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******************************************************************************
For a quick start, read the QWKSTART.TXT file.
To help me make better games, please answer the questions at the end of
the README.TXT file and e-mail me the answers!
You can obtain the latest copy of DBQuest and future games by Futuristic
Idea Studios at our web page: http://www.cris.com/~lostdrgn/index.html
******************************************************************************
DBQuest PLAYER'S GUIDE
DBQuest IS (C) COPYRIGHTED 1993
BY FUTURISTIC IDEA STUDIOS (TM) WITH
ALL RIGHTS RESERVED. FUTURISTIC IDEA
STUDIOS, DBQuest, and THE PRESENT IS
THE HISTORY OF THE FUTURE ARE TRADEMARKS
OF DEBRAY BAILEY
THE ORIGINAL DCPLAY MANUAL WAS
WRITTEN BY DAVID HERNANDEZ. THIS
MANUAL IS MODIFIED FOR USE WITH
DBQuest VERSION 1.2B.
THANKS TO DAVID HERNANDEZ FOR
A GREAT GAME MAKING SYSTEM.
VERSION 3.0x OF DCGAMES WAS USED
TO CREATE DBQUEST VERSION 1.2B
GETTING STARTED
HARDWARE REQUIREMENTS:
This software SHOULD run with under 400K free, leaving plenty of space for
your TSRs and device drivers. However, if you notice that the sound drops
out unexpectedly, you may need to free more conventional RAM.
To hear sounds, you must have a Sound Blaster card from Creative Labs.
Compatible cards MAY not work correctly. This limitation has already been
removed from DBQuest 2 (the sequel to DBQuest 1).
At this time, sound does not work with the excellent Sound Blaster 16 card.
This oversight has already been eliminated from DBQuest 2, and when I do an
update of DBQuest One I shall enable sound for SB16 (and sb16 compatible)
users as well. Until then, I deeply apologize any inconvenience.
NOTE: If you do not want sound, or the sound does not work with your hardware,
then delete the dcsounds.vfl file to save hard disk space. Also note
that, contrary to what the program tells you, you DO NOT need
sbfmdrv.com installed to hear sounds since no FM synthesis was used to
create music.
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 Hints from bartenders, etc. Some false quests too???
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
*.VLO A file for the graphics blocks
*.TXT All the documentation, manuals and notes you'll need
DCSOUNDS.VFL A file that holds digitized sounds effects
DCPLAY.EXE The main runtime game
DBQuest.BAT Use this to start the game
CREATING A NEW CHARACTER
In this game, you are a human hero. You are able to wield any weapon, wear
any armor, and cast any spell (subject to your POWER limit). The following
character attributes are provided to you so that you can see what
limitations, or advantages your character might have in the land of Bright
Wood.
There are eight character attributes:
STRENGTH
In hand-to-hand combat, you will do more damage when using contact weapons
if you have a high strength rating. A high strength rating will also allow
you to carry additional weight.
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. This number can change for a variety of reasons including:
potion effects, ring effects, staff effects, and it may change when you are
promoted to a new level of experience.
DEXTERITY
This attribute is important in combat, as it helps to avoid being 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 himself during combat.
I.Q.
A high I.Q. will help the character to gain extra power when promoted to a
new level. A character with a low I.Q. might actually lose power when
promoted to a new level!
POWER
A magic user 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. A player
with only 1 h.p. is unconscious, and a player with 0 h.p. is dead. If your
character (the main character) dies, then you are automatically resurrected,
and teleported back to a predetermined location. If you die too many times
in a short length of time, you may not be resurrected! 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. (armor class) 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. When promoted, you will get additional hit
points, and your strength will increase.
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. However, a character is not entirely directed at the mercy
of his character class. Many characters may depart entirely from the
"normal" behavior associated with a particular 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
carrying with them. Use the VACATE command to ask a character to leave your
group.
MERCHANT
Merchants buy and sell items. Their merchandize 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 yellow
potion.
CIVILIAN
These are the normal, everyday people of Brightwood. Each has his or her own
objectives and motives.
BARTENDER
The bartender at the local pub is a good source of information. However, the
wise adventurer will also make sure to "mind his P's and Q's"!
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 are often
quizzical, and expensive.
BEGGAR
These are the unfortunates of Bright Wood. Those who show compassion to
these poor folk are often rewarded with a tidbit of town gossip.
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 (perhaps a prisoner, or kidnap victim) back, and will
offer a substantial as incentive.
GUARD
A guard will not let you approach the door or passage he or she is guarding.
Talking to guards can lead to a fight, unless you are prepared to give them
the required password. 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 death. If a
character gets poisoned, 1 hit point for every 8 steps will be lost until a
cure is found.
Hit points are regained every two steps (if you're healthy and well fed).
Characters must rest (Camp Out). An exhausted character will lose hit points.
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. In civilized areas, players must rest in beds. To sleep in
a bed, simply walk up to it and then USE it.
Remember to remove magical items before camping out, or their effect will be
re-invoked when you wake up. Since most magical items have a limited number
of uses, the wise adventurer saves them for moments of great need.
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 SPOKESPERSON
To set or change the party's "primary" character, type the number of the
character (1 through 6).
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. If you wish to move
an item to another character's backpack, you will need to have the character
who is holding the item DROP it, and then have the character that you want
to move the item to GET it.
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 (for example "magic" 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 key words like:
HELLO - Greets the character.
NAME - asks the character what his/her name is.
JOB - asks the character what he/she does.
JOIN - asks the character to join the party.
BYE - ends conversation (player may also simply press return)
Also, any words in CAPITAL letters are key words. This was done to make
conversation easier for the player.
Some characters will show you a menu from which you may interact with it.
If the character is interested in idle chat, you will see a 'Talk' option
in the menu, otherwise, the character is interested only in doing business.
IF 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 ten 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 options by mistake, press <ESC> to return to
the game. Generally, <ESC> will back you out of ANY choices available in
the game.
COMMAND SUMMARY
0 - Show party summary stats.
This command will show all the characters in your party. This
is the normal view.
1-6 - Selects primary character.
By pressing 1-6, you are selecting a primary character that
corresponds to the number that you select. Primary characters do
all the interacting with other characters. Usually, the primary
character is the player.
A - Attack a group of monsters.
If a group of monsters is beside your party, you can use this
command to attack them.
C - Camp Out.
When the party gets tired, you will need to rest. In the
wilderness, the party simply sets up a tent. In civilized areas,
however, the party must rest in a bed. To rest in a bed, simply
move the party next to a bed and USE it.
D - Drop an object from your back pack.
This command will allow you to select an object to be dropped
from the primary character's backpack. Note that readied items
cannot be dropped until the are 'unreadied'. If your inventory
is more than one screen long, pgup/pgdn can be used to scroll
up/down.
E - Enter or Exit another world.
This command will allow the party to enter a town, dungeon, or
any other place that can be entered. When you are ready to exit
a town, simply 'step out' of the 'edges' of the town. Then, the
program will ask you if you want to exit, and if you do, you
should select yes. If you are trying to enter stairs, or a ladder
then you should move your party over the stairs or ladder, and then
press "E".
F - N/A
G - Get.
This will allow the primary character to get an object. To get an
object, the party must either be standing on top of the object, or
next to the object. To open a chest, the player must use the get
command. For theconveniencee of the player, chests, when picked up
are converted to a small sum of money (usually 1 silver piece).
This avoids the tedium of the player having to get a chest, and
then put it back down.
H - N/A
I - Inventory.
This command shows an inventory of the primary character.
If your inventory is more than one page long, pgup/pgdn can be
used to scroll up/down.
J - N/A
K - N/A
L - Look. To examine something closely.
This command will allow you to get a description of what you are
looking at. Not all objects (furniture, trees, etc.) have
descriptions. Generally, only things that you can GET, USE, or
TALK to have descriptions.
M - N/A
N - iNvoke a magic scroll or a gem.
This will invoke a magic gem, thereby releasing its magic.
O - N/A
P - N/A
Q - Quaff.
This command enables characters to drink potions, and eat any
special food items that they might have. NOTE: This does not
apply to normal 'eating'. This command is for special items
only. To feed your party regular food, all you have to do is to
keep some food in your inventory. You party members will feed
themselves when they are hungry.
R - Remove.
This command allows a character to remove armor, weapons, staffs,
amulets, rings, or anything else that can be readied. If the
item cannot be removed, then it is cursed.
S - Spell.
This allows spell casting characters to cast spells. A menu will
appear, and the player must choose the desired spell to cast.
NOTE: When in combat, only combat spells will appear. Likewise
when not in combat, only non-combat spells will appear.
T - Talk.
This command allows the primary character to talk to another
character. To talk to someone, simply move the party next to
them and press 'T'. Then, press one of the four arrow keys to
select which direction the party wishes to talk in.
U - Use, Unlock.
This command allows the primary character to use an object.
Some examples of objects that can be used are: beds, fountains,
chests (when locked), doors (when locked), boats, skiffs, and
rafts. There may be other items that can be used, that are not
listed here. Note: If you accidentally exit a skiff or boat
while you are on the ocean, simply press U and select yourself.
Since you are standing on the boat, you will board it and be
able to continue on your journey Experiment!
V - Vacate.
This command allows you to remove a character from your party.
Vacated characters stay wherever you leave them, and will join
you at a later date, if you so desire.
W - Wield or Wear.
This allows a character to wield weapons and staffs, and to wear
rings, amulets, and armor.
X - eXit.
This command will allow the party to exit from a boat, skiff or
raft. This command will also 'exit' the party from battle, if
things are not going well.
Y - N/A
Z - Zap.
Staffs are imbued with magical energy. To use this energy, the
player should select 'Z' for zap. Staffs have a wide range of
uses, so the player will have to experiment to see which staffs
are useful, and which are not.
Function_Keys
F1 - Help.
This command shows limited help. To scroll up or down the
menu, press pgup, or pgdn.
F2 - To SAVE the current game.
This command will allow you to save your game.
F4 - To RESTORE a saved game.
This command will allow you to restore your saved game.
F6 - To RESTART a game from scratch.
This command will allow you to restart a game.
F10 - Save game (slot 0) and return to DOS.
This saves your game in slot 0 and returns you to DOS.
*** - For more information on saving, restoring, and restarting, see
the above sections on those subjects.
ESC - Cancel last operation or try to escape during battle.
This command will cancel the last operation. Most menus, and
choices can be cancelled using this command. ESC will also
allow you to escape a battle (same as eXit).
DISCLAIMER OF WARRANTY.
DBQUEST IS MARKETED BY FUTURISTIC IDEA STUDIOS AS FREEWARE.
YOU MAY COPY AND DISTRIBUTE THIS PROGRAM AS MANY TIMES AS YOU
WISH, AS LONG AS:
1. NO FILES ARE ALTERED IN ANY WAY.
2. ALL THE FILES ARE DISTRIBUTED TOGETHER.
3. NO MONEY IS PAID FOR THIS PRODUCT OTHER THAN THE AMOUNT
REQUIRED
FOR SHIPPING AND MEDIA (CD-ROM, DISKS, ETC.) WHICH IS NOT TO
EXCEED $7.00.
4. THIS COPYRIGHT NOTICE IS RETAINED.
FUTURISTIC IDEA STUDIOS HEREBY DISCLAIMS ALL WARRANTIES, EXPRESS
OR
IMPLIED ABOUT THE MERCHANTABILITY OF THIS PRODUCT TO SUIT A
PURPOSE.
DBQUEST IS PROVIDED "AS IS" BY FUTURISTIC IDEA STUDIOS. DEBRAY
BAILEY,
THE AUTHOR AND SOLE OWNER OF THIS SOFTWARE, TAKES NO
RESPONSIBILITY FOR
LOSS OF DATA, DAMAGE TO EQUIPMENT, OR DAMAGE TO PERSON THROUGH
THE USE
OF THIS SOFTWARE. SHOULD THE SOFTWARE PROVE DEFECTIVE, THE
ENTIRE
BURDEN OF ANY AND ALL REPAIRS, REPLACEMENTS, AND/OR RESTORATION
OF
EQUIPMENT OR DATA RESTS WITH THE USER. IN NO EVENT WILL THE
AUTHOR BE
LIABLE FOR ANY COSTS AND/OR LOSSES EITHER TANGIBLE OR INTANGIBLE
ARISING
FROM THE USE OF THIS SOFTWARE.
IN NO EVENT SHOULD THE ART WORK, SOUNDS, OR TEXT FROM DBQUEST BE
DISTRIBUTED ALONE OR WITH ANOTHER PROGRAM WITHOUT CONSENT OF
THE GAME
AUTHOR, DEBRAY BAILEY.
USE OF THIS SOFTWARE DENOTES ACCEPTANCE OF THE ABOVE TERMS.
Futuristic Idea Studios, DBQuest, and The present is the history of the
future are TRADEMARKS of DeBray Bailey
DBQuest is (C) COPYRIGHT 1993 by DeBray Bailey WITH ALL RIGHTS RESERVED.
Sound Blaster is a TRADEMARK of Creative Labs Inc.