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README.TXT
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1994-06-16
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Dark Legions TM
Version 1.0
Readme file updated 6/16/94
(c) 1994 Strategic Simulations, Inc.
All Rights Reserved
_____________________________________________________________________
BATCH FILES FOR TECHNICAL SUPPORT
Please note that in the main directory for the game (normally
c:\dlegions) you should find four batch files. Please DO NOT
run these batch files unless you are prompted to do so by SSI
technical support.
QUICK START GAMES
**JOYSTICKS NEED TO BE CALIBRATED FOR EACH QUICK START GAME**
LIGHT-DARK-1 The forces of Light are arrayed against the
forces of Darkness. The Dark side has more raw power
initially, but the Light side has more potential and is in a
good defensive position. The computer difficulty level is set
to easy. You will be the Light side (player one).
CLAN WARS-1 Here we have a battle between the Berserker Clan
and the Orc Horde. The front lines have just spotted each
other and are itching for combat. You are the Berserker Clan,
player one. The computer difficulty level is set to average.
ARENA-1 Two armies have met at a natural terrain feature
known as "The Arena", to have it out. The computer player has
a weaker force to start with, but has a few surprises for the
unwary opponent. We'll leave it to you to find out what those
surprises are. The computer difficulty level is set to easy.
You will be player one.
TRUTH-1 This quick start stresses the value of the Seer.
Protect the Seer and you should be victorious. The computer
difficulty level is set to average. You will be player two.
CLASH-2 This is a two player game. Player one's forces consist
of Demons, Wraiths, and Water Elementals. Player two's forces
consist of Trolls, Vampires, and Fire Elementals. Both sides
have a few sacrificial Orcs. The characters are spread all
over the map, so it will be a fight from the start. Lots of
action.
TIDALWAVE-1 In this quick start game you will have mostly
Water Elementals with a few land-based characters to battle
with. The computer will have less Water Elementals than you,
but will have more land based characters to battle with. The
computer difficulty level is set to average. You will be
player one.
THATSCOLD-1 In this game the theory is to use the multiple
Wizards and Templars to freeze any characters that come into
sight. The computer is going to throw everything it has, which
is a fair amount, at you. This quick start game is more of a
strategy game than tactical combat, so the computer difficulty
level is set to weak. You will be player one.
TOE TO TOE-1 In this Quick Start game you will have to roll up
your sleeves and get bloody. Warning -- this game requires
some serious strategy! Your opponent has you outnumbered with
quite a few surprises. This game is for experienced players.
The computer difficulty level is set to merciless. You will be
player one.
EPIC-1 Each army is identical. The computer difficulty level
is set to average. You will be player one.
BALANCED-1 This is a good introduction to the game. Both you
and the computer have one of each character, hence the name.
The computer difficulty is set to hopeless. You will be player
one. Hint: one of the Fire Elementals is a Shape Shifter.
RULEBOOK ERRATA:
P.25 Hidden Movement- If the alert option is on, then the
character will stop as soon as the enemy comes into sight. The
exceptions to this are the Wraith, Phantom, and Water
Elemental, who will finish their move.
P.33 Data Display: Life Force- The Wizard's Freeze Ball does
no damage in combat.
P.36 GamePlay Tips- The Berserker has the same stamina as the
Orc.
P.40 Special Notes- Illusionary Vampires are able to make
Zombies.
P.42 GamePlay Tips- If you give the Orb to a Phantom then you
cannot give that Phantom any rings.
P.42 Special Notes- The Phantom becomes visible in combat only
when it swings.
P.42 Special Notes- The Phantom is always visible to the Seer
in combat.
P.42 Special Notes- The Phantom is able to cross chasms and
bodies of water.
P.43 Special Stratigic Powers- The Seer's ability to destroy
illusions on sight only works on the Seer's turn.
P.43 Special Notes- The Seer's befuddle attack against
computer opponents will make them hesitate. This ability is
more effective on the weaker levels (see below for more
information).
P.44 The Shape Shifter's strength, movement, agility, and
stamina on the Strategy Board will conform to that of the
current form of the Shape Shifter.
P.50 Special Notes- The Vampire can fly over water in the
strategy board.
GENERAL PLAYER NOTES AND ADDITIONAL FEATURES:
Be sure of the army you purchased because exiting the
purchasing screen finalizes your army.
Characters' movement will decrease when characters are low on
"Life Force."
The limit moves option works for two player games only.
During placement of characters the only way to change from 3D
Mode to Overhead Mode and back again is with the "F1" key.
When playing the computer set to "Merciless" the computer's
characters, in combat only, will receive the following
benefits: Strength +2, Agility +1.
On map small04 there are large chasms creating islands out of
the land, so be sure you have characters that can "move" from
island to island. Walkers would be good for defense, of
course. Rings of Speed would be a major benefit for characters
that have low movement, like the Phantom.
In combat, if the characters are standing very close to trees
or rocks, their attacks may go right "over" the obstacle,
especially with missile weapons.
If the character you are playing is paralyzed by the Vampire
in combat, do not hold down the attack button because the
character will lose stamina.
Fire and Water Elementals are stopped by poison and insanity
traps but take no damage.
If you set the computer level to merciless or difficult on
small or tiny maps, keep the points down, or the computer's
traps will hinder game play.
Timing is crucial in combat. If an attacking character is hit
with an attack that is quicker while in mid-swing, then that
attack will be spoiled or "interrupted". The interrupted
character will not inflict any damage in that attack. However,
certain awesomely powerful attacks cannot be interrupted:
Demon both attacks
Vampire both attacks
Fire Elementral mini-nova only
Conjurer all three attacks
The Demon's scream has no effect on either frozen characters
or Trolls in rock form.
ADDITIONAL NOTES ON MODEM and DIRECT LINK:
During modem play, Dark Legions will make use of all the
power the two machines have to offer. Modem play is best
experienced with two fast machines (486DX/33+) at 9600 baud.
If both machines are local bus, so much the better.
For optimal gameplay with a modem, especially with less than
ideal hardware or line quality, we strongly recommend that
both machines have a serial/controller card of the latest type
(16550 UART chip or equivalent). These cards have a buffer
that makes data transfer more reliable. You can check your
UART chip if you have MS-DOS 6.0 or higher: use the MSD.EXE
program -- normally the UART chip type will be listed on the
last line.
Modems that are not 100% Hayes compatible may experience
problems while connecting. You may need to try the connection
several times: be patient.
In order to make recovery from disconnections as convenient as
possible, an autosave feature saves the game every turn. The
last slot in the Load Game screen has been redesignated for
this feature. If your game is interrupted, simply reconnect
and load the Recover game, and you will have lost only a
little time.
During modem or direct link, if one player is moving in Over-
head Mode and the other player is viewing in 3D Mode with
animations on, there will be a long delay between movements.
WARNING: do not play with the keys in direct or modem link
when it is the other player's turn.
CHARACTER NOTES:
Conjurer- The type of characters that the Conjurer can conjure
and the cost in Life Force is as follows:
Demon 20
Fire Elemental 15
Phantom 12
Troll 10
Vampire 20
Water Elemental 15
Wraith 18
Demon- The Demon's Death Cry is unable to kill characters on
the strategy board, including illusions.
Fire Elemental- The Fire Elemental's flame suicide attack will
not destroy illusions of Fire Elementals.
Illusionist- The Illusionist can create illusions of all
characters except for Phantoms and Zombies. The cost in Life
Force for each of the characters is:
Berserker 8
Conjurer 5
Demon 20
Fire Elemental 10
Illusionist 5
Orc 8
Seer 5
Templar 5
Thief 5
Troll 15
Vampire 20
Water Elemental 10
Wizard 8
Wraith 12
The cost to maintain an illusion is 10% of the creation cost.
For example: an illusion of a Demon would cost the Illusionist
two points of Life Force a turn to maintain.
Orc- The Orc, when charging, does more damage when the target
is pinned against the border and obstacles than out in the
open. The Orc's charge cannot be initiated within a minimum
range of about one inch.
Phantom- When you take the Phantom into combat, remember that
the Phantom's "invisibility" is most effective in a two player
game.
Seer- The Seer's befuddle attack will make computer
characters hesitate in combat. The computer's difficulty level
will affect the amount of time that the characters hesitate.
For example: on Hopeless level the hesitation will be very
pronounced, and on Merciless, will hardly be noticeable. The
Seer's befuddle attack drains the enemy character's stamina.
Once the character regains all its stamina it will throw off
the effects of the befuddle. If you attack with a befuddled
character then it will take you that much more stamina to
recover before the effects of the befuddle wear off.
Shape Shifter- The Shape Shifter in Phantom form is invisible
on the strategic and tactical boards. If the Shape Shifter
changes form at the begining of the turn, the Shape Shifter
will retain the movement for the previous form for the rest of
that turn. For example: if the Shape Shifter was a Troll and
changes to a Vampire, the Shape Shifter will still retain the
movement of the Troll. The Shape Shifter is immune to the
traps that the current form is normally immune to. If the
Shape Shifter changes into a form with less Life Force than
the Shape Shifter's maximum (50) then the Shape Shifter will
have the Life Force of the new form.
Templar- The Templar is able to heal, in a limited capacity,
characters that are near the Templar. If the character is in
the adjacent square, that character will receive two points of
Life Force per turn. If the character is two squares away,
that character will receive one point of Life Force per turn.
The Templar is unable to use his special healing on characters
with a negative or zero revitalization. The special healing
gives three times the revitalization of the character being
healed. For example: the Templar healing a Wizard would give
that character six points of Life Force. If charaters have
Ring(s) of Rejuvenation they will not be included in the
multiple when the character is being healed by a Templar.
Thief- Make sure that you want to disarm a trap before you go
to the "Decrypt Trap" screen because there is no going back
once there. Manually disarming a trap: choose a symbol that is
going to lead you in the right direction (follow the arrows).
If the first couple of slots are open, make your best guess to
start.
Troll- Be careful to remember which Trolls you turned into
rocks, for there are no identifying marks to remind you.
Vampire- If you make a Zombie out of a character that had
rings then those rings no longer function. In a Vampire vs.
Vampire combat, if one of the Vampires gets paralyzed with its
tongue out, that Vampire will not get any stamina back until
its tongue is retracted and is unparalyzed. Vampires are
unable to make Zombies out of conjured characters. If the
Vampire is the Orb Holder and is the last of you characters,
no matter how many Zombies you make your Vampire's life
regeneration will still be -5.
Water Elemental- The Water Elemental, when charging, will do
more damage when the target is pinned between the borders and
obstacles than out in the open.
Wizard- If the Wizard tries to freeze a Water Elemental in
combat as the Elemental is using its Tidal Wave attack, the
Water Elemental's attack will not be stopped. The minimum
range for the Wizard's strategic freeze attack is three
squares, the maximum range is six squares. The damage caused
by the freeze is ten points of Life Force. The frozen
character will be frozen for one turn for every time that the
character was hit with a freeze. In combat, the Wizard's
freeze attack is less effective at close range.
Wraith- The Wraith's special power, "Teleport", costs ten
points of Life Force initially and one point for every square
that the Wraith teleports. The Wraith's double grope attack
does the same amount of damage as the single swipe, but gives
the Wraith four times as much Life Force. The Wraith's agility
is rated as a seven, but because the Wraith must first extend
its arms, the character is a little slow starting off.
Zombie- Zombies are unable to move on the first turn of
creation.
Thanks for playing Dark Legions!