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The Lost Lands
Fantasy Adventure Game
GAME PRIMER
Written By:
David A. Cooke
I. Introduction
The Lost Lands is a user-interactive fantasy adventure
game for use as a DOOR program with any Bulletin Board System.
It is a real-time game set in a medieval fantasy world. The entire
system was written in QuickBASIC 4.0b.
The Lost Lands supports color ANSI graphics; it is recommended
that you use ANSI if it is available on your system. The color ANSI
graphics enhance the game play significantly.
II. Object of the Game
The Lost Lands was written for players to have fun. The
object of this game is to become rich, powerful and
experienced. Each player will be competing with and against the
other players. Although this interaction is not direct, it is still
very exciting in its own way.
The Lost Lands is set in the fantasy world of Akrinia. This
document only outlines the actual syntax of game play; for
information relating directly to the world of Akrinia, consult
the other documents shipped with this release.
III. Game Basics
The game is designed around a "text adventure" base. You
have a prompt at which you can type "English" into the
computer and it will respond to your commands. This will be
explained in detail later.
The game is also real-time. This means that the game
will continue to send challenges forth at you while you may
not be prepared to accept them. You will come to understand
the term "real-time", if you do not already, through reading
this brief introduction to the game.
The way in which your character will traverse The Lost
Lands is through a term known as a "room." Your character is
always in a "room" of some sort. This "room" takes the shapes
of many things; for instance, it could be a Weapon Shop, a
part of a Street, the inside of a cave, the dining room in a
mansion, or anything at all. The "room" that you are in has
no fixed size. A "room" could be as small as a closet or as
big as an entire meadow. This concept is at first difficult
to understand, but once you play the game, you should become
familiar with it.
To demonstrate how you feel your way around the lands,
and further explain what exactly a "room" looks like, we will
use the following example. When you enter a room, you should
see something similar to the room described below:
[Please note that this room is just an example, most
rooms will not have the same actual information as this one].
(1) Small Corridor
(2) You are in a small dingy corridor. The smell of decaying
flesh fills the whole corridor. To the south the
corridor continues towards an unknown light source. To the
north, the corridor continues into darkness.
(3) You see exits North, South.
(4) You see a Hatchet, Greathelm.
(5) You see a Skeleton.
(6) >
Each room description may be broken down into six parts.
We will go into each in detail now.
1. The Room Name: Each room has a name. The name is usually
a brief description of the room you are in. Sometimes,
room names may be kept extremely short to keep them from
being distinguished from another room of the same name.
The name is an easy way to navigate through The Lands if
you are familiar with the territory.
2. The Room Description: Each room has a full blown
description accompanying its Room Name. The description
will usually tell you every minute detail about the room,
including what you may see in the different directions
leading from the current room.
3. The Obvious Exits: Each room also contains a set of
obvious exits. These are the exits that are easily
accessible by all players. You may traverse these rooms
by simply typing the appropriate direction (see Part VI,
Commands Summary). Secret or Hidden exits may be in each
room. These must be searched for.
4. The Contents Listing: Each room also contains up to
twenty (20) items. If any more than twenty items lay on
the ground at any one time, the items will disappear.
Sorry, but there are limits to everything.
5. The Monster Listing: Each room also contains up to ten
(10) monsters. This listing changes many times since the
game is real-time. This shows the monsters/creatures
that are currently in the room.
6. The Command Prompt: When you receive this prompt on your
screen, it is telling you that the game is ready for your
command. There will be times when the command prompt
will not be present on your screen. This does not mean
that the game has frozen or stopped working, it simply
means that you are doing some action that requires a bit
more time than other, simpler actions.
IV. Movement
Movement in the game is quite simple. The directions
that you may move from any room are listed in The Obvious
Exits list of the Room Description. In previous example, the
listing read:
You see exits North, South.
PLEASE NOTE: In our following examples, the notation
<CR> means a Carriage Return, or pressing
the Enter key. Also, the > is placed
before all commands to represent the
presence of the command prompt.
To move our brave and fearless hero to the North into
the darkness, we would type:
>N <CR>
If perhaps we wanted to go and explore the strange light
to the south, we would type:
>S <CR>
As shown above, the commands for movement are the first
letter of the direction you want to move.
DIRECTION COMMAND
--------- -------
North N
South S
East E
West W
Up U
Down D
There is one last "direction" that your character may
travel. That direction is the "GO" direction. Some rooms,
those with special doors or hidden passageways utilize this
other "direction" command. If you are in a room that you know
has a secret door, you may type GO DOOR, and your character
will be moved to the correct "room".
Please remember that this command may be utilized for
rooms that do not contain "secret" doors. In some rooms, the
description may say you see a Large Glowing Door. If the
description points out to something that does not blend in
with the fabric of the description, try the GO command to
enter it.
V. Combat
1. How Combat Works
Combat proceeds in a real-time fashion. That is,
it is defined as any other action; during combat you may
do any other action that you could do if you were not in
combat, such as movement.
2. How You Engage in Combat
You may engage in combat in several ways. The most
common for a fighter character is to attack them with a
weapon; mages may cast offensive spells; or the creature
may even attack you first!
The command to attack a creature is KILL <target>
or abbreviated K <target>. The targetted creature is
either specified on the command line at the time or it
is assumed you meant the last creature either
attacked/cast a spell at/or LOOKed at.
After you hit return, the results of your attack
will be displayed. The creature will then react to your
attack. Your prompt will disappear until you are once
again ready to make a command entry. The prompt
disappearing signifies the time that it takes you to do
certain actions. Most non-combat actions can be done
relatively quickly, yet some actions, especially combat
ones, require more time than others to perform.
When your prompt reappears you are free to attack
the creature again, run, or do any other action. The way
in which you slay a creature is to continuously attack
them until the display informs you of their demise.
While you attack the creatures, the creature will
be attacking you also. Each weapon/attack form has a
different speed at which it may be performed, so a
creature attacking with a dagger will certainly strike
faster than you attacking with a two-handed sword or
vice-versa.
A brief example follows:
>LOOK AT MERCHANT
You look at the merchant and see...
He looks much tougher than you...
He is using a two-handed sword.
A Serf has entered the area.
>KILL MERCHANT <CR>
You swing at the merchant and miss.
>K <CR>
You thrust at the merchant and hit him in the left
leg causing a little bleeding.
The Merchant swings his two-handed sword and you,
but you dodge aside with ease.
>K <CR>
You swing at the merchant and miss.
The Serf has left the area.
A Scholar has entered the area.
>K <CR>
You thrust at the merchant and strike him solidly
in the abdomen.
A Peasant has entered the area.
The merchant swings his two-hander and strikes you
in the head. You have -3 hit points left.
Unfortunately, you have died!
This example demonstrates several principles of
combat. As can be seen, the merchant attacks much slower
than our hero does, due to his large weapon. Secondly, the
other things in the world around our hero proceed along a
semi-normal course. Third, two-handed swords are very deadly.
3. Spell Combat
Spell combat works on the exact same principle,
things will continue to happen in the environment around
you as you attack/defend. The only difference are the
spell commands to do the attacking.
The command to cast a spell is CAST <Spell> AT
<Target>. So, instead of typing KILL MERCHANT. You
would have typed CAST FIREBALL AT MERCHANT. The
targeting system is the same way, once you attack or look
at something, it will be the target of your attack.
The abbreviation for the CAST command is C, so the
command can be parsed down to C FIREBALL AT MERCHANT on the
first casting, and then C FIREBALL on the ones following. The
ONLY word that is NEEDED is the "AT" before the target of the
spell. The command C FIREBALL MERCHANT will NOT work, it
must be C FIREBALL AT MERCHANT.
The Lost Lands will accept spell names that are
abbreviated. This works exactly like the way
object/creature names will be parsed down, so read
section VI before using this feature.
VI. The Command Summary
1. The Command Prompt
The way in which you tell your character how to act
is through the command prompt mentioned above. The
command prompt recognizes a form of "english," that is,
it will seem to understand things that you and I would
say. For example, if you typed:
>LOOK <CR>
The Lost Lands would respond with a display of what
exactly is in your room.
2. How Real-Time Affects You
The real-time play should not affect the players
that much. If you are typing while the computer does
something, it will tell you what you see, and your prompt
will return with what you had on it. This will not slow
down your typing at all; The Lost Lands catches every
letter you type. An example is noted below:
>LOOK AT T
A Priest enters the area.
>LOOK AT THE NOBL
A Guard exits the area.
>LOOK AT THE NOBLEMAN <CR>
During the whole example our user typed in "LOOK AT
THE NOBLEMAN" only once; his input was not affected by
the computer telling him what was going on around him.
In this way, the computer contains a true real-time
system where the player knows what is happening and more
importantly, when it is happening.
3. Constructing TLL Commands
The game takes a form of pseudo-english, as stated
before. This pseudo-english is formed by using the VERB-
NOUN combinations that are used in virtually all text-
based adventure games. We will examine each part of the
command sentence below:
a) Verbs
The verbs used in The Lost Lands are the key
to manipulating your character. All verbs will be
listed below; they are the bulk of the commands.
All verbs will be parsed down to four
characters by TLL. For you, the player, this means
that you only have to type the first four letters
of any command for it to take effect. For example:
>CATALOG
Is the exact same as:
>CATA
Some verbs have even shorter abbreviations due
to the bulk of their usage. These abbreviations
will be explained in the command summary.
b) Nouns (Objects)
Although the verbs tell your character "what"
to do, the nouns tell you what to do it to.
All nouns are read fully. This may sound like
it will add time to your command entries. Actually,
once learned correctly, this full-parsing will speed
up your command entry quite a bit. The theory
behind it is the game reads in as much as you give
it. For example, if the room contained the
following creatures:
[Please Note: The numerals in parenthesis
added after each noble is for example only, these
numbers will NOT be displayed during the real game].
You see a Noble (1), Nobleman (2), Farmer (3),
Noble (4).
And you typed:
>LOOK AT NOBLE
Your command summary would show you the description
of the Noble (1) listed on the display. If you had
typed:
>LOOK AT THE NOBLEM
You would have seen Nobleman (2). This is because
the Nobleman (2) is the first creature with the
series of letters "NOBLEM." Since the Noble (1) was
not a match, it moved on to the second creature and
found a match. This feature can be exploited
further. What if you typed:
>LOOK AT THE N
Your display would appear with the description of
Noble (1)! This feature comes in extremely useful.
How do you look at Noble (4)? The way in which you
look at a creature that is the same, but not near
the begining of the line is by using a number at the
end to distinguish which one you are talking about.
Same example; but if you typed:
>LOOK AT THE N 2
You would have the description of Nobleman (2). If
you typed:
>LOOK AT THE N 3
You would have the description of Noble (4). Again,
the game searches first for the THIRD OCCURRENCE of
a creature with the letter series "N."
NOTE: During all of the preceding examples, the
objects being acted upon were creatures.
Please understand that this naming
convention works for both creatures and
items. Also note, that when manipulating
multiple worded objects, such as a
"Wooden Shield", you must remember to type
the object name beginning with the FIRST
letter or word. For example, type:
>GET WOOD
Instead of:
>GET SHIELD
c) Adjectives
Adjectives are thrown away by The Lost Lands.
In the above noted examples, we used them to form
better "english" sentences. In play, you probably
will not want to type AT THE. For example, to The
Lost Lands:
>LOOK AT THE NOBLEMAN
Is the exact same as:
>LOOK NOBLEMAN
4. Brief Command Summary
Below is a partial listing of commands you may use
in The Lost Lands. This is just a VERY short listing.
A complete reference to the numerous game commands is
contained in the GAME COMMANDS document. These commands
listed below will allow you to briefly explore the game.
Again, for a description of the (over 50!) game commands,
Please refer to the GAME COMMANDS document.
Full Command Abbrev. Brief Description
------------ ------- -----------------
LOOK L Examine something
INVENTORY INV Show your sack
CHARACTER CHAR Show your character
STATUS STAT Show your status
STAMINA HP or STAM Show your hit points
SPELLS Show your spells
REST Rest your character
GOLD Show your gold
CAST C Cast a spell
KILL K Attack another
creature
TAKE GET Pick something up
DROP Drop something
QUIT Quit the game
TIME Show time left
VI. Conclusion
Remember, this document is only a primer, explaining the
syntax of The Lost Lands. For character generation information,
adventure secrets, maps and quest descriptions consult the
other documents in this release. A printed hint book for players
is also in the works (Ask your SysOp).