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- Getting started
-
- Hardware and Software Requirements 1
-
- Installation and Configuration 1
-
- Game Files 1
-
- Sound Blaster Support Files 2
-
- Graphics Driver Files 3
-
- Creating a new character
-
- Character Types 4
-
- Human 4
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- Elf 4
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- Dwarf 5
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- Wizard 5
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- Archer 5
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- Fighter 5
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- Character Attributes 6
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- Strength 6
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- Speed 7
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- Aim 7
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- Dexterity 7
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- I.Q. 7
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- Power 7
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- Hit Points 7
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- Armor Class 7
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- Playing the game
-
- Gaining Experience 8
-
- Interacting with other characters 8
-
- Regular 8
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- Merchant 8
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- Civilian 9
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- Bartender 9
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- Healer 9
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- Teller 9
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- Trainer 9
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- Beggar 9
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- Questor 9
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- Guard 9
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- Moving Around 10
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- The party's spokesbeing 10
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- Talking to other characters 11
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- Saving, Restoring and Restarting a game 11
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- Quick Reference Card
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- Single Letter Commands 12
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- Function_Keys 12
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- D C G A M E S
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- Version 4.0
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- PLAYER'S USER GUIDE
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- (c) DC Software, 1989-1995
-
- 7908 Kettlewood Court
-
- Plano TX 75025
-
- 214-491-1579Getting started
-
- Hardware and Software Requirements
-
- This system requires a 386SX or better processor, as well as a
- VGA or SuperVGA graphics card. It will use extended or expanded
- memory if available, but it is not required at this time.
-
- You should try to make as much conventional memory available as
- possible. Use the MS-DOS 'MEM' command to find out how much
- conventional memory you have. It should be close to 600KB at
- least.
-
- The game system will also support the a Sound Blaster and AdLib
- compatible card for voice and music playback. It will recognize
- the equipment and use it automatically.
-
- If you have a Sound Blaster compatible card, you can help the
- system determine how it is configured if you have a line like
- the following in your AUTOEXEC.BAT file:
-
-
-
- SET BLASTER=A220 I7 D1 T3
-
-
-
- The actual values on the right side of BLASTER= depend on your
- configuration and should have been set when you installed your
- card.
-
- Installation and Configuration
-
- This game is probably packaged into one or more ZIP files. You
- will need to extract the contents of some or all of these ZIP
- files into a single directory in order to play the game. The
- following files should be present:
-
- FILES Description
-
- WORLD*.* World Landscaping files
-
- WORLDO*.* World Object and Character files
-
- *.PCX Graphics images.
-
- *.SCO Compiled script objects.
-
- *.SCR Script sources (may not be present, it's up to the game
- developer!)
-
- *.DTA Various binary data files
-
- DCCTOKEN.DAT Game's tokens and associated codes.
-
- *.VOC, *.CMF Miscellaneous Voice and Music files.
-
- *.RSC Archived voices for the game's characters.
-
-
-
-
-
- Graphics Driver Files
-
- In addition to the above, you should have the following files in
- your game directory:
-
- DCFONTS.7X5 Graphics font file. Same file for all graphics
- modes.
-
- DCOBJECT.mde Object graphics blocks for mode 'mde' from table
- above.
-
- DCPEOPLE.mde Character graphics blocks for given mode.
-
- DCBLOCKn.mde (n = 0 to 9) Landscaping graphics blocks for given
- mode.
-
- DCSYSTEM.mde System graphics blocks for given mode.
-
-
-
- Where '.mde' is one of the following:
-
- Mode Resolution Colors Description
-
- VHI 640x480 16 VGA high resolution (recommended for VGA)
-
- VLO 320x200 256 VGA ow resolution (second best)
-
- VH1 640x480 256 SVGA high resolution (best option!)
-
- VH2 800x600 256 XVGA high resolution (memory hog, but wow!)
-
- VH3 1024x768 256 UVGA high resolution (super wow!)
-
-
-
- Note that the following modes are now obsolete: CLO, CHI, ELO,
- EHI, MGA and TDY.
-
- In addition to the above, you should have an executable file
- (usually called DCPLAY.EXE, but it may have been renamed for
- your game), as well as documentation files (*.TXT, *.DOC,
- READ.ME, etc.).
-
- Note that the following files are NOT part of the game itself.
- They are saved game files and may be erased if they are present
- in your original delivery:
-
- PARTY.DTA - Holds the initial character creation right after
- you've gone through the game's initialization sequence. If this
- file is present, the game driver skips the initialization and
- goes right into the game itself.
-
- SAV*.* - Holds saved instances of the game files. These files
- should NOT be part of the distribution. Note that the game
- system can handle up to 1000 saved games. The current game is
- stored as SAV*.000 (or slot zero), while your saved games are
- stored as SAV*.nnn where nnn is a number between 001 and 999.STARTING A GAME
-
- To start playing from the very beginning, type the following:
-
- C:\> cd \mygame
-
- C:\mygame> dir SAV*.*
-
- C:\mygame> dir party.dta
-
- If you find any files above, the game has already started, so
- you should consider if you need to delete them or keep going.
- To start the game playing type:
-
- C:\mygame> dcplay
-
-
-
- Creating a new character
-
- When you start an adventure, the game designer may have chosen
- to create the player character for you, but most likely you will
- be allowed to create your own. If the game driver detects that
- the player character has not been fully created, you will be
- presented with a screen in which you may select your character's
- type, name and attributes.
-
- Character Classes
-
- When choosing a character class, you should consider the special
- attributes and restrictions (if any) that the character class
- has. In the default configuration for DCGAMES, a Fighter cannot
- use any magical items, but can use any weapon, armor or shield.
- A Wizard on the other hand, cannot use weapons very effectively,
- but instead must use it's Power and intelligence to overcome
- obstacles. In the end, it becomes a matter of preference. Do you
- prefer the powerful fighter, able to wield mighty weapons into
- battle, conquering all by a combination of skill and strength,
- or do you prefer to be a magic user, using your mind instead of
- your muscle.
-
- The standard DCGAMES environment includes the following
- character classes, which differ mostly in their abilities and
- attributes.
-
- Human
-
- Human beings have no special abilities, but neither are they
- restricted in the kind of weapons, armor or shields that they
- can use. While they can't cast magic spells (no power), they can
- use any magical item.
-
- Elf
-
- These creatures are not very strong. They can not wear or wield
- heavy equipment, but they can cast magic spells, recovering
- their power faster than wizards. However they gain power very
- slowly as they gain experience.
-
- Dwarf
-
- These cave dwellers tend to be small in stature, but very strong
- and agile. They cannot use missile weapons or shields, nor cast
- spells.
-
- Wizard
-
- A wizard is a being born with natural magical abilities. Their
- high I.Q. let's them gain Power points very fast as they gain
- experience and advance to higher levels. Unfortunately, they are
- not very good with weapons, and can only use one-handed, blunt
- or edged weapons (no missile weapons). This means that in hand
- to hand combat they are likely to be killed. They can't use any
- kind of shields, as it would hinder their ability to cast
- spells, and can only use very light armor.
-
- Archer
-
- An archer is a highly trained fighter, whose training has
- focused on missile weapons, concentrating on Aim and Speed
- rather than Strength and Dexterity. Armed with a good missile
- weapon, they can be very effective in a fight. They can only use
- light armor and cannot use shields.
-
- Fighter
-
- A fighter is a human being that has trained extensively in the
- use of heavy weaponry. They are very strong and agile, and have
- learned to rely on their skills. A good fighter knows he/she can
- count on their weapons and their own skills at all times. They
- have a deep contempt of magical items (other than magical
- weapons), and will never use any magical item (like rings,
- amulets, gems, scrolls or staffs).
-
- If you are given the opportunity to create your character, you
- will be able to allocate some points to your different
- attributes. What attributes you assign these points to depends
- on the character class you choose.
-
- Character Attributes
-
- All characters have attributes such as strength, speed, I.Q.,
- etc. Some attributes are more important than others, and
- different character types have different attribute requirements.
- For example, a Fighter has no need for a high I.Q., strength is
- their primary need. On the other side, a Wizard has no need for
- strength and needs all the I.Q. it can get.
-
- When a character's attributes exceed a certain value, the
- character will get additional effect when using the attribute.
- For example, a very strong person will do extra damage points
- when using contact weapons, and will be able to carry heavier
- things than normal for that character class.
-
- The following table describes the "additional effect" of a high
- attribute:
-
- Attribute Value Effect
-
- Less than 9 May reduce effectiveness
-
- 9 to 15 No special effect
-
- 16 to 18 +1 effect
-
- 19 to 20 +2 effect
-
- 21 to 30 +3 effect
-
- 31 to 40 +4 effect
-
- 41 to 50 +5 effect... (and so on)
-
-
-
- There are ten (10) character attributes:
-
- Strength
-
- In hand-to-hand combat, you will do more damage when using
- contact weapons. You will also be able to carry 10 additional
- pounds for each "additional effect" point.
-
- Speed
-
- Speed is important in a battle, as it may allow you to strike
- more than once per round. If your speed exceeds that of your
- current foe by more than 10 points, you will be able to strike
- twice. If it exceeds it by more than 20 points you will be able
- to strike 3 times.
-
- Aim
-
- Aim betters your chance of hitting a target with a missile
- weapon. It doesn't affect hand-to-hand combat. In general, you
- can expect to hit a target about 1 out of 2 times. An additional
- point from aim will better the chances to 2 out of 3 another
- point will make it 5 out of 6, and any more points will always
- hit.
-
- Dexterity
-
- This attribute is important in combat, as it helps in avoiding
- getting hit! It also helps to avoid traps when you try to break
- the lock in a chest or door.
-
- A character with dexterity under 9 might have trouble using
- weapons, and might harm him/her-self during combat.
-
- I.Q.
-
- A wizard's I.Q. will help him/her gain extra power when promoted
- to a new level. A wizard with a low I.Q. might actually loose
- Power when promoted to a new level!
-
- Power
-
- A magic user (Wizard or Elf) consumes POWER points when casting
- a spell. Power is replenished with time and rest.
-
- Hit Points
-
- This is the amount of damage that a player can take before
- dying. Note that a player with only 1 h.p. is unconscious. Extra
- hit points are earned when you are promoted to a new level.
-
- Armor Class
-
- This attribute depends on the armor you are wearing, as well as
- the magical items and/or spells that may protect you at any
- given time. The higher your a.c. the less damage you suffer
- after being hit.
-
- Luck
-
- Increases your chances of opening locked doors, avoiding traps,
- etc.
-
- Charisma
-
- May get you better deals when trading, etc.
-
- Playing the game
-
- Gaining Experience
-
- When you play the game, you will get experience points for every
- point of damage done to a monster during battle. You will also
- get experience and a monetary reward for performing services for
- other characters (quests). The game designer may have added
- other ways of obtaining experience, such as completing certain
- tasks, or entering a certain place, etc.
-
- As your experience accumulates, you will be automatically
- advanced to a new level. Every time you advance you will
- receive additional hit points as well as some additional points
- in one or more attributes, depending on your character's type:
-
- Type Gains attribute points for
-
- Human Strength
-
- Elf Power (very slowly)
-
- Dwarf Strength and Dexterity
-
- Archer Aim and Speed
-
- Wizard Power
-
- Fighter Strength
-
-
-
- Interacting with other characters
-
- You will encounter many different characters during the course
- of your adventures. The character class will direct a
- character's actions to a great extent. The following are the
- standard classes of characters, but remember each character is
- an individual, and the following is just the expected behavior
- for a character of any given class.
-
- Regular
-
- This is someone that might be interested in joining your party.
- Talk to them before you ask them to join your group. Once they
- join, if you ask them to leave you have to share your gold with
- them and they take any item they are carrying with them. There
- is a maximum of 6 characters in a single party, so choose your
- companions well. Use the Vacate command to ask a character to
- leave your group.
-
- Merchant
-
- Merchants buy and sell items. Their merchandise varies a lot,
- but they usually concentrate on certain 'types' of items like
- weapons, armor, food, magic potions, magical items, etc.
-
- Merchants will usually buy only items of a type similar to the
- merchandize they carry. For example, an armorer (sells armor,
- shields, etc.) would not be interested in buying a Magic Book.
-
- Civilian
-
- This character will not usually join in your adventure. You can
- talk to it, but that's about it.
-
- Bartender
-
- The bartender at the local pub is a good source of information,
- but drinking in excess will get you no where.
-
- Healer
-
- Can heal your wounds, cure your poisoning, resurrect your dead
- and remove cursed items (for a price, of course).
-
- Teller
-
- These person can usually give you a good lead, but their words
- may be cryptic and usually expensive.
-
- Trainer
-
- Your character's can train to gain Strength, Dexterity, Aim or
- I.Q. This is an expensive but quick way of building your
- character's attributes.
-
- Beggar
-
- While most beggars are worthless scum, and will try to steal
- your money, beggars have been known to give good tips when
- treated right.
-
- Questor
-
- This person will give you a quest. If you accept, you will have
- to go and get a specific object, for which the questor will pay
- well. Finishing a quest will also give you additional experience.
-
- A questor may also ask you to find and bring a person. This
- normally implies a rescue mission.
-
- Guard
-
- A guard will not let you approach the door or passage it is
- guarding. Talking to them can lead to a fight, unless you are
- prepared to give it the password required. Some guards have been
- known to take bribes.
-
- Moving Around
-
- You move around by using the arrow keys (up, down, left, right)
- or the key pad (make sure NUMLOCK is NOT set). When you see a
- town or an entrance or exit, press the 'E' key to Enter or Exit
- through the door.
-
- Time passes every time you move. Your characters consume energy
- and eat when they need to automatically out of the group's food
- supply. If you run out of food they will go hungry and will
- starve to dead eventually, so load up on food if you are going
- away from civilized areas for an extended period of time.
-
- Poison will also take it's toll on a character, so be careful
- and carry some potions if you can find them. They can usually
- be bought in the towns.
-
- When the characters get tired, they must sleep to recover. An
- exhausted character will start loosing hit points as they move
- around, so find a safe place and rest there.
-
- Hit points are regained every two steps (if you're healthy and
- well fed).
-
- A character's attributes may be modified by artificial means.
- The modification may be temporary or permanent depending on how
- it was obtained. Temporary modifications will go away when you
- rest and must be re-invoked when you wake up.
-
- Some magical items may have a limited number of uses, so you
- should remove them before you sleep. Otherwise, their effect
- will be re-invoked when you wake up, using a charge
- unnecessarily.
-
- If monsters appear while camping out, you may not have regained
- all of your hit points, and the monsters will have the
- initiative (first strike) because they caught you unprepared for
- battle.
-
- The party's spokesbeing
-
- To set or change the party's "primary" character, type the
- number of the character (1 through 6).
-
- If you want to see the statistics on the entire group, press 0.
- The primary character remains selected and is highlighted on the
- screen.
-
- Commands like Get, Drop, Wield, Remove, Talk, etc., are always
- performed by the primary character. Thus, if you talk to a
- merchant, and buy something, it will be placed in the primary
- character's back pack.
-
- Food and Gold are the general exception. They are always shared
- by the entire party. If a food item is put in the backpack, it
- probably means that it's not regular food! Some food has been
- known to have strange effects (one of which is poisoning!).
-
- Talking to other characters
-
- When talking to other characters, you can use "keywords" to
- conduct a conversation. Most characters will respond to keywords
- like Hello, Name, Job, Join, Bye, etc. The conversation may
- reveal other keywords, which in turn may lead to more.
-
- Some characters will show you a menu from which you may interact
- with it. If the character is interested in idle chat, you will
- see a 'Talk' option in the menu, otherwise, the character is
- interested only in doing business.
-
- If there is a price associated with an option (such as buying an
- item), it will be shown to the right of the menu entry in either
- gold pieces (GP) or silver pieces (SP). Remember that there are
- 10 silver pieces in every gold piece.
-
- Saving, Restoring and Restarting a game
-
- Saving the game often is highly recommended. You can save up to
- 999 copies of the game (in slots 1 to 999).
-
- If you need to stop playing, press F10 to suspend the game. The
- current game is always saved in slot 0. When you come back, the
- game will continue where you left off.
-
- To go back to a saved game (restore) press F4 and indicate the
- slot number that you want to load.
-
- Should you want to restart the game from the very beginning,
- press F6.
-
- If you choose any of the above option by mistake, press <ESC> to
- return to the game.
-
- Quick Reference Card
-
- Mouse Interface
-
- Button Window Items Action
-
- R World vehicle, door, chest, sign Use
-
- R World NPC Talk to
-
- R World Anything else Get
-
- L World Any object or npc Look
-
- R Menu menu option Select Option
-
- R ICON BAR Variable. Look at the icon's picture for a clue.
-
- R Group Stats Individual Player Display Stats
-
- R Player Stats Worn/Wielded Item Remove
-
- R Player Stats Backpack Item Wear/Wield
-
- R Player Stats Anywhere Else Display Group
-
- L Player Stats Any item Worn/Wielded/Backpack Look at it.
-
- Single Letter Commands
-
- 0 - Show party summary stats.
-
- 1-6 - Select's primary character.
-
- A - Attack a group of monsters.
-
- C - Camp Out. Rest for a little while.
-
- D - Drop an object from your back pack.
-
- E - Enter or Exit another world.
-
- G - Get object you are standing on or next to you.
-
- I - Inventory. Look's in your backpack.
-
- L - Look. To examine something closely.
-
- N - iNvoke a magic scroll or a gem.
-
- Q - Quaff (eat or drink something in your backpack).
-
- R - Remove weapon, armor, shield, ring, amulet or staff.
-
- S - Spell. Cast a magic spell (Wizards and Elves only).
-
- T - Talk to other characters.
-
- U - Use object.
-
- V - Vacate. Let someone out of your party.
-
- W - Wield or Wear weapon, shield, armor, ring, etc.
-
- X - eXit a vehicle or dismount.
-
- Z - Zap a monster with a magical staff.
-
- Function Keys
-
- F1 - HELP
-
- F2 - To SAVE the current game.
-
- F3 - Toggle Sound/Music On/Off
-
- F4 - To RESTORE a saved game.
-
- F6 - To RESTART a game from scratch.
-
- F10 - Save game to slot 0 and return to DOS.
-
- ESC - Cancel last operation. During a battle, stop fighting
- mode and
-
- try to escape.
-
-
-