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┌─────────────────────────┐
│ MICHAEL STEVEN HOENIE │
└─────────────────────────┘
p r o u d l y p r e s e n t s
┌────────────────────────────────────────────────────────┐
│ ** MORABIS I: QUEST FOR THE AMULET OF SAE'GORE ** │
└────────────────────────────────────────────────────────┘
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THE MORABIS DUNGEON MODULE SYSTEM
──── VERSION 1.7b ────
RELEASED SHAREWARE
~~~~~~~~~~~~~~~~~~~~
ENTIRE WORK COPYRIGHTED (C)1990-1992 BY MICHAEL S. HOENIE
ALL RIGHTS RESERVED
───────
Written, Designed & Programmed by Michael S. Hoenie
Man has the intelligence to change his life,
Sometimes, he just fails to use it...
01.00 DISCLAIMER.
~~~~~~~~~~~~~~~~~
"You may not reproduce this code for profit or direct sales. You may
not modify the code and redistribute it to other users. This code is
provided "AS IS" without warranty of any kind, either expressed or
implied, included but not limited to the implied warranty of
merchantability and fitness for a specific purpose. The entire risk as
to the quality and performance of the coding is with you. Should the
code prove defective, you assume the entire cost of all necessary
servicing, repair or correction. In no event will the author be liable
to you for any damages, including any lost profits, lost savings or
other incidental or consequential damages arising out of the use or
inability to use this code."
This version is termed "SHAREWARE".
You may not engage in nor permit third parties to engage in any of the
following:
1. Making any kind of alteration to the software or the files that are
contained within the MORABIS.ZIP zip file.
2. Attempt to disassemble, de-compile, or reverse engineer the software
or the files it generates in any way.
3. Granting sub-licenses, lease or other rights in the software to
others.
Morabis I is distributed as "SHAREWARE." This means that Morabis I is
distributed freely to whomever wants to use it, without charge for an
indefinate trial period.
"Morabis I" is pronounced "More-A-Biss". Hoenie is pronounced "Hay-Knee".
Morabis I is copyrighted under the copyright laws of the United States of
America. Morabis I and it's contents, including the file(s) "*.LCK",
"MORSETUP.EXE", "MORABIS.EXE", and "MORABIS.DOC" are copyrighted (C)
1990, 1991 and 1992 by MICHAEL S. HOENIE.
Morabis I was ZIPPED using PKZIP/PKUNZIP Create/Update Utility Version
1.1 03-15-90 Copr. 1989-1990 PKWARE Inc. All Rights Reserved. Reg. U.S.
Pat. and Tm. Off.
Morabis I was compiled using Borlands Turbo Pascal version 4.0, copyright
BORLAND INTERNATIONAL.
Morabis I was programmed using QEDIT v2.1, February 1990 - copyrighted
(c) 1985-1990 by SemWare - all rights reserved.
03.00 DOCUMENTATION CONTENTS.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
01.00 DISCLAIMER. - you may not reproduce this code for profit or direct
sales. you may not modify the code and redistribute it to other
users.
02.00 INTRODUCTION TO THE MC COMPILER. - information concerning the MC
compiler, how it works, how it was developed, and future uses.
03.00 DOCUMENTATION CONTENTS. - this page.
04.00 PREFACE. - introduction to Morabis I.
05.00 GAME ZIP FILE CONTENTS. - information concerning the MORABIS.ZIP
file, it's contents, file sizes and what not.
06.00 MORABIS MODULE HARDWARE SPECIFICATIONS. - what hardware, memory,
monitor and disk space you will need in order to fully enjoy
Morabis I.
07.00 INITALIZING MORABIS THROUGH MORSETUP. - how to set Morabis I up and
begin playing right away!
08.00 COMMAND LINE PARAMETERS. - some general parameters you can use with
Morabis I.
09.00 MORABIS COMMAND SUMMARY. - all of the commands you will use in
Morabis I, like spells, using weapons and armor, buying items,
entering towns and castles and more.
10.00 PLAYER CHARACTER. - information about your player, statistics,
equiptment and abilities.
11.00 YOUR QUEST FOR THE AMULET OF SAE'GORE. - this is the story behind
Morabis I and what you must do in order to live through it.
12.00 OBJECT DEFINITIONS. - this defines all objects and monsters you
will come in contact with in Morabis I. this includes trees,
rocks, water, dungeon walls, secret doors, wands and more.
13.00 MONSTER DEFINITIONS. - this is a list of all monsters you will
encounter during your quest in Morabis I.
15.00 HINTS. - some tips on playing Morabis I. read up!
17.00 AUTHOR FEEDBACK. - how to get back to the author across the
networks, the US mail, and the support board for Morabis I.
18.00 FINAL WORD. - nearly the last page of this manual.
04.00 PREFACE.
~~~~~~~~~~~~~~
Morabis I represents hundreds of hours worth of work. The project was
started in February of 1989, and here it is June 1992. After Morabis
v1.7b was completed, Morabis I was put on the drawing board. v1.7b was
dissasembled, and re-assembled into a compiler called MC.EXE. By using
MC, all of Morabis I is programmed externally by the MC compiler. MC
compiles a data sheet and maps together to form a playable "module", thus
Morabis I has come about.
Morabis I is a quest to find the Amulet of Sae'Gore. During that quest,
you will learn magic spells, fight boss monsters, and search 28 different
maps. Many of the previous dungeons found in v1.7b have been added to
Morabis I, but have been completely re-vamped.
Morabis II will contain EGA/VGA graphics, and will be worked on until
around December of 1993.
If you are interested in creating modules for Morabis, please let me
know. I am always interested in those wanting to take the time to create
adventure games.
I have released Morabis I and all previous versions of Morabis into the
public domain. Please read the software disclaimer found in this
documentation.
05.00 GAME ZIP FILE CONTENTS.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MORABIS file was zipped using PKZ101.EXE by PKWARE incorporated, aka, Phil
Katz. The contents should include the following files with the following
sizes. If the sizes are different on the files than described here, you
may have a trojan copy. PLEASE read the disclaimer! The Morabis ZIP file
should contain the following files:
PKZIP (R) FAST! Create/Update Utility Version 2.04c 12-28-92
Copr. 1989-1992 PKWARE Inc. All Rights Reserved. Shareware Version
PKZIP Reg. U.S. Pat. and Tm. Off. Patent No. 5,051,745
Searching ZIP: MORABIS.ZIP
Length Method Size Ratio Date Time CRC-32 Attr Name
------ ------ ----- ----- ---- ---- -------- ---- ----
3127 DeflatN 1207 62% 01-10-93 11:11 deff8cab --w- BBS.ADD
158 DeflatN 151 5% 01-10-93 11:12 97f9a4c3 --w- FILE_ID.DIZ
43751 DeflatN 15445 65% 01-10-93 11:52 5e26986b --w- MORABIS.DOC
172464 DeflatN 59144 66% 04-04-91 19:01 34ca861d --w- MORABIS.EXE
16864 DeflatN 9198 46% 04-04-91 18:39 eedd13c7 --w- MORSETUP.EXE
401 DeflatN 259 36% 03-29-91 22:31 cc87e754 --w- README.TXT
163325 DeflatN 28082 83% 04-04-91 18:42 2ae2984f --w- PREMAP.LCK
15 Stored 15 0% 09-10-90 12:34 59b2ba6b --w- M.BAT
------ ------ --- -------
400105 113501 72% 8
NOTE: This ZIP content might be slightly less than the actual .ZIP
file content size. This is due to inserting the .ZIP status
into the documentation and then re-zipping the information.
I would recommend PKZIP from PKWARE, and you can probably find the latest
version floating around on your favorite social bulletin board. Notice the
excellent compression above.
06.00 MORABIS MODULE HARDWARE SPECIFICATIONS.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In order to effectively play Morabis I, your system must either match or
better the following system configuration.
(a) 360k bytes of free memory.
(b) 870,000 bytes of free hard disk space (1 megabyte recommended).
(c) A CGA+ graphics monitor and adapter (not required).
(d) MicroSoft DOS version 3.2 or higher.
Morabis I will require at least 360k of memory to run. It may however
use more or less as needed.
Morabis I will fit nicely on a 1.2 megabyte floppy disk.
Warning: As new objects are spawned and new monster records added,
Morabis I will increasingly use more disk space. 1 megabyte of
disk space is recommended on a hard disk, or 1.2 megabyte
floppy. In the seven months of play testing Morabis I, I
personally have never seen it exceed 1.5 megabyte.
Some EGA and VGA monitors will not display color $8. This color may be
displayed as $0 instead. Consult your EGA/VGA hardware manual in order to
preset this color.
Playing on a Monochrome monitor will cause 80 column mode and of course,
no color to be present. Game play shouldn't be hampered.
Though Morabis I will probably run on 2.11, it is recommended that you
use a version of DOS greater than or equal to 3.2. Morabis I has been
play tested on DOS 4.1 without any problems.
It is also noted that Morabis I will run normally on an 8mhz machine.
Morabis I functions best on a 80286 12mhz or greater. I have never
played, nor tested Morabis I on a 4.77mhz machine, and my best guess is
that the speed would be way too slow.
07.00 INITALIZING MORABIS THROUGH MORSETUP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Morabis I should be stored in a separate directory.
Example: "C:\USR\MORABIS" is where Morabis I could be located.
NOTE: Do *NOT* mix Morabis I GAMES together for the storage files go
by the same name.
The "MORABIS.ZIP" file is a ZIP archive. Simply execute the archive by
typing "PKUNZIP MORABIS.ZIP" and press the ENTER key. Morabis I will
then be extract.
Before playing Morabis I, you must first select which MODULE you are
going to play. Change to that MODULE directory (make sure that Morabis I
is PATHED correctly) and run Morsetup.
Morsetup is a function of Morabis I to dig and stock the game that you
wish to play. From your MODULE directory prompt, type in the following to
set up a new dungeon:
C:\USR\MORABIS>MORSETUP
Morsetup will complete the following tasks:
(a) Dig a the dungeon and stock it with monsters/objects.
(b) Initialize the player field and all fire/ranged routines.
(c) Initialize pre-level information.
Note: Execution of "Morsetup" must be run before you play Morabis I.
Warning: By running Morsetup, you will delete any previous game you were
playing. Morsetup will re-write and re-stock the entire dungeon.
After Morsetup is complete, type "MORABIS" and you will begin playing.
08.00 COMMAND LINE PARAMETERS.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here is a list of command line variables. (LOWER CASE ONLY)
/v = Show version of Morabis I and compilation date without running
the game.
/t = Avoid the Morabis I welcome screen and begin playing.
Note: You may also use "MORABIS /t" and "MORABIS /t /t".
09.00 MORABIS COMMAND SUMMARY.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Morabis I contains one key commands, categorized (a-z) and (A-Z).
This section describes all key commands.
┌────────────────────────────────────────────────┐
│ Note that D Dig is different than d Drop, │
│ E Eat is different than e Enter. │
└────────────────────────────────────────────────┘
Movement. Your keypad will move your player in a North, South, East, and
West direction.
╒══════════════════════════════╕
│ number keyname direction │
╞══════════════════════════════╡
│ 7.....(home)....North-West │
│ 8.....(up)...........North │
│ 9.....(PgUp)....North-East │
│ 4.....(left)..........West │
│ 5................No-Action │
│ 6.....(right).........East │
│ 1.....(end).....South-West │
│ 2.....(down).........South │
│ 3.....(PgDn)....South-East │
╘══════════════════════════════╛
(a) ATTACK. You may attack in one of four directions. North, South, East,
and West. You cannot however attack diagonal and neither can
monsters. If you are not carrying a weapon, you will attack
with your bare hands.
Normal Weapons: Select the direction you wish to attack. Your player
will attack in the direction selected.
Ranged Weapons: You must first have selected the ranged weapon and
the arrows that will be used (note: slings do not
require arrows). When you press (a) for attack, a
cross-hair will appear over your player. Move this to
the desired position with your arrow keys. Once moved
to the desired location, press ENTER or SPACE BAR to
fire. You will fire one round (arrow/stone) at the
cross-hair location.
Note: If your player has not moved during a ranged weapon attack, the
cross hair will appear at the last designated attack position.
Move once and the cross-hair will start at your player
position. Ranged weapons (including wands) may only be fired
once every two rounds.
Also note that a higher dexterity is needed to insure accuracy when
using ranged weapons. Strength is a must for distance. Also remember
that only specific arrows will work with specific ranged weapons.
(C) CALL OBJECT. You may rename any object you find or leave particular
messages on objects lying around.
*(c) CAST SPELL. Your player is part mage therefore can cast a number of
spells. In order to cast a spell, you must know the chant
for the particular spell, and you must have enough magic
points to cast it. Some spells require more magic points
than others. Spells must be discovered throughout the
realm and wandering monsters will help you find them.
Here are two vital spells known to you:
HEAL SELF : "GHEOS", need 8 magic points.
CLEANSE POISION : "TOBAL", need 12 magic points.
(d) DROP. You may drop your objects almost anywhere. You may only drop
one object per square. Move your player to several "empty"
squares to drop several objects. Remember that any object you
are wearing that is cursed cannot be dropped.
If Morabis I responds "You cannot drop that here" when
obviously it is a blank space, continue moving until you can
drop the object. Morabis I simply has invisible barriers
keeping monsters in their places.
*(D) DIG. You may dig anywhere you like, but wether you find something or
not is purely coincidental.
(e) ENTER. Use this command to enter stairwells, portals or other
specific entryways. To enter a staircase you must be directly
on top of it. If you are on an "UP" staircase, you will
proceed to the next level UP in the dungeon. If you are on a
"DOWN" staircase, you will descend to the next level below
you.
(E) EAT. When your player gets hungry, use this command to eat any edible
food you are carrying. Beware of poisoned food.
(g) GET. You must be directly on top of the object in order to take it.
You may only carry a maximum of 12 times your weight, and you
may only carry 26 objects.
Use this command to drink from fountains.
To drink from a fountain you must be directly on top of it.
(i) INVENTORY. Inventory will display to you all objects that you carry.
Use your cursor keys to move up and down through your list
of objects. Once you have highlighted a desired item (such
as a weapon or armor) press your SPACE BAR to toggle that
item. Press HOME for top of inventory, END for bottom.
Press ESC to exit, or select desired item by pressing the
letter that corresponds to it (ie, A-Z).
Toggle Armor. To "wear" and "un-ware" armor, highlight desired armor
to be worn and press the SPACE BAR. Note that cursed
armor cannot be taken off.
Armor classes are from [+0] on up. The [+?] is the
amount of protection armor can give. If a monster hits
you for +45 hit points of damage, and you are wearing
[+40] armor, then you will only be hit for +5 hit
points worth of damage.
Toggle Weapon. To "use" and "un-use" weapons, highlight desired
weapon to be used and press the SPACE BAR.
Weapon classes are from [+0 +0] on up. The [+? +?] is
the amount of damage any given weapon can do. If you
have a [+15 +15] weapon, you will do +30 hit points of
damage if you strike a monster.
Any weapon containing negative weapon classes become
cursed to the player. Any monster hit with a cursed
weapon will cause the monster to gain hit points
rather than loose them.
Toggle Ring. To "put on" and "take off" rings, highlight desired
ring to be worn and press 1 for right hand, 2 for left
hand. Note that cursed rings cannot be taken off.
(l) LOOK. By giving a direction, you may look at any object or monster in
Morabis I.
(o) OPEN DOOR. If a door is not locked, then you may simply walk through
it. However, if the door is locked, then you will need to
open it with a key first. Press (o) for Open, give the
direction of the door, and then specify which key you are
going to use. Once you use a key to open a door, that key
is gone, however, if you have several keys on a key chain,
only one will be gone until all are used up.
(r) READ SCROLL. By reading scrolls, you can aid or hinder your quest in
Morabis I. Be warned that dangerous scrolls may destroy
your armor, or teleport you somewhere - else.
(q) QUAFF. You may pick up and quaff anything drinkable you find in
Morabis I. Be warned that noxious brews can be either
beneficial or detrimental.
* To drink from a fountain, see (g)et.
(Q) QUIT. This will save your game in it's present state and return you
to your operating system. When you play again, you will start
exactly where you left off.
(s) SEARCH. Search allows you to look for hidden doors and objects. The
ability to search will become greater the higher your
dexterity becomes. Beware of monsters hiding behind hidden
walls and doors.
(S) SAVE GAME. This will save your game in its present state. Morabis I
will automatically save your game each time a new map is
used, however, it is wise to save your game periodically
in case of power failures.
*(t) TRANSACT. In many Morabis I, monsters will interact with players. If
you transact with a monster that will "talk" with you, you
will be placed in interactive mode. From the "Talk?"
prompt, you may ask the monster "questions" such as "name",
"job", "hint", "secret" and more. If the monster
understands the key words that you are using, the monster
will respond with an appropriate sentence.
You may also purchase items from, pawn object to, and have objects on
your person fixed by a monster.
*BUY: When buying items from monsters, the monster will give a
complete list of all available objects and the price for each.
The monster will not random the amount due, it will always be
a fixed price. If the monster comes to a point of not having
an item, it will pause and ask if you wish to continue. If you
desire to purchase any of the items listed, simply press "Y"
for yes and you may barter with the monster to get a better
price. You may stop talking with the monster at any time by
enter "Q" for quit.
(z) ZAP WITH WAND. When you find a wand, you may use that wand against
any Monster in the Morabis I. Simply pick a direction
and the wand you wish to use. Be warned that
periodically wands may backfire causing harm to the
Player.
*(?) HELP. Press this to have a list of commands while playing.
* NOTE: THIS DOCUMENTATION CONTAINS COMMANDS THAT ARE AVAILABLE ONLY IN
MORABIS I: THE QUEST FOR THE AMULET OF SAE'GORE AND WILL NOT
WORK WITH VERSION 1.7B OF MORABIS. Those items marked with an
asterik * are not available in this version.
10.00 PLAYER CHARACTER.
~~~~~~~~~~~~~~~~~~~~~~~
In Morabis I, your player is equipped with statistics and inventory
items. Those items and statistics are explained here.
(NA) Name. When you boot up Morabis for the first time, you will be asked
to select a player name. If you press <RETURN> or <ENTER>, the name
"JOSHUA" will be defaulted for you.
Your character is equipped with the following statistics and a
description of each is provided below.
VITALITY 12, STRENGTH 7, LEVEL 1, and DEXTERITY 8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(BTH) BASE-TO-HIT. This is your players base-hit. Your BTH is 7. This is
the least amount of damage your player will do when striking a
monster.
(ST) STRENGTH. This is the raw strength within your player body. It
governs the amount of weight you can carry, and the amount of
damage you can do. The maximum weight you can carry is 13*ST, or
thirteen times your strength. You will also be able to inflict
DAMAGE+random(strength) to monsters.
(DX) DEXTERITY. A high dexterity is a must for dodging blows, avoiding
traps, searching for hidden objects, and a melee of other
abilities.
(VI) VITALITY. This is your reserve of hit points. This may be reached
and depleted through extended combat, a lucky blow by a monster,
running out of food, or the effects of poison. If you are taking
damage here, it would be best to take drastic means to save
yourself.
(MP) MAGIC POINTS. Your player needs magic points to cast spells. The
higher in level your player gets, the more spells he/she will be
able to cast. A higher level is also needed for a greater spell
power.
INVENTORY:
Your player starts out with a number of items to help him/her on the
quest. They are listed here in the order that they appear:
(a) some healthy food (high quality)
(b) a hand axe [+12 +8]
(c) some cloth armor [+15]
(d) a scroll of identify (12c) (identify objects)
DEATH:
If your player dies, which will probably happen often, you will be
able to resume your game where you left off, and will not loose any
inventory items or player statistics. Morabis will place your
character at an appropriate place on the map, and you will be able to
resume game play from that point. Your player may continue for an
indefinate period of time.
02.00 INTRODUCTION TO THE MC COMPILER.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In my earlier days of creating TEXT adventures, I wrote an Atari 800
based game called "Count Crisco's Castle". Though small, it was my first
adventure. I went on to program fifteen more. Morabis has been sticking
in my mind since 1985. After many years of ideas I sat down to program
it. After 21 months of work I released v1.3. Good version but only a
rogue replica. I figured that nobody wanted another rogue game, so I
spent another 5 months on the 25 dungeon levels. I packed it with BOSS
monsters and hidden treasures.
After creating MORABIS and then going on to program the MC Compiler, I
decided to see what I could make out of it. Thus you see, this adventure.
The original MORABIS (below version 2.0a) is programmed straight with
.TPU units acting as MLISTS and OLISTS.
This is my first attempt at using the MC Compiler. When I first created
MORABIS, I wrote it as a dungeon game, not a compiled MODULE game. Since
then, I decompiled the code and broke it into compilable format. Then I
wrote MC Compiler to re-assemble it back into a formattable code. The
result was a dungeon adventure construction kit with ALMOST unlimited
capabilities.
MC Compiler has the ability to generate up to 30 maps. Each map may
contain up to 52 monsters and 255 different graphics characters. This
MODULE is a prime example of the power behind the MC Compiler.
Here is a small breakdown of MC technology:
- definable player
- 17 spells available
- 30 maps
- 255 graphic characters, colors
- 9 different "show" types
- 8 different fountain types
- 52 monsters
- 255 different "show" types
- say whatever you want
- sell whatever you want
- fix, and buy items
- fifteen different movement types
- drop what you want
- nearly unlimited objects
- 255 different "show" types
- say whatever you want
- nearly 20 different object "types" (including, armor, wand,
potion, scroll, ring, weapon, fountain, door, key, portal, gold,
food, ranged, arrows, and misc { definable })
- 33 potions
- 17 wands
- 36 scrolls
- 18 rings
Morabis II : The Quest for the Staff of Yar'Bore will be out mid-summer
of 1992. It can be obtained from the same place you found
Morabis I, or, refer to the end of this documentation for
the support board.
11.00 YOUR QUEST FOR THE AMULET OF SAE'GORE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In the Peacful Kings Land, one of the mightiest empires in the Realm of
Darwöen, an unrest came about. Townspeople, Knights, Kings and their
Queens all felt the darkness come forth. It spread across the land like
the plague smelling of death. It crept across the land devouring minds,
leaving their victims nearly zombies, and causing them to march towards
Mt. Tharfole. Little did they know of their peril when the reached Castle
Morabis, for Lord Devenon would warp their bodies into cruel evil
creations.
As the evil power grew, farmers told of great floating things devouring
their Arguleh with slobbering fangs, long tails and slimy bodies. Whole
towns were loosing their people to the death march, panic spread across
The Kings Land. More information poured into Castle Dengilian, where King
Richards gathered together his army commanders to engage in battle. The
call went out even as far as Mondonia that all of life was at stake.
But back in Castle Morabis, Lord Devenon sat upon his throne. In his palm
lay a ruby red ball. He smiled and stared deeply into his ball and saw
the King's armies preparing. Standing from his balcony high atop Castle
Morabis, he commenced the WageWar against all light and goodness to once
again, rid the land of innocence.
At the morn of the battle, Prince Daniel commanded half the battle, the
remainder to his father. At nearly noon the armies of darkness began to
dot the horizon. In minutes from side to side the black wall of Thagens
with jalnaths on leash came thundering across the plains. And beyond them
came the packs of Quarns, Vrikiats, Wragors, Ghouls and other more
hideous beasts. And beyond it all, Lord Devenon watched from his throne
room.
The force of the battle was too great, and the armies of daylight were
scatterred and smitten. Most of what was left marched off mindless
towards Castle Morabis, and a black mist rose up from the ground and
covered the field. Those that survived said they could hear Devenon
hideously laughing.
King Richards was found amoung the bodies on the battlefield. He had been
stripped of his honor by mutilation. Prince Daniel, now King, breathed a
sigh at the sight of his newborn son, Bannor. Sadly, his new wife
Katherynn, died shortly afterwards from a mele of crossbow bolts.
The new King could not return to Castle Dengilian, Lord Devenon's Deamons
had stormed it, pounding it to shreds with great boulders. Therefore, he
has taken jourey to find the Scarlette Sword and the legendary Armor of
Power.
You are King Daniel. It is your adventure to find the Amulet of Sae'Gore
and defeat the evil Lord Devenon.
12.00 OBJECT DEFINITIONS.
~~~~~~~~~~~~~~~~~~~~~~~~~
Here is a listing of all object definitions that you will come across in
Morabis I.
ARMOR. The deeper you descend, the better armor you will find.
Beware of cursed armor with factors of +1 to +7. Use identify
scrolls to determine if armor is cursed before wearing it.
COLD BLAST. Cold blasts do light damage but can cause the player to be
frozen in place for up to 1d3 moves.
CORPSE. This is usually left over after a battle. Most of the time it
is a dead monster, however, it could be you.
DOORS. Doors can be walked through without actuall "opening" them.
If the door is locked you will need a specific key. Hidden
doors and secret doors are everywhere. Use the (s)earch
command to find these.
DUST BLAST. Dust devils and the like throw these nasty whirlwinds. They
cause minor damage but create confusion. Avoid especially
when around lava.
FOOD. This you will need in order to survive. If you run out of
food, you can always resort to eating dead monsters, though
this is not a healthy practice and could lead to starvation.
You can purchase food from vendors in Labuston and in Castle
Morabis.
FOUNTAINS. Throughout the dungeons there are fountains. These flowing
waters may be either helpful, or detrimental. Fountains will
go dry after so many uses and they cannot be identified.
GAS BLAST. Gas does minor damage and causes blindness and some
confusion. Again, avoid when around lava.
GOLD. Numerous quantities can be found. Some adventurers will sell
you items in towns and castles, and perhaps even in the
deepest dungeons.
KEYS. In the depths there are locked doors. Only specific keys will
open these doors, so keep three or four on hand. You cannot
pick doors open, so find the correct key first.
LAVA. This is very dangerous stuff. Avoid it at all possibilities
for it can cause instant death. But then again, there are
tales of adventurers with special magic crossing these.
LIGHTENING. This is only thrown by a handful of monsters and is most
deadly to the touch. It causes massive damage up to 1d28
regardless of armor, and can paralyze the player up to 1d10
moves.
PITS. Pits exist in the lower depths. Your player cannot walk on
pits and no damage occurs.
PORTAL. A portal is something you can enter and will be teleported to
wherever that portal may teleport you.
POTIONS. All sorts of potions exist in Morabis I. Potions do not
require any special conditions to quaff. They may be found
and quaffed on the spot. Beware of noxious brews.
FIRE BLASTS. Some monsters, including dragons, throw fireballs. These do
massive damage, quick dodging can save a players life.
RINGS. Many different types of magic rings can be found. Rings only
need to be worn to have effect. Be warned that some rings may
be cursed and cannot be taken off. Only two rings can be worn
and after time, the ring will loose it's usefulness.
SCROLLS. These are found on occasion and will help or hinder your
quest. You should carry several "identify" scrolls around
with you whenever possible.
STAIRCASE. These allow your player to move up and down through the
dungeon levels.
STONE BLAST. Stones cause minor damage, simply avoid.
TRAPS. You'll find traps everywhere. A high dexterity is a must in
avoiding these pesky nuisances.
WALLS. These are everywhere and your player cannot see over them.
Deep in the dungeons, in Castle Morabis and elsewhere there
are many hidden doors. Search around for these.
WANDS. These are rare but useful. They cannot be used against any
boss monster, but will aid in your quest down at lower
depths.
WATER. Water cannot be crossed nor will it do damage.
WEAPONS. There are many weapons found in Morabis I from simple
daggers to mighty battle axes. There are also an array of
slings, bows and arrows. There are even tales of mighty
weapons and armors hidden within the depths.
13.00 MONSTER DEFINITIONS.
~~~~~~~~~~~~~~~~~~~~~~~~~~
Morabis I is packed with an assortment of magical beasts. Here is a list
of all monsters that Lord Devenon stocked his dungeons with.
(A) Azbair. These monsters are not powerful, but can rust your armor.
They tend to have lower levels and higher hit points.
(B) Buzzbee. These monsters float through the air and sting you at will.
(b) Bear. These beasts roam the forests of the Kings Land.
(b) Bat. Pesky creatures alone but can do great damage in numbers.
(C) Cathmaug. A creature similar to a Jalnath.
(D) Dragon. Beware of their fireblasts. Many different types of dragons
lay in wait for you in the depths. There are dust, stone,
fire, gas and even lightening dragons.
(d) Dust Fiend. Beware of their whirlwinds of dust.
(f) Fire Lark. Not high on the monster scale but beware of their fire.
(G) Gobnor. These rude monsters not only throw stones at you, but at
close range will steal items from you.
(g) Ghost. A high dexterity is a must for seeing these monsters. Though
they are not powerful monsters, they have a high reserve of
hit points.
(g) Ghoul. These walking corpses guard treasure rooms, but will generally
appear anywhere. They hit hard, but have very little hit
points.
(H) Hellbeast. Powerful monsters that roam the depths. They are numerous
and throw handfuls of fireballs.
(h) Hobnorblin. Not as mean as their brothers and are more of a pest.
(I) Int. Another lower life form.
(i) Ice Warf. These ruthless monsters throw coldblasts and then attack
you while you're frozen in place.
(j) Jalnath. A scavenger - they sometimes eat the food they guard.
(k) Kesthorn. Not a fierce monster but at lower levels they throw rocks
at you.
(M) Melrath. Beware that the Melrath can paralyze you.
(O) Omnorf. Another pesky monster. Beware of the stones they throw.
(o) Ooze. These monsters like to team up with Ice Warfs, Dust Fiends, and
Fire Larks. That way they can freeze, confuse, fry, and beat
the heck out of you at the same time. Beware that on lower
levels, Ooze's throw gasblasts.
(p) Pixie. These flying monsters are more of a pest than monster. Beware
that some Pixie's may throw coldblasts.
(Q) Quarn. A dungeon game wouldn't be a dungeon game without them.
(R) Rethor. These monsters do little damage, but can rust your weapons
out of existance.
(r) Rat. There are numerous vermin in the depths. Some of these rabid
scavengers can poison you.
(S) Snake. These are poisonous. Avoid completely!
(s) Spider. More vermin.
(T) Thagen. Similar to a Thasnash - beware of their stones.
(t) Theif. Beware of these scavengers for they will steal from you.
(U) Urikaith. Large hairy beasts that lurk in the depths.
(V) Vrikiat. Beware of these dark creatures, they can drain your
strength.
(W) Wraglor. Towering monsters of the depths. Due to their mass in the
dungeons and their mystic power, you'll not be able to see
around them. They inflict an incredible amount of damage and
good armor is recommended.
(w) Wyler beast. A smaller less fierce dragon, but beware, fire is fire.
(Y) Yenalor. A large hairy beast - beware, some throw boulders.
(z) Zombie. More of a nuisance than monster. These monsters are walking
un-dead, so they are immune to most of your spells such as
negate time, repulsiveness, paralysis and so forth. Even if
you were to nearly cut their legs off and cause paralysis,
they would still keep coming at you.
(Z) Zelwan. These are the most powerful monsters. Not much is known
except rumors, since of course, no one has lived to report
their findings.
OTHERS: These include BOSS MONSTERS and wandering craftsmen. BOSS
MONSTERS must be defeated. Craftsmen will do a number of jobs for
the adventurer (Version II only).
15.00 HINTS.
~~~~~~~~~~~~
This section is meant mearly for reference. Read through this list to
help aid your players quest throughout Morabis I.
o. Search in all the rooms, you may find hidden things.
o. Wands are useful, but may backfire.
o. Some dungeons contain large swells of lava. Do not attempt to cross
lava without a ring of lava walking. Sometimes, treasure can be
obtained on the other side of lava flows, so take the opportunity to
explore these areas.
o. Identify rings, armor, potions, wands, and scrolls before using them
for they could be either good or bad.
o. Don't carry around so much armor. Armor gets better the deeper you go
down into the dungeon. So if you find good armor on a level, you
probably wont find better until you get to the next level.
o. Keys are important for unlocking doors, but leave room for other
objects to be carried.
o. Learn to dodge flying objects by moving diagonally while using the
space bar as a "wait" function.
o. A potion called "A yellow potion" could be different than another
potion called "A yellow potion". Identify or drink them to find their
real effects. This applies to scrolls and wands as well.
17.00 AUTHOR FEEDBACK.
~~~~~~~~~~~~~~~~~~~~~~
The author, MICHAEL HOENIE, can be found on the following networks
and bulletin board systems. Please do not attempt to contact the
author by voice, however, he will respond to electronic mail across
the networks.
US-MAIL: 4241 S. MARQUIS WAY, SLC, UT, 84124.
Here is a list of Bulletin Board Systems that MORABIS gets placed on
for the latest versions.
HOME BOARD: (where the latest MORABIS can *always* be found)
The Sandbox, MAIN BOARD, (801) 569-1881. USR 9600bps.
- Thom Allen, Sysop, SOURCENET, FIDO, BITNET networks;
OTHER BOARDS: (uploaded to as deemed fit)
The Rat Trap, GAMES CONFERENCE, (801) 561-5025. USR 38.4k
- Marty Greenlief, Sysop, INTELEC networks;
CONFERENCES TO CORRESPOND WITH THE AUTHOR (as of 01-Jan-93):
SourceNet Network:
- SN-PASCAL [moderator];
Intelec Network:
- IN-PASCAL;
The author would like to personally thank the Beta Testor(s) for
their hours of play time testing MORABIS, and for the Sysops who
have placed MORABIS on their BBS Systems:
LYNN WILLIS, SEAN BURBIDGE, JON CASON, AARON BARNES, and RICKY BAKER.
(*
* End Of Documentation
*
*)