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1995-05-30
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_____ _____ __ _____
/ ) / ) / / ) /) )
/_____/ /_____/ / / / / | /
/ / / | / / / / | / <C>1994 Michael Goatly
/ / / | / / / / | /
( ( ( (_/_ (_____/ ( |/ VERSION 1.0
**********************************
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(This will look incredibly silly if
you don't use a fixed width font,
such as corpus or the system font!)
IT IS HIGHLY RECOMMENDED THAT YOU HAVE A LOOK AT THIS DOCUMENTATION CAREFULLY
BEFORE YOU PLAY, BECAUSE ARION IS A COMPLEX GAME, AND IT IS UNLIKELY YOU WILL
GET THE MOST OUT OF IT WITH OUT READING THIS.
It is also recommended that you print this file out, so you can refer to it in
game.
Contents:
PART:
1: Copyright and legal stuff.
2: The story of Arion.
3: Character generation:
i.Choosing a race
i. Racial bonuses
ii. Racial class allowance
ii.Choosing a class
i. Class bonuses
4: The dungeons:
i.Movement and controls
ii.Combat
iii.Treasure
i. Found treasure
ii. Treasure chests
iv.The sounds of the dungeon
5: Magical items:
i.Magical weapons
ii.Magical armour
iii.Miscellaneous magical items
i.Scrolls
ii.Staffs
iii.Amulets, rings, etc.
iv.Potions and mushrooms
iv.Using magical items with more than one power
6: Character death, and fate....
*******
{PART 1:}
*******
Copyright and legal stuff.
Basically you can do what you want with Arion, including altering the code,
graphics, gameplay and everything. It's public domain, freeware, whatever.
(If you want a reason for this - see !!Readme!!)
All I ask is that whenever Arion is spread, I am credited with the original
code and program. Thanks.
*******
{PART 2:}
*******
Arion - the background.
It was just over five hours past nightfall when you found the old, tatty
book lying on the bookshelf. It was like all the others, bound with red
leather. The only difference was that it had no title. This fascinated
you, so you placed some more wood on the fire, and settled down, preparing
for a long read.
Flicking past the first few empty pages you found the first page of
writing. Instantly you knew who had written this book. It was your
Grandfather's, the one on your mothers side who was always off on
adventures when he was young. It was his diary.
'Whatever happened to my Grandfather?' you wondered. You had never met
him, and no one visited him. You thumbed through to the last few entrys,
and read them.
*******************************************************************************
*Nurensbat 1, Dagensat 71.
--------------------------
I have heard rumours that the beasts have returned. I thought I had
rid the dungeons of them three barems ago, but it seems I was wrong. I hope I
don't have to go through the ordeal of chasing them off again. I won't do
anything if they leave us alone. What a thing to find out on Newbarem day.
*Nurensbat 1, Naksat 71.
------------------------
I should have realised. Yesterday was a full moon and evil things
always seem to happen on new full moons here.
*Nurensbat 1, Websat 71.
------------------------
I am starting to worry. A new full moon is due in two days, and if
that is anything to go by, then something is about to go VERY wrong.
*Nurensbat 2, Dagensat 71. Full moon.
-------------------------------------
I knew something would happen, I KNEW it. The Tarrasques rised to
their full power, calling upon the forces of evil. They have summoned all
sorts of evil creatures that have entered into the towns, destroying everything
in their path. The Knights of Tawek have been called from their homes to fight
off the evil, but there isn't anything THEY can do. They don't know what they
are up against. There is nothing for it. I will have to go down into the
bowels of the dungeon and face my nightmares again.
*******************************************************************************
'He cannot of returned.' you thought, reading that, the last entry. 'I
always wondered what was down in the dungeons, my parents wouldn't tell me.'
'Poor old Grandfather. Well, who wants to live forever anyway, I'll go
down after him, follow in his footsteps, so to speak!' you continued to
yourself.
'Now what should I be...'
-------------------------------
And thus it began. You control your character through the dungeons that lie
beneath your city sewers, killing all manner of creatures, some evil, some not.
The mission is simple (or maybe not....), go down into the depths of the
dungeon, and slay a Tarrasque or two, driving them off as your characters
Grandfather did all those years ago.
*******
{PART 3:}
*******
Character generation.
The first thing you will want to do, when you first enter Arion, is to generate
your character. This is done in a number of steps.
*******3.i*** Choosing a race.
The first thing you are asked is what race you would like your character to be,
and you are given a choice:between Human, Elf, Dwarf, Halfling, Ogre or
Minotaur.
Each race has it's pro's and con's, and these are shown below
***********3.i.i*** Racial bonuses.
HUMANS:
Humans recieve no special bonuses, and have no special abilities, they are the
norm around which every other race is based.
ELVES:
Elves recieve +1 dexterity, +1 intelligence, -1 strength and -1 constitution.
Elves are normally very sophisticated, and polite, and as such they are
generally better recieved at shops. (That is to say the shopkeepers add less
on to the price of the goods.)
DWARVES:
Dwarves have their statistics adjusted by +1 constitution and -1 speed. They
are used to living underground with all sorts of venemous creatures, and as
such they have developed a resistance to poison over the years. This
resilience lessens the effect of poisons.
HALFLINGS:
These short fellows have +1 speed, +1 dexterity, -1 constitution and
-1 strength applied to their statistics. They make great thieves, and have
very acute hearing, which allows them to hear creatures move about further
away, providing an excellent early warning system.
OGRES:
Ogres the toughest of all the races that can be chosen, and their stats are
adjusted accordingly. +3 strength, -1 speed, -1 dexterity, +1 constitution
and -1 intelligence. The only advantage that an Ogre has, is it's strength.
MINOTAURS:
Minotaurs are the second strongest race, surpassed only by the Ogres. Like
the Ogres their only advantage is their strength. The following modifiers are
applied to their stats. +2 strength, -1 dexterity, +1 constitution and
-1 intelligence.
Fig 1: Table representing the modifiers applied to different races:
/-------l-----l-------l----------l------l----------\
| Human | Elf | Dwarf | Halfling | Ogre | Minotaur |
/----T-------T-----T-------T----------T------T----------T
|Str:| 0 | -1 | 0 | -1 | +3 | +2 |
T----T-------T-----T-------T----------T------T----------T
|Dex:| 0 | +1 | 0 | +1 | -1 | -1 |
T----T-------T-----T-------T----------T------T----------T
|Spe:| 0 | 0 | -1 | +1 | -1 | 0 |
T----T-------T-----T-------T----------T------T----------T
|Con:| 0 | -1 | +1 | -1 | +1 | +1 |
T----T-------T-----T-------T----------T------T----------T
|Int:| 0 | +1 | 0 | 0 | -1 | -1 |
\----l-------l-----l-------l----------l------l----------/
***********3.i.ii*** Racial class allowance.
Some races are better at being one type of class, and some can only be certain
races. The allowed classes for for the races are listed below:
Humans: Fighter, Mage, Priest, Rogue or Ranger
Elves: Fighter, Mage, Rogue or Ranger
Dwarves: Fighter, Priest or Rogue
Halfling: Fighter or Rogue
Ogres: Fighter or Priest
Minotaurs: Fighter or Mage
Be careful when you are choosing your race, because you may not be able to be
the class that you would prefer!
****
After you have chosen your characters race, you are asked for the sex of your
character. The sex has NO effect on the statistics of the character, it just
allows Arion to describe the situations better to you, i.e. in the right
gender
For example: Jenny is a female character.
Arion comes up with the message:
Jenny has his arm bitten off by a huge 100ft two headed troll.
See why Arion asks for the gender? ;)
*******3.ii*** Choosing a class.
The next question you will be asked is what class you want your character to
be. Only the allowed classes will come up (See section 3.i.ii).
Each class also has it's pro's and con's.
***********3.ii.i*** Class bonuses.
FIGHTER:
Any race can be a fighter. They are bog standard, run of the mill people, who
charge headlong into a fight. They can not cast spells of any kind, and have
limited knowledge of magical items. They can, however, use magical weapons
and armour, and also scrolls.
Fighters get +1 to their strength, constitution and speed, but a -1 to their
intelligence.
MAGES:
Mages are people who have devoted their life to the art of magic. They have
had little time for weapon useage. They generally make poor fighters, but make
up for it with their spells, which are mainly offensive. There is, however,
no reason why you shouldn't be able to develop a Mage with good fighting
abilities. They are able to use magical items to a high standard, normally
without any problems.
Mages have +1 to their intelligence and dexterity, but -2 to their strength
and -1 to their constitution.
PRIESTS:
Priests are better at fighting than Mages, which is a good thing, because the
spells that they can cast are mainly defensive. They too can use magical items
to a high degree, although perhaps not as efficiently as Mages.
Priests have modifiers of +1 intelligence and +1 speed, and also -1 strength
and constitution.
ROGUES:
Rogues, or thieves, rely on speed and dexterity in combat, avoiding hits, and
running away when necessacary. They are normally brought up as thieves, and
have very nimble fingers that allows them to pick locks on treasure chests
easlily, and without equipment. This is very useful deeper in the dungeon,
when chests become protected by traps.
Rogues have a +1 dexterity and speed, but they also have a -1 strength applied.
RANGERS:
Rangers cannot cast spells of any sort, but they were trained from birth to
understand the ways of animals (including monsters!). This means that when
they hear a monster closeby, they can identify it accurately. This is an
advantage, because they can run when they identify a Fire giant to the south,
and they are only level 3!
The only modifier applied to a Ranger is +1 speed.
Fig 2: Table showing the modifiers applied to classes:
/---------l------l--------l-------l--------\
| Fighter | Mage | Priest | Rogue | Ranger |
/----T---------T------T--------T-------T--------T
|Str:| +1 | -2 | -1 | -1 | 0 |
T----T---------T------T--------T-------T--------T
|Dex:| 0 | +1 | 0 | +1 | 0 |
T----T---------T------T--------T-------T--------T
|Spe:| +1 | 0 | +1 | +1 | +1 |
T----T---------T------T--------T-------T--------T
|Con:| +1 | -1 | -1 | 0 | 0 |
T----T---------T------T--------T-------T--------T
|Int:| -1 | +1 | +1 | 0 | 0 |
\----l---------l------l--------l-------l--------/
*******
Once you have chosen your characters class, all the information for your
character is shown.
You are given the opportunity to reroll your characters stats as many times as
you want (This includes weight, height, age, hp, etc.)
Once you are satified with the stats, your character is saved to disc, and you
are ready to begin!
*******
{PART 4:}
*******
The Dungeons.
The dungeons beneath the city were created long ago by unknown, powerful
forces. They are forever changing, and no one who has entered (and returned)
has arrived back with the same maps drawn.
Mapping is the only way your character will survive the dungeons, and
fortunately, it is done automatically by the character. As you progress
through the game, maps will be drawn in the top right of the screen.
In the bottom left part of the screen, there is a representation of what your
character sees. It does NOT show monsters or items. It is simply to give
you more of a feel of what your character would be seeing.
To the right of this are your characters statistics (stats). Also displayed
there are the current bad influences affecting your character, for example
'FEAR' or 'POISON'.
In the top left part of the screen is the general message area. The current
exits are displayed here, whether your character can see them or not (It is
assumed that they can feel them). Also displayed here are things like whether
your character is hungry or thirsty, and what sounds can be heard where (See
later).
*******4.i*** Movement and controls.
Movement may seem a little confusing to some at first, but if you stick at it,
it will become second nature in the end.
Control over movement is generally done through the numerical keypad, as
follows:
8- move forward in the current direction
4- turn left 6- turn right
2- move backwards
In addition, '5' wait in the same square for a turn / enter a shop
'7' go up a ladder
'1' go down a ladder
When you are moving your character around normally, you can do the following
things:
'i' - list inventory 'l' - list worn/held equipment
'g' - get an item off the floor 'E' - examine an object
'd' - drop an item on the floor 't' - take off a worn item
'h' - hold an item 'w' - wear an item
'L' - let go of a held item 'U' - use a worn item
'e' - eat something 'u' - use an item in inventory
's' - swig a drink 'c' - cast a spell
<CTRL> 's' - save game
<CTRL> 'l' - load game
<CTRL><Insert> - quit game
When you enter your character into a shop, you can still use most of the above
commands, and in addition you are given some extra commands:
'p' - Purchase and item from the shops inventory.
's' - Sell an item
'I' - Identify an item - This will cost you!
'r' - Recharge a magical item when it is low on power - This will cost as well!
'e' - Exit the shoppe.
Shoppe keepers reserve the right to sell cursed or dangerous items, and to
refuse to purchase any items that they think are bad from you.
(HINT - If your character knows that the item is cursed, then the keeper will
not buy them, but if YOU know, and your character doesn't, then the shopkeeper
won't guess!)
*******4.ii*** Combat.
Unfortunatly you can't move your character around the dungeons unhindered. You
will very quickly encounter a potential combat situation.
When you come across a monster of some sort, you will get a brief description
in the bottom left of the screen, and a question will be asked of you. You
are asked whether you would like your character to Attack or Run.
If you feel that you are outclassed, and don't stand a chance, or have been
fighting this monster and have lost all of your hitpoints, then you can try
to get away by pressing 'r'.
Should you wish to take the monster on, press 'a' to attack.
When in combat, you the following commands can be used:
'i' - inventory 'l' - list worn equipment
'E' - Examine an object 'u' - use an item in inventory
'w' - wear an item 't' - take off a worn item
'c' - cast a spell 'h' - hold an item
'a' - attack using held object 'U' - use a worn item
'T' - throw held object (You will not get it back!!)
Once a round of combat has been completed, if the combat has not been resolved,
you will once again be asked whether you want you's character to Run of Attack.
*******4.iii*** Treasure.
***********4.iii.i*** Found treasure.
On your journeys around the dungeons you will come across items left lying
about on the floor. This is treasure! Sometimes it is valueless, sometimes
it is worth alot.
Treasure comes in all shapes and sizes. Weapons, armour, you name it, you'll
probably find it down there.
**WEAPONS
When you are going about killing monsters, weapons come in quite handy.
Different weapons do different amounts of damage, and although you won't know
exactly how much damage they inflict (unless you identify them at a shop, or
with a spell), you can probably have a good guess at which weapons are more
powerful.
**ARMOUR
Armour can come in the form of breastplates, gloves, amulets, rings, etc. Most
armour will increase your character's armour class (The higher the better), but
occasionally, bad armour will decrease your character's armour class. Avoid
the latter type at all costs.
***********4.iii.ii*** Treasure chests.
Sometimes, when your character slays a higher level monster, he/she will
discover a treasure chest, instead of the normal treasure. If this is the
case, then you will be given a list of options.
Should you try to open it straight away, without picking a lock, you may find
that the chest won't open, because it is locked, although you may be lucky and
find that it is unlocked. In either case, there is a chance that your
character will set off a chest trap. Thest traps sometimes cause a little
damage, and sometimes a lot.
If you try to pick the lock on the chest, you are given an option of using an
item to pick the lock, or using your bare hands to try. Thieves can pick locks
with their bare hands, but it is not advisable for any other class to try!
When picking a lock there is again, a chance of setting off a trap, but once
the lock is picked, the chest is automatically opened.
Another option available, and one that doesn't involve setting off traps, is
bashing the chest open. This is done using bare hands, weapons, shields,
anything that is available, but it has one or two drawbacks. It is not always
successful being one, and the second, which is slightly worse, is that you
can break open the chest, destroying the contents in the process.
*******4.iv*** Sounds of the Dungeon.
The dungeon is normally a quiet place. Quiet and dark. In fact the darkness
is almost alive, it sucks in light so much that your character can barely
see where they are going with a light source. As such, your character relys
on their hearing to detect where monsters are. Some races/classes are better
at this than others. (see race/classes section above)
When a sound is heard, a warning indicator right of the map (an ear with an
exclamation mark next to it) will appear. The direction, type, and volume of
the noise will be displayed in the messages section of the screen. In addition
to the written discription, small exclamation marks will appear on the
graphical display in the bottom left of the screen. These show the direction
the noises are coming from. For example, if a noise were to radiate from the
north east, a small exclamation mark will appear in the top right part of the
display. (N.b. The positions of the marks are not relative to the direction
your character is facing)
If your character is bestowed with acute hearing, they will hear things from
further away. This means that monsters that make a normal amount of noise will
sound louder close up, but quieter at a distance.
*******
{PART 5:}
*******
Magical items.
Firstly a warning about magical items, and the dangers of holding/wearing
unknown ones....
Cursed items are normally placed in the dungeons by powerful (evil) wizards,
who are just out for a laugh at someone elses expense. Once held or worn,
they cannot be removed or let go of, until a REMOVE CURSE spell has been cast,
either by scroll, spell, or otherwise.
*******5.i*** Magical weapons.
Magical weapons can be found deeper in the dungeons, and their powers can be
either beneficial or disasterously dangerous. Special powers include:
Slay Dragon - Swords with this power do more damage to dragons than to other
creatures.
Slay Humanoid - These swords inflict more damage to humaniod lifeforms.
Some weapons may increase (or decrease!) your armour class, these are normally
very valuable, and powerful items, and should not be just thrown away!
There are of course, more special powers, but I won't reveal them now, what
would be the fun of adventuring, if you knew what you were going to find?
Some VERY powerful weapons may contain magical powers, and these can be used
in the same way as any other magical item. (See below for multi-powered items)
*******5.ii*** Magical armour.
It is very unlikely that you will not come across magical armour of some sort
when you venture deeper into the dungeons. Quite a few of the powers that they
bestow upon your character are covered in the next section, under amulets and
rings, etc. but some highly powerful armour can bestow great strength on
your character, or other such attributes. These are prize items, and should
be looked after.
As with swords, some pieces of armour may contain magical powers.
*******5.iii*** Miscellaneous Magical Items.
***********5.iii.i*** Scrolls.
Scrolls are created by high powered wizards of many races, some long forgotten.
They are simply pieces of paper with the essence of magic woven into their
very fibres. They remove the need for any magical gestures or elements, all
that has to be done in order for the spell to be cast, is for the words on
the paper to be read. Even stupid fighters can do this without any trouble.
There are some drawbacks to scrolls. The first is that although the magical
words are universal, and do not need to be understood for the magic to work
correctly, the titles of the scrolls are written in many different languages.
Some will be written in your own tongue, so you will know the effect of reading
the scroll, but the effect of those written in a foreign language will remain
unknown until the scroll is read. Even then, if the results are unseen you
will still not know what happened. The spell contained in the scroll may not
take effect in that situation either.
Some of the spells contained on scrolls can be very nasty indeed, in certain
situations, so it is advisable that you find out what a scroll may do, before
reading it... you have been warned!
The second drawback is that scrolls can only be used once. Once they have been
read, all the power in them is dissipated, and the scroll falls apart at its
seams.
***********5.iii.ii*** Staffs.
Another method that mages often use to store magic, is that of implanting
magical powers into a staff. These can be operated in a wide variety of ways,
some may require the twisting of knobs and the pulling of small levers in the
correct order before a spell will be released, and some may just need a slight
tap on the ground. Because of this, there is a chance that your character
will not be able to use the staff properly. Fighters always seem to find
magical items difficult to operate.
Staffs contain a whole host of magical spells, good and bad. This means that
you might end up doing yourself more bad than good, if you use an unknown
staff.
Staffs have a limited number of charges. Each time you use the staff, you
drain it's power. When it runs out of charges, it will cease to operate, but
unlike scrolls, staffs can be recharged and reused. The only way an item can
be recharged, is by taking it to a shop, and paying lots of money!
***********5.iii.iii*** Amulets, rings, etc.
Amulets and rings are normally only useful (or dangerous!) when they are worn.
When they are worn, the powers interwoven into them become active. These
powers can bestow wonderful results on your character, such as perminant light,
or acute hearing. However, they can also have equally disasterous results,
with powers such as deafness and decrease strength. The items that contain
bad powers are usually cursed, so WATCH OUT!
Amulets and rings sometimes contain magic powers as well. They have a certain
number of charges in the same way as staffs do. They can also be recharged
in a shop.
***********5.iii.iv*** Potions and mushrooms.
Potions are another little aid produced my mages. They mainly only affect
your characters metabolism, by increasing/decreasing his/her strength or
dexterity, etc. Some contain healing elements, and some have no power at all.
Mushrooms are naturally occuring items, that offer a herbal alternative to
potions. They have the same powers as potions, plus a few that only nature
can offer!
It highly inadvisable to go around eating mushrooms and drinking potions
willy nilly, because this could lead to a horrible, deformed character.....
well you never know, do you?
*******5.iv*** Using magical items with more than one power.
Some magical items, be they swords, rings, or anything else, may have more than
one magical power. If this is the case, when you go to use the item, a small
question will pop up.
If your character knows what the item does, then the question will list the
powers, and you can choose which one to activate. If, however, your character
does not know what powers the item has, the question will allow you to choose
from a list of unknowns, each one being a different spell.
*******
{PART 6:}
*******
Character death, and fate.... (Upon death, and dying)
Dying is a natural part of life, and it is highly probable that it is a part
of life tht will occur quite a few times in your characters early times as an
adventurer in the dungeons.
However, fate is on your side, and when your character dies, fate will lend a
hand by sending along a nice wizard who will attempt to raise you from the
dead. He will ALWAYS succeed if your characters constitution is 10 or greater,
but if it is less, there is a chance that your character is not strong willed
enough to survive his/her soul being pulled back into a more physical form.
This chance of perminant death gets greater, the lower the constitution of the
character.
If your character dies perminantly, then he or she is removed from disc, never
to be seen again. That's it. Finito. Start again.
*******************************************************************************
And that's it for the Docs.
Mike Goatly,
20 Ely Road,
St. Albans,
Herts.
AL1 5NA
or E-Mail me at M.P.Goatly@Herts.ac.uk (Until June 1998!!!)
Enjoy!