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INFINITE FANTASY ADVENTURES VOLUME 1
------------------------------------
THE FANTASY WORLDS OF TAMRAK
Version 1.30
Copyright (c) 1993 All Rights Reserved
Ray Johnson
P.O. Box 963
Tupelo, Ms. 38802
T A B L E O F C O N T E N T S
-------------------------------
Hardware Requirements............ 1
Software Requirements............ 1
Introduction..................... 2
Synopsis......................... 2
Creating your Character.......... 3
Moving Around.................... 6
How to Talk...................... 7
Purchasing Items................. 8
Interacting with Inhabitants.....10
Saving and Restoring.............11
Quick Reference Guide............11
(1)
HARDWARE REQUIREMENTS
---------------------
An IBM-PC XT/AT with at least 512k or better of memory. If
you run into a memory problem try booting from a floppy disk,
or removing some TSR's from memory. The program can be run
from a floppy disk but a hard disk is recommended. Speed is
not a problem as the program will perform quite well even on
the older 4.77Mhz PC's. An CGA graphics card or better.
SOFTWARE REQUIREMENTS
---------------------
Your disk, whether you received it from a BBs, vendor or
store is in a compressed form and will have to be
decompressed before running the program. To do this, first of
all, make a backup copy of your disk and then stash it
safely somewhere. Place the usable disk in drive A: and type
"INSTALL" and press "ENTER" and then follow the instructions
on your screen from the install program. This will install
the game onto your hard disk for execution. Thats all there
is to it.
After the File has been decompressed you should have
the following files;
HINT.DTA Hint file for the adventure.
PARAMS.DTA Adventure-wide parameters data.
PLAYERS.DTA Character statistics file.
TAMRAK.EXE The run time module or program.
executable file.
TEXT.DTA Adventure-wide test blocks.
WORLD.TXT Adventure introduction file.
WORLD.IDX Index to the adventure files.
WORLD.nnn The various worlds # nnn.
WORLDO.nnn Objects and characters in
world # nnn.
These should all be located in the directory the the program
was installed to. If any of these files are missing, the
program will not run properly, if at all.
If any of these files are missing and you would like a disk
with the complete program files you may send $3.00 to Ray
Johnson P.O. Box 963 Tupelo, Ms. 38802 and I will send you a
good working copy of the program.
Additional files on you disk should be;
LICENSE.DOC licensings agreement.
REGISTER.DOC How to and about registering.
ORDER.FRM Form for registering.
MANUAL.DOC This file.
These files are not needed to run the adventure and can be
deleted from your hard disk to conserve space.
(2)
INTRODUCTION
------------
You are an ingenious adventurer who has perfected a time
portal. The portal is disguised as part of the wall so as not
to be detected by visitors to your lab.
In this current adventure through time you are carried back
to The Worlds of Tamrak. In these worlds you will have to
locate 12 jewels to be embedded in the Icon of Tamrak. For
only when all these jewels are returned to there proper place
will they be able to radiate forth the powers that lay
within. As to what these powers are. We will have to wait
and see.
SYNOPSIS
--------
These jewels have been stolen by the Evil Wizard "MARBODAEI"
and scattered throughout The Twelve Worlds of Tamrak. You
will have to travel from the home World of Tamrak to the
twelve worlds of which each has hidden in it, one of the
jewels that you are searching for.
To enter each separate world will require that you gain
enough experience to gain admittance, as each world is more
difficult as you travel to each of them. Each world
contains a higher level of Armor, Weapons and magical powers
and weapons. These can be purchased as your experience and
gold increase as you progress through the worlds.
The names of the twelve worlds and the jewel located
somewhere therein are as follows;
ODEM---------------Carnelian
PITDAH-------------Peridot
BAREKETH-----------Emerald
NOPHAK-------------Ruby
SAPPIR-------------Lapis-lazuli
YAHALOM------------Onyx
LESHEM-------------Sapphire
SHEBO--------------Agate
AHLAMAH------------Amethyst
TARSHISH-----------Topaz
SHOHAM-------------Beryl
YASHPHEH-----------Jade
The twelve worlds are laid out in the fashion that they are
mounted into the Icon of Tamrak. The order of which you will
have to discover for yourself.
You may have six companions help and travel with you and
keep another sixteen in reserve. You must ask these
companions to join as you travel from world to world. Some
will and some will not, depending on your experience level
and there experience level and a few other requirements
(3)
CREATING YOUR CHARACTER
-----------------------
When you first start an adventure, you will be able to
select one of these types of characters;
> HUMAN Humans have no special abilities, but
neither are they restricted to the type of Weapons,
Armor or Shields that they can use. They cannot cast
any magical spells but they can use any magical item.
They can carry up to 60 lbs. (including those being
worn or used plus the contents of there backpack).
> ELF Elves can move very quickly and can cast
magical spells, but are not very strong. They can use
any type of Weapon, Armor or Shields as long as it does
not weigh over 5 lbs. This usually implies a magical
weapon. They are long lived but gain power very slowly.
Elves can normally carry up to 60 lbs.
> DWARF Dwarfs are cave dwellers and while small
in nature they are very strong and sturdy. They can use
any type of contact Weapon (blunt or edged) and any type
of Armor but cannot use Shields or any type of missile
Weapons. They have no power and cannot cast spells.
Dwarfs can normally carry up to 120 lbs.
> WIZARD Wizards are human beings that are born
with magical abilities. Due to there constant studying
they have poor constitutions (low hit points). However
their high I.Q. helps them gain power very fast. They
are not very good with Weapons and can only use
1-handed, blunt or edged Weapons and no MISSILE Weapons.
They can only use very light Armor up to 5 lbs. and
cannot use any Shields as this would hinder their
ability to cast spells.
Wizards can normally carry only about 30 lbs.
> ARCHER Archer is a highly trained fighter, who
specializes in missile Weapons at a cost to their hand to
hand skills. They can use only light Weapons and Armor
up to 10 lbs. and no Shields.
Archers can normally carry about 40 lbs.
> FIGHTER Fighters are human beings that have
trained extensively in the use of heavy Weapons. They
are very strong and agile and have learned to rely on
their skills. They have a deep contempt for magical
items (other than magical Weapons) and will never use
any other type of magical items. They can use any type
of Weapons, Armor or Shields.
Fighters can normally carry about 100 lbs.
(4)
The following is a list of each character's initial
attributes. You also have an additional 25 points to
distribute between the different attributes to customize
your character:
Type Strength Speed Aim Dexterity Hit Points I.Q. Power
---- -------- ----- --- --------- ---------- ---- -----
Human 09 09 09 09 09 09 00
Elf 07 10 09 09 09 09 12
Dwarf 10 07 09 10 11 09 00
Wizard 09 09 09 090 07 10 12
Archer 07 11 11 09 09 07 00
Fighter 13 09 09 09 11 07 00
When a characters attributes exceed a certain value, the
character will get additional effect when using the
attribute.For example, a very strong character will do extra
damage points in hand-to-hand combat. In general, the
following describes the "additional effect" of a high
attribute:
ATTRIBUTE VALUE EFFECT
------------------- ------------------------
Less than 09 May have negative effect
09 thru 15 No special effect
16 thru 18 +1 effect
19 thru 20 +2 effect
21 thru 30 +3 effect
31 thru 40 +4 effect
etc...
There are 8 character attribute:
* Strength---- In hand-to-hand combat, you will do more
damage when using contact weapons. You will also be able to
carry an additional pounds for each additional "effect
point".
* Speed------- This is important in battle and it may
allow you to strike more than once per round. If you speed
exceeds that of your current foe by more than 10 points,
you will be able to strike twice.If it exceeds it by more
than 20 points you will be able to strike 3 times.
* Aim--------- This better your chance of hitting a
target with a missile weapon. In general, you can expect to
hit a target about 1 out of 2 times. An additional point
from hit will better the chances to 2 out of 3 and another
point will make it 5 out of 6, and any more points will
always hit.
* Dexterity---- This is important in combat, as it helps
in avoiding getting hit! It also helps to avoid traps when
you break open the locks on chests. If your dexterity is
under 9 you might have trouble using weapons and might even
harm yourself during combat.
* I.Q.---------- This will help a wizard gain extra
power when promoted to a new level. A wizard with a low I.Q.
might even lose power when promoted to a higher level.
(5)
* Power--------- A magic user (wizard or elf) consumes
Power points when casting a spell. Powers is replenished with
time and rest.
* Hit Points---- This is the amount of damage that a
character can take before dying. Extra hit points are earned
when you are promoted to a new higher level. Note: A
character with only 1 hit point is unconscious.
* Armor Class--- This attribute depends on the type of
armor you are wearing, as well as the item and/or spells
that may protect you at any given time. The higher your A.C.
the less damage you will suffer after being hit by a foe.
(6)
MOVING AROUND
-------------
You move around by using the curser arrow keys (left, right,
up ,down). To enter another world or other accommodation
press the "E" to enter or exit through the door.
Time passes fairly quickly as you move For every eight steps
that you take you will consume "food energy". When you eat
food, you you can get up to 255 units of "food energy". As
long as you have regular food you will eat automatically.
Eating "magical food" will also give you food energy.
If you get poisoned or are starving you will lose one hit
point for each eight steps you take. It's not such a good
idea to rest (camp out) when you are poisoned or starving.
If you need to you may see a healer to be cured or healed.
Resting will give you energy for about 1000 steps. However
if you are exhausted you will lose one hit point for each
eight steps. When you "camp out", your attributes return to
normal if you are not poisoned or starving. This includes
all "temporary" increases in attributes due to magical items
or potions. You will be automatically warned when when you are
getting tired.
Remember to remove all magical items before camping out or
their effect will be re-invoked when you awake. Most magical
effects have a limited number of uses.
If a monster should appear while you are camping out, you
may not have regained all of your hit points upon awakening.
As you go thru the adventure you will get additional points
for every point of damage done to a foe during battle. You
can also get experience (and a reward) for performing a
"QUEST".
As you experience reaches a certain level, you will be
automatically advanced to the next higher level and you will
get additional hit points. You will also get additional
points in the attribute best suited to your character.
(7)
HOW TO TALK
-----------
Any member of the party may be selected as the primary
character or spokes-person. This characters statistics will
be shown on the screen most of the time. To change the
party's primary character, press 1 through 6 (to select which
character). Press 0 to view the groups summary statistics.
Commands given like "GET", "DROP", "WIELD", "TALK",
"REMOVE", Etc., are always performed by the primary
character. Therefore, if you talk to a merchant and buy
something, it will be placed into the primary characters
back pack.
Only Food and Gold are the exceptions. These are always
shared by the entire party. But, if a food item is put into
the back pack, it probably means that it's not regular food.
Some food has been known to have some strange effects(one of
which is poisoning!).
TALKING TO THE INHABITANTS
--------------------------
When talking to other characters you can use "keywords" to
conduct a conversation. Most characters know the following
keywords:
Keyword Description
------- -----------
NAME The character will respond with it's name
JOIN This asks the character to join your party
BYE Terminates the conversation
A characters response to a keyword may usually lead you to
other keywords that the character may want to talk about.
Some special characters (like merchants, healers, trainers,
etc.,) will show a menu of options that you can then choose
from. If there is a price associated with the option (such
as buying an item), it will be shown to the right of the
menu entry in either gold (GP) or silver pieces (SP). The
rate of exchange is 10 silver pieces for every 1 gold piece.
(8)
PURCHASING ITEMS
----------------
Normal weapons and protective armor and shields can be
purchased in the towns of each world, with the strength of
the items increasing as you traverse through the worlds.
In addition there are means of transportation to travel
through the worlds and on the water that can be purchased.
Magic Weapons and protective armor and shields can be
purchased from the elves villages,caves or hideouts usually
located somewhere in each world. The elves will also sell
you magic potion, food rings, amulets staffs and spells.
Magic potions available and their effect are;
White---------------Cure
Yellow--------------Heal
Cloudy--------------Poison
Purple--------------Resurrect
Red-----------------Increase Strength
Blue----------------Increase Dexterity
Brown---------------Increase Speed
Pink----------------Increase Aim
Grey----------------Increase Armor Class
Green---------------Increase Hit Points
Clear---------------Increase I. Q.
Black---------------Increase Power
Deep Red------------Super Increase Strength
Deep Black----------Super Increase Power
Exotic foods that are available and their effects are;
Elfen Bread---------Cure
Elfen Cakes---------Increase Hit Points
Dragons Eggs--------Increase Armor Class
Fried Golem---------Increase Speed
Giant's Liver-------Increase Strength
Hydry Brains--------Increase Power
Magic Rings and Amulets that are available and their effects
are;
Pearl---------------Cure
Opal----------------Heal
Malachite------------Poison
Chrysolite----------Restore
Hematite------------Increase Strength
Jacinth-------------Increase Dexterity
Amber---------------Increase Speed
Garnet--------------Increase Aim
Granite-------------Increase Armor Class
Sardonyx------------Increase Hip Points
Crystal-------------Increase I. Q.
Jasper--------------Increase Power
In addition to these that can be purchased from the elves,
you may obtain some when defeating MARBODAEI's henchmen. But
some of these may resemble the jewels that you are looking
for to distract you. So be wary.
(9)
Magic Staffs that are available and their effects are;
Charcoal------------Un Make
Two sided-----------Duplicate
Winged--------------Exit
Greenwood-----------Resurrect
Worn----------------Inform
Magnetic------------Locate
Sharp---------------Kill
Twisted-------------Confuse
Bone----------------Scare
Heavy---------------Damage
Hardwood------------Paralyze
Light---------------Recharge
New-----------------Float
Old-----------------Analyze
Ringed--------------View
Scrolls are available that contain various spells and they
are;
Alpha---------------Un Make
Beta----------------Duplicate
Gamma---------------Exit
Delta---------------Resurrect
Epsilon-------------Inform
Zeta----------------Locate
Eta-----------------Kill
Theta---------------Confuse
Iota----------------Scare
Kappa---------------Damage
Lamda---------------Paralyze
Mu------------------Recharge
Omega---------------Float
Psi-----------------Analyze
Yeta----------------View
There are various keys you will need to open various chests
to get the contents. These are regular keys, magic keys,
skeleton keys and special keys. The keys are coded to the
doors or chests that they can open.
Keys Code
------------ ----
Regular 1
Magic 2
Skeleton 3
Special 4
(10)
INTERACTING WITH THE INHABITANTS
--------------------------------
You will meet many different inhabitants during the course
of your adventure. They will react in many different ways
depending on what type of character they are.
* Adventure--This is a character that might be interested
in joining you on your adventure or quest. Talk to them
before you ask them to join your party. If they join you
their gold and food will be added to the parties total. If or
when you want them to leave the party use the Vacate command
and ask the character to leave the group. When they leave
they will take their share of the gold and all the items in
their backpack.
* Merchant---They buy and sell items and usually
concentrate on particular types and will usually only buy the
items of the type which they sell.
* Civilian---Just regular folks, but might be a good
source of information.
* Bartender--Could be another good source of information,
but drinking in excess will will get you nowhere but bombed.
* Healer-----Can cure your poisons, heal your wounds,
remove cursed items and resurrect you dead. (for a price of
course).
* Teller-----This character will usually give you a good
lead, but their words may be cryptic and they are expensive.
* Trainer----Will help you train for extra Strength,
Dexterity, Aim or I.Q. This is an expensive but quick way of
building up your characters attributes.
* Beggar-----While most beggars are worthless scum and
will try to steal your money, they have been known to give
good tips when treated right.
* Quester----This person will give you a quest. If you
accept, you will have to go and get a specific object or
person for which the QUESTER will pay well. Finishing the
quest will also give you additional experience.
* Guard------They will not let you approach a door or
passage that it is guarding. Talking to them can lead to a
fight Unless you tell them the password for their station.
Guards have been known to accept a bribe now and then.
The password for all the guards in this adventure is
"TAMRAK"
(11)
SAVING - RESTORING AND RESTARTING A GAME
----------------------------------------
Saving you game often is highly recommended. You can save up
to 9 copies of the game (in slots 1 - 9).
For these options, use the function keys, (F Keys).
KEY DESCRIPTION
--- -----------
F1 HELP (limited)
F2 SAVE the current game
F3 RESTORE a saved game
F4 RESTART a game from scratch
F10 SUSPEND the game and return to DOS
When you start playing again, the
game will resume where you left off
QUICK REFERENCE GUIDE
---------------------
Quick key single letter commands
0 - Show Party summary statistics
1 - Select member #1 as primary character & show statistics
2-6 Select member ## as primary character
A - Attack a group of monsters
B - Board a mount
C - Camp out - Rest awhile
D - Drop an object from your back pack
E - Enter or Exit another world or doorway
F -
G - Get an object you on or next to
H -
I - Inventory - Looks into your back pack
J -
K -
L - Look - To examine something more closely
M -
N - iNvoke a magic scroll or gem
O -
P - Primary - Selects the party's spokes-person
Q - Quaff - eat or drink something from you back pack
R - Remove - weapon, armor, shield, ring,amulet or staff
S - Spell - cast a magic spell (Wizards & Elves only)
T - Talk to other characters
U - Unlock a door or chest
V - Vacate - Let someone out of your party
W - Wield or Wear - weapon, armor, shield, ring, etc.
X - eXit or dismount
Y -
Z - Zap a monster with magical staff
Press the <SPACE BAR> to see the Primary characters
statistics when the menu section is showing something else.
NOW
HAVE FUN
WATCH OUT FOR MARBODAEI
-------------------------