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- RANADINN
-
- a fantasy adventure game
- copyright 1988 Jeff Mather
-
-
-
- SYSTEM REQUIREMENTS
-
- IBM PC or compatible system
- 64K RAM
- Color Graphics Adapter (CGA)
- 1 disk drive
-
-
- PROGRAM STARTUP PROCEDURE
-
- To play Ranadinn, first make sure you have made at least one copy of
- the game disk using a simple MS-DOS "DISKCOPY" or equivalent
- procedure. Once this has been completed, you can start the program's
- execution from a copy of the game disk, on either a floppy or hard drive,
- by typing "RANADINN" at the system prompt. Wait for the game's opening
- screen to display, follow its instructions and then press any key to
- load in the game's data and begin play.
-
-
- PLAYER BACKGROUND
-
- The life of a gold-hungry warrior is often one of boredom and inactivity.
- This has been especially true during the last few years of your stay
- in Rapthalmann. Killing for loot can no longer be called a profitable
- enterprise against the forces of evil, for there is no evil left, or at
- least it seems that way. The once-great clans of horrific creatures of
- the North have vanished, killed off by their own kind during intertribal
- wars and small battles throughout the countryside. The evil has passed,
- and while the human residents of the land are once again safe in their
- villages, the situation created by such a purging has been one of
- unemployment for your kind, the hired mercenary. Now many trained
- fighters are putting their skills to use against their own countrymen,
- robbing and marauding innocent people. Not that this includes you,
- for your own sense of righteousness has placed you far above such vulgar
- acts. And yet, being a warrior with an empty stomach and no job is not
- exactly the best of circumstances to be in, either.
-
- This is all rather disappointing to you, for you had extremely high hopes
- for success as a fighter. And you are different from the others who
- share your title of 'Mercenary-for-Hire', for you are not simply a mere
- warrior. You are also a magician, and a clerical spellcaster as well.
- Long ago, as a child in your native country, having lost your own family
- to the destruction of war, you were taken in by an extremely old man who
- preferred seclusion in the forest to the business of town activity. This
- man, whom you adopted as a father as much as he adopted you as a son,
- proved to be one who had mastered many skills in his lifetime, and now,
- during his retirement to a more natural setting, desired to pass on his
- knowledge and wisdom to one who had not already spent his years wasting
- away as a farmer or merchant. Of course, the person he selected as his
- most valued pupil was you.
-
- Now, four years after the old man's death, you still find unbelievable
- the abilities of the man you came to know as your father. Osnenemus,
- for that was his name, was a rare combination of the professions of
- magic-user and cleric, and had spent much of his life using his magical
- powers to rule a small kingdom far to the north. Why he left he never
- disclosed to you, but it mattered little, for you were too grateful for
- his presence in your life to worry about his past. Nevertheless,
- as time passed on Osnenemus educated you about magic, its uses and its
- limits, as well as the responsibilities that went with it. Watching
- your progress, however, he was disappointed that you were in fact a born
- fighter much more than a worker of sorcery. Your battle skills
- self-developed far faster than your magical aptitude, and it looked as
- if the efforts of your noble father had been wasted on the wrong person,
- namely you.
-
- Nearing his death, Osnenemus was forced to concede to you that your
- training in the magicial arts had not turned out to be the success he
- had hoped for. Almost an adult, you had grown to be a strong and powerful
- fighter much more than an intelligent wizard or wise cleric. Yet,
- your father had not failed completely in his attempts. At the time of
- Osnenemus's death you had progressed to the point where you could cast
- both sorceral and clerical spells from scrolls with the full power of
- a normal cleric or wizard. Such a skill, combined with your obviously
- exemplatory fighting capabilities, had made you quite a formidable force
- in all the battles which you had entered into. With such a mixture of
- abilities you had given yourself a title by which you hope others would
- come to recognize and fear you by... the title of 'Ranadinn', a
- self-thought description of your combined talents.
-
- After the death of your father you began to work your way about the
- countryside, looking for mercenary jobs to take on. Young and
- inexperienced, you nearly met your doom many times at the hands of foul
- beasts, and were saved only by the work of fellow warriors along with
- whom you fought to earn your pay. The pay was, in fact, excellent,
- as the northern hordes of monsters, though relatively small in number,
- bore their force against the scattered human villagers through raids and
- looting. Gradually, however, due to the aforementioned internal fighting,
- the creatures' numbers thinned out, along with the loot that was to be
- gained through their deaths. Soon it came to be that those beasts that
- were still around and had survived the fighting were heading north in
- search of more of their own kind. The necessity of the presence of trained
- fighters in villages and towns soon became to be regarded as something
- less than a necessity, a luxury. The warrior became the symbol of the
- unemployed members of the agricultural society, and you, even after
- all your glorious fighting, were no exception.
-
- But recently, after a couple of years of your having little money and
- even less food, times began to look up. From the south came strange
- reports of threatened invasion by monsters ruled by a dark and ominous
- figure. The little southern island kingdom of Argentan was having problems,
- it seemed, trying to muster up a military force with which to defend itself
- against just such an invasion. Since there was obviously no gold to be
- gained while staying in Rapthalmann, you secured passage on one of the
- country's few trade ships and went on your way southward in search of
- work.
-
- Arriving at Argentan, you bypassed a local town and went immediately to
- the Inishtrahull, the ruling palace of the four islands of Argentan.
- After having waited in line behind other mercenaries who were seeking
- quick gain, you managed to secure the audience of King Gregory, the
- greatest fighter of the kingdom, as well as its leader. Proving yourself
- through demonstration to be counted worthy of serving the respected king,
- you were immediately accepted into the ranks of Gregory's hired fighting
- men.
-
- "You see, my friend," the noble king told you, "we of Argentan make up
- only a small country, and essentially have nothing to offer those who
- would want to conquer us. However, our islands would make a perfectly
- good stronghold from which to attack your native country of Rapthalmann,
- if so desired. That is the reason why we now face destruction by these
- monstrous hordes. Their leader has successfully led them in conquering
- all the islands of the southern seas. Our kingdom is the last stop before
- the northern mainland, and it is from here that the beasts will stage
- their continental operations if they have a chance."
-
- "Being so small, we have not the manpower to successfully defend ourselves
- against attack. What little military force we possess has been divided up
- amongst our larger towns as militias, but their numbers are far too small
- to repel an invasion. That is why, in all good honor, we have committed
- ourselves to hiring fighting men such as you to give us as much of a chance
- of winning as possible. Other mercenaries have already been sent out
- in search of action. We must hope that their efforts will not prove
- fruitless."
-
- "Our losses to the monsters have already been substantial. We believe
- that we have lost the entire fourth island of our kingdom to the beasts,
- including two towns and not a few farming villages. Such a loss of life
- bears down hard against our peaceful souls. The people of the other
- islands, including this one, realize that their turn will come soon.
- It is likely that, without assistance, our kingdom will be taken over
- completely within months. Remember, your homeland will be next."
-
- "We are fortunate in that we have managed to learn much about our adversary
- from those who have escaped the destruction that surrounds him. Apparently,
- some worn out old magician from the east came to this part of the world
- in search of what others thought to be a legend: the disembodied hand of
- Mordanneus, a terrible and ruthless wizard of centuries past, who was
- purported to once have ruled the entire northern continent. He had
- met his demise during his attempted conquest of the deep southern islands,
- where none return if they are so misfortunate as to land there. Myth
- has it that, before his death, he was able to concentrate his life force
- in his spellcasting hand, break away from the rest of his body, and thus
- escape from the doom he was about to face. However, it was his fate to
- stay in the form of the disembodied hand until he had found a person willing
- to let the wizard's essence join with his own. Since for so long he
- had no such willing human to use to regain a normal material form, legend
- goes on to say that the hand, with the life force of Mordanneus within it,
- died, and yet kept on living, having undergone a transformation into a
- magically ethereal state. It is said to exist floating about a southern
- island searching for a host. This is what the old magic user went off to
- search for."
-
- "Time went on, and the old man was not heard of again, but strange
- happenings began to take place. Tribes of creatures, long thought dead,
- began to be visible about the deepest of the islands. Soon, southern
- commerce was upset by monster brigands which patrolled the seas. The
- small villages of the south were attacked one by one and destroyed, with
- incredible numbers of creatures pouring in to populate the newly acquired
- land. The larger towns of the area, realizing the threat of danger they
- were going to have to face, united forces and attempted to take the
- islands where the monsters seemed to be originating from. Sadly, they
- never had a chance, for they had few fighters of expertise, and ended
- up being overwhelmed and exterminated, leaving their townships defenseless.
- These soon fell. There were no survivors."
-
- "Since that time nothing has been able to stop the progress of these
- tribes north. The few island towns that could put up a decent defense
- attacted the attention of the creatures' leader, who, from all reports,
- resembles an elderly, transparent version of the famed Mordanneus, who
- is depicted in many of our paintings and tapestries. The towns were
- leveled to rubble by the power that came from the sorceror's shriveled
- spellcasting hand, which has taken the form of death to all its enemies."
-
- "Now our kingdom has began to fall before his might. Those escaping from
- the newly conquered island say that Mordanneus has arrived at the southern
- edge of the landmass. Apparently, he is having a place of worship built
- there in his honor. We must presume that he will make it his headquarters
- as well. If we are to succeed in defending ourselves, we must get at
- the head of the snake and kill this Dark Mage so that his forces cannot
- combine and defeat us. Of this task we have learned especially important
- information from captured creatures whom my palace magicians have
- interrogated magically. What we have learned from them is this:
- apparently, in an effort to ensure his prolonged survival in his magical
- state, the Dark Mage (Mordanneus) has transferred his essence to his famed
- black crown and sceptre, and has subsequently broken up the crown and
- given its pieces to his hordes to guard and protect. He most likely guards
- the sceptre himself. The prisoner creatures have informed us that as
- long as the crown pieces and sceptre remain, Mordanneus can exist in
- his halfway state in the material world. Therefore, all such objects
- must be found and somehow destroyed, or else we are doomed."
-
- "Time may be short. There are even reports that some of the beasts have
- been seen roaming the fringes of this, our capital island. The creatures
- have taken up residence in the many caves which are scattered about the
- tall mountain ranges that our islands boast. Raids are now occurring
- frequently on our villages, and deaths of our people are becoming common.
- The problem must be stopped now. I have instructed all mercenaries such
- as you to use our great teleportation bridge, which the wise Osnenemus
- supervised our construction of. It will allow you to instantly travel
- to any of the four island groups that make up our kingdom, which is a
- great advantage to you now that boat travel has almost completely halted,
- due to brigand attacks. I must admonish you about this, however: all
- the men that I have sent to the fourth island by the teleport bridge
- have failed to return. I fear that I have sent them to their deaths
- needlessly in search of knowledge of what is going on there."
-
- "I trust that you will serve our kingdom well. As for reward, successful
- completion of your mission would mean tremendous compensation. I wish
- you well, and I must be off to other business. May your arrows hit their
- mark, for the good of Argentan!" With that, you are ushered out of
- the castle, and now find yourself strangely ill-equipped, both physically
- and mentallty, to meet the task before you. A faint wind comes from the
- south, and carries with it the excitement of newfound challenge. You
- realize that you must fight, not only for your own good, but for the
- good of all around you. This time, the prize to be won is not just
- gold, it's survival...
-
-
- PLAYER STATISTICS
-
- The following six player character abilities are used throughout the
- game. Their affect on the actions of your character must be determined
- by you as the game progresses.
-
- S | strength
- I | intelligence
- W | wisdom
- En | endurance
- Co | coordination
- Pe | personality
-
- The Ranadinn can take a certain amount of damage before dying. This
- amount is known as the hit point total (hp) of the Ranadinn. When the
- hit point counter of the character reaches zero, the character dies.
- Clerical spells and potions, either bought or found, must be used to keep
- the hit point total of the Ranadinn away from the zero point.
-
- Your character earns experience points (EXP) for vanquishing foes during
- the course of battle. For every 200 experience points earned, your
- character moves up one level of experience. Progression through the
- ranks of the Ranadinn class means increased amounts of both magical
- and clerical capability, as well the possession of more hit points, so
- that more powerful foes can be adequately met in battle.
-
-
- GAME COMMANDS
-
- <arrow keys> | player movement
- C | change screen color (changes to all black at first)
- I | ignite torch (if in possession)
- R | execute ranged attack (if a ranged weapon is in use)
- U | use possessions
- <return> | enter area, get object, read sign, etc.
- Q | quit
-
- Note: The data used by the game for the player's character is saved every
- time an area is entered or left. Also, the changes made to the areas
- themselves are saved as well. Therefore, one or more backup copies of
- this game disk should be made before execution of the program, so that
- the game can be restarted from the point where the player's character
- originally starts out, if so desired. A simple "DISKCOPY" procedure, as
- outlined in the DOS manual, will handle such copying of the game disk.
-
-
- CLERICAL SPELL EXPLANATIONS
-
- To be successful in your quest you will have to make use of the various
- clerical scrolls you have learned how to read. These scrolls may be
- purchased in towns from those people who make a business of dealing with
- the monks and priests who imbue such parchments with their priestly power.
-
- Name Explanation
- ---- -----------
- Flame-light Creates a floating ball of light, equal in brightness
- to a torch, which follows the spellcaster around
- Mend Wounds Removes small wounds from the spellcaster's person
- Nullify Traps Disarms all traps in the spellcaster's presence
- Illuminance Makes the area around the spellcaster lit for an extremely
- long period of time
- Produce Food Creates normal rations which add to the spellcaster's
- food total
- Excise Disease Rids the spellcaster's body of any viral or bacterial
- impediment to his health
- Warding Symbol Makes a glowing rune in the air in front of where the
- spellcaster stands, which shocks all enemies of the
- caster who pass through it
- Detach Curse Removes any curse that has befallen the spellcaster
- during his adventures
- Repair Wounds Tends to some of the more serious injuries that have
- been inficted on the caster's person
- Cancel Poison Stops any poison within the caster's body from causing
- death to its host
- Cure Wounds Heals most, if not all, of the harms done to the caster
- Column of Fire Calls down a pillar of flame from the sky, to be directed
- at the enemies of the caster
- Complete Heal Assuredly rids the caster of all of his bodily injuries
- Wall of Blades Creates a number of whirling, flashing blades in a target
- area, which chop and slice at anything that comes within
- their reach
-
-
- SORCERAL SPELL EXPLANATIONS
-
- While the clerical spells deal more with healing and repair, the scrolls
- of the magic-user are generally much more offensive in nature. These
- are the scrolls which give the superiority needed in battle to handle
- large numbers of enemies, or simply large enemies. The sorceral scrolls
- may also be purchased in the towns, from dealers who purchase the spells
- directly from the libraries of the kingdom's few magic-users.
-
- Name Explanation
- ---- -----------
- Accurate Arrow Creates a number of small magical projectiles which
- automatically hit their living targets
- Unlock Unlocks any locked doors within a certain radius of
- the spellcaster
- Invisibility Allows the spellcaster to become unseen for a length
- of time, or until an offensive action is taken
- Sphere of Flame Hurls a ball of fire at enemies, which explodes to do
- a goodly amount of fire damage to all nearby
- Cylinder of Cold Causes the entire area in front of the spellcaster to be
- hit with waves of magical cold and sharp ice
- Create Stone Makes a block of stone appear in a previously unoccupied
- area
- Execution Kills all lesser creatures in the presence of the caster
- Crumble Causes any one object or creature to disintegrate into
- dust, immediately
-
-
- NOTE ON CHARACTER EQIUPMENT
-
- As a Ranadinn you may only use swords and bows as weapons and suits of
- plate mail as armor. This is because of your specialization in these
- pieces of equipment. Shopkeepers who sell such equipment will only offer
- you the items that you are able to use in battle. You may not buy,
- sell, or even carry any other type of weapon or armor.
-
-
- PROGRAM DISTRIBUTION
-
- Ranadinn is distributed under the user-supported software concept. You are
- encouraged to copy and share this program with other users, if so desired.
- If you enjoy Ranadinn and find it of value, a $5-$10 contribution would
- be greatly appreciated to the following address:
-
-
-
- ========================
- Jeff Mather
- 1150 W. San Nicolas Cir.
- Tucson, AZ 85704
- ========================
-