7 basic spells that every
- guild provides, though prices may vary greatly. However, as mentioned
- in the Religion chapter of this documentation, there are 7 additional
- spells available only to those belonging to a particular faith.
-
- The spells suit the religion to which you belong, that is, if you
- belong to the religion of Balor, your 7 additional spells are mostly for
- destructive purposes, to harm your enemy. Following are the 7 basic spells
- available in every Wizard's Guild, regardless of your religion:
-
- 1. Raise thy skill -- This enables you to pay a wizard to raise your
- skill by magical means. This is a quick way to
- get large amounts of skill points. The price
- per point gets more expensive depending on your
- current skill. You may buy 50 skill points max
- at a time (it is a good idea to wait until you
- can afford 50 skill at one time since the price
- goes up the more you buy).
-
-
- 2. Read someone's mind -- If the thief has no mind protection, this
- enables you to find out how much gold they
- have ON HAND only (not how much they have in
- the bank). This is useful to find out how
- close your enemy is to going broke. You may
- only cast this spell on someone who is in
- town with you.
-
- 3. Protect thy mind -- You may hire a wizard to protect your mind
- from hostile magic such as Cursing, Mind reading,
- Balorian sleep spells, and Balorian Death Gazes.
- Mind Protection is purchased by how many days
- you desire. Once purchased, the only way it
- may be destroyed is by a Balorian Mind Crush
- spell. It is wise to keep mind protection if
- you have a lot of enemies.
-
- 4. Curse thy foe -- If you wish to cause harm upon your enemy, this
- is an option. After cursing, the victim will
- IMMEDIATELY lose 10 skill, and be Parched,
- Starving, and stricken with Severe Fatigue.
- Anyone without Mind Protection may be cursed. It
- is sometimes wise to attempt to read someone's
- mind before you curse them (to make sure they
- don't have mind protection, since mind reading
- is much cheaper). The victim must be in town.
-
- 5. Send a telepathic message -- This allows you to send a message
- to another thief even if he isn't in
- town with you. Communicating in the
- Tavern allows you to speak only to
- those in town with you.
-
- 6. Cure ALL of thy ailments -- The clerics of the guild will cure
- you of all ailments, such as poison,
- or any other strange ailment which
- might befall you. This does NOT
- restore hit points.
-
- 7. Heal -- An essential spell to keep your character alive. Rather
- than roaming the streets or tavern in search of a friendly
- cleric or priest, you may have your hit points restored
- here. Price is for each hit point to be healed.
-
- Here are the additional 7 spells for each religion, remember that these
- spells are available ONLY in a town whose alignment is the same as your
- current faith. Because temples (where you get baptized into a religion)
- are only available in the REGISTERED version of Thieves' Guild, these
- spells will only be possible if your sysop is running a registered version
- of Thieves' Guild:
-
- --*-- /@ Solnarian Spells @\ --*-- [REGISTERED VERSION ONLY]
- [Lawful Alignment]
-
- 1. Invisibility -- Purchased by individual days, this allows you to
- be more transparent to other thieves. Any time
- other players view the list of thieves in town,
- you will NOT be shown on the list. If, however,
- they select your player letter at the prompt
- they will see you, and be able to interact with
- you.
-
- 2. Anti-Theft -- Exactly the same as the 3 day theft protection you
- receive in the beginning. No one may steal from you
- while you've got it. Once purchased (on a "by-day"
- basis), it will stay with you as long as you don't
- attempt to steal from anyone else.
-
- 3. Increase hit points -- One of Solnarians best spells! This allows
- you to buy additional hit points (that is your
- maximum hit points), rather than depending
- on your level advances at the Thieves' Guild.
-
- 4. Teleport Item -- Because of the generous nature of Solnarians, this
- spell allows you to send gold to another thief
- even if he/she is not in town with you.
-
- 5. Enchant Weapon/Armour -- Increase the power & strength of your
- current weapon or armour! Be cautioned
- though, enchanted wares seem to take on
- a life of their own!
-
- 6. Transport -- When casted upon another thief, you will exchange
- locations. A great way to get quickly to a desired
- town! Also a great way to keep foes from getting to
- where they want to go!
-
- 7. Location -- Find out in which town a thief currently resides. It
- is a good idea to cast this before a Transport spell
- so you know what your destination will be!
-
- --*-- /@ Catharian Spells @\ --*-- [REGISTERED VERSION ONLY]
- [Neutral Alignment]
-
- 1. Global Search -- This will list ALL thieves and the town they are
- currently in. A great spell to cast before a
- transport spell if you have a particular
- destination in mind!
-
- 2. Universal Curse -- Exactly the same as regular Curse spell only
- your foe doesn't have to be in town with you.
-
- 3. Universal Mind Read -- Exactly the same as a regular mind read
- except they need not be in town.
-
- 4. Teleport Item -- Same as Solnarian Teleport Item spell (see above).
-
- 5. Kill Assassin -- It is possible for your foe to hire a group of
- assassins to seek your blood. This will destroy
- them before they destroy you.
-
- 6. Transport -- Same as Solnarian Transport spell (see above).
-
- 7. Location -- Same as Solnarian Location spell (see above).
-
- --*-- /@ Balorian Spells @\ --*-- [REGISTERED VERSION ONLY]
- [Chaotic Alignment]
-
- 1. Sleep Spell -- This causes a deep sleep to befall your foe. Your
- enemy will lose several hours of precious time in
- the realm, and there will be no beneficial effects
- of the sleep (if they were tired, they will still be
- just a tired as before the spell). Be cautioned,
- you foe MUST have a full 24 hours left for that day
- or the spell will fail! Mind Protection also guards
- against this spell.
-
- 2. Universal Curse -- Same as Catharian Universal Curse (see above).
-
- 3. Universal Mind Read -- Same as Catharian Universal Mind Read (see
- above).
-
- 4. Balorian Gaze of Death!!! -- This is the most HORRIBLE, Ruthless,
- and cruel thing to do to an enemy!!!
- Your foe will immediately lose 1/8th
- score, and 1/4th of their skill! Not
- only will your foe be Parched, Starving,
- and stricken with Severe Fatigue, but
- it will take a long time to restore
- these! Your foe must be in an evil
- town, and without mind protection.
-
- 5. Kill Assassin -- Same as Catharian Kill Assassin spell (see above).
-
- 6. Mind Crush -- The ONLY way to destroy someone's mind protection so
- you can send destructive magic their way! Your foe
- must be in a town of Evil Alignment at the time or
- the spell will fail.
-
- 7. Location -- Same as Solnarian Location Spell (see above).
-
- Remember of course, as with the rest of this game, there are exceptions.
- Certain guilds may provide "extra" services that are not found anywhere else
- in the land. I am not going to reveal the nature or location of them, it's up
- to you to find them...
-
- -=*********=-
- | Banks |
- -=*********=-
-
- Every town in the realm offers a bank, but not all are created
- equal... Each bank offers different interest rates. Be sure to keep in
- mind that gold in the bank is not gold you have on hand. So if someone
- steals your last gold piece from you, you are kicked out of the Thieves'
- Guild and must start anew (regardless if you have gold in the bank or not)!
-
- All banks are united, if you deposit your gold in one bank, you
- may withdraw it from a bank in another town. The daily interest rate you
- are getting paid however, is the interest rate of the bank in which you
- opened your account. If you visit another town who's bank is paying higher
- interest rates, it is a good idea to close your account & re-open it there!
-
- The last thing to consider when going to banks is the chance of
- robbery. Early in the progression of thieves your gold is fairly safe, as
- it is difficult to rob the bank. When thieves gain in skill however, your
- chances of losing gold to fellow thieves is high. Interest is paid right
- after midnight, so if you are fortunate enough to be in before midnight,
- deposit your gold then take it out after midnight!
-
- Here's what you may do at the Banks...
-
- Open an account - You may open an account at the bank, but you may only
- have one account open at a time. If you aren't sure
- how much interest you are getting paid you can try
- to open another account and you will be told.
-
- Close an account - By closing an account you will withdraw ALL your
- gold. You then may open another account somewhere
- else.
-
- Withdraw from account - You may take gold out of your account at any
- time, maximum 30,000 gold per transaction. At
- least 1 gold piece must remain in the account
- to keep it active. If you want to take out all
- the gold you must close your account.
-
- Deposit to account - You may put as much gold in your account as you
- wish. If your account has more than 99,999 gold
- pieces in it you will not be paid interest.
- Remember to always keep adequate gold on hand so
- nobody causes you to go broke!
-
- Apply for a job - Banks are known to pay very well!
-
- Steal the Bankbooks! - Thinking about robbing the bank? Want to know
- how much gold your foe has? By stealing the
- bankbooks you will see the size of everyone's
- stores!
-
- Rob the Bank! - VERY difficult except for the most experienced of
- thieves!! Penalties begin at 2 days in jail rather
- than just 1.
-
- -=***********=-
- | Shoppes |
- -=***********=-
-
- Cloaks, hats, tunics, clothing of all colors & qualities are
- offered here! Certain shoppes are known to sell a rare selection of wares.
- Dress yourself to fit your personality! It is also wise for thieves to
- change clothing regularly to prevent detection. Most shoppe merchants are
- willing to haggle on the prices, but are easily offended.
-
- When you successfully steal from a fellow guild member, all they
- notice about you is your clothing, so change it often!
-
- It is always possible to avoid the merchant altogether and grab
- something off the shelf! No telling what you might get away with...
-
- -=*********=-
- | Jails |
- -=*********=-
-
- The jails are usually quite populated with those in the business
- of thievery! You may visit the jail and peer in the cells. Have a friend
- behind bars? Pay bail, or, organize an escape! Just be sure you don't
- become a roommate! Bail generally runs 500 gps/day.
-
- -=************************=-
- | The art of Thievery! |
- -=************************=-
-
- As a member of the Thieves' Guild, the majority of your prosperity
- and success will come from pilfery. It is wise in the beginning to avoid
- stealing until your skill has increased considerably. When stealing anywhere
- (except from other Guild Members), if you fail guards will come after you.
- When confronted with guards you have several options: Attack them (you only
- get this option if your skill is within a specific range), try to escape, pay
- bail, or go to jail. In most circumstances the penalty for a theft is one day
- in jail, if the crime is more serious (such as a bank robbery attempt) the
- penalty is two days. If you go to jail and cannot afford bail, you must
- either wait until after midnight (so you'll be out), or have a friend get you
- out. See Chapter 11 ~ Jails for more information. If you try to escape and
- fail, then you will be penalized with an extra day in the musty cell.
-
- Even if you have less than 100 skill it's not a bad idea to try to
- steal from the Inn or Tavern when you have less than 3 hours left in the game
- (since 3 hours aren't much, and you'll be out the next day), but don't try to
- escape from guards! For regular theft attempts it's best to wait until you
- have around 150-200 skill, but it also depends on how many guards are in town.
- You may view the town status to see the number of guards, the more there are,
- the more difficult it will be to succeed. Keep records of the towns you
- visit, find a town with very few guards if you wish to steal from Inns, Banks,
- Taverns, Shoppes & the like. Success in helping a friend out of jail is also
- influenced by guards (as well as trying to escape the guards). Escaping
- guards gets easier with more skill.
-
- There is an exception to this. Stealing from civilians (pick
- pocketing) is not at all influenced by guards in town, it isn't even
- influenced much by your current skill level. When you wish to pick pocket
- find a town with a high population, the higher the better!!! Even the least
- experienced of thieves may participate in this activity (they just might not
- get as much gold). Be careful however, if the guards don't come after you,
- the victim will! Prepare to use your weapon if need be, nobody likes a
- thief's hand in his purse!
-
- Stealing from other Thieves' (Guild Members) is also very
- different... Your success/failure ratio is in no way influenced by guards.
- It is based on your current skill points, and the skill points of the victim.
- If your skill is equal to each other then you've got a 50/50 chance of
- success. If you steal your victim's last gold piece then he/she is kicked out
- of the guild and must start over!!! When you succeed, you will also steal one
- of their skill points. If you fail, they get one of your skill points. It is
- against guild ethics to steal from a player who's skill you triple. You also
- may not steal from a thief with Theft Protection. If you try to steal from
- someone and fail, they will see your name in their "Events while Gone", if you
- succeed then they will see one item of your clothing. You are only allowed 5
- guild member steals per day.
-
- Thievery, by far, will be the greatest source of income.
-
- -=**********************************=-
- | Inventory and Character Status |
- -=**********************************=-
-
- You have the option to view your status at any time. By doing so you
- will be shown all your statistics, such as: Name, Skill, Experience Level,
- Weapon, Armour, Ship, Horse, Clothing, Religion, Gold, Theft Protection, Mind
- Protection, Invisibility, etc. Immediately prior to viewing your status you
- will be asked if you wish to use one of your Magic Items. See Chapter 14 ~
- Magic Items for more information on this.
-
- There is another option on the main menu which will allow you to view
- the status of other players. If another thief is in town with you you may
- look at them, the information provided is limited. You will see their
- clothing, horse, weapon/armour, and hit points. If you desire more
- information, such as how much gold they are carrying, you will have to read
- their mind. See Chapter 8 ~ Wizard's Guilds for more information on this.
-
- -=***************=-
- | Magic Items | [REGISTERED VERSION ONLY]
- -=***************=-
-
- Wands, rings, potions, and many other items which have been charged
- with special energies by wizards. When first entering the realm you are given
- no magic items whatsoever, but many are found in the realm. When looking
- through your treasure after killing your foe, look carefully for anything
- magic. To view your magic items, select option #13 "View thy status" on the
- main menu. Just before viewing your status you are asked if you wish to use a
- magic item. You will be shown a list of all the magic items you have. If you
- wish to use one, just enter the number beside it. In most cases, the first
- time you use a magic item, you will not know it's effect or purpose. Only
- after using a magic item can you be sure. Sometimes you won't even notice an
- effect! It is your job to figure out what its for and how/where you need to
- use it. BEWARE! Though few, some magic items are dangerous! Some evil magic
- items are meant only to bring downfall upon the practitioner. Through
- experimentation and experience, you will learn how to harness the many
- advantages of these mysterious trinkets. Many magic items are essential to
- solving your quest!!
-
- Potions are different than most magic items. They must be either
- used immediately or discarded. Some potions are beneficial while others are
- very harmful. Each potion has a distinct color, it is a **VERY** good idea to
- write down a potion's color & it's effect once discovered! This will let you
- know what to do in the future when you find that potion again.
-
- Magic items are found in a wide variety of locations. Some you'll
- find in treasure chests, some you may even find just lying in the street! Or
- perhaps maybe some kind soul may give you one for no apparent reason!
-
- -=*********************=-
- | Conflict & Combat | [REGISTERED VERSION ONLY]
- -=*********************=-
-
- Not all inhabitants of the realm are friendly, and no doubt the
- time will come to defend yourself! Upon entering the realm you are provided
- will only a dagger & clothing. Better weapons & armour may be obtained at
- the Thieves' Guild. For more information, see Chapter 7 ~ The Thieves' Guild.
-
- Your thief has hit points, which are familiar to those who play
- role playing games. They are your life's essence, and when they are gone,
- your character dies. You may be healed at the Wizard's Guild, by potions,
- or by a friendly Cleric/Priest seen wandering the streets or Tavern.
-
- You will be challenged by civilians occasionally if you are pick-
- pocketing, and even some will challenge you on the streets without cause.
- Patrons in taverns, wild animals, monsters at sea, dark travel routes; enemies
- are found all throughout the land. Here we will explain some of the attack
- strategies. You will notice in the beginning that MANY powerful enemies will
- challenge you, but then refuse to fight you because you are so weak. If your
- hit point maximum is too low, then some creatures will turn you down. This is
- to protect you as you become more powerful. It is dangerous to have low
- skill, and a lot of hit points!! Skill & Hit points are the key to effective
- self defense (a nice weapon/armour don't hurt either!). When engaged in
- combat you are given a list of attack techniques. They are different depending
- on the weapon you have. Here is an example:
-
- [1] Defensive Strike
-
- [2] Slash *-*-*-* [3] Stab
- [4] Thrust! *-*-* [5] Lunge!
-
- [6] Two-Handed Attack!!!
- >> [T]ry to Escape! <<
-
- If you choose a higher attack style, such as #6, you will be less
- likely to hit, however, if you do hit you'll do more damage! It is possible
- for your foe to knock your weapon out of your hand. If this happens you will
- have the option of fighting bare-handed, or to attempt to recover your weapon.
- Once you've chosen your attack style, you then may choose a target: Head,
- Chest, Arms, or Legs. If you go for the head, you may do slightly less
- damage, but there is a chance you will stun your foe, rendering them unable to
- attack for some time. If you go for the legs, you may knock them down. If
- you attack their arms, you may knock their weapon out of their hands. The
- best target to do damage is the Chest, but there is no chance of putting your
- foe out of commission for some time.
-
- Occasionally, when your foe is close to death, they may beg for mercy
- or flee the battlefield. If you are close to death, and you know that you are
- about to receive a fatal blow, you may drop carrier (hang up your modem). Be
- sure you do it BEFORE you lose your last hit point however, Thieves' Guild
- saves all information when carrier is lost, but does not save the fact that
- you were in a fight (***NOTE: On many BBSs it is considered rude to hang up
- while online, many sysops discourage it! Be sure you know where your sysop
- stands on this before hanging up).
-
- If you are travelling while attacked, things are slightly different.
- If sailing, your foe will not attack you, it will attack your vessel. Your
- vessel's Hull Points are like your hit points. When the Hull is gone, your
- vessel is destroyed. When you successfully arrive at your destination your
- ship is repaired at the Harbor. If travelling by land, your horse will help
- you attack your foe, but your foe will also occasionally attack your horse!
-
- After a battle you get the reward! You will receive additional
- score, and if it's been a particularly tough battle, you may also receive
- skill & hit points.
-
- You may also find a treasure chest, which may contain a lot of junk,
- or a lot of wares! Gold & magic items are the most beneficial items found
- after a battle. Watch carefully for a magic item when looking in the chest!
- Junk such as dishes, rags, & other unimportant objects are discarded.
-
- See Chapter 14 ~ Magic Items for more information on these.
-
- (-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-)
-
- ()()()()()()()
- *)(*-- APPENDIX ~ A --*)(*
- ()()()()()()()
-
- --==*** HISTORY, FOLK LORE, MYTH ***==--
-
- Following is a brief historical account from King Tarsol's archives:
-
- "Many years ago, when the light of Solnar illuminated the realm, a sacred
- pact maintained law & order. Now known as the "Ancient Ones", these select
- individuals were masters of the mystical arts.
-
- Through these arcane forces they created a "Magic Circle", this circle
- served as a sort of shield from outside influences. After several decades of
- peace & light, a horrible influence befell the realm.
-
- A special child was born. As he moved into childhood his rapid
- magical progression became evident. The Ancient Ones had high hopes for this
- child sorcerer. At age 13, the child was visited by an evil entity. The
- Chaotic God Balor himself manifested before him. Seduced by promises of
- power & influence the child succumbed to temptation. He rapidly declined into
- the black arts, and by adulthood had broken away from society.
-
- As his influence spread, his name, Zolar, was known throughout the land.
- A Balorian Temple was raised in his name, and his minions began to spread. The
- tension was building, and the Ancient Ones knew something had to be done. A
- great battle between Law and Chaos suddenly broke loose. The battle was over
- almost as quickly as it began. Tremendous losses were on both sides. Zolar
- ultimately was killed, but things have never been the same. The land split
- up, & new continents were formed overnight. Even residents of the Fairy World
- felt the consequences.
-
- In the midst of the confusion a third religion came to light. A temple
- was constructed for the Neutral Goddess Cathra. Wizards of each alignment
- joined to create villages of their own, known as Magi Rule towns. It is said
- that the last of the Ancient Ones hid their residence through magical means,
- though very few seem to confirm there even exists a Solnarian Magi Rule
- village.
-
- Some of Zolar's most elite followers even today attempt to raise the
- void, which was Zolar's ultimate goal. It is believed if this is done, Balor
- himself will live and rule on the planet. The void has been successfully
- created in a small portion. Many sailors report seeing some sort of "shadow"
- while at sea among the stormy clouds. Perhaps this is part of the void
- itself."
-
- (-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-)
-
- ()()()()()()()
- *)(*-- APPENDIX ~ B --*)(*
- ()()()()()()()
-
- H I N T S & T I P S !
- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-
- [*] - When first beginning, train at the Thieves' Guild for a few days for
- quick skill before leaving town.
-
- [*] - When hungry or thirst buy the best (expensive). It satisfies your
- needs quicker & longer!
-
- [*] - Write down the color & effect of each potion when you drink it.
-
- [*] - TAKE NOTES! Ask civilians for guidance often and write down what
- they tell you. Tip the bartender large amounts of gold frequently.
-
- [*] - When you've got less than 4 hours left steal from the Inn or Tavern
- (even if you don't have much skill), cause if you fail you'll only be
- in jail for a day; as long as you don't try to escape the guards.
-
- [*] - Always keep a lot of gold on hand so you don't go broke if someone
- steals from you.
-
- [*] - Share notes & experiences with other players. Get some allies.
-
- [*] - Try not to steal from fellow thieves TOO often, you'll get enemies
- quick!
-
- [*] - Only put money in the bank if there isn't anyone skillful enough to
- rob it.
-
- [*] - When in a new town, examine everything.
-
- [*] - Don't take rafts or canoes on long voyages.
-
-
- IV. Credits
-
- ----===***************************===----
- ----====* Credits & Acknowledgments *====----
- ----===***************************===----
-
- There are far too many people who have contributed to the production of
- Thieves' Guild over the past 5 years to list them all here. I would, however,
- like to mention the following names:
-
- -*- Gerald Homeyer (Groo) -*-
-
- In the beginning, when the game was nothing
- more than a menu outline, his suggestions & enthusiasm
- set my imagination into motion.
-
- -*- Suzanne Buck (Pirate King) -*-
-
- Thanks to Suzanne for donating her excellent writing skills.
- She is responsible for the entire Thieves' Guild intro storyline.
-
- -*- Herb Flower (The Alpha Male) -*-
-
- Not enough can be said for all the work that Herb has put into
- this project. From the Thieves' Guild Map artwork, to the extensive
- programming, graphics, and animation of the TG Emulator.
-
- His ideas have shaped the course of Thieves' Guild as much as
- mine. His effort is evident from every aspect.
-
- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
- Thanks also to Robert Fletcher for helping Herb in the initial
- Emulator development. Mitch Calahan, for his keen eye on bugs <G>. Thanks
- also to all the many others who have in their own way made TG what it is today.
-