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1991-10-10
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359 lines
Copyright (c) Dustin Nulf and Tom Hazel (Development in Progress)
All Rights Reserved
{1}
Scenario Information
~~~~~~~~~~~~~~~~~~~~
The Time.... 2060 A.D.
The Place... Planet Earth.
It had been a time of terror -- one that had become known as the great
turning point of history.
After a vast nuclear war on Earth, the Human race was nearly wiped out.
Radiation loomed over the continents and absorbed into the vast oceans.
The water supply, which covered more than 3/4 of the planet, became con-
taminated. Quickly, the remaining population contributed in converting
the remaining water supply into "water crystals". These new crystals were
protected from any form of contamination due to atomic structure. The money
system collapsed and soon became useless. Water crystals soon became the
only source of bartering.
Meanwhile, other inner space planets were in the process of developing their
own civilizations -- one planet in particular, Hydrania. However, Hydrania
lacked a major environmental resource in order to become a powerhouse of
the galaxy, an abundant water supply. With Earth in its weakened position,
Hydrania seized the opportunity to attack. Overkill, the commander of
Hydrania, led the merciless invasion on Earth. His scaled soldiers, known
as Hydrites, attempted to collect the remaining water crystals. In
retaliation, the remaining survivors of Earth formed a small alliance, the
HX Force. The alliance managed to hide their water crystals deep below
Earth's surface and fend off several Hydrite regiments. However, the HX
Force was overrun by Hydrites and eventually defeated. During this attack,
the Hydrites managed to capture over twenty million water crystals and
return to Hydrania for decrystalization. Luckily, Overkill was unable to
capture Earth's entire water crystal supply.
What remains now for the few Humans on Earth is a hidden Complex stationed
in an unknown terrain. Here, the survivors are protected from the dangers
of the surrounding environment. In order to stay alive, however, these
people must venture out into wastelands to search for food and find the
remaining water crystals. But, still lingering throughout the wastelands
are the Hydrites, also seeking the remaining water crystals. Other mutants
have crawled into existence from the horrifying radiation effects. They
too, as well as other creatures, are striving for survival -- the survival
of the fittest.
For the remaining survivors, the primary goal is to locate the dreaded
Overkill commander and exterminate him. However, the hard part is merely
surviving.
{Complex}
Complex Information
~~~~~~~~~~~~~~~~~~~
(Overhead view of the Complex)
┌─▄▄▄▄▄▄▄▄▄▄▄▄▄─┐
│ │
│ *)Main Hall │
│ │
▄░░▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀░░▄
▄░░▀ ▀░ ░▀ ▀░░▄
▄░░▀ ░ ░ ▀░░▄
▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄░░▀ ░ ░ ▀░░▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
│ │ ░ ░ │ │
│ H)eadQuarters │ ▄░ ░▄ │ C)omm Post │
│ │ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ │ │
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ │ │ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
│ B)arracks │
│ │
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
▄░ ░▄
···································▒ ▒·································
Main Hall: The first area of the Complex is known as the Main Hall. This is
~~~~~~~~~ the common intersection which leads to the other areas of the
building. From here, you may enter the B)arracks, C)ommunications Room, or
the H)ead Quarters. To log-off, simply press the '*' key from Main Hall.
If you are lost, press '?' to view the map and select your options.
Barracks: The Barracks is a room which all recruits take shelter. Here,
~~~~~~~~ they rest/sleep while not on-line.
┌─▄▄▄▄▄▄▄▄▄▄▄▄─┐
│ │
│ *)Main Hall │
│ │
▄░░▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀░░▄
▄░░▀ ▀░ ░▀ ▀░░▄
·· ░ ░ ··
·· ▄░ ░▄ ··
┌─▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄─┐
│ │
│ Complex Barracks │
│ │
│ C)heck Status │
│ G)ames Room │
│ R)ecruit Chambers │
│ │
└─▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀─┘
··································▒/ \▒·································
W)astelands
The C)heck command can be used to view your character's attributes.
The G)ames Room is a place where players can leisurely relax by playing
games or visiting the Bar.
The W)astelands function allows you to venture out into the wastelands.
The R)ecruit Chambers, you have the following options:
The B)ank is used to deposit, withdraw, and loan crystals. Stored
crystals receive a 6% interest rate every 24 hours. Loans may be taken
from the bank, and the maximum loan rate depends on user level. All
loans must be paid off in THREE days or the bank will fine an extra
50,000 crystals to your loan amount each day past due.
C)heck command can be used to view your characters attributes and
inventory.
E)xperience to Go displays your current level, experience, the next
level's experience requirement and the amount of experience you need to
get to the next level.
M)orgue lists the names of the deceased and calculates total body count.
U)ser config allows a player to toggle ANSI color on/off, change
password, toggle Expert on/off, set the Combat Delay speed, or have
to commit suicide (erasing player).
V)iew Other User prints out the status of another specified player if
they are in the Barracks.
R)oster Log lists the users on the system and their current locations.
Communications Post : The Comm. Post handles all message reading, writing,
~~~~~~~~~~~~~~~~~~~ and private mail. Communication is a necessity for
survival.
▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
│ │
│ *)Main Hall │
│ │
▄░░▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀░░▄
▄░░▀ ▀░ ░▀ ▀░░▄
·· ░ ░ ▀░░▄
·· ··· ▀░░▄
┌─▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄─┐
│ │
│ Communications Post │
│ │
│ E)lectronic Mail │
│ R)ead Messages │
│ P)ost Message │
│ │
└─▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀─┘
The E)lectronic Mail function allows players to write/read personal and
private messages to another player.
The P)ost Message option lets players write a public message to the main
message board, called the HX-909 frequency.
R)eading Messages displays the public messages that have been written by
other players, or foreign transmissions. The message numbers range from
1 to 50. You can C)hange your message pointer back and forth to a desired
message number.
Head Quarters : The main control room of the Complex is the Head Quarters.
~~~~~~~~~~~~~
┌─▄▄▄▄▄▄▄▄▄▄▄▄─┐
│ │
│ *)Main Hall │
│ │
▄░░▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀░░▄
▄░░▀ ▀░ ░▀ ▀░░▄
▄░░▀ ░ ░ ▀░░▄
▄░░▀ ··· ··
▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ··
│ │
│ Head-Quarters │
│ │
│ I)nfo Cabinet │
│ L)og Room │
│ M)edical Center │
│ R)ecords Room │
│ S)upply Room │
│ T)eams/Squadrons │
│ │
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
The I)nformation Cabinet contains several different articles concerning
the overview of OOII. Also, a bulletin can be read or the logon news
can be reviewed.
The L)og Room displays the Time Remaining for a player or shows the
Frontier Log -- a long news report of recent player activity.
In the M)edical Center, you may U)se a Medical Kit to heal a character's
hit points. Also, you may neutralize a character's radiation factor
by entering the R)adiation room. The D)isease Department is used to
N)eutralize or V)accinate any diseases that a player may acquire in the
wastelands.
The R)ecords Room has the latest and greatest statitistics of categories
such as : Players with Total Ability, Most Experienced, Combat Accuracy,
Bravery, Total combined attributes, Squadron standings, and a Hall-of-Fame.
The S)upply Room offers weapons, ammunition/power, armor, and equipment
that a player may buy or sell. An option of I)nventory is a feature
that allows you to look up information on a particular piece of equipment.
In the T)eams/Squadrons menu, you may create Squadrons (teams), join other
Squadrons, list the Squadrons and leaders, etc.
The !)Page Sysop function can be used to get in contact with the SysOp,
hours which range from 9 A.M. to 11 P.M. This command is available on
most every prompt.
{Character}
Character Information
~~~~~~~~~~~~~~~~~~~~~
The character configuration consists of the following attributes:
Strength: Strength is primarily the ability to exert force - especially
~~~~~~~~ during combat. Strength is a vital attribute for fighting. The
higher your strength, the more damage you will be able to do in combat.
Dexterity: Dexterity refers to manual dexterity and general agility. The
~~~~~~~~~ higher your dexterity, the more effective you will be in combat.
Hit Points: Hit Points are the most important of all attributes. A player
~~~~~~~~~~ is considered deceased if his hit points equal 0 or below. When
viewing a player's status, the first number for hit points is the current
value. The second number is the maximum amount of hit points.
Radiation: Radiation shows the percentage of radiation a player is
~~~~~~~~~ contaminated with. A radiation factor of over 50% will prohibit
a player from reentering the Complex from the wastelands. In hand-to-hand
combat, the player is affected from the opponent's radiation factor (and
vice-versa). If the radiation percentage of a player reaches over 70%, the
radiation within him will start to decay the body. Hit points will then
diminish.
Experience: Experience Points are awarded for efforts a player accomplishes.
~~~~~~~~~~ The most effective way of gaining experience is by killing
monsters, among other miraculous feats.
Level:
~~~~~ _
Level 0 = 0 \
Level 1 = 1,000 \
Level 2 = 2,000 ]
Level 3 = 4,000 ]
Level 4 = 8,000 ]
Level 5 = 16,000 ] Experience points double for each level.
Level 6 = 32,000 ]
Level 7 = 64,000 ]
Level 8 = 128,000 /
Level 9 = 256,000 _/
_
Level 10 = 406,000 \
Level 11 = 556,000 ] Experience points increase by 150,000
Level 12 = 706,000+ _/ for each level.
Once a player has reached the needed experience points for a particular
level, he will receive an attribute bonus. A player will be allowed to
raise one of his attributes by 4. A small crystal bonus is also awarded.
{Wastelands}
-=-
*NOTE: The rest of the manual has not been recovered, although segments are
being scavenged. Special thanks to TARIX for translating these portions of
the manual.*
╒════════════════════════════════════════════════╕
│ Infrared Scanner │
│ │
│ OO = Impassable Rocks ww = Barren Land │
│ .. = Desert "" = Swamps │ N)orth
│ ^^ = Mountains -- = Flat Terrain │ │
│ II = Unmarked Road ~~ = Water │ W)est ── * ── E)ast
│ @v = Hole Down @^ = Hole Up │ │
│ ## = Hydrite Prison // = Storm │ S)outh
│ ?? = Unidentified [] = Complex │
│ @@ = Cyclone ╔╗ = Base │
│ │
╘════════════════════════════════════════════════╛
C)heck Status B)ases (build/enter)
D)rop Items I)nvestigate Camp
P)ick-up Items
U)se Equipment *) Camp (logoff)
Wastelands Information
~~~~~~~~~~~~~~~~~~~~~~
The wastelands, accessed through the Barracks gate, are perilous vasts of
doom where many have ventured and few have come back. The following
information has been gathered and revised by members of the HeXonium Force
as a general information guide to all players.
Equipment: All new recruits are assigned with two sets of Rations and a
~~~~~~~~~ Medical Kit. These are the necessities of basic survival. They
are also equipped with an Infrared Scanner, which displays the surrounding
environment of the wastelands. For new recruits, it is suggested that a
Steel Chain be purchased for their first weapon. It costs only 700 water
crystals. They may take loans (starting out at 1000 crystals), in which
another Medical Kit may be purchased. Medical Kits are the savior from
death in the wastelands.
Monsters: Not much is known about the mutants of the wastelands, but various
~~~~~~~~ players have reported many different monstrosities. Be sure you
view your opponents before fighting because you may always chose NOT to
fight. Do not let your Hit Points drop below 10 before trying to escape.
If they get below 5, your best bet would be to surrender to your opponent.
ALWAYS carry more than 5 crystals in the wastelands so you have something to
offer your opponents in case of surrendering.
Holes: If you dare to go into the deeper levels of the map, you will need to
~~~~~ purchase Hemp Rope. Next, you will need to find a hole that leads
down. They are marked as "@v" on the Infrared Scanner. Beware that once
you go down a hole, it might not be there when you want to go back up!
Bases: You may build Bases for the cost of 100,000 water crystals. They
~~~~~ can protect you from other players and be used as a treasure hold
for equipment. Many strategies incorporate with Bases, for example,
building Bases to charge rent from other players, fortify a hole, or to
prevent the Hydrites from kidnapping you from the main Complex. Telepods
offer instant teleportation between Bases, however, the Bases must be within
a certain range to be teleported to and from.
Hydrite Prison: Those nasty Hydrites have constructed a huge Prison
~~~~~~~~~~~~~~ somewhere in the wastelands. Once in a while, the Hydrites
find a passage into the main Complex and snatch away recruits while they
sleep in the Barracks. The Hydrites then drag that recruit back to their
Prison and hold them captive for up to 7 days. Having team members in this
situation is an excellent advantage, as team members can rescue you from the
Prison. However, the task of releasing Prisoners is not easy. Arm yourself
with two hand-to-hand weapons in case one weapon runs out of power. If you
should succeed in freeing any hostages, the reward is great!
Overkill: It is rumored that Overkill lurks within the deeper levels of the
~~~~~~~~ map. A level 12 recruit has located him once, but dared not to
engage combat with him. Keep an eye out for this Hydrite leader.
{EndOfUserDocs}