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FANTHELP.HLP
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1992-05-07
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85 lines
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│░░░░░░ PLAYING THE GAME ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
╘═════════════════════════════════════════════════════════════════════════════╛
Fantasy Land is a land of areas or "rooms". Players move from area
to area, taking and leaving offensive and defensive items. If a player has
ANSI enabled, offensive items are displayed in green text while defensive
items are displayed in red text. Players may carry up to 5 items at any
given time.
Offensive items are used on other players during encounters. Each
offensive item can be 'blocked' by a particular defensive item.
Further, each time an offensive item is used on an opponent, the
opponent's resistance level is reduced by a number corresponding to the
offensive item's strength value. If a player has the defensive item that
blocks an offensive item used, the player gains 25 points and an increase
in resistance level which corresponds to the strength value of the offensive
item. The following list describes the offensive items and their strength
along with the defensive item required to 'block' an encounter.
Offensive Item Strength Defensive Blocking Item
------------------------- -------- -------------------------
Tickle Feather 2 Not Ticklish Spell
Rose Petals 2 Not Ticklish Spell
Erotic Pictures 3 Cold Shoulder
Vibrator 5 Non-Seductive Spell
Enormous Dildo 7 Force Field
Leather Whip 8 Numbness Spell
Love Potion 9 Non-Seductive Spell
Rope and Gag 10 Rope Disolver
Each time a player uses an offensive item, it is removed from the
player's possesion and 'tossed' into another randomly selected area.
Defensive items may be retained for as long as a player wishes. However,
when a player selects to pick up (T>ake) a defensive item, the player is
charged 50 points which is removed from the player's score.
New players are started out with a resistance level of 10 and are
given 200 points so they can afford to use some of the features which require
a point-charge fee, if desired.
When a player selects to have an encounter with another player,
both players must be in the same area. To start the encounter, the
aggressor selects the command A>rouse and enters the number of the
player to be aroused or encountered. If the player being aroused has
already had an encounter since the last time they played, they are
considered "recovering" and are not available for an encounter.
Once an encounter attempt is started, the aggressor may U>se
offensive items on the defending opponent. Each time an offensive item is
successfully used, the defending opponent's resistance level is worn down
by the value corresponding to the strength of the item used. Once the
defending player's resistance level reaches 0, the defending player will
submit to the aggressor!
Once a defending player has submitted, the aggressor is presented
with a sub-menu. This menu is self-explanatory, so just go for it!!
But beware! All this screwing around can be hazardous to your
health! You can purchase protection against sexually-transmitted diseases
off the main menu. But protection costs 1000 points. If you do not have
protection, and your score is over 1500 points, you have about a 1 in 5
chance of contracting a venereal disease after having a sexual encounter.
If you contract a mild venereal disease, a vaccine shot will cost you 1500
points. If you contract a serious venereal disease, a surgical procedure
is necessary to save your life but renders your character scoreless, forcing
your character to start the game over and also terminates play for that day.
Once you have purchased protection, your "sexperience" level
will begin to accumulate. Each sexual encounter increases the aggressor's
sexperience level by two points. Once a player reaches 100 sexperience
points, he is considered to be at "Sexpert" level. The main advantage to
achieving this level is that all offensive items double in strength. But
beware... the defending player's block also doubles in strength.
The player with the highest score at the end of the month is
declared the winner and the game is restarted automatically except when the
game is placed in continuous play mode by the SysOp. When in continuous
play mode, the game does not come to an end until the SysOp manually resets
the game.