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PAGE 1
┌──────────────────────────────────────────────────────────────────────────┐
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│ MICHAEL STEVEN HOENIE │
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│ THE MORABIS DUNGEON MODULE SYSTEM │
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│ RELEASED SHAREWARE │
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│ ENTIRE WORK COPYRIGHTED (C)1991 BY MICHAEL S. HOENIE │
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│ ALL RIGHTS RESERVED │
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│ Written, Designed & Programmed by Michael S. Hoenie │
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PAGE 2
To my family... David, Scotty and Gary.
PAGE 3
1.0 DISCLAIMER.
You may not reproduce this code for profit or direct sales. You may
not modify the code and redistribute it to other users. This code is
provided "AS IS" without warranty of any kind, either expressed or
implied, included but not limited to the implied warranty of
merchantability and fitness for a specific purpose. The entire risk as
to the quality and performance of the coding is with you. Should the
code prove defective, you assume the entire cost of all necessary
servicing, repair or correction. In no event will the author be liable
to you for any damages, including any lost profits, lost savings or
other incidental or consequential damages arising out of the use or
inability to use this code.
This version is termed "SHAREWARE".
You may not engage in nor permit third parties to engage in any of the
following:
1. Making any kind of alteration to the software or the files
that are contained within the MRBS1-8A.ZIP zip file.
2. Attempt to disassemble, de-compile, or reverse engineer the
software or the files it generates in any way.
3. Granting sub-licenses, lease or other rights in the software
to others.
MORABIS is distributed as "SHAREWARE." This means that MORABIS is
distributed freely to whomever wants to use it, without charge for an
indefinite trial period.
"MORABIS" is pronounced "More-A-Biss". Hoenie is pronounced "Hay-Knee".
MORABIS was ZIPPED using PKZIP/PKUNZIP Create/Update Utility Version
1.1 03-15-90 Copr. 1989-1990 PKWARE Inc. All Rights Reserved. Reg.
U.S. Pat. and Tm. Off.
MORABIS was compiled using Borlands Turbo Pascal version 4.0,
copyright BORLAND INTERNATIONAL.
MORABIS was programmed using QEDIT v2.1, February 1990 - copyrighted
(c) 1985-1990 by SemWare - all rights reserved.
MORABIS is copyrighted under the copyright laws of the United States
of America. MORABIS and it's contents, including the file(s) "*.LCK",
"MORSETUP.EXE", "MODULE.DOC", "MORABIS.EXE", and "MORABIS.DOC" are
copyrighted (c) 1990-1991 by MICHAEL S. HOENIE.
PAGE 4
2.0 ABOUT THIS MODULE.
1.0 DISCLAIMER
a general - use at your own risk.
2.0 ABOUT THIS MODULE.
this particular section you are reading.
3.0 INTRODUCTION.
game notes, all about the MC COMPILER, the contents of this
particular module, future releases.
4.0 PLAYER CHARACTER.
player name, vitality, strength, level, dexterity, what your
player is carrying upon startup.
5.0 OBJECT DEFINITIONS.
detailed list of all objects you will encounter in this
dungeon module.
6.0 MONSTER DEFINITIONS.
a list of all monsters you will encounter in this dungeon
module.
7.0 MODULE QUEST
game description, how to win, challenges you will face.
8.0 HINTS.
PAGE 5
3.0 INTRODUCTION.
GAME NAME: THE DUNGEONS OF MORABIS [v1.8a]
AUTHOR: Michael S. Hoenie
DATE: JULY 15, 1991
In my earlier days of creating TEXT adventures, I wrote an Atari 800
based game called "Count Crisco's Castle". Though small, it was my
first adventure. I went on to program fifteen more. Morabis has been
sticking in my mind since 1985. After many years of ideas I sat down
to program it. After 21 months of work I released v1.3. Good version
but only a rogue replica. I figured that nobody wanted another dull
rogue game, so I spent another 5 months on the 25 dungeon levels. I
packed it with BOSS monsters and hidden treasures.
After creating MORABIS and then going on to program the MC Compiler, I
decided to see what I could make out of it. Thus you see, this
adventure. The original MORABIS (below version 2.0a) is programmed
straight with .TPU units acting as MLISTS and OLISTS.
This is my first attempt at using the MC Compiler. When I first
created MORABIS, I wrote it as a dungeon game, not a compiled MODULE
game. Since then, I decompiled the code and broke it into compilable
format. Then I wrote MC Compiler to re-assemble it back into a
formattable code. The result was a dungeon adventure construction kit
with ALMOST unlimited capabilities.
MC Compiler has the ability to generate up to 255 maps. Each map may
contain up to 52 monsters and 255 different characters. This MODULE is
a prime example of the power behind the MC Compiler.
I bid congratulations to the first one that can win this game. I have
played many dungeon games in the public domain, but never once have I
seen a game like MORABIS. (Brag, brag!)
PAGE 6
4.0 PLAYER CHARACTER.
In this MODULE, your player is equipped with the following statistics
and items.
(NA) Name. When you boot up MORABIS for the first time, you will be
asked to select a player name. If you press <RETURN> or <ENTER>,
the name "JOSHUA" will be defaulted for you.
Your character is equipped with the following statistics and a
description of each is provided below.
VITALITY 12, STRENGTH 7, LEVEL 1, and DEXTERITY 8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(BTH) BASE-TO-HIT. This is your players base-hit. Your BTH is 7. This
is the least amount of damage your player will do when striking
a monster.
(ST) STRENGTH. This is the raw strength within your player body. It
governs the amount of weight you can carry, and the amount of
damage you can do. The maximum weight you can carry is 12*ST, or
twelve times your strength. You will also be able to inflict
DAMAGE+random(strength) to monsters.
(DX) DEXTERITY. A high dexterity is a must for dodging blows,
avoiding traps, searching for hidden objects, and a melee of
other abilities.
(VI) VITALITY. This is your reserve of hit points. This may be
reached and depleted through extended combat, a lucky blow by a
monster, running out of food, or the effects of poison. If you
are taking damage here, it would be best to take drastic means
to save yourself.
Your player starts out with a hand axe, 155 rations of food, a
cloth sling, and some cloth armor.
Once your player dies, he/she will be returned to the UP stairwell, or
the DOWN stairwell, depending upon wether or not you are carrying the
Amulet of Saegore. You may die as many times as it takes to win the
game, the only thing you will loose is your hit points.
PAGE 7
5.0 OBJECT DEFINITIONS.
RINGS. Many different types of magic rings can be found. Rings
only need to be worn to have effect. Be warned that some
rings may be cursed and cannot be taken off. Only two rings
can be worn and after time, the ring will loose it's
usefulness.
POTIONS. All sorts of potions exist in MORABIS. Potions do not
require any special conditions to quaff. They may be found
and quaffed on the spot. Beware of noxious brews.
FOOD. This you will need in order to survive. If you run out of
food, you can always resort to eating dead monsters, though
this is not a healthy practice and could lead to
starvation.
SCROLLS. These are found on occasion and will help or hinder your
quest. You should carry several "identify" scrolls around
with you whenever possible.
FOUNTAINS. Throughout the dungeons there are fountains. These flowing
waters may be either helpful, or detrimental. Fountains
will go dry after so many uses and they cannot be
identified.
WEAPONS. There are many weapons found in MORABIS from simple daggers
to mighty battle axes. There are also an array of slings,
bows and arrows. There are even tales of mighty weapons and
armors hidden within the depths.
ARMOR. The deeper you descend, the better armor you will find.
Beware of cursed armor with factors of +1 to +7. Use
identify scrolls to determine if armor is cursed before
wearing it.
WANDS. These are rare but useful. They cannot be used against any
boss monster, but will aid in your quest down at lower
depths.
TRAPS. You'll begin to find traps after level 3. A high dexterity
is a must in avoiding these pesky nuisances.
PORTAL. A portal is something you can enter and will be teleported
to wherever that portal may teleport you.
KEYS. In the depths there are locked doors. Only specific keys
will open these doors, so keep three or four on hand. You
cannot PICK doors open, so find the correct key first.
DOORS. Doors can be walked through without actuall "opening" them.
If the door is locked you will need a specific key. Hidden
doors and secret doors are everywhere. Use the (s)earch
PAGE 8
command to find these.
LAVA. This is very dangerous stuff. Avoid it at all possibilities
for it can cause instant death. But then again, there are
tales of adventurers with special magic crossing these.
WATER. Water cannot be crossed nor will it do damage.
PITS. Pits exist in the lower depths. Your player cannot walk on
pits and no damage occurs.
GOLD. Numerous quantities can be found. Some adventurers will
sell you items in other modules, but not in this one.
STAIRCASE. These allow your player to move up and down through the
dungeon levels.
FIRE. Some monsters, including dragons, throw fireballs. These do
massive damage, quick dodging can save a players life.
COLD. Cold blasts do light damage but can cause the player to be
frozen in place for up to 3 turns.
STONES. Stones cause minor damage, simply avoid.
DUST. Dust devils and the like throw these nasty whirlwinds. They
cause minor damage but create confusion. Avoid especially
when around lava.
GAS. Gas does minor damage and causes blindness and some
confusion.
PAGE 9
6.0 MONSTER DEFINITIONS.
MORABIS is packed with an assortment of magical beasts. Here is a list
of all monsters that Lord Devenon stocked his dungeons with.
(A) Azbair. These monsters are not powerful, but can rust your armor.
They tend to have lower levels and higher hit points.
(B) Buzzbee. These monsters float through the air and sting you at
will.
(b) Bat. Pesky creatures alone but can do great damage in numbers.
(C) Cathmaug. A creature similar to a Jalnath.
(D) Dragon. Beware of their fireblasts.
(d) Dust Fiend. Beware of their whirlwinds of dust.
(f) Fire Lark. Not high on the monster scale but beware of their fire.
(G) Gobnor. These rude monsters not only throw stones at you, but at
close range will steal items from you.
(g) Ghost. A high dexterity is a must for seeing these monsters.
Though they are not powerful monsters, they have a high
reserve of hit points.
(H) Hellbeast. Powerful monsters that roam the depths after level 20.
They are numerous and throw handfuls of fireballs.
(h) Hobnorblin. Not as mean as their brothers and are more of a pest.
(I) Int. Another lower life form.
(i) Ice Warf. These ruthless monsters throw coldblasts and then attack
you while you're frozen in place.
(j) Jalnath. A scavenger - they sometimes eat the food they guard.
(k) Kesthorn. Not a fierce monster but at lower levels they throw
rocks at you.
(M) Melrath. Beware that the Melrath can paralyze you.
(O) Omnorf. Another pesky monster. Beware of the stones they throw.
(o) Ooze. These monsters like to team up with Ice Warfs, Dust Fiends,
and Fire Larks. That way they can freeze, confuse, fry, and
beat the heck out of you at the same time. Beware that on
lower levels, Ooze's throw gasblasts.
(p) Pixie. These flying monsters are more of a pest than monster.
PAGE 10
Beware that some Pixie's may throw coldblasts.
(Q) Quarn. A dungeon game wouldn't be a dungeon game without them.
(R) Rethor. These monsters do little damage, but can rust your weapons
out of existance.
(r) Rat. There are numerous vermin in the depths. Some of these rabid
scavengers can poison you.
(S) Snake. These are poisonous. Avoid completely!
(s) Spider. More vermin.
(T) Thagen. Similar to a Thasnash - beware of their stones.
(t) Theif. Beware of these scavengers for they will steal from you.
(U) Urikaith. Large hairy beasts that lurk in the depths.
(V) Vrikiat. Beware of these dark creatures, they can drain your
strength.
(W) Wraglor. Towering monsters of the depths. Due to their mass in the
dungeons and their mystic power, you'll not be able to
see around them. They inflict an incredible amount of
damage and good armor is recommended.
(w) Wyler beast. A smaller less fierce dragon, but beware, fire is
fire.
(Y) Yenalor. A large hairy beast - beware, some throw boulders.
(z) Zombie. More of a nuisance than monster.
(Z) Zelwan. These are the most powerful monsters. Not much is known
except rumors, since of course, no one has lived to report
their findings.
OTHERS: These include BOSS MONSTERS and wandering craftsmen. BOSS
MONSTERS must be defeated. Craftsmen will do a number of jobs
for the adventurer. Some will fix broken weapons and armors,
others will sell objects, and some will even buy used junk.
PAGE 11
7.0 MODULE QUEST.
Your quest in MORABIS 1.8a is to find the AMULET OF SAE'GORE and
escape the dungeons alive. Periodically you will find and have to
fight BOSS MONSTERS. In order to pass to the next level down you will
have to defeat the monster. After you have found the AMULET, return to
the surface, exit the dungeon and win the game.
Although MORABIS is a dungeon game with a goal to search for an
AMULET. You will find it contains a great deal of hidden adventure and
treasures. There are scores of hidden shops, secret rooms and locked
passageways, not to mention secret portals.
I bid congratulations to the first one that can win this game.
PAGE 12
8.0 HINTS.
I finally decided to add a hint section, only because too many players
are not familiar with the concept behind Morabis. Morabis is not a
rogue, hack, or ultima replica - not close. It does not use the same
principals as these other games I've mentioned. It is a dungeon game
much like an arcade game. You have a player who enters a dungeon and
must find the amulet of sae'gore. It is an easy playable game instead
of a multi-dimensioned D&D one.
o. Search in all the rooms, you may find hidden things.
o. Wands are useful, but may backfire.
o. Identify rings, armor, potions, wands, and scrolls before using
them - they could be either good or bad.
o. Don't carry around so much armor. Armor gets better the deeper you
go down into the dungeon. So if you find good armor on a level,
you probably wont find better until you get to the next level.
o. Keys are important for unlocking doors, but leave room for other
objects to be carried.
o. Learn to dodge flying objects by moving diagonally while using the
space bar as a "wait" function.
o. A potion called "A yellow potion" could be different than another
potion called "A yellow potion". Identify or drink them to find
their real effects. This applies to scrolls and wands as well.