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1991-11-15
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Land Of Devastation
By Scott M. Baker
The War
-------
It happened in the early 21st century. Nobody is sure actually when
as most recorded history was lost at that point. Nobody is sure who started
it, or what the reasons were, but one thing is for sure, the world was made
very aware of the possibilities of nuclear warfare.
The estimated time is somewhere between 2001-2005 that the war
occurred. Hundreds, if not thousands, of nuclear missiles stormed through
the atmosphere. Their targets: Population centers, military outposts, and
governmental facilities.
The effects were greater than had been previously theorized. Great
blast waves levelled entire cities. All unprotected crops and livestock
perished. Those who didn't die of the initial attack were killed off by
starvation or nuclear contamination.
Sacre Base
----------
There was, however, at least one establishment that survived. A small
nuclear fallout shelter about 50 miles out from Tucson, Arizona. At the
first sighting of the nuclear clouds, the doors were sealed and the base
relied on its self-supporting supplies.
After about ten years, when internal supplies became scarce, it was
necessary to explore the outside world. The first explorations were lead
by Commander Defs Sacre, a survivalist who helped to found the shelter
before the war.
Sacre was able to locate supplies necessary to sustain life in the
shelter for many years to come. Sacre also located a pre-war weapons
laboratory, Tera Labs. At Tera Labs, Sacre and his men were able to develop
advanced energy weapons - phasers, electroblades, etc.
With these weapons, Defs Sacre upgraded the small, fragile nuclear
shelter into a full-fledged military outpost. In honor of his bravery, the
base was named "Sacre Base".
Nuclear Contamination
---------------------
As a result of the great war, vast amounts of nuclear radiation were
released into the atmosphere. This radiation, in turn, affected the
environment in ways never before imagined. Peaceful animals were mutated
into hideous beasts; Humans were transformed into a disorganized mass of
criminals. Law and order completely collapsed. It was thought that all
hope of saving the earth would be lost.
The PuriTron Device
-------------------
In the year 2022, scientists at Tera Labs developed a device known
as the PuriTron. This device would be capable of removing the radioactive
contaminants from several thousand cubic feet of air per day.
At last, it seemed that there was finally a solution to the world's
problems. The PuriTron would clean the radiation out of the atmosphere. The
radioactive mutations then would cease, and organized government could
be established. Sacre base was very anxious to see the puritron put into
action and ordered its transportation immediately.
An armed caravan left Tera Labs later that year to transport the
PuriTron to Sacre Base where it could be installed and operated. The
situation was perfect. Too Perfect. About half way through the journey, the
caravan was attacked by a fierce band of female warriors known as the
Black Widows.
The party was overwhelmed by the attack. The Black Widows had enhanced
weapons far superior to that of the caravan. The battle was devastating and
only a handful of men were able to escape. The PuriTron device, however, was
lost.
From intelligence gathering operations, it has been determined that the
Black Widows split the PuriTron into at least five separate components which
they then hide in separate locations throughout the wasteland.
The Quest
---------
Your quest, as a soldier stationed at Sacre Base, is to locate these
lost parts of the PuriTron and return them to Sacre Base where they may
be assembled and activated. The fate of the world is in your hands.
Weapons
-------
Many weapons are available from the local weapons store. There are
basically two types of weapons you can use - close combat and ranged
combat.
Close combat weapons are used in hand-to-hand situations where you must
hit your enemy in order to inflict damage.
Ranged combat weapons are used when you sight your target from a
distance.
Close Combat Weapons
--------------------
KNIFE
This is pretty lame. Sort of a cross between a butter knife and a steak
knife, it doesn't inflict much damage. However, if you're on a budget, it is
better than nothing.
DAGGER
Basically, the Knife designed specifically for combat use.
SWORD
If you don't know what a sword is, go back to grade school....
RAZORLANCE
The lance is a special variation of a spear. It has razor sharp blades
on both ends. The user usually holds the lance from the middle and can twirl
it in many directions, hitting the attacker with the blades mounted on each
end.
ELECTROBLADE
The electroblade is a dagger that has been electrically charged. It
gets it's power from a POWER PACK and when the target is struck, the
electrical charge dissipates into them, doing enhanced damage. This weapon
does require ammo (POWER PACKS) and will do reduced damage without them.
ELECTROSWORD
The electrosword is an electrically charged version of the sword. Like
the electroblade, it require POWER PACK ammo to function.
ELECTROLANCE
The electrolance is the electrically charged companion of the razor
lance. When properly loaded with a power pack, it can do massive amounts of
damage.
NEUTRON SABRE
A recent experimental prototype using Nuetron technology. The Neutron
sabre is a sword-type weapon that uses neutron energy to charge its
blade. Produces an intense burning effect on whatever it hits. Uses
NEUTRON PACKs as armor.
Ranged Weapons
--------------
CROSSBOW
A purely manually operated weapon. The operator pulls back the string,
sets in a crossbow bolt, aims and fires. It requires crossbow bolts for
ammunition.
CLIP PISTOL
A 9mm clip pistol. You slap a clip in, take aim, and blast a hole in
your enemy. Uses 9mm clips for ammo.
UZI 9mm
An automatic 9mm hand held sub-machine gun. Does a lot of damage. Uses 9mm
clips for ammo.
PHASER-1
A hand held phaser weapon. Sends a charged proton beam into the enemy.
Requires power packs for ammo.
PHASER-2
More powerful version of phaser-1.
PHASER-3
More powerful version of phaser-2.
COMP BLASTER
The most powerful power-pack weapon built. Similar to a phaser, but
uses higher efficiency circuitry to acheive a stronger effect.
GRAVBLASTER
This weapon sends a beam of gravitons against the target. The gravitons
create an immense gravitational disruption in the target's cells, causing
the gravitational forces to rip his cell structure apart. Uses gravblast
clips.
PLASMABLASTER
Sends plasma energy into the enemy. Uses plasma clips for ammo.
NEUTRON RIFLE
Experimental prototype. Uses Neutron packs as ammunition to produce
massive damage on whatever it hits.
GRENADE PACK
This is a package of grenades. It is neither a long range nor a close
range weapon. When you enter combat, you have the choice of throwing a
grenade at your foe instead of firing a weapon. Grenades have the advantage
of almost always hitting the opponent and their damage can go right through
an opponent's armor.
Ammunition
----------
Certain weapons require ammunition to operate. Ammunition is
available at the ammunition store at Sacre Base. The following chart
lists the various ammunition types and what weapons require them. (Note:
Certain weapons found in the wasteland are unknown to the technicians
at Sacre Base and therefore may not appear in this chart)
Type 1: Crossbow Bolts SR: None
LR: Crossbow
Type 2: 9mm clip SR: None
LR: Clip Pistol, Uzi 9mm
Type 3: Power Pack SR: Electroblade, Electrosword, Electrolance
LR: Phaser-1,2,3 Comp Blaster
Type 4: Grav Pack SR: None known
LR: GravBlaster
Type 5: Plasma Pack SR: None known
LR: PlasmaBlaster
Type 6: Neutron Pack SR: Neutron Sabre
LR: Neutron Rifle
Misc. Items
-----------
RADIO
This two-way field radio can be used to tie into the base's
communications system. You can send and leave messages just as if you were
sitting in the safe comfort of the base.
LR SCAN
The LR Scan is a very useful device. What it does is tie into the ZR327L
military surveillance satellite and generate a satellite picture of the
surrounding terrain. Very handy if you get yourself lost.
MEDICAL KIT
The medical kit contains a number of self-contained "healing" drugs.
One quick shot from one of these drugs can do wonders for a person's
injuries. (These wonder drugs were actually created in 1973, but held up
in various government agencies for 70 or so years)
RATIONS
A package of poorly tasting, but very nourishing troop rations. Mostly
gathered from the remains of dead beasts, it tastes pretty bad, but is
very necessary to your survival.
SCANNER
This is a hand-help radar scanning unit. It can give you a quick idea
of the type of terrain around you as well as locate prominent establishments
such as towns.
STEALTH FIELD GENERATOR
The SFG is a unique product of modern technology. It allows you to create
a field around your person which can either interfere positively (amplify)
or negatively (cancel out) the noise that you create. Since many of the
wasteland creatures are dependant upon noise as a means of locating
targets, you can either increase or decrease your encounter chances with this
device.
LAPTOP
The GS-224 Laptop is a very valuable instrument when equipped with the
necessary programs. You can buy a laptop at sacre base as well as software
for the laptop. I'll leave it to you to discover what the laptop does. (Try
talking to TROY HADLEY at the Sacre Base Tavern)
Medical Lining
--------------
Medical lining is a special suit that you wear inside your armor. It is
kind of an automated medkit. While you are moving about, the medical lining
pumps you full of chemicals, increasing your hit points as you move.
Medical lining is rated in hit points per 50 moves. So 5/50 medline
would be one hit point regenerated per every 10 moves.
The following classes of medical lining are available:
STD. MEDLINE: 1/50 (1 hit regenerated per 50 moves)
ADV. MEDLINE: 5/50 (1 hit regenerated per 10 moves)
PuriTron Device Parts
---------------------
The following parts are required for the assembly and operation of the
PuriTron device. Sacre Base will pay generously for their return.
RAD EXTRACT
The Radiation extractor is a device capable of collecting radiation
from contaminated materials. The radiation is then collected and
concentrated into the storage vessel.
STORAGE VESSEL
The storage vessel is a special lead cylinder capable of storing
the concentrated radiation in a safe, leakproof environment.
FILTRON
The Filtron is a energy-enhanced filtration unit that removes large
particles such as soot, sand, etc from the air. These debris are
then sent to the RAD EXTRACT for decontamination.
CIRCULATOR
A large atmospheric collector. It collects air from the atmosphere
and sends it to the FILTRON for processing.
NOVA CELL
A power cell containing stored solar energy. This energy is used to
power the above equipment.
The following diagram illustrates how the above units operate together:
CIRCULATOR FILTRON
:-------------------: :--------------------:
: \ : : / :
: \ : : /---\ / :
: \------------- : : ---//---\\----/ :
air ---\ : : : :/-\: : ---\ air out
in --- >: : : ::*:: : --- >
---/ : : : :\-/: : ---/
: /------------- : : ---\\---//----\ :
: / : : \---/ \ :
: / : : | | \ :
:-------------------: :--------------------:
:--------------------: :------------------:
: : : RAD : : STORAGE :
:--------: : : : EXTRACT : : VESSEL :
NOVA CELL: : : --- : : :
: :--: : : / \ : : /------\ :
(Supplies: :--: : :--------: ---- --------- : : ---/ : :
power to: :--: : : : : : : :
all) : :--: : : -------: ---- --------- : : ---\ : :
: : : : : \---/ : : \------/ :
:--------: / \ :--------------------: :------------------:
Debris
Out
Locating The PuriTron Parts
---------------------------
Locating the lost PuriTron parts will not be easy; We have absolutely
no data as to the parts' location. You may have to rely on source your meet
out in the wasteland to reveal the necessary information.
WasteLands Commands
-------------------
North...: N or 8 Pick Up Item: P Enter Town....: G
South...: S or 2 Drop Item...: D Camp out here.: A
East....: E or 6 Check Status: C Construct fort: F
West....: W or 6 Equip.......: Q Enter Fort....: I
Look....: L or 5 Use Item....: U Inv Maint.....: M
Kill Obj: K Quick Heal..: Y B.A.D. Spell..: B
Most of those commands are self-explanatory, but a few of them deserve
some special mentioning:
ENTER TOWN (g)
This command will enter any town that you are in front of. Also,
if there is a "special" place such as a pylon or a horticulture
cetner, you may be able to use "g" to enter it.
KILL OBJ (k)
This command will allow you to permanently "kill" an object on the
wasteland. For example, if there is a "dagger" laying in front of
sacre base and it has been annoying you, you can kill it.
EQUIP (e)
You need to use this one to equip your weapons, armor, etc.
USE ITEM (u)
This is one of the most important commands in the game. You can
use this command to use any usable (i.e. Laptop, rations, medkit,
etc) items in your inventory.
QUICK HEAL (y)
Rather than use the USE (u) command multiple times on a medkit to
heal yourself, you can use the Y command to automatically use as
many medkit doses as are necessary to heal you.
"ALL"
On the Kill obj (K), Pick Up (P), and Drop (D) commands, you can
say "ALL" when prompted for an item number and LOD will attempt the
command on all available items.
Combat
------
Combat is a two-phase process. The first phase is when you first sight
you opponent at a distance.
Since you are far away, you have the options of running, surrendering,
throwing grenades, firing your ranged weapon, or proceeding directly to
close combat. Once you execute one of these options, you will then encounter
your foe at hand-to-hand combat. Let's discuss each of these options:
LONG RANGE COMBAT
This simply fires your ranged weapon at the enemy. Ranged weapons
usually require ammo and if yours doesn't have any, you cannot use
this option.
CLOSE COMBAT (hand-to-hand)
This will bypass you long range combat options and proceed directly
to close (hand-to-hand) combat.
THROW GRENADE
Basically, you throw your grenade at the enemy.
RUN
You attempt to use the age old strategy of running away. If your
enemy has no ranged weapons, he will probably let you go. But, if the
enemy does have a ranged weapon, he may try to take a shot at you.
SURRENDER
Give him half of your money and he'll probably let you go.
VIEW OPPONENT
See what your up against.
VIEW CHARACTER
See how pitiful your current status is.
STRIKE UP CONVERSATION
For some monsters that look somewhat talkative, this option will
appear and you can talk to the monster. Odds are you can't talk him
out of killing you, but you may be able to gain some vital information
from the monster.
Close Combat
------------
Most of your encounters will most likely lead to close combat. Close
combat is mostly a skill of knowing when to run and when to fight. Some
monsters will simply be stronger than you. You may have to run or surrender
in order to preserve your life. However, in instances where you choose to
fight, the following options are available:
ATTACK
Charge at the monster with your weapon; Inflict as much damage
as possible while protecting yourself from injury.
TILL DEATH
Fight until one of you is dead. No aborting! Either you or the
monster dies!
SURRENDER
Give him half your money and hope he goes away.
RUN
Try to run away. Monster may attempt to block you or shoot you if
you run.
VIEW OPPONENT
See what kind of a mess you are getting yourself into....
VIEW CHARACTER
Check how bad you are losing....
WARP
If you are carrying a warper, you can push it's button and get
out of combat fast!
After each combat round, you will be informed what your health and the
monster's health is. When one of your hit points reaches zero, you die!
Attributes
----------
Your character has four basic attributes. These are strength (STR),
dexterity (DEX), agility (AGL), and health (HITS). These attributes combine
to form your basic physical self.
STRENGTH
Strength effects how hard you can hit with your weapons. The higher
your strength, the more damage you will do in hand-to-hand combat. For
example, if you had 50 STR, you would do about 30% more damage than
a 25 STR person.
DEXTERITY
Your ability to hit what you are aiming at. Your dexterity is put
up against the enemy's agility. The higher your dexterity is compared
to his agility, the more often you will hit.
AGILITY
Your ability to run away and dodge attacks.
HEALTH/HITS
Your current hit points are your life. When they reach zero, you
die.
Experience and Levels
---------------------
You will gain experience as you fight in combat and/or complete special
quests. Every so often, you will gain enough experience to "go up a level."
By rising a level, your characters attributes will increase. The experience
requirements per level are summarized below:
Level Experience
----- ----------
1 0
2 1200
3 2400
4 4800
5 9600
6 19200
7 38400
7 32000
8 64000 (remember to fill in rest of chart
9 128000 before releasing this version)
10 192000
11 256000
12 320000
13 384000
14 448000
15 512000
When you have enough experience to go up a level, return to Sacre base
or another city and you will rise a level. You will gain five "bonus points"
which may be allocated to your attributes as you wish.
Fortresses
----------
Fortresses may be constructed by the prosperous adventurer. There are
several reasons a fortress is useful and several purposes a fortress can
serve:
A PLACE TO HIDE OUT
The wasteland isn't a very nice place. Hiding out in your fortress
can be a great defence against monsters and "competitive" players.
STORAGE VAULT
Every fortress includes a storage vault. You can drop off as many
objects as you like. As long as your fortress remains intact, your
valuables are safe.
TRADING CENTER
You can designate your fortress to buy/sell the three basic
products: Minerals, Fuel, and herbs. You can set your prices and
how much you wish to buy/sell.
In addition, you can sell healing (i.e. medkit doses) and energy
(i.e. power packs) to the passing players. If someone is in a bind,
they may very well pay a high price for some extra ammo or healing!
It should be noted that when trading, other players are held outside
the gates of your fortress. They aren't allowed access to your
vault, treasury, etc.
All that sounds pretty nice, doesn't it? Well, it sounds nice to just
about everyone else as well. So the point is, you'd better protect your
fortress pretty well or somebody uninvited will move in! (and move you
out!) Fortress defensive options:
MOAT
You can dig a moat around your fortress. When somebody wants to
attack, they'll have to get through it. Several different moats
are available - from simple water with a crocodile to flesh-
dissolving acid!
DEFENSE FIELD
Every fortress should purchase a defense field immediately. The
defense field is essentially the fortress's "hit points". When
an attacker defeats the defense field, he is inside. Defense fields
recharge before battle from the fortress's energy stores.
WEAPON
So what happens while somebody is hacking away at your defense
field? You have a big gun that shoots at him. The better the
fortress weapon, the more damage will be inflicted as the attacker
attempts to beat the defense field.
REACTOR
All this stuff takes power. Your defense field requires energy
to recharge, your base weapon requires energy to fire, etc. So you
might want to have a reactor to build up your daily energy
supply.
COMMUNICATOR
Rather than carry a radio around with you, why not just install a
base communicator into your fortress? You'll have complete access
to Sacre Base's message system.
Now, the most important thing you have to worry about is supplying your
base with energy. Without energy, your base defense field cannot charge and
your weapon cannot fire. So, how do you get energy?
METHOD #1:
Buy, steal, or otherwise "acquire" power packs. Take the power
packs into your fortress configuration room and discharge them
into the fortress power banks.
METHOD #2:
Buy a reactor (described above) and it will generate a generous
amount of energy each day.
Fortress Trading
----------------
As mentioned above, trading is possible with fortresses. By using the
FORTRESS TRADE CONTROL menu, you can set various options about what you
wish to buy or sell. Here are some quick hints:
SELLING HEALING (MEDKIT) DOSES
First you'll have to "dump" a medkit into your fortress medkit
supply. You can do this from the fortress configuration menu. Then
go back to the fortress trading menu and you can decide how much of
your medkit stocks you wish to put up for sale and how much you
wish to charge per dosage.
SELLING ENERGY (Power Packs)
Like with medkits, go into the fortress configuration menu and
dump some energy into the fortress energy banks (unless you already
have a plentiful supply of energy in the banks). Then go back
to the fortress trade menu and select how much energy you wish to
sell and at what price. Don't sell all your energy, because you
would leave your base defenseless.
BUYING/SELLING THE THREE PRODUCTS (minerals, herbs, fuel)
Not fully implemented yet. Feel free to experiment with the options.
THE SALES COUNTER
Each base has a sales counter. The base owner may place up to five
items in this sales counter. Other players may then come and buy
them from the base.
SELLING TELEPORTATION
If you equip your base with a teleporter, then you can charge other
players to use your teleporter. You will receive money both when
players depart from and arrive to your base. (Note: You may wish
to use the "Register with traders union" so people know where
your base is)
Communicating
-------------
Land of Devastation includes some interactive communications capabilities
which allow you to "talk" to various characters. When talking to a character,
the character will respond to various "hot words" - for instance, asking
someone about "JOB" or "NAME" will usually get them to respond with the
appropriate information.
Special Quests
--------------
There are multiple special quests in LOD. A quest could be something as
simple as bringing somebody something or a more dificult series of steps.
The quests are scattered around. Sometimes you can get information in the
Taverns of various towns.
The benefits of completing a quest are twofold: 1) You get an exp point
bonus and 2) You usually get some kind of special item or information out
of it.
Terrain
-------
Plains -- Wide, open grasslands; Usually quite safe.
Impass. Mtn MM Impassable mountains. No way to get around em!
Desert .. Hot temps and dust storms make travelling dangerous.
Mountains mm Low mountains; Easily climbable, but not too safe.
Road || Pre-war highways - monsters usually stay clear.
Wasteland ww Areas severely damaged by nuclear radiation - stay clear!
River ~~ Flowing water - usually easy to cross.
Swamp "" Swamps - very unsafe.
U-Pylon /\ Several located, but their function is unknown.
D-Pylon /\ Several located, but their function is unknown.
Rad-zone rr Direct nuclear strike. Very, very hazerdous
Forest ff Thick, woody forests.
Hort. Center HS True nature unknown; Rumored to exist.
Phaser Cache PC True nature unknown; Rumored to exist.
Towns xx Relatively safe if your friends with the residents.
Inside the cities
-----------------
In LOD, there are several cities scattered about through the wasteland
which you may enter. The first of these is of course Sacre Base where you
being your adventure. Sacre base is also a very nice "home base". You can
buy more weapons, medkits, and such there.
Financial Options
-----------------
In the investment options menu of the troop quarters, there are a few
different financial options that you can perform. These are:
1] Withdrawing/Depositing money in your "standard account"
The standard account is a safe investment which will ear you 5% of your
money per night. Your money is always safe there - it can't be lost, stolen,
etc.
2] Withdraw/Deposit money in your "game account"
The game account is a special account which will earn you 20% per
day. However, this money is not without risk. Other players can "challenge"
you to games. They will challenge you for up to 50% of what is in your
account. If they win, you will gain 50%, if you lose, then you will lose
50% for them. For example:
a> Defs Sacre has $500 in his account.
b> Atlas Eyes challenges for $250. If Atlas Eyes wins the game then he
will get $250 of Defs Sacre's money. Otherwise, Atlas Eyes will lose
$250 of his money to Defs Sacre.
c> Atlas Eyes loses. And Defs Sacre ends up with $750.
d> maint runs and Defs Sacre earns 20% interest on his $750, bringing his
total up to $1000. Not bad!
3] Request a loan
You may request a lone from the bank. They will usually loan you up to
5% of your worth. Each day the amount you are required to pay back will
rise by 18%. They will get increasingly upset if you do not pay this
off very quickly.
4] Pay off loan
You can pay off as much of your loan as you wish at any time. Paying off
your loan is wise as any unpaid balance accumulates 18% interest per
night.
5] Financial Statement
Just summarizes how much money you have (or don't have?)
6] Financial Info
A brief summary of the available financial options.
Getting Started
---------------
1) Equip Your Character
a) Go into the misc. store and buy a "medkit/10". This is probably
the single most important item since the medkit is capable of
healing your lost HPs.
b) Buy a rations/5 from the misc. store. The rations will be necessary
if you become hungry in the wasteland.
c) Go into the weapons store and pick up the best hand-to-hand
weapon you can afford. This will most likely be a "dagger".
d) Go into the wasteland and use the "Q" (equip) command to select
the dagger as your hand-to-hand weapon.
2) Fight some monsters
a) Go into the wasteland.
b) Wander around in the area around the base. Try not to get to far
away from the base since you don't want to get lost.
c) When you encounter some "easy" monsters (such as a rad hound,
giant rat, ant man), waste them! Go into hand-to-hand combat and
you should be able to defeat them.
d) If you encounter a "hard" monster (such as an Insane Soldier
or a Scavenger), run away immediately. Your odds of beating them
are very slim.
e) If your hit points run low, use your medkit to heal them back up.
f) When you have accumulated 2000 experience or you are out of medkit
dosages, head back to the base. If you have the 2000 or so
experience, then you should go up a level.
3) Equip your character with better weapons.
a) Buy at least one more medkit/10; You'll need them when you go out
again.
b) Depending on your amount of cash, buy a better hand-to-hand weapon,
armor, long-range weapon, and ammo if necessary.
c) When you feel you're ready, purchase a Laptop and some programs
for it. The DIET and NOTES programs are pretty nice to have.
4) That's it - you're on your own from now!