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1988-02-28
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The Catacombs of ASCII
Documentation
-------------------
Program Version 1.2
COA is an online game designed to be played as a door on PC-Board
systems.
To play the game, all you need do is open the appropriate door as
designated by your SYSOP. If you have not played the game before, the
program will ask you for a `Character Name.' In COA, you play someone
other than yourself as you wander through the labyrinth. You may type
any name that suits you, though you must limit yourself to 15
characters or less.
Once you are playing the game, the commands are fairly simple (this list
is available while in the game by pressing `?'):
C O M M A N D S
N,S,W,E - North, South, West, East (Move)
8,2,4,6 - (the same, for keypad users)*
U,D - Up, Down
9,3 - (the same, for keypad users)*
L - Look at self (Stats...)
G - Get Object
P - Put Object Down
X - Use Special Object (Generic)
C - Consume/Conjure with Object
M - Read Map, Manuscript, or Markings
H - Hands; what they are holding
I - Inspect Area Closely
T - Talk to Adjacent Enemy/Object
F - Fire Crossbow
R - Reload Crossbow
A - Attack Adjacent Enemy/Object
O - Opfire Mode & Quit
1/! - Switch to Non-Graphic/Graphic Mode
Q - Quit
* Numlock must be on
While you are playing the game, the upper-left of your screen will
always show your current position in the maze graphically, and beneath
the display will appear your number of Turns remaining (T:), current
Level (L:) in the maze, your X and Y Coordinates (C:), the icon you are
currently standing on ([.]), and the name of any objects in your current
position (which you may Get if you like). It is heavily reccomended
that you make a map of the maze as you explore it, preferably on a piece
of graph paper.
COA display diagram:
=====================
╔═════╗
¥ = Monster --- ║¥··█║ --- = Object
█ = Wall --- ║█····║ --- · = Open Space
= Stair --- ║█Ω██║ --- Ω = You
= Unknown --- ║ █∩┼ ║ --- ┼ = Door
(Can't see) ║ █ █ ║
╚═════╝
|
∩ = Other Player
Below the display:
==================
T: 120 L: 2 C: 10/ 13 [] Insect
\____/ \__/ \_____/ └─────────── Object in current space
│ │ └──────────────────── X/Y Coordinates
│ └─────────────────────────── Level (depth) in the maze
└───────────────────────────────── Turns Remaining
Note that the '' symbol is used for the standard, premade objects in
COA (weapons, potions, torches, etc...). The sysop/maze designer may
create other objects, which will usually have different icons...
If you have no torch in either hand, you will see a distance of one
space in all directions. If you do posses a torch, and if it is
currently in either of your hands (weapon hand or off hand) you will
see a distance of two spaces.
Each day you will be allocated a set number of turns (the designer of
the maze decides this), and each action in the above list has a cost in
turns (again, this varies from game to game). Quit, 1/!, and ? always
cost 0 turns, and ? will inform you as to the cost of other options.
Commands in detail:
N,S,E,W and U/D
---------------
As long as your way is clear and you have sufficient turns remaining
(usually 1) you may move a space in any direction you choose. If you
are calling on a PC or compatible, you may use your numeric pad for
movement, provided you turn on your NumLock. As you move, your view is
constantly updated. --------------------
If you encounter a door and have no objects to help you open it
(lock-pick or key), you may try and force it. This may or may not
succeed, and it is possible to take damage trying (though unlikely).
You may only use the Up and Down commands when at the appropriate
stairway(s), obviously.
If you have a key you may more freely through all doors. Lockpicks
allow you to move through, but at a cost of one extra move turn. With
neither of these, you can force doors, but damage (rarely) may occur.
If you fail to force a door you may try again.
You may move through secret doors freely; it is possible to find them by
simply walking into walls a lot. The `I' command works better, though.
Again, it is heavily suggested that you make a map as you explore the
maze.
LOOK
----
You may Look at any time, so long as you have sufficient turns
remaining. Look will tell you what you are carrying, how many gold
pieces you have, how badly wounded you are, what is in your hands,
etc...
GET
---
You may Get an object provided that A) a Gettable object is in your
same space, B) you have room to carry it, and C) you have sufficient
turns remaining. A trapped chest will be activated by Getting it.
Be aware that some traps are not set, and if you Get these you will
have a trap you can lay down for others.
A chest with gold in it will add to your gold piece total if you Get
it; and the chest will then be empty. You cannot carry more than
30,000 gold pieces. Any excess is lost.
PUT
---
You may Put an object provided that A) there is not other object in your
current space, and B) you have sufficient turns remaining. Usually, Put
simply places the item in your space. Putting a trap, however, also
sets it. Also note that Putting your torch will reduce your visibility.
You must possess an object to Put it.
CONSUME/CONJURE
---------------
Using this command you may, assuming you have enough turns left,
consume any potion you may have, or conjure with an Orb if you posess
one. The effect of a potion varies with its type (you'll just have to
find out!). What an Orb does will also be known to you only if you
find one and try it. Note that while potions are identified by color,
there may be more than one kind of potion with a given color...
Consume/Conjure may work on special items as well. Perhaps you may
find a lump of food, or a glass of champaign. Experiment!
You must possess as object to Consume/Conjure it.
X - USE SPECIAL OBJECT (Generic 'Use')
----------------------
X will work only with specially designed objects that have been set up
to respond to this command. When in doubt, try it. This is like
commanding an object to 'work', if you think it may be magical, etc...
You must possess an object to use the X command on it.
READ MAP, MANUSCRIPT, OR MARKINGS
---------------------------------
If you have a map you may read it, providing you have sufficient turns
remaining. If your terminal program has screen-capturing capabilities,
you may find it wise to capture copies of maps you find so that you do
not have to continue carrying them. Other objects may or may not be
readable as well.
You must possess an object to use the M command on it.
HANDS
-----
The Hands command allows you to decide which of your objects will be in
your weapons hand, and which will be in your off hand. Note that a
weapon must be in your weapon hand to be used, while a torch may be in
either. Also note that potions amd the orb do not have to be in a hand
to be used...
**Important: A torch in your possesion but not in a hand will do
absolutely nothing for you.**
Also note that sysop-designed objects may or may not need to be in your
hands to be effective, depending on the designer's wishes.
INSPECT AREA
------------
By Inspecting the area you can find out just what those objects you see
are (within limits); the identity of other players and monsters in your
view will be revealed to you as well. Also, any secret doors in your
view will be revealed. This is a very useful command, and should be
relied upon heavily.
TALK
----
If another player is directly adjacent to you, you may talk to him/her,
provided you have enough turns remaining. When that player logs in next
time, they will get your message as "Fred said: Hi there Joe..." You
cannot Talk to monsters... usually. You CAN talk to objects, from time
to time.
FIRE
----
You must have a crossbow in your weapon hand, and must posess at least
one bolt before you can Fire. Bolts will travel *until they hit
something*, whether it be stone or flesh, and always inflict one point
of damage if they hit another player. Once you fire, your crossbow will
be unloaded.
Crossbow bolts ignore armour.
Events/Special objects can sometimes be triggered by firing at them.
RELOAD
------
Generally a very expensive (turn cost) option, Reload allows you to load
your crossbow after firing it. If you do not reload your crossbow, it
will be reloaded for you automatically by the time the next day rolls
around.
ATTACK
------
If you are armed (have at least a dagger in your weapon hand) and are
adjacent to an enemy player or monster, you may Attack him/her/it. The
Attack is played in rounds, with each of you hitting and doing damage
to the other until one of you is dead or until you (successfully)
retreat. If your opponent posesses a weapon(s) but does not have it in
hand, he will automatically bring the (best) weapon `to hand'.
If your opponent is another player and you win the battle, you will get
whatever gold pieces he/she possesed. If the opponent was a monster,
you will get a certain number of gold pieces dependant on how tough the
monster was.
You can attack some objects, with varying effects.
There is a small chance you will do damage while defending barehanded.
OPFIRE
------
Opfire stands for Opportunity Fire, and allows you to be active during
the time between calls. If you select Opfire, your turns will be
reduced to 0, so *only* choose it as a last option for the day. You
must have a crossbow in your weapon hand, it must be loaded, and you
must posess at least one bolt.
Once you enter Opfire `mode', your game is over for the day. In other
words, Opfire is a way of ending your turn for the day... and makes you
dangerous to other players during their turns.
When you enter Opfire mode, you can select a direction (1-8) or choose
return fire. If you select a direction, this means that if another
player moves into your view in the direction you specify during *his*
turn, your character will automatically fire. You will stay in Opfire
mode until you play again, are attacked with a melee weapon, or run
out of bolts.
If you specify 9 (return fire) as your dirction, then any time another
player fires a crossbow at you during *his* turn, you will automatically
return the fire (any direction). Again, you will remain in Opfire mode
until one of the conditions listed above is met.
If you are Attacked (melee) while in Opfire mode, you will
automatically switch weapons if you have an appropriate weapon in your
posession, and you will exit Opfire mode.
1/!
---
If you are calling on a PC, it is strongly suggested that you use the
(default) graphics mode as the screen is much more readable this way.
If you are calling on another type of computer, however, these PC-
based graphics characters will probably look `garbagey' to you, so a
switch to non-graphic characters (1) will most likely be needed. PC
owners should note that ANSI is *not* required.
QUIT
----
If you Quit with turns remaining, you may use them later during the same
day. In any case, please quit using Q, rather than hanging up. If
carrier is lost during play, the system will do its best to save your
game, but it is not assured.
Weapons -
The follwing weapons are to be found in the maze; Dagger, Short Sword,
Long Sword, Axe, and Crossbow. The Dagger and Short Sword do less
damage than the Longs Sword and Axe; the Long sword is capable of doing
more damage than the Axe, but is less reliable. The Axe will always do
2 or 3 points of damage while the Long Sword, which can do 4 points at
best, may do only 1.
Players taking damage equal to their strength are killed. There is
armour in the game, and it can protect one from taking damage.
Other Objects -
Potions, the Orb, and traps can only be understood by encountering them;
there are also magic teleporters that can whisk you away at a touch.
Chests usually contain gold pieces (the object of the game), and are
opened by Getting them. You actually Get the gold pieces and leave an
empty chest behind.
You cannot Get a secret door.
The sysop/maze designer is free to construct other objects which may have
various properties. Experimentation is the only way to learn about these.
In short, each of them will have one or more 'triggers', or ways in which
they are activated. Talking to them, attacking them, consuming them, some-
times just picking them up or stepping on them, these and a variety of other
triggers can be built in to an object. Experiment! An object can have
many, many triggers, so one success does not mean the end of the possibil-
ities.
The Monsters -
There are a variety of monsters in the game, from the lowly Kobold to
the mighty Dragon. Killing a monster gives you gold points, plus may
allow you to pass into an area rich in treasure (if the maze was so
designed). Crossbows do not harm monsters (magical beings, all), but if
you fire a bolt into the dark, the sound that returns may tell you what
monster lurks there...
The General Store -
Any time you find an up staircase on level 0, this is a portal to the
general store. It is here you can spend your gold pieces for weapons,
healing, and so forth. Buying strength points is like increasing your
`level' in a more tradition role playing game; strength determines how
well you hit and how much damage you can take. Keep in mind that gold
pieces also determine your standing in the game, so a carefull balance
of spending and saving is the rule...
--/--/--
Some general notes on play:
--------------------------
Don't stay on level 0. It is more dangerous, usually, than 1 or even
2, as players are `born' on level 0 and you will find them to be the
most dangerous hazzard in the game. Especially `Meat Eaters' (right
Darryl?).
A torch and a key or lockpicks are important. Always keep your torch
in your off hand.
Not all potions of a given color are the same. Some hurt, some help,
some were created by the designer and are `special'.
Don't attack other players until you have armour. You are too vulner-
able without it.
Don't end your turn blocking a corridor. It is a prime motivator to
the `Meat Eaters' since they cannot get by you unless they kill you.
Even nice guys may have to kill you if you block passage.
When you are tough, don't waste your time killing every new player.
ANYONE can hurt you, no matter how tough you are. Kill for need, not
greed. Besides, new players rarely have much gold.
Make maps.
Spend your gold on Strength points. They are the most important thing
about your character.
DECEND! Nobody ever won a COA game or had very much fun by staying on
the upper levels. DOWN! DOWN! DOWN! Death is only a temporary ob-
stacle!
Never assume anything.
Some notes on events:
--------------------
Events are special objects and places created by your sysop or the
maze designer, which are unique and unpredictable. An event might
be a Pagan Idol that kills you if you talk to it, or a book that must
be read, or perhaps even eaten. Sometimes you must possess one item
before another will have its effect; you might need the POCKET KNIFE
before you can use the PIECE OF WOOD to create the SCULPTURE, for
instance. Events can be obvious, or hidden; they can look like other
players, walls, dragons, anything. The best advice is, keep an open
mind. Few mazes were designed to be won by a single player who has
never died, so don't be afraid to take chances, especially with a
new character.
--/--/--
Each day you will get a report of the events that transpired while you
were `gone' -- this report will be limited, of course, to things that
actually happened to your character.
The maze can change from day to day; objects may appear, doors may open
or close into walls. The SYSOP has the power (and the motivation) to
change the maze. Other players, armed with special event objects, might
be changing things. Make your maps in pencil...
Scott L. Bain
The Scanline Remote
(619)298-2023