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- THE FAERY TALE ADVENTURE
-
- Typed in by GILROY SHATTO. Edited by Parasite.
-
-
- HOLM:
- Need You'll more than might:
- To quest for the Light:
- Make haste, but take heed:
- Scorn Murderous deed:
- Summon the sight:
- Wing forth in flight:
- Hold fast to your Creed:
- From Illusion be freed:
- Defy ye that blight:
- In black Darker than night.
-
- Once upon a time in a land far away, there lived three young men.
- Brothers they were, and they lived with theit father who was their
- tiny village's Master at Arms.
- Once their daily duties were accomplished, each young man would
- pursue acourse of relaxation according to his nature. However, they
- each knew the time would soon come when relaxation would give way to
- training for their live's ambitions.
- Julian, the eldest, would pursue games of battle by fancying
- himself as a great warrior, or an admiral on the high seas engaged in
- fierce combat against fearless maruading pirates. He would run and
- shout as he zealously defeated one imaginary foe after another. Within
- a year, Julian would begin his training as an apprentice under his
- father, learning the skills of swordsmanship and strategy.
- Phillip, the second brother was often found engaged with the
- townsfolk, either trading sharp wit, or gambling at dice, a game with
- which he had great skill and a sharp eye. He had a knack for always
- getting what he wanted, which made people seldom trust him. His
- apprenticeship would begin in two years, and it would be to the
- village falconer, who trained the fierce hunting birds.
- Kevin, the youngest, found delight in wandering through local
- fields and glens. His head would be filled with fanciful stories, and
- vivid imaginations. Through his wanderings, he carried a pouch full of
- bread, crusts, and animals would follow after him to eat from his
- palm. Kevin's future was uncertain; this gentle young man had yet to
- decide what direction his life's ambitions would take him.
- However, an extremely long and harsh winter that ended in a
- feeble and erratic spring changed the futures for the brothers. There
- were many crop failures in the land and food was scarce all over, yet
- this was not all, there were greater tribulations yet to come. The
- King's Rangers, wardens of the forest and wilderlands, had reported
- mass migrations of orges and goblin men from the far northern
- mountains. They traveled south towards the central lands, scouring the
- land for food, destroying all in their wake.
- Then, one night as the village lay asleep, a strange, mysterious
- thing occurred. An eerie chill passed through the timbers of the small
- town, and people shivered in their beds unexpectedly as a long,
- inhuman wailing was heard coming from the street. When the townspeople
- peered from their windows, they saw a dark, hooded figure, apparently
- floating above the ground as it moved through the middle of the
- village. As the folk watched, a cold seemed to pull at their spirits,
- draining away their vital energy. Behind the dark the dark figure,
- marching in ranks, was an army of dead corpes, and animated skeletons.
- Armed with swords, amd maces, they began forming some hideous ritual,
- which lasted till dawn.
- That morning, a meeting of the townsfolk was held. The mayor was
- puzzled over the night's events, because for many years the village
- had kept within their tiny shrine a powerfull talisman against such
- evil spirits. This talisman was a smal carving of a bull which was
- believed to have a spirit that was too strong for any undead creature
- to endure. The question was soon answered, however, when it was
- discovered that the talisman had disappeared. It had been stolen from
- its shrine.
- The next afternoon, a band of goblin raided the village.
- Untrained in combat, the villagers put up a slipshord defense that
- resulted in the slaying of many by the goblin's wickedly accurate
- bows.
- The mayor faced the father of the three boys and said "As master
- at arms, you must get help. Go swiftly to the city of Marheim and
- request aid of the King. If the King cannot help, seek the guidance
- of the Red Knight; he is the protector to our land and will be able to
- defend us."
- A week passed, and the master at arms did not return. The village
- was decimated by repeated attacks by the goblinmen.
- Eventually, he did return, staggering into the town, barely able
- to keep his feet. He had taken a serious belly wound, as well as blows
- to the head. The brothers helped their father into the cottage and
- onto his bed to nurse his wounds.
- "My sons," he said, "I have little time left, and much to tell.
- An evil Necromancer has threatened to destroy all unless we submit to
- his will and pay tribute. The King cannot help us; his daughter has
- been kidnapped and he is afraid to act, lest she be tortured and
- killed."
- "What of the Red Knight?" asked Julian. "The Knight of Vermillion
- cannot be found. It is feared he is slain. The Necromancer streches
- his fingers over the whole of this land, while dark wraiths wail into
- the night with their skeleton servants, unchecked by any hero. Goblins
- and ogres are a constant menace, and doom is upon us."
- "Please don't die, father, what can we do?" asked Kevin. "I'm
- afraid I cannot grant your first request," whispered the father, "I
- can do nothing, but perhaps you can. There may be a way, a dangerous
- way, but possible. Many centuries ago, events similar to these were
- prophesied by Malbareth the Seer. The prophecy describes seven quests
- that must be completed in order to defeat the enemy. You must find the
- weapon that will destroy him. You must find his stronghold. You must
- pass the barriers, each of which will require a special token. You
- must retrieve the Talisman, for I know now that he keeps it with him
- at all times. There is more than that you must do, but I know it
- not...perhaps you may receive the advice along the way.
- "There are things you should know. I had hoped that I could teach
- you these things in their proper time, but now...I grow weak. Come
- closer...quickly...I must expalin. There are many artifacts, magical
- charms left over from the ancient days. You will find them on your
- journey...everyone who travels in this land finds at least one or two.
- Each token can be used only once, some are for transportation, some
- for navigation. For example, gold rings control time. Some allow you
- to see in the dark, others allow you to see what is hidden. Glass
- vials contain a powerfull restorative elixer. At least one token is
- associated somehow with rocks, and one is a powerfull spell od death
- for all lesser creatures."
- "There are other kinds of ancient artifacts as well. These you
- must find. They have no powers of their own, but rather entitle the
- bearer to certain privileges. Who is to execute these privileges I
- don't quite understand...but enough, go to the chest near the bed,
- there are some gold coins; divide them amoung yourselves...now I must
- say goodbye my sons...may you have food, fortune and a good life."
- When the master at arms finished these sayings, his spirit departed.
-
- PLAYERS INSTRUCTIONS:
-
- THE GAME:
- Once the disk is loaded the first thing you will see is the
- credits page, and then the introduction screens. These may be skipped
- over by pressing the space bar.
- Once the introduction is complete, a screen will be displayed
- requesting you to answer three questions. The questions all refer to a
- magical prophecy, which has been inscribed in the border design of the
- supplied playing map. Once the questions have been answered, it will
- take a few seconds to load in the game data. After that, play begins
- immediately.
-
- MOVING THE BROTHERS:
- To control your character, use either the mouse, joystick or
- keyboard. You can use any of these at any time; no command is needed
- to switch over.
- On the bottom right corner of the display there is a compass with
- eight points. These represent the directions you can move your
- character in.
- To use the mouse, place the pointer over the compass point that
- represents the direction you want to go. Hold down the left button to
- start the character walking. Release the button and the character
- stops.(I have found that when you release the button your !@#$%^^&*()
- character runs due north). You can move the mouse while holding the
- button to change direction.
- To use the joystick, press the joystick handle in the direction
- you want to go. The character will move in that direction.
- To use the keyboard, use the numeric keypad on the right side of
- the keyboard to control direction. Ignore the numerals printed on the
- keycaps; use the physical position of the keys only. For example to
- move towards the top left, press the top left key on the keypad (the
- '7' key). Only the keys 1-9 are used in this manner. Release the key
- to stop the character.
-
- COMBAT:
- You can attack in the same eight directions as you can walk. If
- you are using the mouse, hold down the right mouse button to attack.
- If you are using the joystick, use the fire button to attack. If you
- are using the keyboard, the '0' (zero) key on the numeric keypad is
- used. Note that attacks are directional; you must be facing towards
- your opponent to hit. Direction of attack is controlled the same way
- as movement.
-
- NARRATION:
- On the bottom right of the display you will find the narration
- scroll. This provides a running commentary of what is happening in the
- game. It also displays the character's current scores.
- There are five scores:
- *Bravery (Brv) represents a measure of the character's courage, and
- contributes to the character's prowess in battle.
-
- *LUCK (Lck) helps to save the character from an untimely death. If a
- dying character has enough luck, a good fairy will come and heal him
- and transport him back to the last safe place he was at.
-
- *KINDNESS (Knd) helps the character communicate with other figures in
- the game. If the character has a low Kindness score, they may refuse
- to speak to him.
-
- *VITALITY (Vit) is a measure of the health of the character. When this
- score reaches zero (as it can through wounds or drowning) the
- charcater will die.
-
- *WEALTH (Wlth) represents how many coins the character has in his
- pocket.
-
- OTHER COMMANDS:
- Between the narration scroll and the compass you will find the
- command menu. This can be activated by the mouse (by clicking on the
- appropriately labeled bar) or by pressing an equivalent key on the
- keyboard.
- The first five options (in blue) can select which of the five
- different command menues you are looking at. Below is a list of all
- the menues. After each menue, in parenthesis, is the equivalent
- keyboard command.
-
- ITEMS:
- *List (l) show a list of all items carried.
- *Take (T) take an object lying on the ground or off a dead character's
- body.
- *Look (?) look for hidden items.
- *Give (G) give an item to someone else.
- *Use (U) goes to a sub-menu which asks which of the following items
- you want to use:
- DIRK (1) put away current weapons and draw dagger.
- MACE (2) put away current weapon and draw mace.
- SWORD(3) put away current weapon and draw sword.
- BOW (4) put away current weapon and draw bow and arrow.
- WAND (5) put away current weapon and draw magic wand.
- KEY (K) use a key. Goes to a key color sub-menu.
- (K1)-use gold key (K4)-use red key
- (K2)-use green key (K5)-use grey key
- (K3)-use blue key (K6)-use white key
- MAGIC:
- There are seven different kinds of one-use magic items that you
- will find. Selecting an option under this menue will use up one of the
- selected kind of items. It is up to you to figure out what each item
- does. The function keys are used as keyboard equivalents.
- Stone (F1)-uses a blue stone. Totem (F5)-uses a bird totem.
- Jewel (F2)-use a green jewel. Ring (F6)-use a gold ring.
- Vial (F3)-drink a glass vial. Skull (F7)-use a jade skull.
- Orb (F4)-use a crystal orb.
-
- TALK:
- The options are Yell (Y), Say (S), and Ask (A).
-
- BUY:
- These commands will only work in the presence of a character who
- is selling something. The options are:
- (O)-Buy Food (W)-Buy Sword
- (R)-Buy Arrow (B)-Buy Bow
- (8)-Buy Healing Vial (E)-Buy Bird Totem
- (C)-Buy Mace
- GAME:
- *PAUSE (Spacebar) pause the game.
- *MUSIC (M) turn off or on the music.
- *SOUND (F) turn off or on the sound effects.
- *Quit (Q) quit or save game-goes to sub-menu asks if you want to exit
- or save the game. If you choose save, it will ask you to
- select a save area
- (SEE LOAD BELOW).
- *Load (L) load a previously saved games goes to a sub-menu of 8 saved
- areas, labeled A-H. Click the mouse on the area you wish to save the
- game under.
-
- HOW TO WIN:
- To win the game, you must defeat the Necromancer and recover the
- tailsman. To do this will require that you perform a number of great
- deeds. You will need special magic and help to accomplish your goal,
- and these will be discovered in the course of your adventures. Clues
- can be gained by conversing with the various characters you meet
- throughout the game. You can converse with monsters, however their
- conversation tends to be limited and not at all interesting.
-
- SOME HINTS:
- Don't be discouraged if you don't seem to be getting anywhere at
- first. The playing map is huge (144 screens tall by 100 screens wide)
- and it will take you a long time to explore all of it. There are a
- number of very interesting places on the mao, but it may take you a
- while to find them. Roads will generally lead you somewhere, however
- there are a lot of buildings and other important places that are not
- near any road.
- If a character you meet does not immediately attack you, it's
- possibly friendly. Probably, Another thing: don't be fooled by
- appearances.
- There are a couple of magical animals that you can find that will
- help you as well, in certain cases.