home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
World of Fantasy
/
World of Fantasy (Art&Play)(1995).iso
/
avalot
/
avalot.lxt
< prev
next >
Wrap
Text File
|
1995-08-02
|
29KB
|
717 lines
First there was Avaricius...
Then, over a thousand years later, there came
Lord
AVALOT
d'Argent
(A Mediaeval Graphical Adventure Game)
A
Copyright (c) 1994, Mike, Mark and Thomas Thurman.
Version 1.0 - November 1994
Background
""""""""""
Jupiter had had a hard day. Being head of the Mount Olympus Associate Group
PLC was no picnic. In the morning, he had overheard the Naiads talking of
going on strike again. Jupiter sighed- another drought. Then Pluto had come
up to his office again to ask him if he would consider selling out, and when
Jupiter refused, had gone off shouting that he would get Phoebus Apollo to
print the story. Finally, Pan had told him that he had invented a sort of
flying machine, and asked whether he could start an airline company on Mount
Olympus. "You could call it the Jupiter-Pan-Olympian company." he had said.
Jupiter said that he didn't see anything wrong with materialising in a puff
of smoke, whereupon Pan went off in a huff. He had left a note: "Will not set
up company on Olympus; have gone to America instead. Your name will not be
included on the headed notepaper."
Jupiter sighed again. At least he was off-duty now. The job wasn't that bad
and it did have its perks. Omnipotence had had to go years ago, but you still
got the executive flat in Docklands and the sports car. He'd taken to driving
it around London recently. Being immortal certainly had its benefits.
Another benefit of the job, he reflected, is the technology. That was the
best thing for years. It was only in a few days' time that he had gone down
to the end of the twentieth century and bought himself a laptop (his
time-travelling wasn't what it used to be.) He had been rather annoyed that
the installation program wasn't in Greek, but you couldn't have everything.
The dryads, who were, of course, greatly in favour of the paperless office,
had typed in all the records from the old ledger filing system for him only a
day or two before. He decided to play around with it.
> Enter number of record:
said the screen helpfully. Jupiter frowned at the screen; it was all English
to him. At least he could remember how the numerals worked. He chose a number
at random:
> CLXXVII
he typed. Nothing happened, so he waited for a few minutes and then
remembered he hadn't pressed Enter.
> Non-numeric characters in response, please try again
announced the screen. Jupiter had never been much good at English and this
was beyond him, but after a few minutes he realised that he was supposed to
use the Arabic number system. He picked another random number and typed it
in.
> 17417
This time, he remembered to press Enter. The screen said:
> Report no. 17417: D. Avaricius Sextus
> Killed: while fighting as gladiator.
> (Had, in fact, killed 17 lions previously,
> in self-defence.)
Jupiter stared at the screen as the text slowly scrolled up it. Of course! It
was all coming back to him now. He called on the intercom for Neptune. There
was a splashing sound, water flew everywhere, and Neptune appeared. The
computer, having been hit by several stray drops, fizzed and exploded,
obviously without hurting anyone.
"Do you remember this chap?" asked Jupiter. "Quite tall? Red hair? Lived in
Pompeii? Name of Avaricius?"
"Hmm... it was a long time ago..." said Neptune. "Hang on a sec, yes, I do
remember him. I set him up with that pretty little mermaid... what was her
name, now..."
"Never mind that," said Jupiter, "I've just remembered something. Do you know
who warned him about the disaster?"
"I heard on the grapevine it was a soothsayer named Quicphingus." said
Neptune.
"On the grapevine?"
"Yeah, Bacchus told me."
"Oh, right. Look, Quicphingus never existed! It was me! In disguise!"
A slow smile began to spread itself across the sea-god's features. "You? You
crafty old god!" he chuckled. "You dressed up as a soothsayer just to save
him from the volcano?"
"Oh, you know, I just felt like helping someone..." said Jupiter. "Well,
actually, no, I'd promised to find that mermaid a husband. Vowed to on the
Styx. Silly of me."
"It's amazing." said Neptune. "I never realised it was you."
"Did this Avvy chap have any children by this mermaid, then?" asked Jupiter.
"I forgot to find out."
"Oh, yes, lots. They spread all over the earth. D'you know something?"
"Yes, everything. What in particular?" asked Jupiter.
"Genetics. A lot of his descendants turned out exactly like him. I mean,
totally. Even talked like him. Amazing."
"That sounds interesting." mused the king of the gods. "Could I see one of
them?"
"Welllll...." said Neptune, "there's one... no, he wouldn't do, the game'd be
banned, there's another... yes! There's one in 1189. Look."
A huge puddle had spread across Jupiter's desk from the dripping hair of the
ocean god. Neptune pointed at this and a shaky image formed, which grew
steadily clearer. It seemed to be a picture of a bedroom in a mediaeval
castle.
Both the gods craned forwards and peered closer into the screen...
Getting started
"""""""""""""""
Assuming you've already installed Avvy (if you haven't, use the INSTALL
program or just run AVLT100.EXE), you can start to play. To do this,
you must type:
AVALOT
at the Dos prompt (something like C:\AVALOT> or C>.) The game will then load
and you're ready to have fun. A sort of blue whirly thing will appear; if
you don't want to sit and read all the credits, press any key. The whirly
thing will then vanish, to be replaced by a menu. Soon, you'll see what you
can do from this menu; for now, just press Enter. The game proper will then
load and you'll see Avalot fast asleep in bed.
The first thing you must do is to wake him up! Just type WAKE UP on the
keyboard and press "Return" or "Enter" (usually marked with an arrow with a
quarter turn in it.) Avvy will then wake. Typing GET UP will get him dressed
and on his feet, and you'll be ready to progress to the next section of the
manual!
(NB: Since you need to do this whenever you start the game, there's a
short-cut: press f5 twice to get him on his feet.)
Moving Avvy around
""""""""""""""""""
OK, so you've woken Avvy up and he's ready to explore the world. But... how
do you move him around? Well, there are four ways:
1) For real traditionalists. This method involves using the
arrow keys on the right-hand side of your keyboard. Press
any arrow to make him walk in that direction (eg, left
arrow makes him walk left.)
There can be up to two sets of arrow keys on your keyboard.
There's a set with numbers on (like 7 Home, 4 <--, 1 End,
etc.). This is called the Numeric Keypad. If you have
a snazzy new-style keyboard, there will also be a cluster of
(probably grey) keys which only have arrows on. Some people
prefer using these, but I've never lost the habit of using
the numeric keypad for control (hey, I started out on an
XT- and Avaricius was written on it.) But use whichever
arrows you prefer, I don't mind. Right. If you choose
to use the numeric keypad, bear in mind that Num Lock must
be *off*, otherwise you'll just get a string of numbers
on the command line.
Another point in favour of the numeric keypad: The keys
in between the arrow keys (Home, PgUp, PgDn, and End) make
Avvy walk diagonally (so Home = up + left, etc.) It's
faster to walk using these (sometimes). One other point:
DON'T hold arrow keys down. It's POINTLESS! Press once to
start him walking, and he's off.
OK, you're asking, so I've made him walk, how do I stop him?
Well, apart from running into a wall or similar, the usual
way of stopping Avvy walking from the keyboard is to press
the arrow pointing the way you're going. So to stop him
walking up, for example, hit Up. I know it sounds weird,
but it's simple in practice. Trust me. The other way of
stopping Avvy only works on an enhanced keyboard (the Bios
isn't really up to it on the older ones.) Just hit the 5
in the middle of the keypad and he'll stop straight away.
That was the ONLY practical method of control in Avaricius.
However, time and computer hardware wait for no man, let
alone Avvy, so we now support three other methods...
2) Using the joystick. All you hardened games players out there,
stop drinking cement and listen. You'll have to configure
the joystick before you use it, using the Setup program
(see below.) This is firstly because it's annoying to have
to set it up every time you play (like in some other games-
mentioning no names) and secondly because the Bios is
frequently untrustworthy on the question of joysticks.
So it's much more reliable for you, the user, to set it up
than for me, the programmer, to check using the Bios. If
you *don't* set it up, Avvy will ignore your joystick,
so don't forget to. Whenever you run Avvy, just press ctrl-J
to enable the joystick, and the cursor keys will be ignored.
Press ctrl-K to switch them back. One button will then stand
for "open door", and the other for "look". You'll still have
to use the keyboard for most things, though. Happy waggling!
3) Using the mouse and the toolbar. (I know Avaricius DID support
the mouse, but did *you* use it? The mouse control was
unworkable- it was sort of bolted on after I'd finished the
keyboard routines. Not So With Avalot.) There's a colourful
thingy second from the left on the toolbar (to the right of
the space saying "Avalot".) This is called a compass. Click
on the arrows to make Avvy walk around, and the octagonal
"STOP" sign in the middle to make him... um... STOP.
4) Less fiddly and more FUN! Click on the picture area of the
screen. If you click to the left of Avvy, he'll walk left.
If you click to the right, he'll walk right. If you... well,
do I have to tell you about all eight points of the compass?
You get the idea. If you click on our hero himself,
he'll stop walking.
A Shorter Avvy Vocabulary
"""""""""""""""""""""""""
OK, I'm not going to tell you ALL the words that Avvy recognises. It would
give the game away. (Yes, I know you're supposed to give shareware games
away. Never mind.) But here are a few verbs to start you off:
LOOK gives you a description of the room you're in. VERY useful.
In fact, so useful that it has its own key. Just press f8
instead.
EXAMINE tells you about an object you're carrying, a person who's in
the same room as you, or part of the scenery. For example,
EXAMINE GRAFFITI. Commonly abbreviated to EXAM or just X.
INVENTORY gives you a list of everything you're carrying. Commonly
abbreviated to INV, Ctrl-I or just Tab.
OPEN opens things. Useful for doors. You can press f7 instead.
PAUSE pauses the game. f6 works too.
GET takes something lying about. For example, GET LASER (just to
let you know I'm not using a real example.)
(Also called TAKE.)
EAT ...drink and be merry.
DRINK ...to me only with thine eyes.
LISTEN tells you what Avvy can hear.
LOAD loads a game in from disk. If you already know the filename,
add it after the command, eg LOAD HELEN1. (You don't need
to add ".ASG".) If you don't know the filename, just type LOAD
and you'll get into the filer. See below.
(Also known as RESTORE.)
SAVE does the opposite of Load- saves the current state of the game.
You may add a filename after the command.
RESTART begins the game all over again.
WEAR puts something on. It must be a real item of clothing.
BOSS Just in case S.W.M.B.O. turns up, this puts up the boss screen.
Of course, you can use words other than verbs, plus several verbs that
aren't listed here. But I'm not telling you what they are! You'll have
to find out for YOURSELVES! <laugh of anticipation>
The start of the game...
""""""""""""""""""""""""
OK, just to get you started. You're asleep in your bed; type WAKE UP and
you'll be awake. Type GET UP to get out of bed (good start.) Now practise
walking around your bedroom with the cursor (arrow) keys.
At the bottom of the screen is a sort of black trapezium with a white top.
This is a standard adventure game symbol for "door in near wall" (you
wouldn't be able to see it otherwise.) If you walk into this trapezium
you'll find yourself on the other side of the door.
A rather revolting serf named Crapulus will walk up and greet you. If you
want, you can talk to him, or you can return to the door and type OPEN DOOR
to go back into your room. When you've finished talking to Crapulus, he'll
go off to the pub, leaving you alone in the room. Try walking to the left,
then in the next room to the door in the near wall. This leads into
Spludwick's room.
Talk to Spludwick. Ask him about things. He can tell you a lot about the
game. While you're in his room, try looking at all the things there.
For example, on the floor you'll see a message. Typing
LOOK AT MESSAGE
or READ MESSAGE
or EXAMINE MESSAGE
or just X MESSAGE
(X short for eXamine) will tell you about it in more detail. If you want,
you can type
ASK SPLUDWICK ABOUT MESSAGE
and Spludwick will tell you about it. This is where I'm going to leave you
for now. See if you can work out the rest of the game for yourself!
(Who said it doesn't pay to read the documentation?)
Some important hints to help you get more information:
""""""""""""""""""""""""""""""""""""""""""""""""""""""
1) Whenever you go into a room, type LOOK (or press f8.) This will give
you a description of the room. Look around. Anything you can see,
you can ask about. Mostly, you should get an answer. For example,
in your bedroom at the start of the game, you'll see the bed, the
fireplace, and your wife, Arkata. Typing EXAMINE or X and then the
name of any of these things will give you information about it.
For example,
EXAMINE FIREPLACE
X ARKATA
LOOK AT BED
(Look At is the same as Examine, by the way.)
Examining a object you're carrying or a person will cause a
picture of it/them to appear in the toolbar.
2) Ask characters for information. Ask Dogfood about Ibythneth, for
example, and vice versa. Some characters may not be very good at
answering questions, though. Oh, yes... if you just want to chat
to somebody without any particular subject, try using the Talk
command. For example,
TALK TO DOGFOOD
ASK SPLUDWICK ABOUT DOGFOOD
SAY "SPLUDWICK" TO CRAPULUS
TALK TO AYLES ABOUT IBYTHNETH
TALK TO YOURSELF
3) There's a limit on how much you can hold. If you reach this limit,
consider how else you can get rid of things you're carrying that
have become useless, given that you're not allowed to drop them.
Keys
""""
(The kind you find on keyboards.)
Here's a list of all the keys that are valid in Avalot:
Key What it does
=== ============
f1 Gets you context-sensitive online help! See "Help", below.
f2 Switches the sound on and off.
ctrl-f2 Saves the game. If there's no filename, you'll be asked.
f3 Restores the last line you typed.
ctrl-f3 Invokes the filer.
f4 Restarts the game.
alt-f4 Quits the game.
f5 Gets up, lies down, sits down, etc.
ctrl-f5 Invokes the DOS shell.
f6 Pauses the game. (=PAUSE command.)
f7 Opens a nearby door. (=OPEN command.)
ctrl-f7 Redraws the screen.
f8 Puts up a description of this room. (=LOOK command.)
f9 Tells you your score and your rank. (=SCORE command.)
f10 Quits the game (again.)
shift-f10 Puts up the About box.
f11 Synonym for ctrl-f2 (save).
f12 Synonym for ctrl-f3 (load).
alt-B Puts up the Boss screen.
alt-X Quits the game (yet again.)
ctrl-R Switches on Running.
ctrl-W Switches on Walking.
alt-R Repeat last clock chimes.
Tab Puts up an inventory list.
ctrl-I The same.
Enter Performs current command, or banishes a scroll.
Arrows Move Avvy about.
Numeric 5 Stops Avvy walking (but ONLY on an enhanced keyboard.)
PgUp, PgDn,
Home & End Make Avvy walk diagonally.
ctrl-Home Moves the cursor to the START of the line.
ctrl-End Moves it to the END of the line.
ctrl-Left Moves it one space backwards.
ctrl-Right ...forwards.
Backspace Its usual function.
Del Ditto.
ctrl-J Switches on joystick support, and disables the cursor keys.
ctrl-K The reverse: disables joystick, enables the cursor keys.
Escape Gets you in or out of the drop-down menus, or does the
same banishing trick as Enter.
Plus (+) Usually just adds a + sign, but also banishes scrolls.
Pause Pauses the entire computer until you press a key (as usual.)
Just about
anything else gets added onto the end of the command line.
The drop-down menus
"""""""""""""""""""
Here's a short guide to playing Avalot single-handedly: in other
words, how to use the drop-down menus to speed things up.
There are six menus:
File Game Action Objects People With
New game Help Do...
Load... Boss key Pause
Save Untrash \ Open door (these three vary)
Save as... \ screen Look
DOS shell Score+rank Inventory
Quit About Avvy Walk or run
And here's what they do:
File | New game (short cut: f4)
This restarts the game from the beginning. If you haven't saved your
game so far, you'll lose it. You're given a yes/no box to make your
mind up.
File | Load... (short cut: ctrl-f3, or f12)
This brings up the filer.
File | Save (short cut: ctrl-f2, or f11)
This saves your game, provided that it has been saved before (because
otherwise it doesn't have a filename, and then this is synonymous with
File | Save As).
File | Save As... (no short cut.)
This asks you for a name for the game and then saves it with that name.
File | DOS shell (short cut: ctrl-f5)
You can suspend your game and run other programs using this. Please
try not to run any TSR (terminate and stay resident) programs while
using this (like SideKick, KEYB, GRAPHICS...) because you'll cause
no end of problems with the memory arangements.
File | Quit (short cut: alt-X, alt-f4, f10, etc...)
This lets you out of the game. (I think you could have guessed that.)
Game | Help (short cut: f1)
Brings up the help system.
Game | Boss key (short cut: alt-B)
Brings up the SWMBO protection screen (it looks like a spreadsheet).
Game | Untrash screen (short cut: ctrl-f7)
Makes the program redraw the whole screen. I wish more games had
this option- it's very useful when crazy TSRs draw weird patterns of
red dots on the screen, or when Windows doesn't *quite* get the full
screen back again.
Game | Score and rank (short cut: f9)
This gives you your score, a "ranking" based on this, and the (rough)
time you've spent playing the game so far (which is saved in the file
and continues when it's re-loaded).
Game | About Avvy (short cut: shift-f10)
This brings up the About box, which includes version information.
Action | Do... (short cut: f5)
Actually, this isn't called Do, unless it doesn't work. At certain
points in the game, some action is important. When you reach them,
this option will take on a different form. A good example is right
at the start where you're asleep in bed: the f5 key and this menu
option both mean "wake up". Because of this, you can control more
of the game with the mouse.
Action | Pause (short cut: f6)
Very, very self-explanatory.
Action | Open the door (short cut: f7)
There are two actions which people spend most of their time typing
in games such as this, and so they have been given their own menu
options, and an unshifted function key each. One of them is this one,
opening doors (which is also used to mean "enter town" on the map),
and the other is...
Action | Look around (short cut: f8)
...this one. It's equivalent to typing LOOK.
Action | Inventory (short cut: Tab or ctrl-I)
The time-honoured command to check your rucksack. Actually, Avalot
doesn't have a rucksack. Nor does he carry a flickering lamp, a
bottle of water or any of the other Colossal paraphernalia; however,
to prove the intellectual geanology of this game, GET INVENTORY works
just as well.
Action | Walk slowly (short cut: ctrl-W)
or
Action | Run fast (short cut: ctrl-R)
These adjust Avvy's walking for precision or speed, respectively.
Only the relevant one is displayed (the one *not* currently in force).
Objects | ... and People | ...
These vary depending on your inventory (for Objects) and the people
in the room at the time (for People). (Of course, there will always
be at least one of each.) Selecting one of these makes Avvy think
about whatever it was, and his thoughts are reflected in the "Thinks"
space on the toolbar. Why is this? Well, read on...
With | ...
This varies depending on what Avvy's thinking about. Whatever you can
do with it, him or her will be listed here, and you can then select it
and it will be done.
An example: Examine the bell.
Select "Objects | Bell" and then "With | Examine".
Another example: Talk to Spludwick.
Select "People | Spludwick" and then "With | Talk to him".
Notes on this:
1) To give something to somebody, select the person, then the object,
then With | Give to <person>. If you get it the wrong way round,
you can still select the object and carry on. If it's going to
work, the "Give to" option will be enabled, and won't end in
an ellipsis ("...").
2) The pictures of the people have their signatures underneath.
3) The fastest way to examine somebody (or something) is this: when
their (or its) picture is on the toolbar, just click on it and
it will be examined. Ta-raaa!
The filer
"""""""""
If you type LOAD with no parameters, or press ctrl-f3 when you're
playing the game, you will enter the filer. It should be fairly
straightforward. There are four "panes": (N)ame, (D)rives, (F)iles and
(S)ubdirectories. Use Tab and Shift-Tab to cycle through these, or press
Alt + the first letter of the name of the pane. On the Files and
Subdirectories panes, you may use Home, End and the up and down cursor keys
to move through the names. You may also press, say, J to cycle through all
filenames or subdirectories beginning with J.
To change the drive, move to the Drives pane and press the letter.
If the drive is not ready (e.g., if you've left the door open) then it will
say "no files found", because it couldn't read any.
The Name pane allows you simply to type the name of the file.
The file will be loaded when you press Return. The Files pane scrolls
according to the initial letter as you type. By the way, you cannot search
for or load any file whose extension is not .ASG.
A minor problem with the filer at the moment is this: if you're
listening to a CD and you invoke the filer, the music will stop. The reason
for this is that the program checks each drive between C and Z to see if
it exists (A and B are found by using Bios calls) and since CDs on PCs double
as data drives, reading it as such makes it think: "Oh! I'm a data drive and
not a CD player. Well, in that case, I'd better stop playing music!" If this
is a problem for anybody, let me know and I'll try and fix it.
The main menu
"""""""""""""
There are six options on the main menu:
1) play the game. You can also press Return or Space to do this.
2) read the background to the story (who *are* Geida and du Lustie
anyway?)
3) see the preview. This is a picture from the next game (well,
actually, it's *like* one: the next game will be 256-colour).
4) read the documentation (as you're doing now). Avalot has a
built-in doc lister.
5) Same as 4), but jumps straight to the part about registration.
6) Exit back to DOS, if you changed your mind. ("Oh no! I really
wanted to play spacewar, but I've loaded Avvy instead! How
can I quit in a hurry?")
Command-line options
""""""""""""""""""""
Normally, you just have to type AVALOT to run the game. However, there are
also some switches and so on that you can use to make the program behave
as you want it to. Add the switch after the word AVALOT. Don't forget to
put a space in between them! For example,
avalot /q
would start the game with no sound effects. You can specify several switches
at once; for example,
avalot canary /o /p
would start the game, ignoring the graphics adapter in use (/o), load in a
file called CANARY.ASG, and give you a p)rinted log of your progress through
the game.
Notes on the switches:
i) Instead of a slash, you can use a hyphen (if you're a Unix
freak.)
ii) Each switch must have a space before it. Thus you must type
avalot /o /p instead of avalot/o/p.
iii) You may also use AVALOT.INI commands instead of switches, if
you prefix each one with a star. Thus:
avalot *soundfx=false *loadfirst=fred
does the same as
avalot /q fred
. These options override the AVALOT.INI ones, and have equal
priority to switches.
Here's a list of all the valid options:
/? This displays a list of the most important valid options,
so you don't have to read this part of the docs again
if you're in a hurry...
<filename> This will load the game you specify. You must give a path if
it's not in the current directory, but you may leave out
the .ASG extension if you want.
/o (Override.) This ignores your graphics adapter. Use this as a
temporary solution if Avvy tells you you don't have an EGA and
you do. (But... don't bother using this if you REALLY don't,
because it still won't work!)
/l<filename> This will l)og your progress around the game to a file, so that
you can read it back later. A similar feature is found on
many text adventures, but this has a few refinements to work
with the graphical environment. If you don't specify a filename
(i.e., you just say "/l") the game assumes the default filename
of "AVVY.LOG".
/p<device> This switch p)rints your progress to a printer on LPT1:.
You can select some different kinds in Setup so that Avalot
can do italics or bold here. A kludge for simple TTY is /lPRN.
If you don't specify a device, the default is PRN. You can
also use a filename here, if you want to "print to disk."
NOTE!: You cannot have *both* /l *and* /p switched on at once!
/n Num Lock hold. If you use /n, the computer will check every so
often whether or not you have Num Lock switched on, and if you
do it'll switch it off again. Num Lock is *not* useful AT ALL
in this game. It's good for calculators and things, though.
/q Quiet! This switch turns off sound effects, so that you can play
Avvy all night long and not wake up your parents/girlfriend/
boyfriend/wife/husband/children/dog.
/k Keyboard clicky noise. If you choose this, every time you press
a key, the program will bleep at you.
/z Zoomy start. This throws you straight into the game without
the startup sequence.
Pounds, shillings and pence!
""""""""""""""""""""""""""""
For reasons of historical accuracy, Avalot uses the pre-1971 system of Lsd
(pounds, shillings and pence.)