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Text File | 1985-09-23 | 38.4 KB | 1,596 lines |
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- Cavequest
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- How to Play the Game
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- Lightwave Consultants September 1985
- P.O. Box 290539
- Tampa, FL 33617
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- Copyright 1985, All Rights Reserved.
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- The Cavequest distribution diskette, of which this manual is
- one file, may be freely copied and distributed. This manual
- may only be distributed as a file on a distribution diskette.
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- Page 2
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- Table of Contents
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- Introduction . . . . . . . . . . . . . . . . . . . . . . 3
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- What is Shareware? . . . . . . . . . . . . . . . . . . . 4
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- Cavequest Requirements . . . . . . . . . . . . . . . . . 5
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- The Cavequest Distribution Diskette . . . . . . . . . . . 6
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- Starting Caveqeust . . . . . . . . . . . . . . . . . . . 7
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- Game Overview . . . . . . . . . . . . . . . . . . . . . . 8
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- Your Character . . . . . . . . . . . . . . . . . . . . . 9
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- Zeus Land . . . . . . . . . . . . . . . . . . . . . . . . 11
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- The Armory . . . . . . . . . . . . . . . . . . . . . . . 12
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- The Witches Lair . . . . . . . . . . . . . . . . . . . . 13
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- The Caves . . . . . . . . . . . . . . . . . . . . . . . . 14
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- Summary of Game Play . . . . . . . . . . . . . . . . 16
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- Monsters . . . . . . . . . . . . . . . . . . . . . . 17
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- Moving . . . . . . . . . . . . . . . . . . . . . . . 18
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- Using Your Blade . . . . . . . . . . . . . . . . . . 19
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- Using Magic . . . . . . . . . . . . . . . . . . . . 20
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- Firing Arrows . . . . . . . . . . . . . . . . . . . 21
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- Launching Spears . . . . . . . . . . . . . . . . . . 22
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- Examining A Wall For Secret Doors . . . . . . . . . 23
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- Opening A Secret Door . . . . . . . . . . . . . . . 24
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- Grabbing Treasures . . . . . . . . . . . . . . . . . 25
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- Talking To Monsters . . . . . . . . . . . . . . . . 26
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- Inventory . . . . . . . . . . . . . . . . . . . . . 27
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- Drinking Potions . . . . . . . . . . . . . . . . . . 28
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- Wishes . . . . . . . . . . . . . . . . . . . . . . . . . 29
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- Page 3
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- Introduction
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- Cavequest is a fantasy role-playing game where the major
- objective is to lose yourself in another land, in another
- time. The designers of Cavequest made every effort to let
- you be lost in fantasy.
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- This 'manual' includes everything you need to play Cavequest.
- If you would like some descriptions, please see the
- SCROLL.OLD file. If you want some helping hints see the
- SCROLL.HNT file.
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- If you would like the next version of Cavequest, including an
- entirely new set of caves, magic, weapons, monsters, etc.,
- Lightwave Consultants asks that you send $35 to Lightwave
- Consultants; P.O. Box 290539; Tampa, FL 33617. In addition
- to the above you will receive a better and more involved
- Cavequest and, printed on stylish parchment, the detail of
- each of the levels of the cave.
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- In any case, welcome to Cavequest. We at Lightwave wish you
- good luck!
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- Page 4
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- What Is Shareware?
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- Shareware is a software distribution concept. In shareware,
- it is believed: that people will pay for something they find
- useful, that most software costs too much, that copy
- protection schemes can sometimes be frustrating to the honest
- user, and that software users want to support software
- authors while not necessarily supporting the software middle
- men.
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- Cavequest is distributed under the Shareware concept. You
- receive the software first, from whatever source that may be,
- and pay only what you think the software is worth. You are
- free, and encouraged, to share copies of the distribution
- diskette with others.
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- Cavequest is "living" software, that is, software that
- continues to develop and get better, more powerful. Your
- support is essential. Financial support, of course, pays for
- additional development and distribution, but ideas for
- enhancements are always welcome. In shareware this support
- comes from you.
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- A file has been prepared to make support a little easier for
- you. This file is called SUPPORT. Simply print the file,
- (using the DOS command COPY SUPPORT PRN), fill it out,
- enclose your check, and mail the two to Lightwave
- Consultants; P.O. Box 290539; Tampa, FL 33617.
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- Page 5
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- Cavequest Requirements
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- In order to use Cavequest you don't need much at all. For
- hardware you will need an IBM PC or compatible with 128 KB of
- memory and a color monitor.
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- For software you only need DOS version 2.0 or higher,
- (including 3.0 and 3.1).
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- Page 6
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- The Cavequest Distribution Diskette
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- Lightwave recommends that you create a copy of the
- distribution diskette before you begin. This will make it
- easier for you to pass along Cavequest to your friends and
- associates. You can make a backup copy of Cavequest using
- the DOS COPY *.* or DISKCOPY command.
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- Cavequest will run in hard disk systems, and you are allowed
- to copy Cavequest to your hard disk if you wish.
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- You are free, and encouraged, to distribute copies of the
- distribution diskette to friends and associates. The
- definition of the distribution diskette is one that contains
- the following files in their original condition. You may not
- distribute any file without the others.
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- Everything you need except hardware and DOS is on the
- distribution diskette. These are the files found there:
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- QUEST.COM
- QUEST.000
- MONSTER.DEF
- PLAYER.DEF
- LEVEL1.DEF
- LEVEL2.DEF
- LEVEL3.DEF
- LEVEL4.DEF
- LEVEL5.DEF
- SCROLL.USE
- SCROLL.OLD
- SCROLL.HNT
- READ.ME
- SUPPORT
- CHECK.COM
- CHECK.TXT
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- You can test your copy of the distribution diskette, to make
- sure the copy is accurate, by entering the command CHECK *.*
- and the output should look like the file CHECK.TXT.
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- Page 7
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- Starting Cavequest
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- To run Cavequest all you need to do is enter the command
- QUEST. The Cavequest introductory screen will appear. It
- contains information about the Shareware concept and some
- benefits you will receive for your support.
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- At the bottom of the introductory screen is a prompt asking
- you if you would like sound effects. Cavequest is completely
- quiet if you answer 'N', but sound makes the game a lot more
- enjoyable, and sound is activated by answering 'Y'.
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- Page 8
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- Game Overview
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- Cavequest game play is in four parts. In part one you will
- find yourself in The Land of the Gods where Zeus will talk to
- you and where you configure your character. In part two you
- are at the Market Square and purchase weapons and armor from
- the Armorer. In part three you find yourself near the
- entrance to a great cave, at the Witches Lair. Here, you
- purchase magic items to help you in your quest. In part four
- you enter the cave and begin your trek.
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- There are two measures of trade in Cavequest. You trade in
- both lifepoints and silver. Your quantity of lifepoints is
- kept by Zeus himself and is used to enhance your character.
- Your quantity of silver is kept by the armorer and is used to
- purchase everything else you may need.
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- When you first enter Cavequest, you are given 9000 lifepoints
- to configure your character any way you wish. An important
- point to remember is that extra lifepoints are converted to
- silver whenever you leave the Land of the Gods. You gain
- lifepoints by killing monsters and grabbing treasure while
- you are in the cave.
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- If you need to pause anytime while playing Cavequest, (say to
- answer the phone), there are two ways. Either request an
- inventory or perform some magic. When performing some magic,
- take care of the phone before entering the pocket number you
- wish to use.
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- Page 9
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- Your Character
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- This is where the fantasy begins. With your 9000 lifepoints
- you can build any sort of character you wish. Start by
- giving your character a name. Then, "spend" your lifepoints
- to design your on-earth player.
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- Similar to other fantasy role-playing games, there are six
- attributes in Cavequest. These attributes are: Intelligence,
- Charisma, Strength, Dexterity, Stamina and Wizard Skills.
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- Each of these attributes may be valued from zero to eighteen.
- Therefore, you can create a Magi by having a character high
- in wizard skills and intelligence, an archer high in
- dexterity, a fighter high in strength, or whatever else you
- have in mind.
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- The attribute Intelligence determines your capability to find
- and open secret doors in the cave. A perfect intelligence
- (18) will always find and open the doors when attempted. A
- lower intelligence will also suffice, but the attempt may
- have to be made several times. In general, the higher your
- intelligence, the better your odds at success.
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- Charisma affects your ability to talk to monsters. A
- character with perfect charisma (18) will always enchant
- monsters when you talk to them. Monsters will then let you
- pass. A lower charisma may also work, but there is a catch.
- If you talk to a monster and he lets you pass, but then you
- decide to talk to him again he may get tired of listening to
- you and try to smash your boring brains out!
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- Strength determines your capability with a blade. The higher
- the strength the more damage you do to monsters when you hit
- them with a blade. A player with a high strength can even
- destroy monsters without a blade, (the armorer will provide
- you with a stick if you choose not to purchase a blade).
- Your strength adds to the destructiveness of a blade.
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- Dexterity affects your accuracy in firing arrows and
- launching spears. A dexterity of 18 will allow a player to
- always hit his target, provided he fires in the right
- direction and the monster is in the path of the projectile.
- A lower dexterity will suffice, but the projectile might be
- slow enough or inaccurate enough for the monster to catch it
- or deflect it to the ground.
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- Stamina determines your ability to keep your energy up. It
- also affects how potent healing potions are towards your
- recovery. Indirectly, it also affects your health, for if
- you are 100 percent rested then your health will gradually
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- improve. Stamina affects your "restedness." A player with a
- high stamina will be able to perform acts without getting
- tired as quickly as a player with a low stamina.
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- Wizard Skills determine which magic items you will be capable
- of using. In general, the more potent the magic item, the
- higher your wizard skill will have to be to use it. For
- example, you will have to have a magic level of 5 or higher
- in order for a healing potion to be effective.
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- In addition to the above attributes, you can also carry
- arrows, spears, potions, a shield, a blade, magic items, and
- treasures. You can also wear different types of armor.
- There are no restrictions on the amount you can carry, but
- the more you carry, the higher your weight, and the quicker
- you get tired. It is possible for you to buy so much
- equipment that you will barely be able to move. Kind of like
- a sherman tank in battle. Of course, you can elect to play
- the game that way if you like - at least you'll be well
- protected!
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- Page 11
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- Zeus Land
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- When you start Cavequest, you will find yourself to be an
- Immortal in the Land of the Gods. Zeus will ask you what
- name you wish to be known by. Then, Zeus will give you the
- opportunity to configure your character in any way you wish.
- If this is the first time your have entered Cavequest with
- that character, then you will be given 9000 lifepoints to
- start.
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- Follow the instructions to create the type of player you have
- in mind. 9000 lifepoints is enough to build a level 6 out of
- each of the attributes, but you by no means have to do that.
- Be creative. Any lifepoints that you have remaining when you
- arrive at earth will be converted to silver, one-for-one, by
- Zeus.
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- When you are ready to leave the Land of the Gods, Zeus will
- transport you to earth, where you will find yourself in a
- busy market square. Noone notices your arrival, and you walk
- to the armory where the armorer speaks.
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- Page 12
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- The Armory
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- In the armory, the armorer himself has decided to help you
- get outfitted. If you have treasures from a previous sojourn
- in the cave, he will buy them from you, providing you with
- silver in return. You may use the silver to make purchases.
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- Follow the instructions to make your purchases. You may
- purchase as many arrows and spears as you want and have money
- for, but you may carry only one shield and one blade. In
- addition, you may wear only one type of armor.
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- If you purchase a step up in blade, armor or shield, the old
- one will be considered a used item and be worthless. It will
- be discarded by the armorer for you.
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- Spears are a much more potent weapon than arrows, but they
- weigh and cost more, so there is a trade off.
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- If you leave the armory without purchasing a blade, the
- armorer will take pity on you and give you a stick with which
- to beat monsters. Don't laugh. Many a strong fighter has
- done in many a monster with a good stick.
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- After you are through in the armory, you leave the market
- square and exit the village on the main street. Following a
- trail into the mountains, you come across a ragged bungalow
- near the entrance to what appears to be a great cave. An old
- woman, fallow in looks, comes out to greet you. She
- obviously is a member of the witches' covenant.
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- Page 13
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- The Witches Lair
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- The witch addresses you directly and begs you to enter. In
- the lair you notice a plenitude of magical items. The witch
- explains that she has been casting spells against the cave
- for eons, draining all the magic out of the cave.
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- The effectiveness of the witches spell to add magic to your
- blade or to your armor depends on the type of armor you are
- wearing. The stronger your armor, the more magic it will be
- able to hold. The cost for the service, however, goes up
- with the type of armor. Adding magic to your equipment does
- not effect its weight. Adding magic adds about %50 to the
- effectiveness of your gear.
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- While you are in the lair, you may purchase as much of
- anything as you wish. The witch is not very honest, however,
- and will sell you things you cannot use. Your blade and
- armor can only take one treatment of magic, and while the
- witch will sell you more, they are ineffective. Only one
- magic cloak is all that you will need. The witch will sell
- you more, but their powers are not additive.
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- Of the "items" list shown to you, some are permanent, some
- can be used only once. The witch will sell you permanent
- ones, even if you already have that particular item. You
- only have forty pockets in your clothing in which to carry
- "items."
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- Some of the more difficult and powerful "items" require a
- rather high magic level to use. The witch will sell you
- these items, considering you an untrained layman, even if you
- cannot use them.
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- Magic arrows and magic spears function like regular arrows
- and spears, except that they are much more potent. You can
- purchase as many magical arrows and magical spears as you
- have silver for. Magical arrows are more destructive than
- plain arrows, and slightly more destructive than plain
- spears. Magical spears are the most destructive projectile
- of all. Rumor has it that these projectiles are simple ones,
- but dipped in a special poison of the witches' making.
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- After leaving the witches lair you decide to enter the cave.
- Once in the main chamber, a troll greets you and asks to
- which level you would like to go to. After selecting a
- level, the troll operates a pulley elevator device and lowers
- you into the cave. He informs you that he will haul you out
- when you step back onto the platform at the lower level.
- Surprisingly, he does not charge you for this service.
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- The Caves
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- There are five excavated levels in the cave. Each level is
- more treacherous than its predecessor. For newcomers to
- Cavequest, level one is highly recommended.
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- While you are in the cave you can launch spears, fire arrows,
- move about, use magic, use your blade, examine rooms for
- secret doors, open secret doors, grab treasures, talk to
- monsters, look at your inventory, and drink healing potions.
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- While you are carrying one weapon, you may not use another.
- However, magic may be used regardless of the weapon you are
- carrying. In order to switch weapons, simply press the key
- for that weapon.
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- Displayed for you will be your player name, current room
- number, current health, current rested state, current weight,
- number of potions, number of arrows, number of magic arrows,
- number of spears, number of grabbed treasures, number of
- magic items on hand, total number of monsters slain, and
- total life points gained so far.
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- In addition, informational messages will be displayed letting
- you know what is happening while it is happening. For
- example, when a monster appears the messages "<monster type>
- appears!" will be displayed.
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- When you leave the cave you will be given the option to save
- your character and to leave Cavequest. If you elect to stay
- in Cavequest and have 200 or more lifepoints, Zeus will take
- you back so that you can enhance your player. Play will then
- proceed to the armory.
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- If you happen to get killed while in the cave, don't panic.
- Zeus will grab your spirit. He will give you a good lecture,
- but you will still be able to play. When you are killed you
- forfeit all the silver, lifepoints, and treasures you had
- accumulated up to that point.
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- Be forwarned, that when you leave the cave, the spells that
- the witch has been casting will force the magic on your armor
- and on your blade to leave you forever.
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- Whenever you perform an action, while in the cave, you become
- more fatigued. Some actions fatigue you more than others.
- Using your sword is the most strenuous activity. By moving
- slowly, or not at all, you can rest up. Running is a quick
- way to become totally fatigued.
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- If you don't do much of anything you will slowly return to
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- %100 restedness. An attempt to do something, even if you
- cannot perform the action, (say your magic level was too
- low), will still result in the expenditure of your energy for
- the attempt. Everything you do in the cave, excluding
- inventory and drinking potions, will lend towards your
- fatigue.
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- Your health is a function of being hit in battle with a
- monster. The tougher the monster the more damage he can do
- to your health. If your health gets zero or below, you're
- dead! Additional armor and magic will reduce the possibility
- of a monster hitting you while in battle with him, and will
- reduce the amount of damage he can do when he hits you.
- Health gets slowly better when restedness is %100.
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- Restedness is a function of weight, stamina, and what you are
- doing.
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- Page 16
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- Summary of Game Play
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- This page is meant to be kept beside you until you become an
- experienced cave master. The following are the key presses
- used to perform actions while in the cave:
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- cursor keys to move about the cave
- L - launch spear
- 0 - launch magic spear
- A - fire arrow
- 1 - fire magic arrow
- M - use magic
- S - Use sword
- E - examine wall for secret doors
- O - open secret door
- G - grab treasure
- T - talk to monster
- I - inventory
- D - drink healing potion
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- The only ways to leave Cavequest are to get killed or exit the
- cave. You may not quit while in the bowels of the mountains
- or while setting up your character.
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- Monsters
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- Monsters are very crafty creatures. They are hidden
- throughout a room, disguised using camouflage, and therefore
- can pop up on you anywhere in the room.
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- Monsters can be wounded. If a monster is wounded, he is less
- capable of hitting you and will do less damage if he does hit
- you. Therefore, a high level monster can be reduced to such
- a pathetic waste that he will not be able to damage you.
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- Monsters come in two basic types. One type of monster guards
- a particular room. The second type of monster wanders about
- the cave looking for intruders. Neither type will follow you
- out of a room. They consider themselves winners by driving
- you out. If there are guard monsters in a room, they will
- continue coming out of their hiding places until you are dead
- or have killed all of them.
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- Monsters also can rejuvenate themselves, but only under two
- conditions. One, when you leave a room and two, when you
- perform an inventory.
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- One thing interesting about the monsters is that they only
- attack you one at a time. While they may travel in groups,
- it is said that that is how a leader among them is chosen:
- whomever kills the intruder becomes the leader.
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- See the SCROLL.OLD file for descriptions of the various
- monsters.
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- Page 18
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- Moving
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- In order to move about the cave, simply press the cursor key
- with the arrow on it for the direction you want to move.
- Moving around the cave is one of the most common means for
- travelers, like yourself, to become fatigued and therefore
- less able to defend themselves in an attack.
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- Therefore, keep an eye on your restedness as you move about
- the cave.
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- Using Your Blade
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- You may not use your blade if you are currently carrying
- either the bow or a spear. In order to draw your blade,
- simply press 'S'.
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- After your blade is drawn you may use it anytime you desire.
- You must be facing in the correct direction, however, if you
- wish to hit a monster coming at you. Don't panic if a
- monster pops up behind you. Quickly whirl about and give him
- what's coming to him!
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- The higher your strength, the more damage you will do to
- monsters with your blade.
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- Page 20
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- Using Magic
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- In order to correctly use a magic item, you must know which
- pocket you have that item in. You have forty pockets in your
- clothing in which to carry magic items. In order to
- determine which item is in which pocket, simply perform an
- inventory. The numbers to the left of the magic items
- indicate which pocket to find it in.
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- After you press the key to use magic, you must specify out of
- which pocket comes the magic item. Provide the two digit
- pocket number where the item can be found. For example,
- pocket one is 01. Then, if your wizard skills are high
- enough, you will perform the magic! Make sure you have the
- correct pocket number, as many a good Magi has been wiped out
- because he meant to use the pendant of Kort, but instead cast
- a spell of Gigos.
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- When you use a magic item that is a one-use item, you will
- shift all the items following it to pockets that you can get
- to easier. Therefore, it is a good idea to do inventory
- often.
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- See the SCROLL.OLD file for what the different magic items
- can do and what wizard level you must have in order to use
- that item. A perfect wizard level (18) will let you use all
- the items.
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- Page 21
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- Firing Arrows
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- In order to fire an arrow, you first must purchase a bow from
- the armory. One bow is all you will ever need, but the
- armorer will continue to take your silver if you buy more.
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- You may not fire an arrow if you are currently carrying
- either the sword or a spear. In order to draw the bow,
- simply press 'A' or '1'.
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- You must have a good dexterity in order to consistently hit
- monsters with the bow and arrow. So, if you fire an arrow at
- a monster, and it looks like you hit him, but the message
- says you missed, then your dexterity is probably too low. If
- you have lots of arrows, you can continue to fire at the
- monster - the higher your dexterity, the higher the odds are
- that you will hit your target. A perfect dexterity (18)
- ensures that you will always hit your target, provided you
- fire in the right direction and that the monster is in the
- path of the projectile.
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- Remember that the tougher the monster is, the more times you
- will have to hit him with arrow in order to kill him. (Same
- goes for sword and spear).
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- Page 22
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- Launching Spears
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- You may not launch a spear if you are currently carrying
- either the sword or the bow. In order to prepare a spear,
- simply press 'L' or '0'.
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- The information about dexterity and arrows applies for
- dexterity and spears. The higher your dexterity the better
- the odds are that you will hit your target.
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- Page 23
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- Examining A Wall For Secret Doors
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- In order to examine a wall for secret doors you must face the
- wall you wish to examine. Examining a wall is a function of
- intelligence. If your character isn't too bright he might
- miss the secret door even if it was staring him in the face.
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- You can be anywhere in the room and examine any wall, the
- effectiveness is the same, but you do need to be facing the
- correct wall.
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- Page 24
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- Opening A Secret Door
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- In order to open a secret door you must be facing the door
- you wish to open and you must be close to the door. How do
- you expect to open doors from the other side of the room? A
- door does not have to be examined before it can be opened.
- Opening secret doors is also a function of intelligence. The
- higher your intelligence, the greater the odds that you will
- able to open the door. Don't worry if your intelligence is
- low, however, just keep trying.
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- Now that you have the door open, feel free to pass through
- the portal. Be warned, however, that a secret door will slam
- shut once you have passed through to the other side! You
- will have to open it from the other side if you wish to exit
- from this portal. Once a door has been opened from one side
- it stays open from that side.
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- Page 25
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- Grabbing Treasures
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- In order to grab a treasure you must be either next to it or
- right on top of it. Once you grab a treasure, however, your
- greed prevents you from dropping it. Therefore, an extra
- heavy treasure may slow you down.
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- See the SCROLL.OLD file for descriptions of the various
- treasures.
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- Page 26
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- Talking To Monsters
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- You may talk to a monster at any time he is in the room with
- you. The higher your charisma, the higher the odds that he
- will let you pass. A perfect charisma (18) will always charm
- the monster into letting you pass when you talk to him.
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- If you leave the room and re-enter, the monster will not
- recognize you and you will have to talk to him again. If a
- monster has decided to let you pass, and you talk to him
- again with a lower than perfect charisma, there is a chance
- that he will get mad at all this conversation and try to kill
- you anyway!
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- If you try to pick up the treasure or attack the monster he
- will forget his pledge to let you pass and attack you!
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- Page 27
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- Inventory
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- Requesting inventory will let you examine what treasures and
- magic items you currently have. There is no fatigue charge
- for doing an inventory, but it does give monsters already in
- the room a chance to recover. You will need to do an
- inventory in order to use your magic items, as you will need
- to know in which pocket is the magic item you want to use.
- But, if you are sure of the pocket number, you can use the
- magic item without doing an inventory.
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- Page 28
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- Drinking Potions
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- If you have a wizard level of 5 or higher, then drinking a
- magic potion may well save your life. It takes no energy to
- drink a magic potion, and if you are totally fatigued, you
- can continue to stay alive by drinking potions while a
- monster is beating on you.
-
- The effectiveness of magic potions is determined by your
- stamina. The higher your stamina, the more effective the
- potion.
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- Page 29
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- Wishes
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- Lightwave Consultants wishes you good luck on your travels
- through Cavequest!
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