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1993-11-04
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The Lost Lands (Version 1.5) Copyright 1993 David A. Cooke
New Players Guide
"Getting Around In NewMar"
INTRODUCTION
The town in which all great adventurers start is called NewMar. A great
mountain range to the north, a large desert plain to the south, a great sea
to the east and a forest to the west; these are the natural barriers that
protect NewMar well from foreign invaders and have led to its prosperity.
Due to the complexity of this Fantasy Adventure Game, you should read
ALL AVAILABLE documentation. The information can be read by entering
the game and typing HELP at a '>' prompt.
IMPORTANT INFORMATION
* Before you QUIT
Characters stay ON the map, even when the player is not playing. This
allows characters to compete. If you do NOT wish your character to remain
on the map, go to an Inn and type RENT. The RENT command will put your
character inside the safety of the inn, and you will quit The Lost Lands.
When you enter an Inn, you will be asked (if you have 25 gold pieces),
if you wish to participate in any Challenges that may arise. Other players
may come by when you are not on and challenge your character to a NON-LETAL
duel. You can NOT be killed in a challenge, but can win money if you
win the challenge.
If you can't afford an Inn, find some safe place to keep your character
while you are gone. YOUR CHARACTER IS ABLE TO BE KILLED BY OTHER PLAYER
CHARACTERS WHILE YOU ARE NOT ONLINE!
GENERAL SURVIVAL TIPS
The following information is CRUICIAL to understanding how to successfully
play a character in The Lost Lands. This document contains information
specific to the NewMar adventuring area (ModulePak #1).
* Remember where you Start
All classes (except priests), start in their training area. The ONLY way
to advance a level is to go to the room you started in, and type TRAIN.
Priests are able to train at any temple to their deity, but they must find
one.
* Map Your Environment
Use a piece of paper to map your progress throughout the town and dungeons
of NewMar. You will be able to use this map to find shops, taverns, or
good places to hunt.
* Heros are not First Level
During the first few levels of your adventuring life, you will be
considerably less powerful than your enemies. Don't try to be a hero.
Remember, you only have one life. If things look bad, you may want to try
running away. Patience and persistence are the way to herodom.
* Choose a Religion
Locate a temple of a deity you wish to follow. By joining and actively
donating, you will be granted favors. Occasionally, if you have contributed
enough, a deity will even grant an extension to your life. (See the Religion
Document).
* Read the Documentation
If you are completely unfamiliar with the concept of text adventure games,
then you should read all available TLL Documentation. Otherwise, the only
IMPORTANT document is the TLL COMMANDS LISTING. This describes the syntax
and explanation of ALL of the commands.
* Staying Alive
Wounds and fatigue are healed by time, resting, and different foods
and drinks. Keep different foods and drinks on hand for immediate relief
during combat.
Inside the town of NewMar, guards and other good folk will protect the
peace of the town. If you get in trouble (by attacking an innocent or
otherwise), you are always able to SURRENDER to a guard.
* Questing
When you feel as if you are powerfull, try taking up a quest or two.
You can find quests by reading them off of bulletin boards or other objects
locating in places like The Mayor's Home, The Sheriff's Office and The Jail.
Just READ the appropriate object to find the quests objective. Remember,
a quest is completed when it has been completed by ANY player, so you will
have to work fast!
* Information
For up to the date information on the best characters by class and the
news on who has killed who, check both the Town Hall and the Heart of
NewMar. Simply READ the object on which the information is inscribed
(which will be denoted in the description of the room)
* Work Together
Players are encouraged to interact as much as possible through the
functions the game has to offer. Players can give items (or gold) to one
another, so trading can be accomplished. There are bulletin boards in each
tavern, where players can leave messages for everyone to read.
MAGE INFORMATION
* Casting & Learning Spells
Mages learn new spells by reading them from Spell Books, which can be
purchased at book stores. A Mage is able to gain spells of any level.
Casting spells is based on the level of the spell and the level of the caster,
so casting higher level spells may be difficult, if not impossible.
IMPORTANT PLACES IN NEWMAR
* The South Side
The south side of NewMar (past the crossroads), houses some vile people.
Thieves and hoodlums occasionally roam the streets, yet the guards are
unable to do much to stop them. These people can be hostile to adventurers,
so the guards don't mind if adventurers are hostile back.
* The Sewers
The sewers provide a varying level of danger for players. The lower the
player descends, the harder the challenge. The sewers are a good place for
characters to gain experience and treasure. They are accessible by going
into the Thieves Guild, and following the corridor straight north. You
will slide down a chute, into the sewer. This is the only way to get into
the sewer system from inside North and South NewMar.
* The Haunted Mansion
Although it appears fairly docile, the Haunted Mansion holds terrible
secrets and evil below its wooded floors. Only extremely experienced
characters should dare snoop around the Mansion, trying to find its secret.
It is said minor apparitions occasionally appear in the upstairs bedrooms,
scaring off faint hearted adventurers.
* Dead Ends
Some places around town will just dead end, when it seems like they should
continue. A clear example is the Endless Path in the South NewMar. These
are connection points for further adventure that can be added on to the
existing maps. If you are interested in further adventures ask your SysOp to
consider registering and acquiring other ModulePaks.
Have Fun.