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- The Infernal Tome
- Episode 1: Shardmoure Keep
- Shareware Evaluation Version
- Copyright 1996 Don Lemons
- An MVP Software Production
-
- Welcome to The Infernal Tome, a fantasy/role-playing adventure game.
- In Tome you will encounter strange creatures and bizarre situations,
- as you explore Shardmoure Keep below the world of Garon. You will
- be called upon to solve puzzles, defeat enemies, all the while
- keeping your party of four alive and healthy.
-
- If you've never played a role-playing game before, here are a few
- general hints. First, pick up everthing you can find. When you
- encounter a new area, search it thoroughly. Second, save your game
- often. In Tome you will meet up with some fearsome monsters. While
- there are ways your party can recover even from the fiercest attack,
- you may want to go back to a saved game sometimes. Tome lets you
- save many games at different stages. Third, look carefully at
- messages you are given. Often they are clues that are necessary to
- solve the game's puzzles.
-
- In Tome you will lead a party of four characters. While you can
- choose your characters and give them characteristics and abilities
- of your choosing, it is best to play the game for a while first with
- the default characters to get a feel for what is needed. Tome
- allows you to jump right in and start playing, but it also gives
- veteran RPG players the flexibility to choose almost everything
- about their party.
-
- Finally, read this entire manual. In fact, print it out and keep it
- handy while you are playing the game. It contains a lot of valuable
- information.
-
- This game is shareware. You may freely try it. If you like it or
- find it useful, then you must register with MVP Software. To
- "register" a shareware game means to purchase it directly from the
- developer. (Shareware games are evaluation versions only, which
- means you have the right to try them, but after trying them you must
- either register them with the author or delete them from your
- system. It is unlikely that anyone will check up on you, so
- shareware works because of the honesty of users.) When you register
- you will receive The Infernal Tome trilogy CD, which includes all of
- the following additional features:
-
- * All three spine-tingling episodes -- 20 megs in all.
- * Lots more monsters, graphics, music, sound and animations.
- * Incredible digitized speech throughout the game.
- * A CD of suspense and intrigue (not available on diskette).
- * A hint book and manual written by the author that will help get
- you through those tough spots.
- * Cheat codes for party power-ups, healing and kill monsters.
- * An auto-map so you can tell where you've been in the Keep and
- what territory remains to be explored.
-
- The Infernal Tome trilogy CD has a suggested retail price of $39.95.
- However, MVP customers may purchase it directly from MVP for just
- $29.95 plus shipping, a savings of $10. So order today!
-
- To order, call 800-968-9684 toll-free 24 hours a day. Please have
- your Master Card or Visa ready when you call. Or fill out the order
- form in this manual and fax it to: 616-245-3204. Make sure your
- credit card number and expiration date are legible. Or if you
- prefer mail the order form and your check to: MVP Software, 1035
- Dallas SE, Grand Rapids, MI 49507-1407.
-
- For overseas orders or technical support call 616-245-8376.
-
- Download All the Latest MVP Shareware Games FREE
-
- If your favorite BBS doesn't have an MVP file section, then you may
- be missing some great shareware. To get all the latest and greatest
- MVP shareware releases, call one of the leading boards listed below,
- and check out the FREE MVP file area.
-
- In Grand Rapids, Michigan -- Ryan's Bar (616) 456-1845
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-
- Or call Intercomm Online at (310) 286-0881, the new source for
- all of MVP's shareware and registered software.
-
- Even better, tell your favorite sysop about the MVP Distribution
- Network and how he can be assured of getting all of the latest MVP
- shareware hits as soon as they are released. See the SYSOP.DOC file
- for details.
-
- MVP is Now on CompuServe!
-
- You can get all of the latest MVP shareware releases, and discuss
- MVP titles directly with the authors on MVP's new section on the
- world's largest online information network, CompuServe. Just type
- GO MVPSOFT to get to our section! If you are not a CompuServe
- member you are eligible to receive a FREE trial membership,
- including software and online time worth almost $55! That's right,
- you get the CompuServe Information Manager software for DOS or
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- month of online access, worth $9.95. And to top it off, you get a
- usage credit of $15 of additional online time.
-
- To take advantage of this free trial membership to the largest
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- And then GO MVPSOFT and talk to the MVP team on CompuServe.
-
- MVP is Now on the Internet and the World Wide Web!
-
- You can get all of the latest MVP shareware releases, find out news
- of future activities, and give feedback to MVP on the Internet. To
- visit our new home page, just set your WWW browser to this URL:
-
- http://www.mvpsoft.com
-
- While there, you can see descriptions of all our releases, download
- the shareware versions with a click of your mouse button, and check
- out full color screen shots for all of our games. Be sure to leave
- feedback telling us how you like our page!
-
- If you prefer using direct ftp to get our files, you can find them
- at the following sites:
-
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- archive.uwp.edu/pub/msdos/games/mvp
-
- Users accessing either of the last two sites on this list must
- include a dash in front of their email addresses for the password.
- Without that dash the software won't give you access.
-
- These sites also have many mirrors, so just look for a game site
- with an MVP directory, and you'll be assured of getting the best
- games around!
-
- The Story So Far . . .
-
- In a future time, science has become as magic. In this time two
- scientists, Peter and Bartholomew, created the ultimate spell that
- could stop time itself. To protect their work, they recorded it in
- a mysterious book they named the Infernal Tome, and they created a
- world, named Garon, and stored the Tome in its fiery depths. They
- populated Garon with a race of beings called the Draden.
-
- But sadly, these two scientists argued. Their disagreement resulted
- in a cataclysmic battle, ending with Peter banishing Bartholomew
- into the depths of Garon.
-
- Eventually the Draden evolved into 4 races -- Dryadens, Grimhadens,
- Humans, and Halflings. These races only faintly remembered their
- creators, now named P'Tah and B'Nah.
-
- As the years passed the races formed the High Council. The first
- Lord of the High Council, Lord Tenis, governed the races with an
- iron hand. In his half-awakened state B'Nah offered Tenis the gift
- of ultimate power, if he would but submit his will. Tenis succumbed
- to this temptation, but in the madness of the power, he killed his
- consort, the Lady Ganryn.
-
- In his anger, Tenis took upon himself the name of the King of
- Shadows. To honor his vow to B'Nah, he built Shardmoure Keep to
- protect the entrance to B'Nah's resting place, but in vengeance he
- allowed no one access to B'Nah's crypt.
-
- The ShadowKing has discovered and started to unravel the secrets of
- the Infernal Tome. The priests of P'Tah have commanded you and your
- party to venture forth into Shardmoure and wrest the Tome from his
- grasp. And thus it begins...
-
- My-Fetu's Diary
- ---------------
- I am My-Fetu born sired of Calatus, of the clan of the ShadowWeaven,
- of the race of Halfling, of the people named Voranu. These are the
- chronicles of my participation in the quest to free the Tome from
- the clutches of the Dead Lord.
-
- Day 1
- -----
- I was summoned by messenger to report to the priests of temple P'Tah
- in my home haven of Enu. An acolyte loomed before me at the
- vestibule and issued me to the chamber of the high priest S'Tak and
- bid me sit.
-
- As my eyes became accustomed to the gloom I made out the shadowy
- figure of S'Tak, his snowy white beard glowing faintly. I advanced
- towards him but drew up short as he held up a single gnarled finger.
- I was frozen, my breath caught in my throat.
-
- He finished his ruminations and raised a wizened face towards me. A
- single brow shot up. "So this is what the race of Halfling has to
- offer," he said. "Ah well, the foundation of a building cannot be
- judged from it's entrance." He lowered his finger and I was
- released.
-
- "The future of the Voranu rests upon the shoulders of you and your
- party," he said. "The danger is grave. You must proceed to
- Shardmoure Keep, on the northern reaches of the Bright Lands.
- Waiting there will be the Dead Lord with his minion, the King of
- Shadows."
-
- I protested. "The Dead Lord is but a myth used to frighten the
- young," I said. "Tell me not of fantasies."
-
- "QUIET!" roared the druid master. "Forsooth, I tell you now in
- truth. This generation has much to learn of the Time of Legends.
- The age of childhood is passed."
-
- I protested more, but to little avail. Now I and my three
- companions find ourselves journeying to the northern reaches, our
- wallets containing letters of writ drawing upon the coffers of the
- order of P'Tah.
-
- Day 12
- ------
- This day we have reached the Dragonspine, the home of the Grimhaden,
- the squat softspoken masters of the stone. The race of the
- Grimhaden are taciturn, tending to themselves, their attitudes
- doubtless brought on by the cold starkness of their mountain
- retreats. This was a time to rest our weary bodies and replenish
- our stores. P'Tor, the blunt warrior of our traveling party, seemed
- at peace among the lands of his people. We presented our letters of
- writ with little use. The Grimhaden pay scant attention to those
- they deem lesser among Voranu. Only the agreements of the Accord
- Codex ensure that they abide by the rule of the High Council. If
- not for P'Tor drawing upon the favors of his extended family we
- would have gone hungry.
-
- Day 15
- ------
- We crossed into the forests of Dryaden. The Dryaden are a quiet
- race, looking down imperiously on those not of their kind. From my
- time with Nandori however, I know that they have a humorous streak,
- which they strive to keep hidden from the others of the Voranu.
-
- As we crossed the Solemn river, we surprised a Dark Monk. The
- follower of darkness glared and cast a single firebolt that singed
- my tunic. Another flash paralyzed P'Tor, placing him under a Hold
- Spell. I muttered a quick release spell, freeing him to wreak havoc
- with his short sword. We made short work of the monk after that,
- suffering only minor wounds.
-
- Day 19
- ------
- We have finished our northern trek to the gates of ShardMoure Keep.
- After dealing with the Ogre guard positioned at the entrance, we
- have made our way inside. The entrance has closed behind us. We
- have but one way in which we can travel, forward into the gloom....
-
- Thus far the reading of the diary of My-Fetu.
-
- Installation of The Infernal Tome
-
- If you downloaded this file from a BBS or online service,
- installation is simple. First, make sure you are out of Windows
- completely. Next, unarchive the files into a directory on your hard
- drive. Then type TOME and press ENTER. That's all there is to it!
- If the game doesn't load, read the next section.
-
- Once Tome is loaded, the first thing you will see is a configuration
- screen for customizing the sound and music on your system. Move the
- slide bars on this screen to change the volume levels of the sound
- and music to your taste.
-
- System Requirements and Troubleshooting
- ---------------------------------------
- The Infernal Tome requires a 386 or higher processor, at least 4 meg
- RAM, 550 free conventional RAM, and a VGA graphics card and monitor.
- A mouse and sound card are recommended. If Tome doesn't load when
- you try to play the game, it will probably give you an error message
- indicating that your system doesn't have enough available memory for
- the program to run.
-
- To solve this problem, first go back to the DOS prompt. Then type
- MEMMAKER and press ENTER. Memmaker is a DOS utility that will
- organize your computer's memory more efficiently. Accept the
- default settings in Memmaker, running it in "Express Setup," and
- telling it that you need "No EMS", or expanded memory. Expanded
- memory is an old an inefficient way of organizing memory in excess
- of 1 meg.
-
- Memmaker will reboot your computer a few times. When it is
- finished, it will give you a report on the additional memory it has
- freed up. It should say that your system has at least 550k free
- conventional RAM and 2 meg XMS (extended memory).
-
- If you have run Memmaker and you still get the insufficient memory
- message when you try to run Tome, load your CONFIG.SYS file into a
- text editor and put the word "rem" in front of the line in which you
- see "EMM386", and reboot your computer. (If you don't know how to
- do this you shouldn't be messing with this setting on your computer
- anyway, so I would rather not say much more about this.) Another
- option is to purchase QEMM 8, a third-party memory manager that is
- far superior to EMM386, which comes with DOS.
-
- Here are some other command-line settings you can use to load Tome
- if you experience other difficulties. To invoke any of these,
- load the game by typing TOME /<option>, where <option> refers to
- any of the three following choices. (Don't type the brackets when
- you use any of these.)
-
- /CFG - Normally, TOME does not ask your system configuration at the
- outset after the first time you play it. To force TOME to
- present the configuration menu, use this option.
-
- /LOW - For computers with slower VGA boards or CPUs, the /LOW switch
- will turn off some of the game display detail. This will not
- impact the game's playability, just some of the finer graphic
- details.
-
- /NOSB - In certain instances, TOME may mistakenly detect a Sound
- Blaster board. This can cause the game to crash. Using
- this option will force TOME to configure itself for the PC
- speaker.
-
- At any time during the game, you may press the ? key to bring up
- either a help file or My-Fetu's diary.
-
- Another common problem with DOS games is that the mouse driver may
- not be loaded. If your mouse doesn't work with the game, this is
- why. A mouse driver is a piece of software that allows DOS programs
- to communicate with the hardware. It is normally called MOUSE.EXE
- or MOUSE.COM. For your mouse to work with Tome you must find and
- run this program first. If you don't know where it is, contact the
- company from whom you purchased your computer. A properly setup
- system will load the mouse driver automatically upon bootup.
-
-
- The People of Garon
-
- Welcome to TOME, a multi-character fantasy role-playing trilogy.
- Within TOME, you will take your party of characters into the depths
- of Shardmoure Keep, home of the ShadowKing. To successfully win the
- game, you will have to solve puzzles, find important items, learn
- the art of combat, and deal with villains such as the Keeper, the
- dead lord B'Nah, and the ShadowKing himself.
-
- Quick Start
- -----------
- TOME comes preloaded with four characters who have a healthy spread
- of abilities. If you would like to play the game using these four
- characters, select New Game from the Main Menu, and then Select
- START. For those who like to create their own characters, read on.
-
- Character Creation
- ------------------
- You can create new characters every time you select NEW GAME from
- the Main Menu. From the NEW GAME you may select START a new game,
- LOAD characters from a previous game, edit a character, or EXIT back
- to the Main menu.
-
- A character's traits are divided into two categories: ATTRIBUTES and
- TRAINING.
-
- ATTRIBUTES are those abilities that are dictated by a character's
- race. They are inborn and cannot change. Attributes range from 0
- (none at all) to 20 (superhuman). Depending on the attributes'
- values possessed by a character, that character can enter certain
- professions. These attributes include:
-
- Intelligence - Self explanatory. The intelligence of a character
- is a primary trait for wizards.
-
- Strength - Strong characters can hit harder and carry more
- weight. Strength is primary for barbarians, and
- secondary for paladins.
-
- Piety - How devout is the character? Piety is an essential trait
- for a cleric, and to a lesser extent for paladins.
-
- Coordination - The eye-hand coordination of the character,
- fundamental for a thief.
-
- In addition to the these four primary traits, there are two other
- traits that are just as important, governing how your character
- reacts.
-
- Speed - How quickly a character regains the use of his hands once
- he strikes in battle.
-
- Hit Points - The amount of damage a character can take before
- s/he dies.
-
- When you create your character, you are allowed a certain number of
- attribute "BONUS POINTS." These range from 0-2 and may be
- distributed across the character's abilities to customize the
- character as you wish. You are only awarded attribute points during
- character creation.
-
- TRAINING reflects the areas in which a character has been trained.
- Although partially influenced by ATTRIBUTES (i.e., a character
- cannot possess more skill than he has the innate ability for), these
- skills can grow as the character moves through the game.
-
- Trained skills include:
-
- Locks/Traps - Skill in picking locks and disarming traps. Should
- be at least a 6.
-
- Scribing - The ability to recognize artifacts. Without this
- ability, a character may unintentionally injure
- himself or others through the incorrect use of an
- object. A '6' in this category gives the party the
- ability to read all languages, including Grimhaden,
- Dryaden, High Voranu, and Shadowen.
-
- Weapons - How your character handles contact and range weapons
- and shields.
-
- Water - Training in water magic.
-
- Earth - Training in earth magic.
-
- Air - Training in magic of the air.
-
- Fire - Training in fire magic.
-
- As with ATTRIBUTES, you have from 0-2 Bonus points to customize the
- character. Unlike ATTRIBUTES, you get additional training points
- for every 100, 150, or 200 valor points (depending upon the play
- level you select) until your character becomes a 10th level
-
- character. Not all characters need to be proficient in all areas,
- of course, but your party should have a wide range of attributes and
- training.
-
- Character Condition
- -------------------
- During the game your characters will encounter traps and different
- monsters. During these encounters your character will sometimes
- become hampered. The characters' current conditions are represented
- by small icons on the game play screen next to the their faces.
-
- These icons include: a skull for death, a green face for poisoned, a
- ZZZZ symbol to indicate a stun or paralysis, and a ??? symbol to
- indicate a confused character.
-
- A stunned or paralyzed character will awaken after a day's rest.
- During that day, he can perform no action. The condition can be
- lifted with an Awaken spell.
-
- A confused character will only perform the action asked of him
- approximately 50% of the time. A day's rest will cure confusion.
-
- A poisoned character will remain poisoned until either a cure poison
- spell is cast, or a cure poison potion is found (or made) and
- administered. Poisoned characters wil tire more easily and will be
- damaged more severely during combat.
-
- A dead character may be revived through a Raise The Dead spell, or
- by the administering of a Raise The Dead potion. The magic mirror
- in the garden in episode one can also raise a dead character to life
- again.
-
- The Professions
- ---------------
- There are six professions. There are certain minimum attribute
- points required to enter each profession. Each profession provides
- training in certain areas. The professions are:
-
- Barbarian - Extremely capable with weapons, but lacking any
- ability at all with magic, barbarians are the perfect
- fighting machine. To enter the barbarian profession
- a character must have a strength of at least 13.
- Barbarians are highly trained in the use of weapons
- and have a little skill in the use of lock picks and
- traps.
-
- Paladin - Paladins are holy knights, trained in the use of the
- healing arts as well as the use of weapons. To enter
- the paladin profession, a character must have at least
- a 10 in both piety and strength.
-
- Wizards - Wizards are highly intelligent and extremely well
- trained in all forms of magic (but hold some disregard
- for the healing magic of water). The primary trait for
- wizards is intelligence. A character must have at
- least an intelligence level of 13 to be a Wizard.
-
- Rogue - Rogues are jacks of all trades, and masters of none.
- Unlike the skilled professions, Rogues have picked up
- their training on the street, learning a little of every
- skill. A Rogue is a valuable addition to any party
- lacking in several skills.
-
- Clerics - Clerics are highly trained in the art of healing. A
- cleric's primary ability is his skill in water magic.
- A character must have at least an 11 in piety to enter
- the cleric profession.
-
- Thief - Thieves are highly trained in the art of manipulating
- locks and traps. Without a thief your characters are
- likely to jam most locks and set off most traps. A
- character needs a minimum of 12 in coordination to become
- a thief.
-
- Gender
- ------
- In addition to attributes and training, two other factors are
- important. These are gender and race. A male character has an
- additional rating point for strength, while a female character has
- an additional rating point for coordination. Males lose a rating
- point for coordination; females lose a point for strength.
-
- The Races
- ---------
- There are four races among the Voranu (the people of Garon). These
- races include:
-
- Human - Good at most everything, exceptional at nothing. Little
- resistance to magic.
-
- Intelligence 7-14
- Strength 9-15
- Piety 10-14
- Coordination 7-11
- Hit Points 70-90
- Speed 3-6
-
- Grimhaden - Poor at magic, excellent strength and stamina. Good
- resistance to magic.
-
- Intelligence 6-12
- Strength 12-18
- Piety 2-6
- Coordination 9-13
- Hit Points 80-120
- Speed 1-4
-
- Dryads - Somewhat weaker than humans, good in in intelligence,
- coordination, and hand speed. Some resistance to magic.
-
- Intelligence 8-15
- Strength 8-13
- Piety 8-10
- Coordination 10-15
- Hit Points 50-70
- Speed 5-8
-
- Halflings - The weakest sorts physically, but the most skilled at
- all types of magic. Excellent resistance to magic.
- The most coordinated of the four races of the Voranu.
-
- Intelligence 9-18
- Strength 7-12
- Piety 10-16
- Coordination 9-17
- Hit Points 40-60
- Speed 7-10
-
- Magic Within Tome
- -----------------
- Magic is very important within the world of TOME. Without
- characters skilled in the use of magic, your efforts will be doomed
- to failure, therefore a short discussion in magic is in order.
-
- There are 4 kinds of magic.
-
- Air spells are spells that manipulate the environment, such as
- 'Knock Knock' (opens locked doors) and Eagle Eye (Views a larger
- area of the map).
-
- Earth spells are those of the physical realm, such as Ice Storm,
- and HOLD.
-
- Water spells are healing spells, such as 'Balm of P'Tah'.
-
- Fire spells are attack spells, such as Fireball, and Inferno's
- Blast.
-
- Spells can be learned in 3 different ways. When you create a
- character, you will be prompted to select a spell for which the
- character has magic in each category.
-
- Likewise when the character gains a level (every 150, 250, or 400
- valor points) you will again be asked. Current valor points, and
- the points required to go to the next level can be viewed on the
- character's profile, brought up by hitting F1-F4, or clicking with
- the left mouse key on the character's face.
-
- Finally, in the maze are magic scrolls that will impart one spell of
- a certain magic type.
-
- Play level
- ----------
- When you first start TOME, the game will ask you for the play level.
- On the harder levels, monsters will be more difficult to kill and
- will be more prone to invoke special attacks. It will also be
- harder to advance your characters as you select harder levels.
-
-
- Playing The Infernal Tome
-
- Manipulating Characters
- -----------------------
- Along the edges of the play field are the characters' faces. Below
-
- each face is shown what they are carrying in each hand. Next to the
- characters' face are three bar graphs showing their vitality,
- stamina, and magic strength. Each graph ranges from 0-100%.
-
- Vitality represents the character's life energy. When a character's
- vitality is less than 5, he falls asleep. When a character's
- vitality is 0, he is dead.
-
- Stamina represents the character's constitution (how quickly he will
- recover). If a character's stamina is less than 50%, he will not
- strike as hard nor recover as quickly.
-
- Magic represents the character's magic strength. As a character's
- magic strength falls, he is capable of casting fewer kinds of
- spells.
-
- Spellcasting Shortcut
- ---------------------
- There is a shortcut to spell casting. Select the character with the
- 'right' mouse button will go straight to the spell book,
- pre-selected to the last page that the character used.
-
- To select a character, to view his vital signs or see what's in his
- inventory, click the mouse on the character's face, or hit F1-F4.
-
- To use an item in a character's hand, select the hand with the left
- mouse, or click 1/2 for left/right character 1, 3/4 for left/right
- character 2, etc. Click with the right mouse key to take an object
- out of a character's hand, or to exchange the mouse object with the
- object in the character's hand.
-
- The Skull
- ---------
- Above the viewing area is a skull. The skull's eyes will glow when
- you encounter a trap you have already identified. Clicking the left
- mouse on the skull's head (or hit the Q key) and the skull will
- allow you to ask a question about the world of Garon. Try asking
- the skull about Tenis.
-
- Firesticks
- ----------
- Throughout the maze are powerful weapons called firesticks. These
- invoke up to 100 points of damage upon a monster. These can be
- recharged by the spinning skulls. Hold the firestick up against a
- spinning skull and click the right mouse button to recharge the
- weapon.
-
- Movement
- --------
- Movement is accomplished by clicking on the arrows below the 3D
- viewing area with the mouse, or using the numeric keypad.
-
- Radar View
- ----------
- In the left lower corner of the screen is a radar view showing the
- area immediately around you. This view is especially helpful, since
- it shows the current state of all doors, levers, etc.
-
- Manipulating Objects
- --------------------
- There are several ways to manipulate objects within TOME. Using the
- right mouse button, or the 'W' key, will 'work' objects such as
- locks, levers, and buttons. Clicking the left mouse key, or hitting
- 'G/D' will pick up and drop objects. If you have picked up an
- object, hitting the 'P' key will pitch (throw) it.
-
- If you are on a character's inventory screen, you may still Get and
- Drop objects. Use the right mouse button to 'use' an object. Use
- the left mouse button to exchange an object in the inventory bag for
- what's being carried by the mouse.
-
- Icon Menu
- ---------
- The Icon menu is located in the lower right-hand corner of the
- screen. There are 7 icons.
-
- Pressing the ? brings up the help text.
-
- Selecting the wizard, or hitting 'S' will allow you to cast a spell
- in one of the four categories -- Water, Earth, Air, or Fire.
-
- Spell Casting
- -------------
- Hit S or select wizard on the icon menu. Select spellcaster. Move
- through the spells in the spellbook by clicking the mouse on the
- left/right hand edged of the book, or hit W, A, F, or E (for
- Water/Air/Fire/Earth). Spells that the magician knows and for which
- he has the strength are presented. Use the up down arrows to select
- or click on the spell with the mouse. The spell will be cast. In
- the Keep are special gems called T'Ganths. T'Ganths act as focusing
- gems that will boost the power of a magic user if held while
- casting. Locating these will make your magicians much more lethal.
-
- Checking Time of Day
- --------------------
- Selecting the Timer, or hitting 'T' will display the time of day.
-
- Examining Items
- ---------------
- Selecting the Eyeball , or hitting 'X' will cause your characters to
- examine the space in front of them. Many objects throughout TOME
- are trapped. Before a trap can be disarmed, you must examine the
- object to find the trap. (Another way to find the trap is to use
- the object and have the trap explode in your face).
-
- Options
- -------
- Selecting the Diskette, or hitting ESC will bring up the options
- menu. This menu allows saving/loading/exiting, swapping character
- positions, and re-configuring your sound options.
-
- Resting
- -------
- Selecting the camp fire will rest your characters. During rest,
- stunned characters will awaken, and tired ones will re-gain stamina,
- vitality, and magic strength.
-
- Disarming Traps
- ---------------
- Selecting the safe icon, or hitting 'D' will give opportunity to
- disarm a trap that has been found by stumbling into it, or through
- examination.
-
- Doors
- -----
- Doors are opened with levers, with buttons, with a key, with a token
- and by working combination locks. When opening a combination lock,
- it is easy to jam it. Using characters skilled at picking locks
- will help. Once a door is jammed, you must either use a
- 'Knock-Knock' spell, or find a way around the door. (There is at
- least one way around all locked doors in the game.)
-
- Buttons and Levers
- ------------------
- Throughout the game there are many buttons and levers. These items
- might affect something anywhere else in the maze.
-
- Battling Monsters
- -----------------
- Keep your front characters armed and strong. If they are weakening,
- don't hesitate to use a 'Balm of P'Tah', or even switch their
- position with another character. Use attack spells often. If
- necessary, try backing up right after you have struck (this will
- give your characters a chance to recover their hands). Remember
- that certain monsters are immune to certain types of magic.
-
- You have some control over how your characters react in battle. The
- character profile has two entries, Thrust/Swing and Dodge/Guard.
- Use the A/D keys or click on them with the mouse. Thrust means a
- quick forward thrust with the weapon. This results in only a 60%
- chance of hitting, but does double damage. Swing means swinging the
- weapon in a broad arc. This results in a 90% chance of hitting the
- enemy and does normal damage. Dodge means the character ducks.
- Guard means the character stands his ground, and tries to hit back.
-
- Monsters
- --------
- Following is a brief list of some of the creatures of TOME. Armor
- class represents the chance the monster will absorb your blow. Hit
- points represents the amount of vitality of that monster. Watch out
- for monsters with special attacks! Some monsters will drop items
- when they are destroyed.
-
- Giant spider AC:4 HP:165-400 Magic Immunity: None
- Special Attack:Poison
-
- Dark Monk AC:7 HP:100-300 Magic Immunity:Earth
- Special Attack:Paralysis Magic:Yes
-
- Ogre guard AC:5 HP:225-500 Magic Immunity: Earth
- Special Attack:None
-
- Giant Rat AC:6 HP:200-500 Magic Immunity: None
- Special Attack:Fear (steals valor points)
-
- The Keeper AC:8 HP:700-900 Magic Immunity: Fire
- Special Attack:Stun and Paralysis Magic:Yes
-
- Additional Character Information
- --------------------------------
- A character also has a food characteristic. If a character is
- starving, his vitality will go down quickly.
-
- The character's current inventory is represented on page two of the
- character's attributes. To select an object, click on it, or move
- the selection box and hit Enter (till the object is highlighted in
- red). Once the object is highlighted, you can move it, or, using
- the menu, Examine, or Use item.
-
- Page two shows you the amount of weight being carried.
-
- Spells
- ------
- Water Spells
- ------------
- Name Energy Min. User Rnk Min. Magic Level
- ----------------------------------------------------
- Awaken 40 2 6
- Awakens a party member who has been stunned.
-
- Cure Poison 50 1 7
- Cures poison from a trap or a monster.
-
- Bless 45 1 1
- Prevents extra damage to a character from a monster.
-
- Armor 30 2 6
- Adds a point of armor protection to a character.
-
- P'Tah's Balm 15 1 4
- Heals between 5 and 10 points of damage to a character.
-
- Raise Dead 80 5 5
- Raises a party member from the dead.
-
- Ice Storm 25 2 5
- Casts a freezing blast of cold at a monster.
-
- Make Vitality 50 2 1
- Creates a healing potion (need an empty bottle).
-
- Make Life 60 4 4
- Creates a death-curing potion (need an empty bottle).
-
- Earth Spells
- ------------
- Knock Knock 25 3 5
- Opens a locked door.
-
- Reveal Traps 25 1 3
- Shows whether or not an object contains a trap.
-
- Dissolve Wall 25 2 5
- Dissolves Push walls.
-
- Disarm Traps 30 3 5
- Disarms trapped objects.
-
- Hold 50 1 1
- Freezes a monster in place.
-
- Wind Spells
- -----------
- Eagle Eye 10 2 3
- Shows 5 surrounding map squares in all directions.
-
- Thunderbolt 30 1 5
- Casts a roaring blast of sound at a monster.
-
- Confusion 20 1 3
- Casts a web of confusion over a monster's senses.
-
- Unparalyze 35 1 5
- Un paralyzes a paralyzed character.
-
- Levitate 25 1 6
- Lifts and moves the party forward up to 3 spaces (use to get over
- pits, and floor clutter).
-
- Lightning 30 2 5
- Casts a bolt of lightening against a monster.
-
- Ward 90 1 1
- Places a spinning object barring a monster from advancing.
- If a monster is in the space then the ward will not form.
-
- Fire Spells
- -----------
- Fire Ball 25 1 1
- Casts a bolt of fire at a monster.
-
- Flame Strike 25 2 6
- Casts several small balls of fire at a monster.
-
- Forge Metal 40 3 7
- Strengthens a weapon so that it can hit harder.
-
- Inferno Blast 100 4 7
- Casts a bolt of energy capable of killing most monsters.
-
- The Infernal Tome Trilogy Order Form
-
- Name ______________________________________________________________
-
- Address ___________________________________________________________
-
- City _______________________________ State ______ ZIP _____________
-
- Country (if outside USA) __________________________________________
-
- Important: The Infernal Tome trilogy is available on CD only.
-
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- Shipping and Handling (US) 4.00
- Shipping and Handling (Canada) 5.00
- Shipping and Handling (all other countries) 6.00
- Michigan residents add sales tax 2.04
- -----
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-
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-
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-
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- Tech support, information, or overseas order line: 616-245-8376.
-
- Ordering Information
-
- The Infernal Tome Trilogy CD is available from the following
- authorized distributors:
-
- In the United States:
- --------------------
- MVP Software
- 1035 Dallas SE
- Grand Rapids, MI 49507-1407
- phone: 800-968-9684 24-hour order line only
- (616) 245-8376 information, technical support, or orders.
- fax: (616) 245-3204
-
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- ------------
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- phone: (02) 519-4233 Fax: (02) 516-4236
- order price: $A45.00 (includes shipping)
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- ---------------------
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- Station Rd.
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-
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- ---------------------------------
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-
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-
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- --------
- P. & A. Company Ltd
- 302 Bellwins, 1367-23
- Nakagami, Akishima, Tokyo 196
-
- phone: 425-46-9141 fax: 425-46-9142
- BBS: 425-46-9143
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-
- Germany, Austria, and Switzerland
- ---------------------------------
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-
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- ---------------------------
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-
- Italy
- -----
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- via Olanda
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-
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- -----
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