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1993-04-02
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NOTE: This manual was written in a graphics word processing system
(Ami Pro 2.0). This text file contains most of the text in the
manual, but the graphics are lost and the tables are not formated.
When you register, you can get a copy of the documentation for
only $5 to cover the cost of printing and shipping. See INVOICE.DOC
for details
---------------------------------------------------------------------
Getting started 1
Hardware Requirements 1
Software Requirements 1
Game Files 1
Program files 2
Graphics Block files 2
Creating a new character
Character Types 3
Human 3
Elf 3
Dwarf 4
Wizard 4
Archer 4
Fighter 4
Character Attributes 5
Strength 5
Speed 6
Aim 6
Dexterity 6
I.Q. 6
Power 6
Hit Points 6
Armor Class 6
Playing the game
Gaining Experience 7
Interacting with other characters 7
Regular 7
Merchant 7
Civilian 8
Bartender 8
Healer 8
Teller 8
Trainer 8
Beggar 8
Questor 8
Guard 8
Moving Around 8
The party's spokesbeing 9
Talking to other characters 9
Saving, Restoring and Restarting a game 10
Quick Reference Card
Single Letter Commands 11
Function_Keys 11
D C G A M E S
Version 3.0
PLAYER'S USER GUIDE
(c) DC Software, 1992
P.O.Box 866771, PLANO TX 75086-6771
(214)-517-0428
Internet: davidh@ttsi.tandem.com
Compuserv: 72557,336
Getting started
Hardware Requirements
This software will run in under 384K, leaving plenty of space
for your TSR's, device drivers, etc. The higher the resolution,
the more memory the program will require, but the difference
between running in CGA low resolution and VGA high resolution is
usually about 64K of RAM!
Depending on the size and complexity of the worlds, this program
may need more memory, but I've yet to run out of memory.
Software Requirements
Before you can start playing a game, you should have the
following files in your current directory:
Game Files
An adventure should include the following files:
WORLD.IDX World's Index File
WORLD.### Landscaping for world number ###
WORLDO.### World's objects and characters
WORLD###.PCX World's graphic representation (optional)
WORLD###.SCR World's control script (optional)
WORLD###.CFM World's background music score
PLAYERS.DTA Character Statistics File
PARAMS.DTA Game wide parameters
TEXT.DTA Encoded text blocks for the entire game
HINT.DTA One liner hints for bartenders, etc.
OPICT###.PCX An object's graphic view (optional)
CPICT###.PCX A character's graphic view (optional)
VOICE###.VFL A character's recorded voice (optional)
*.SCO A compiled control script (many)
*.PCX A script controlled graphics file
*.VOC A standalone Sound Blaster voice file
*.CFM A standalone Sound Blaster music file
Program files
The run-time module DCPLAY.EXE is needed to run this adventure.
This file does not have to be located in the same place as the
adventure game, but if it isn't, then it must be executed by
indicating a complete <path> to the file, or the location of the
file must be included in the DOS 'path' environment variable.
This documentation is usually distributed along with the program
as file DCPLAY.DOC. Both files are usually ZIPed as PLAYER.ZIP
or DCGPLY.ZIP (on CompuServe).
Graphics Block files
Files DCBLOCKS.mde, DCOBJECT.mde, DCPLAYER.mde and DCSYSTEM.mde
contain the graphics building blocks for the adventure. The
'mde' is the code from the following table that indicates the
graphics mode you are going to use to play the game:
Colors Mode Description Code File Size
4 320x200 CGA low resolution CLO +40KB
2 640x200 CGA high resolution CHI +70KB
16 320x200 MCGA low resolution MGA +55KB
16 320x200 TANDY's low resolution TDY +63KB
16 640x200 EGA low resolution ELO +94KB
256 320x200 VGA low resolution VLO +63KB
16 640x480 VGA high resolution VHI +221KB
Note that these files are usually archived as GRAPHICS.ZIP or
DCGxxx.ZIP (in CompuServe), where xxx is again the graphics mode
desired.
While the game should include the graphics files for all of the
above graphics modes, you should only install the ones you
intend to use. For example, if you always want to play using
VGA low resolution, install only the files ending in .VLO in
addition to the font file (DCFONTS.7x5).
If you start the game with more than one graphics set available,
the game will choose the one that offers the mode that supports
the highest number of colors and the highest resolution (in that
order) supported by your computer, or you may indicate your
preference by selecting a mode as follows:
C> DCPLAY -mdeCreating a new character
When you start an adventure, you will have a chance to create a
character. You can select a graphics block, a name and a TYPE of
character. You can distribute 25 points between the different
attributes in the best possible way for your chosen character
type.
Character Types
When choosing a character type, you should consider the special
attributes and restrictions (if any) that the character type
has. For example, a Fighter cannot use any magical items, but
can use any weapon, armor or shield. A Wizard on the other hand,
cannot use weapons very effectively, but instead must use it's
Power and intelligence to overcome obstacles. In the end, it
becomes a matter of preference. Do you prefer the powerful
fighter, able to wield mighty weapons into battle, conquering
all by a combination of skill and strength, or do you prefer to
be a magic user, using your mind instead of your muscle.
For each of the following character types, the basic attributes
are listed. You will get 25 additional points to spread across
all of the attributes. The next section deals with character
attributes and their specifics.
Human
Human beings have no special abilities, but neither are they
restricted in the kind of weapons, armor or shields that they
can use. While they can't cast magic spells (no power), they can
use any magical item. They can carry up to 60 lbs total.
(Including items being worn, like weapons, armor and shields).
Str: 09 Spd: 09 Aim: 09 Dex: 09 IQ: 09 Pwr: 00 HP: 09
Elf
These strange beings can move very quickly, and can cast spells,
but are not very strong.
Elves can use any kind of weapon, armor or shield, as long as it
weights less than 5 lbs. This usually implies a magical weapon,
or at least one made of very special materials.
Elves are long lived, and gain power very slowly, so it's
important that they have a high Power rating to start with. On
the other hand, the power they consume is regained very quickly.
They can normally carry up to 60 lbs.
Str: 07 Spd: 10 Aim: 09 Dex: 09 IQ: 09 Pwr: 12 HP: 09
Dwarf
Dwarfs are cave dwellers. While small in stature, they are very
strong and sturdy (+1 Strength, +1 Dexterity, +2 Hit Points, -2
Speed).
They can use any contact weapon (blunt or edged), and any kind
of armor but cannot use missile weapons or shields. They have no
Power, and thus cannot cast spells.
Dwarfs can normally carry up to 120 lbs.
Str: 10 Spd: 07 Aim: 09 Dex: 10 IQ: 09 Pwr: 00 HP: 11
Wizard
A wizard is a human being born with magical abilities. They
spend a lot of time studying and usually have poor constitution
(low Hit Points).
Their high I.Q. let's them gain Power points very fast as they
gain experience and advance to higher levels. Unfortunately,
they are not very good with weapons, and can only use
one-handed, blunt or edged weapons (no missile weapons). This
means that in hand to hand combat they are likely to be killed.
They can't use any kind of shields, as it would hinder their
ability to cast spells, and can only use very light armor (up to
5 lbs).
They can normally carry only about 30 lbs.
Str: 09 Spd: 09 Aim: 09 Dex: 09 IQ: 11 Pwr: 12 HP: 07
Archer
An archer is a highly trained fighter, whose training has
focused on missile weapons at a cost to their hand-to-hand
skills. Armed with a good missile weapon, they can be very
effective in a fight.
They can only use light armor and weapons (up to 10 lbs), cannot
use shields, and can carry about 40 lbs.
Str: 07 Spd: 11 Aim: 11 Dex: 09 IQ: 09 Pwr: 00 HP: 09
Fighter
A fighter is a human being that has trained extensively in the
use of heavy weaponry. They are very strong and agile, and have
learned to rely on their skills. A good fighter knows he/she can
count on their weapons and their own skills at all times. They
have a deep contempt of magical items (other than magical
weapons), and will never use any magical item (like rings,
amulets, gems or scrolls). (+4 Strength, +2 Hit Points) at a
cost (-2 I.Q. and the inability to use magic staffs, rings,
amulets, or invoke magic scrolls or gems).
A fighter can use any kind of weapon, armor and shield and can
carry about 100 lbs.
Str: 13 Spd:09 Aim: 09 Dex: 09 IQ: 07 Pwr: 00 HP: 11
Character Attributes
All characters have attributes such as strength, speed, I.Q.,
etc. Some attributes are more important than others, and
different character types have different attribute requirements.
For example, a Fighter has no need for a high I.Q., strength is
their primary need. On the other side, a Wizard has no need for
strength and needs all the I.Q. it can get.
The following is a re-cap of the character's initial attributes.
You may distribute an additional 25 points between the different
attributes to 'customize' your character:
Type Strength Speed Aim Dexterity I.Q. Power Hit Points
Human 9 9 9 9 9 0 9
Elf 7 10 9 9 9 12 9
Dwarf 10 7 9 10 9 0 11
Wizard 9 9 9 9 11 12 7
Archer 7 11 11 9 9 0 9
Fighter 13 9 9 9 7 0 11
When a character's attributes exceed a certain value, the
character will get additional effect when using the attribute.
For example, a very strong person will do extra damage points in
hand-to-hand combat. In general, the following table describes
the "additional effect" of a high attribute:
Attribute Value Effect
Less than 9 May reduce effectiveness
9 to 15 No special effect
16 to 18 +1 effect
19 to 20 +2 effect
21 to 30 +3 effect
31 to 40 +4 effect
41 to 50 +5 effect... (and so on)
There are eight character attributes:
Strength
In hand-to-hand combat, you will do more damage when using
contact weapons. You will also be able to carry 10 additional
pounds for each "additional effect" point.
Speed
Speed is important in a battle, as it may allow you to strike
more than once per round. If your 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
Aim betters your chance of hitting a target with a missile
weapon. It doesn't affect hand-to-hand combat. In general, you
can expect to hit a target about 1 out of 2 times. An additional
point from aim will better the chances to 2 out of 3 another
point will make it 5 out of 6, and any more points will always
hit.
Dexterity
This attribute is important in combat, as it helps in avoiding
getting hit! It also helps to avoid traps when you try to break
the lock in a chest or door.
A character with dexterity under 9 might have trouble using
weapons, and might harm him/her-self during combat.
I.Q.
A wizard's I.Q. will help him/her gain extra power when promoted
to a new level. A wizard with a low I.Q. might actually loose
Power when promoted to a new level!
Power
A magic user (Wizard or Elf) consumes POWER points when casting
a spell. Power is replenished with time and rest.
Hit Points
This is the amount of damage that a player can take before
dying. Note that a player with only 1 h.p. is unconscious. Extra
hit points are earned when you are promoted to a new level.
Armor Class
This attribute depends on the armor you are wearing, as well as
the magical items and/or spells that may protect you at any
given time. The higher your a.c. the less damage you suffer
after being hit.
Playing the game
Gaining Experience
When you play the game, you will get experience points for every
point of damage done to a monster during battle. You will also
get experience (and a reward) for performing "quests".
When your experience reaches a certain level, you will be
automatically advanced to the next level, and you will get
additional hit points.
Depending on your character type, you will also get additional
points in:
Type Attributes
Human Strength
Elf Power (very slowly)
Dwarf Strength and Dexterity
Archer Aim and Speed
Wizard Power
Fighter Strength
Interacting with other characters
You will encounter many different characters during the course
of your adventures. The character CLASS will direct a
character's actions to a great extent. The following are the
standard classes of characters, but remember each character is
an individual, and the following is just the expected behaviour
for a character of any given class.
Regular
This is someone that might be interested in joining your party.
Talk to them before you ask them to join your group. Once they
join, if you ask them to leave you have to share your gold with
them and they take any item they are carring with them. There
is a maximum of 6 characters in a single party, so choose your
companions well. Use the Vacate command to ask a character to
leave your group.
Merchant
Merchants buy and sell items. Their merchandise varies a lot,
but they usually concentrate on certain 'types' of items like
weapons, armor, food, magic potions, magical items, etc.
Merchants will usually buy only items of a type similar to the
merchandize they carry. For example, an armorer (sells armor,
shields, etc) would not be interested in buying a Magic Book.
Civilian
Regular Folks. Might be a good source of information.
Bartender
The bartender at the local pub is a good source of information,
but drinking in excess will get you nowhere.
Healer
Can heal your wounds, cure your poisoning, resurrect your dead
and remove cursed items (for a price, of course).
Teller
These person can usually give you a good lead, but their words
may be cryptic and usually expensive.
Trainer
Your character's can train to gain Strength, Dexterity, Aim or
I.Q. This is an expensive but quick way of building your
character's attributes.
Beggar
While most beggars are worthless scum, and will try to steal
your money, beggars have been known to give good tips when
treated right.
Questor
This person will give you a quest. If you accept, you will have
to go and get a specific object, for which the questor will pay
well. Finishing a quest will also give you additional experience.
A questor may also ask you to find and bring a person. This
normally implies a rescue mission.
Guard
A guard will not let you approach the door or passage it is
guarding. Talking to them can lead to a fight, unless you are
prepared to give it the password required. Some guards have been
known to take bribes.
Moving Around
You move around by using the arrow keys (up, down, left, right).
When you see a town or an entrance or exit, press the 'E' key to
Enter or Exit through the door.
Time passes every time you move. Characters will automatically
eat every 512 steps. If you run out of food, they will slowly
starve to dead (one hit point every 8 steps).
If a character get's poisoned, it will also loose 1 hit point
every 8 steps.
Hit points are regained every two steps (if you're healthy and
well fed).
Character's must rest (Camp Out) every 1000 steps. An exhausted
character will loose it's hit points at a rate of 1 point every
8 steps. When you camp out, your attributes will return to
normal. This includes hit points as well as other attributes
modified by magical items or potions (if the effect was
temporary). You will be warned when your characters are getting
tired.
Remember to remove magical items before camping out, or their
effect will be re-invoked when you wake up. Most magical effects
have a limited number of uses!
If monsters appear while camping out, you may not have regained
all of your hit points, and the monsters will have the
initiative (first strike) because they caught you unprepared for
battle.
The party's spokesbeing
To set or change the party's "primary" character, type the
number of the character (1 through 6) or press "P" and select
the name from the menu.
If you want to see the statistics on the entire group, press 0.
The primary character remains selected and is highlighted on the
screen.
Commands like Get, Drop, Wield, Remove, Talk, etc., are always
performed by the primary character. Thus, if you talk to a
merchant, and buy something, it will be placed in the primary
character's back pack.
Food and Gold are the general exception. They are always shared
by the entire party. If a food item is put in the backpack, it
probably means that it's not regular food! Some food has been
known to have strange effects (one of which is poisoning!).
Talking to other characters
When talking to other characters, you can use "keywords" to
conduct a conversation. Most characters will respond to keywords
like Hello, Name, Job, Join, Bye, etc. The conversation may
reveal other keywords, which in turn may lead to more.
Some characters will show you a menu from which you may interact
with it. If the character is interested in idle chat, you will
se a 'Talk' option in the menu, otherwise, the character is
interested only in doing business.
AIf there is a price associated with an option (such as buying
an item), it will be shown to the right of the menu entry in
either gold pieces (GP) or silver pieces (SP). Remember that
there are 10 silver pieces in every gold piece.
Saving, Restoring and Restarting a game
Saving the game often is highly recommended. You can save up to
999 copies of the game (slots 1 to 999).
If you need to stop playing, press F10 to suspend the game. The
current game is always saved in slot 0. When you come back, the
game will continue where you left off.
To go back to a saved game (restore) press F4 and indicate the
slot that you want to load.
Should you want to restart the game from the very beginning,
press F6.
If you choose any of the above option by mistake, press <ESC> to
return to the game.
Quick Reference Card
Single Letter Commands
0 - Show party summary stats.
1-6 - Select's primary character.
A - Attack a group of monsters.
B - Board a vehicle (or mount it).
C - Camp Out. Rest for a little while.
D - Drop an object from your back pack.
E - Enter or Exit another world.
F -
G - Get object you are standing on or next to you.
H -
I - Inventory. Look's in your backpack.
J -
K -
L - Look. To examine something closely.
M -
N - iNvoke a magic scroll or a gem.
O -
P - Select primary character from a menu.
Q - Quaff (eat or drink something in your backpack).
R - Remove weapon, armor, shield, ring, amulet or staff.
S - Spell. Cast a magic spell (Wizards and Elves only).
T - Talk to other characters.
U - Unlock a door or a chest.
V - Vacate. Let someone out of your party.
W - Wield or Wear weapon, shield, armor, ring, etc.
X - eXit a vehicle or dismount.
Y -
Z - Zap a monster with a magical staff.
Function_Keys
F1 - Limited Help.
F2 - To SAVE the current game.
F4 - To RESTORE a saved game.
F6 - To RESTART a game from scratch.
F10 - Save game (slot 0) and return to DOS.
ESC - Cancel last operation or try to escape during battle.