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Amiga CD-Sensation - Ausgabe 2 - Golden Games (1996)(GTI - Schatztruhe)(DE)[!].iso
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Knights
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Knights242.doc
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-----K-N-I-G-H-T-S-+---
by
Reaper 1993-1994
Documentation file
September 28, 1994
Contents:
* 1. Overview General information
* 2. Game Installation & Starting How to start Knights
* 3. Game Control Control methods and keys
4. Game Menu How to customize dungeons
5. Screen Layout How the screen is laid out
* 6. Controlling your Knight How to move and manipulate
7. Dungeon Environment What's in the Dungeon
8. Dungeons Items What is this item?
9. Critters Creatures in dungeons
* 10. Knights FAQ Frequently Asked Questions
* 11. Notes from creator Avoid this! ;)
* differences from previous help file (late April)
------------
1. Overview
------------
Knights is a two-player game of brave Knights who wander deep in the
dangerous Dungeons pursuing their goal.
The game requires two players and at least one joystick.
*******************************************************************
* NOTE: *
* TO FULLY ENJOY THIS GAME YOU SHOULD CREATE A SCREEN DIVIDER, *
* FROM CARDBOARD OR BOOKS, TO SEPARATE EACH HALF OF THE SCREEN, *
* SO THAT NEITHER PLAYER CAN SEE HIS OPPONENTS HALF OF THE SCREEN *
*******************************************************************
The game was written and compiled with AMOS 1.36, and requires about
1 MB of memory and works on at least the A500s, A2000s and A1200s.
It works now with AA too and can be multitasked. In addition, NTSC
is supported and the screen can be repositioned.
This latest version is more complicated than the version released a
half a year ago and includes innumerous additional features.
This game includes:
* Over 250 different Dungeon floorparts
* Excellent sound effects and nice violence
* Corpses and Gore that do not vanish
* Flexible Quest customization
* Creatures with nice sounds and fancy tactics
Version 2.4 adds the following features:
* A more efficient Dungeon generator, which creates almost unlimited
number of different Dungeons
* Bigger Dungeons
* Dungeons containing more basic elements and rooms
* Wands, Books, and a variety of starting gear
* A selection of different Missions
* Improved Knight control system
* Clever monsters
* New Potions and Scrolls
* Information texts
* Suicide possibility
* Triggers and special traps
* AA and NTSC support
Version 2.42 got some minor improvements:
* Shorter intro with no music
* Mouse port disabling
* A few new rooms
* Information about missing files
*******************************************************************
* NOTE II *
* KNIGHTS COME WITH ABSOLUTELY NO WARRANTY. ANY DAMAGE *
* CAUSED TO MECHANICAL OR BIOLOGICAL THINGS IS NOT DIRECTLY *
* CAUSED BY THIS GAME AND CREATOR IS NOT RESPONSIBLE FOR THEM *
* IT DOES NOT SAVE ANYTHING OR MODIFY DISK *
*******************************************************************
-------------------------------
2. Game Installation & Starting
-------------------------------
Hard Disk Installation:
-----------------------
Copy Knights-files and Data-folder (with KRD) into suitable place like
work:games/Knights/
Copy contents of fonts-folder into your fonts-folder in SYS:partition
Start game by clicking it's icon or from CLI. Be sure that working directory
is same as where game is located.
Floppy Installation:
--------------------
Use bootable disk.
Copy Knights-files and Data-folder into suitable directory like root.
Copy Fonts-folder into root-directory (or add it's contents to already
available fonts-folder if appropriate)
Be sure that lib-folder in floppy includes following files:
Diskfont.Library
Icon.Library
Mathieeedoubbas.Library
Mathtrans.Library
Make suitable startup-sequence and everything should be fine.
Game Starting:
--------------
Boot with the Knights disk or run it from the WB.
Wait until the game is loaded and demo is over, and then just press
'FIRE' on either joystick or RIGHT SHIFT.
Unless fire in mouse port is pressed mouse port is initially DISABLED.
To make it work, press F1.
----------------
3. Game Control
----------------
Player 1 (left side of screen) controlled with joystick #1 (left port)
Player 2 (right side of screen) controlled with joystick #0 (mouse-port)
and/or with RIGHT-SHIFT and ARROW keys
F1 enables mouse port if not already working
F2 disables mouse port
Game can be terminated with CTRL-C
Switch between WB and game with LAMIGA+A
Reposition screen CTRL+ARROWS
During game, use ESC to return to game menu
During game, use CAPS-LOCK to pause game
-------------
4. Game Menu
-------------
Dungeon Environment Customization Menu:
Use this menu to select aspects of the game
Joystick UP/DOWN moves the selection box and RIGHT/LEFT changes values
Press 'FIRE' to see additional information on selected item
Press 'FIRE' while on [ continue... ] to begin game
Here's an explanation of the menu items.
Quests:
There are several predetermined-determined Quests from which to select.
Quest selection simply creates templates which may be customized
with the options listed below them.
Mission Specification. States the primary goal of the Quest.
The options are:
-Escape from the Dungeon-
Find the required number of Gems (see below) and exit to win.
-Duel to the Death-
Win by securing all entry points with a special Wand of Securing
(see below).
-Retrieve Wand and Escape-
Find the Wand in the Dungeon and escape with it. You may also
need to retrieve some Gems (see below).
-Retrieve Book and Escape-
Find the Book in the Dungeon and escape with it. You may also
be required to retrieve some Gems (see below).
-Destroy Book with Wand-
Find the Book, bring it to the special Pentagram at the top of
the stairs (a very special place, easily distinguished from normal
Pentagrams), find the Wand (and required number of Gems), and then
hit the Book, lying in the Pentagram, with the Wand.
Types of Books:
If you have selected a mission with Book, one is hidden in the
Dungeon. The Book is heavy and fighting while carrying the Book
is impossible, so be careful while fighting and carrying it. The
different kinds of books are:
-Lost Book of Ashur-
A general Book with no special place or special effects.
-Necronomicon-
This Book of Dark Magic is always in a conjurer's room behind
locked Iron Doors. When taken, its powers are unleashed and any
nearby corpses are raised as Zombies. Additionally, when this
Book is carried, Zombie activity is automatically at its maximum...
-Tome of Gnomes-
This Book of Gnome Wisdom is always located behind clever traps
or mechanical riddles.
-Ancient Book of Knowledge-
This Book automatically grants a map to its carrier. Alas, your
enemy is always aware of your location if you carry it.
Types of Wands:
If there are any Wands in the Dungeon, they are all of the same
kind. Wands are carried and used like any other (melee) weapons.
When used, areas are filled with magical light. All targets must
be physically hit with a Wand in order to work. The type are:
-Wand of Destruction-
Destroys any creature or wooden, breakable object.
-Wand of UnDeath-
A nasty Wand which destroys Zombies (and turns an enemy Knight
into one)! No Zombie will attack the bearer of this Wand.
-Wand of Open Ways-
Opens its target, be it a locked Door or a creature (*grin*)
-Wand of Securing-
Used to 'secure' entry points so that your enemy cannot use them.
After all entry points are secured, your enemy dies, having no
way to enter the Dungeon and therefore loses the game. Securing a
Door does not prevent Knight who secured the Door from entering
that door (unless the other Knight has already secured that
location...).
Number of Wands:
Some missions require that there is at least one Wand in the
Dungeon.
Number of Gems:
Gems are almost always in Chests, but might be found on Tables
as well.
Gems Needed:
The number of Gems a Knight must retrieve, in addition to any
other mission requirements, before he can win.
Dungeon Type:
General layout of the Dungeon. If the selected type is too small
for mission creation, it is automatically enlarged. Snake Dungeons
are like very broad corridors.
Premapped:
Option to have the Dungeon automatically mapped (visible) when
the game starts.
Entry Point:
Place where the Knights enter the Dungeon. Entry points remain
the same during the game unless they are secured by your enemy
with a Wand of Securing and the chosen method of entry is 'random'.
Starting Gear:
Knights may have additional equipment at the start of the game.
The amount of extra equipment will decrease upon each death.
Exit Point:
The place where a Knight can exit the Dungeon. If a Knight
arrives at this location before collecting all the required
items, he will be told what he still needs.
Number of Keys:
Number of different Keys (and Locks). Additionally, there is
always at least one Lock Pick which can be used to open any
locked Door (if time is no problem...)
Pretrapped Chests:
Some Chests might be pretrapped with a Poison Needle or a
Blade Spring if this option is selected.
Amount of Stuff:
The amount of various stuff (see below) lying on the floor
and Tables.
Zombie Activity:
Determines how quickly dead bodies will transform into corpses,
then raise to walk on Earth...
Vampire Bats:
Number of Killer Vampire Bats in the Dungeon.
-----------------
5. Screen layout
-----------------
Your half of the game screen is divided into two parts. The upper part
consists of a view of the room where your Knight is currently located.
The lower part includes status information (from left to right):
-Skulls-
Tells you how many times you have died. Fortunately, lives are
unlimited.
-The Bottle-
Tells you your life status, and if any special magical effect is
currently affecting you. The meaning of the color of the Bottle
contents is explained below in the equipment section. If the
level of the liquid has lowered, find a healing potion or visit
your entry point.
-Equipment-
Any small equipment stuffed into your pouches is shown here.
-Map-
A plan view of the Dungeon is drawn here. A Knight automatically
maps any room he enters if there are no enemies to stop him.
Additionally, you may find a Map Scroll, or the Dungeon might be
premapped (if selected above). There is also a scroll named
'Wipe Map'. No need to explain how nasty *it* is.
YOU are shown as a blinking dot in your Map (if are able to map
your current room). There are also Scrolls which tell you of your
opponent's location. He is also shown as blinking dot on your Map.
--------------------------
6.Controlling your Knight
--------------------------
A Knight is controlled by joystick (or the right-side player may be
alternatively controlled with ARROW-KEYS and the RIGHT-SHIFT).
AMIGA+ALT is used to commit suicide, if need be (never happened, but
might be possible). Use this pair of keys on your side of the keyboard
to commit suicide.
Moving:
Move your Knight in the desired direction by pushing the joystick
to that direction.
Fast item manipulating:
Press 'FIRE' and push the joystick in the desired direction to use
any of the following items currently in hand:
Sword, Maul to strike
Axe to throw or to strike, depending on the
situation
Wand to zap
*Crossbow to fire (if loaded)
Unloaded Crossbow,
Staff or Book to drop these
* A Crossbow is automatically reloaded if you are not doing
anything and if you have Quarrels with you.
Parrying:
Your Knight will automatically try to parry strikes coming from
the front, if he has Sword, Axe or Staff in his hands, and the
controller is not touched. Parrying with a Staff is easier than
parrying with a Sword which is easier than parrying with an Axe.
Mauls or Crossbows are too clumsy, and Wands too fragile, to be
used as parrying weapons.
Special Menus:
The Action Menu: manipulation of items in the same square.
By pressing 'FIRE' for a longer while, you are presented with the
Action Menu, as long as you keep 'FIRE' pressed. By pushing the
joystick to the appropriate direction the action (shown by icon)
is performed. The Action Menu will remain on-screen as long as you
keep the 'FIRE' button pressed. The Action Menu is used to pick up
items, drop gems, and other special actions (eg., setting bear
traps, picking locks).
NOTE: You get the default action simply by pressing 'FIRE' for a
very short period. The default action while standing in a square
is picking up and dropping items. The Action Menu must be used to
drop gems, throw daggers, or set bear traps.
The Approaching Menu: manipulation of an item in the square in front.
When approaching an adjacent square and pressing 'FIRE' (without
releasing the direction) you are presented with Approaching Menu,
which is used like the Action Menu, except the possible actions are
different. In this menu, you can set Traps, pick Locks, put items
in or on, or take items out of or from, Chests or Tables.
NOTE 1: You may use a short click for the default action. The
default action is opening, item taking, and closing. The special
menus must be used when you want to pick locks or set traps.
NOTE 2: Actions like opening and closing may be done in either
special menu.
NOTE 3: Menus are normally only used when setting Traps, picking
Locks, or throwing Daggers, because a short click is easier and
faster.
-----------------------
7. Dungeon Environment
-----------------------
The Dungeon is a hostile environment with magical items and special
places...
7.1 Entry Point
The place where your Knight enters game. If you are injured,
visiting your entry point will heal you - slowly. If your enemy
uses a Wand of Securing against your entry point, you will be
given a new entry point, which is then used for healing and
re-entry.
7.2 Exit Point
The place which you must find to win (excluding the -Duel to the
Death- and -Book Destroying- scenarios). Normally, it is the same
as your entry point, but may also be the same as your enemy's (or
some other unknown's) entry point. If the mission is to escape the
Dungeon with some number of specific items which you currently do
not possess, you will be informed of what are you missing.
7.3 Pits
There are Bottomless Pits. Do not enter.
7.4 Switches
Some switches open Doors or close Pits. Some drop a Portcullis
behind you. Some trigger Crossbows inside Skulls and Walls.
7.5 Pentagrams
Some Pentagrams are harmless. Others are not, and include powerful
conjurations which may transform you, render you invisible,
invulnerable, or may even teleport you next to your enemy. Alas,
sometimes it may even change you into a Zombie.
7.6 Crystal Balls
There are Crystal Balls in some Dungeons. Looking into one (approach
it) will show you on your Map where your opponent is located.
7.7 Doors and Chests
All Doors and Chests are closed at the start of the game. Some may
be locked, in which case, you must find a suitable Key or a Lock Pick.
You may also simply try to break the Door down or smash the Chest.
Unfortunately, there are also Iron Doors, which cannot be broken, but
only opened with Keys or Lock Picks.
-----------------
8. Dungeon Items
-----------------
The floor and Tables are filled with various items...
8.1 Sword
You will always have a Sword. If you pick up something big, your
Sword is automatically placed into your Scabbard until you drop the
new item. The Sword is the best weapon in a melee, but cannot be
thrown (Why not?! Cries our Conan-clone) and is hopelessly bad for
breaking things.
8.2 Big items
There are certain items that are so big that you can carry only one
with you at a time. These are:
-Axe-
An Axe is an acceptable melee weapon, which can also be thrown. It
is far better than a Sword when you need to destroy wooden objects.
-Maul-
A Maul is a mighty weapon - against inanimate objects. No wooden,
breakable object can resist its force. In contrast, is it a very
bad melee weapon.
-Staff-
A Staff cannot be used in melee in efficient way, because it is
too lightweight to cause damage to armored Knights. Instead, it is
used to disarm Traps. If your Knight opens a Door or Chest with a
Staff in his hands, no Trap will strike him. (NOTE: Because a
Staff is so bad as a melee weapon, it is automatically dropped
if you press 'FIRE' with a direction (in the open). If you really
want to strike something with it, you must use the Action Menu).
-Crossbow-
A Crossbow is a powerful weapon - if it is loaded. To load a
Crossbow, you must have Quarrels and patience. A Knight will
automatically load a Crossbow if he has Quarrels and stays in
place. If loading is aborted (for example, by moving) you must
start loading from the beginning again.
-Bear Traps-
Bear traps lying on the floor are either armed or unarmed. Unarmed
are harmless and can be picked up or walked over without fear.
Armed beartraps are open. If a Knight walks into one, he is injured
and stuck for a while. After that, the Bear Trap is unarmed. Armed
traps may be 'tripped' by striking them with some item. The item will
not be harmed. Bear traps may be carried and dropped, or set in
certain, strategic places. In addition to slowing down your enemy,
they are quite useful as 'alarms' because the sound of one catching
its victim will cause enough noise to alarm you.
-Other-
Book and Wands are big items too. Read about their special nature in
section 4.
8.3 Small items
Certain items can be taken and carried by your Knight.
-Gems-
Some Dungeons include gems, which must be retrieved as part of the
mission. Gems are carried like other small items, but can also be
dropped. (Why drop gems? If you have many gems and your enemy kills
you, he gets them all and may easily win. By hiding some of them,
you know that he will not win by just killing you...).
-Quarrels-
Quarrels are needed with Crossbows. Either is useless without the
other.
-Daggers-
Daggers can be thrown from the Action Menu. They are pretty harmless,
but not completely useless, and might prove very dangerous when
combined with magical quickness and large quantities.
-Keys-
Keys are needed to open locked Doors (well, at least Iron Doors).
There are also Lock Picks, which can be used to open any Lock at
any given time.
-Poison Needles-
Poison Needles are Traps that kill any Knight which tries to open
an item trapped with them, unless he is currently immune to poison,
invulnerable, or equipped with a Staff while opening the item.
-Spring Blade-
A set Spring Blade fires in the direction from which it was put
into an object if someone opens or strikes the object. It is as
dangerous as a Crossbow, and can only be disabled with a Staff
(or by coming at the item from different direction).
8.4 Potions
There are magical Potions in the Dungeon, which can be drunk by
picking them up. The effects from them are unpredictable, but
mostly helpful. Here is a list of the different effects and their
colors (shown in your life force Bottle):
Name Color Effect
----------------- ----------- -----------------------------
Healing none Heals your Knight
Poison Immunity flashing white Gives immunity against poison
Poison dark green Kills you!
Paralyzation green Paralyzes you for a while
*Strength blue Gives you superior strength
*Quickness violet Gives you superior speed
*Regeneration orange Regenerates you (auto-healing)
*Invisibility black Makes you invisible
*Super multicolored Makes you strong, fast and
regenerated
* Only one of these may be in effect at a time. All effects
(except healing) are temporary.
8.5 Scrolls
In addition to Potions, there are Magical Scrolls, which are read
by picking them up. Some may have effects similar to Potions, but
there are also different effects, such as:
Name Effect
----------------- -------------------------------------------
Map Shows a map of the Dungeon
Teleport Teleports you near your enemy or him to you
Sensing Gives you and/or your enemy knowledge of
others' locations
Sense Treasure Shows you locations of any Gems, Wands or
Books in areas you've already mapped
Invulnerability Makes you invincible
Map Wipe You lose your map!
Necromancy You turn into a Zombie! (*UAAAAAA*)
------------
9. Critters
------------
The Dungeons may include some nasty creatures...
9.1 Vampire bats
There are blood-sucking Vampire Bats with razor-sharp fangs which
can even pierce plate armor. They are easily killed, but can just
as easily kill a panicked Knight. Be warned, their sonar cannot be
fooled by invisibility.
9.2 Zombies
Evil Magic will cause corpses to turn into Zombies. Zombies exist
only to kill living Knights. They do not disrupt Bats. Zombies are
tough and can break down Doors and Tables, so they can easily wander
around the Dungeon...
---------------
10. Knights FAQ
---------------
Here is some questions frequently asked (heh, at least one have done so)
"Is there going to be modem version?"
Apparently no. I have had not yet gotten enough inspiration to get back to
Amos long enough to make something so big, and I do not think I will ever
have :/
"Control is a bit hard...I try to strike enemy approaching from north but my
knight turns left"
Using 'menu' to strike is not the way to go. Use button+direction shortcut,
that's why it is there.
"The game does not seem to work...screen goes black but then it returns to system"
Apparently you have memory problems. Try to run it directly after booting without
WB in background.
"The game complains about missing fonts (running from HD)"
Include knights-fonts in your fonts-folder in SYS:partition.
"Could I get the source?"
No. I have not yet made it publicily available. Maybe some other day.
-----------------------
11. Notes from Creator
-----------------------
I hope there is enough information in this document for you to
completely master Knights. Creation of this game had been a nice
way of spending my time during weekends and evenings, but
unfortunately I have had no time after release 2.4 (last spring)
to improve it a much...so that's why this version 2.42 is almost
identical to 2.4..despite the intro..
I want to thank my friends for help;
Miku for supplying those awful sound effects...
Rami, Tommi, A.P. and my brother for playtesting and ideas...
Thanks to James Keating for re-layoutting and enchanting this
document (those ugly parts are made by me _after_ his work )
Thanks for all ideas and letters from all of you...so bad I had
no inspiration enough to do them all :(
And once again, I repeat:
To fully enjoy this game, DIVIDE the screen with something.
There's no fun in being invisible if your opponent can see
you just by looking at your side of the screen!
If you find any apparent bugs send me e-mail. If you like/dislike
this game, send me e-mail too. I like e-mail. Response 99.7 %
guarenteed
You can also send me gifts, postcards, etc., if you want to :)
Send any bug reports, comments etc. to:
marjola@cc.helsinki.fi (or Kalle.Marjola@Helsinki.fi)
Check my homepage at http://www.helsinki.fi/~marjola/
There is information about my new products (and older, too)
Finger me at:
marjola@kruuna.helsinki.fi (or karhu or plootu or fltxb)
SnailMail:
Kalle Marjola
Jukolantie 14
01900 NURMIJÄRVI
FINLAND
----------------------------There Can Be Only One!-------------------------------