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Everest: Iceman's Apprentice (shareware evaluation version)
by Steve Estvanik
Copyright 1995 Cascoly Software
An MVP Software Production
This game is shareware. You may freely try it. If you like it or
find it useful, then you must register with MVP Software. To
"register" a shareware game means to purchase it directly from the
developer. (Shareware games are evaluation versions only, which
means you have the right to try them, but after trying them you must
either register them with the author or delete them from your
system. It is unlikely that anyone will check up on you, so
shareware works because of the honesty of users.) When you register
you will receive the full deluxe version of Everest, which includes
all of the following additional features:
* More climbs (8 in all), including Annapurna, Kangchenjunga, and the
ultimate challenge, Everest itself.
* More spectacular photo-graphics.
* More sound effects and music.
* More options, including winter climbs for greater difficulty.
* Use your own names for climbers.
* Historical notes on for climbers, written by experienced climbers.
* Additional play hints.
* Printed manual.
Everest is just $19.95 plus shipping. So order today! Registered
users receive a special offer on other MVP products.
To order, call 800-968-9684 toll-free 24 hours a day. Please have
your Master Card or Visa ready when you call. Or fill out the order
form in this manual and fax it to: 616-245-3204. Make sure your
credit card number and expiration date are legible. Or if you
prefer mail the order form and your check to: MVP Software, 1035
Dallas SE, Grand Rapids, MI 49507-1407.
For overseas orders or technical support call 616-245-8376.
_______
____|__ | (R)
--| | |-------------------
| ____|__ | Association of
| | |_| Shareware
|__| o | Professionals
-----| | |---------------------
|___|___| MEMBER
Steve Estvanik is a member of the Association of Shareware
Professionals (ASP). ASP wants to make sure that the shareware
principle works for you. If you are unable to resolve a
shareware-related problem with an ASP member by contacting the
member directly, ASP may be able to help. The ASP Ombudsman can
help you resolve a dispute or problem with an ASP member, but does
not provide technical support for members' products. Please write
to the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442-9427 or
send a CompuServe message via CompuServe Mail to ASP Ombudsman at
70007,3536.
How to Register Online and Receive Everest Immediately!
MVP is pleased that all MVP shareware products can now be registered
online, with immediate download of the registered version. This
service is available to anyone in the world who has a Master Card or
Visa and can call from a modem. To register Everest or any other
MVP shareware game online, call InterComm at 1-310-858-6200. Once
you are connected, go to the MVP section. There you may download any
MVP shareware program free of charge, or you may order and immediately
download any MVP non-shareware title or registered title. It's easy
and it's fun, so call today.
Download All the Latest MVP Shareware Games FREE
If your favorite BBS doesn't have an MVP file section, then you may
be missing some great shareware. To get all the latest and greatest
MVP shareware releases, call one of the leading boards listed below,
and check out the FREE MVP file area.
In Grand Rapids, Michigan -- Ryan's Bar (616) 456-1845
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Or call Intercomm Online at (310) 858-6200, the new source for
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Even better, tell your favorite sysop about the MVP Distribution
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You can get all of the latest MVP shareware releases, and discuss
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you get the CompuServe Information Manager software for DOS or
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To take advantage of this free trial membership to the largest
online service in the world, call 800-848-8199. Ask for rep 671.
And then GO MVPSOFT and talk to the MVP team on CompuServe.
MVP is Now on the Internet and the World Wide Web!
You can get all of the latest MVP shareware releases, find out news
of future activities, and give feedback to MVP on the Internet. To
visit our new home page, just set your WWW browser to this URL:
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These sites also have many mirrors, so just look for a game site
with an MVP directory, and you'll be assured of getting the best
games around!
Ordering Information
Everest is available from the following authorized distributors:
In the United States:
--------------------
MVP Software
1035 Dallas SE
Grand Rapids, MI 49507-1407
phone: 800-968-9684 24-hour order line only
(616) 245-8376 information, technical support, or orders.
fax: (616) 245-3204
order price: $19.95 plus $4.00 shipping in the US, $5.00 shipping to
Canada, $6.00 shipping everywhere else. Michigan residents please
add appropriate sales tax.
In Australia:
------------
Budgetware
9 Albermarle St
Newtown NSW 2042
phone: (02) 519-4233 Fax: (02) 516-4236
order price: $A30.00 (includes shipping)
In the United Kingdom:
---------------------
Atlantic Coast Plc.
Station Rd.
Colyton, Devon, EX13 6HA
phone: 1297 552222 Fax: 1297 553366
order price: L20 (includes shipping and taxes)
Dealers please enquire.
In Denmark and all of Scandanavia:
---------------------------------
Pro-Soft
Benloese Skel 4 G
DK 4100 Ringsted
phone: 53 61 90 42 Fax: 53 61 93 91
order price: 145,00 kr. + VAT 25% + s/h 25,00
In Japan:
--------
P. & A. Company Ltd
1-3-6-2 Kamisunacho
Tachikawa, Tokyo 190
phone: 0425-35-9901 fax: 0425-35-9902
order price: 3015 yen includes shipping and taxes
Germany, Austria, and Switzerland
---------------------------------
Topware PD-Service GmbH
Quadrat 0 3, 2
68161 Mannheim
phone: (0621) 1 26 73 30 Fax: (0621) 1 26 73 33
order price: 33 DM (includes taxes) plus 6 DM shipping
The Netherlands and Belgium
---------------------------
CSD -- Computer Solutions Dorth
Postbus 59
NL-7213 ZH Gorssel
THE NETHERLANDS
phone: (+31)0575.494.545 Fax: (+31)0575.491.222
order price: fl. 50,00 (includes VAT and shipping)
Italy
-----
Systems Comunicazioni srl
via Olanda
6 - 20083 Gaggiano
phone: (02) 9084 1814 Fax: (02) 9084 1682
BBS: (02) 9084 1811
order price: Lire 42.000 IVA inclusa
Spain
-----
Friendware S.L.
C/ Miguel Angel, 6 2-5
28010 Madrid
phone: (91) 308 34 46 Fax: (91) 308 52 97
CIS: 100413,1667
order price: 3.000 Pts
Everest Order Form
Name ______________________________________________________________
Address ___________________________________________________________
City _______________________________ State ______ ZIP _____________
Country (if outside USA) __________________________________________
Price of Everest Trilogy $19.95
Shipping and Handling (US) 4.00
Shipping and Handling (Canada) 5.00
Shipping and Handling (all other countries) 6.00
Michigan residents add sales tax 1.44
-----
Make check payable to "MVP Software" Total enclosed: $
Master Card/Visa information (credit card orders only)
(Please note that we accept Master Card and Visa only.)
Card number __________________________________________
Expiration date ______________________________________
-------------------------------------------------------------------
VOLUNTARY QUESTIONS: Please help us determine what features you
==================== would like in future products.
Circle what type of equipment you have: 386 486SX 486DX Pentium
Circle the speed of your computer(Mhz): 25 33 40 50 66 90 ___
Circle any that apply: Joystick Mouse Modem_______ SVGA card
(speed)
Sound Capability: Adlib Sound Blaster SB Pro SB AWE32
PC speaker only Other ____________________________________
Where did you get Everest?
Friend CompuServe AOL Prodigy Channel 1 Invention Factory
World Data Network Ryan's Bar Exec-PC Space BBS Sound Advice
BBS (name): _______________________ phone # _______________________
address ________________________________________________________
Shareware Distributor (name): ______________________________________
--------------------------------------------------------------------
Send this order form and your check to:
MVP Software, 1035 Dallas S.E., Grand Rapids, MI 49507-1407
Checks must be in US funds and drawn on a US or Canadian bank.
US or Canada 24-hour order line: 800-968-9684. Fax: 616-245-3204.
Tech support, information, or overseas order line: 616-245-8376.
INSTALLATION
------------
Everest: Iceman's Apprentice can be installed and run from DOS and
Windows. Although it is a DOS program, most Windows users will
experience no difficulty in running the game from Windows. However,
after installation, if you have any difficulties in running it from
Windows, we recommend that you run it from DOS only.
ONLINE USERS: If you have downloaded Everest from a BBS and unzipped
the file onto your hard drive into a separate directory, from the
DOS prompt in the Everest directory type EV1 and press ENTER. That
is all you need to do to run the game.
If you have received Everest on a disk and wish to install it from
DOS, put the disk in the A drive and then type A:INSTALL and press
ENTER.
To install Everest from Windows, run Setup from your Windows file or
program manager. To start the game from Windows double click on the
Everest icon.
INTRODUCTION
------------
Expedition climbing can be summarized as brief intervals of
exhilaration and terror, punctuated by long days of boredom and
monotony. Many days are spent carrying heavy loads at high
altitude, often under a blazing sun. Interspersed are exhilarating
leads on sheer ice and rock faces. Everest the game lets you face
the challenges of mountain climbing in the safety and warmth of your
home.
QUICK START
-----------
1. If you're unfamiliar with the world of climbing, scan the
glossary first to pick up some of the terminology.
2. Then try this short Tutorial (additional help will appear when
you run the tutorial).
A. Choose the Rainier scenario: Click on the Climb menu option,
then choose the first episode, Iceman's Apprentice. In the
basic version, this is the only active Episode. It contains 2
scenarios, shown by pictures of the mountains you'll be
climbing. Rainier, in Washington state is on top, with Ama
Dablam, in Nepal, under it. Click on Rainier.
B. Choose a player (all players are equal at the start).
Players have default names, but you can change their names
later.
Now you'll see the 2 summary screens showing the status of
your camps and equipment, and your climbers.
C. A picture of Rainier appears, with possible routes outlined
as a series of lines connecting waypoints. At the bottom is a
larger circle -- your basecamp.
You give orders by clicking on a camp or waypoint on the
mountain, then telling the climbers what to do. The normal
sequence is to start from a camp, and choose waypoint
connected to it as a goal (click on it, and choose GOAL from
the popup menu). Next click on the camp below, and ASSIGN
climbers to LEAD to that GOAL. They'll carry supplies, so
both climbers should go. When all orders are given, click to
get the main menu, then choose GO CLIMB. This conducts the
climb for that day.
D. After the day's climbing is done, click on the GOAL circle to
see if tents have been dropped there by the climbers. If so,
you can set up camp. (Choose TENTS from the menu and set up 1
tent). (You may have a choice of how many tents to set up,
based on the amount of room at a given campsite).
E. Once the camp is set up, assign the climbers to carry more
equipment from lower camps. When there's a camp, the climber
has the choice of staying there or returning to a lower camp
to sleep.
F. Continue in this fashion to set camps and supplies higher and
higher on the mountain until you reach the summit. Sound
simple? Here's a few of the things that can go wrong:
* the climbers can fail to make it to the next camp due to
fatigue or lack of motivation.
* they can be hit by falling rock or ice.
* on steep pitches they can fall.
* they can be hit by avalanches.
* the weather can change for the worse.
* camps can run out of food or oxygen (on the higher climbs).
PLAYING THE GAME
----------------
Everest is composed of 3 episodes, each with multiple climbs that
must be completed in order. The first episode, Iceman's Apprentice,
is shareware and consists of 2 climbs. The other 2 episodes can be
obtained when you register the first one. You can click on episodes
you do not yet own or qualify for, and get a short description of
the climb.
For each episode the possible mountains are shown. Each climber
must climb them in order. When you click on a mountain, the
climbers who are able to attempt it are shown and you can choose
one. If none are qualified, you'll need to climb one of the earlier
peaks first.
You can maintain climbing histories for up to 5 players. Each
player needs to perform the climbs in order. You can repeat climbs
any number of times. When a player finishes a climb, his strength
(STR), confidence (WILL), ROCK and ICE skills increase. These
attributes help in future climbs. There is a maximum increase of 1
level for each scenario. (Thus if you fail to increase one or more
attributes the first time, you can do another climb to try to gain
that skill.) When attributes change, they also are changed for the
next harder climb. Thus if a climber has Rock experience 2 after 3
climbs, and she gains enough experience on a reclimb of the first
mountain, she'll then have Rock experience 3 for the first 2 climbs.
In general, you'll do best by repeating your most recent climb, if
possible, under more difficult weather conditions, or by a harder
route.
At any time, you can clear an individual player or all players.
ROUTE MAP
---------
Each climb is played on the mountain itself. The possible routes
are shown as thin lines, connecting a series of waypoints that
indicate potential camps. As each camp is set up, the possible
routes decrease. When a route is first led, it is shown as a
thicker cyan colored line. Most routes require a certain amount of
rope and hardware to be 'fixed' -- made safer for carrying loads.
Click on the camp or goal to check the route difficulty in terms of
rock and ice, and to see how much rope and hardware is still
required. Once a route is fixed, it is shown as a thicker, magenta
line.
The map also shows at a glance, the locations of your climbing team.
At each camp, any climbers are shown as magenta squares, sherpas as
cyan squares. If these have orders, the colors are brighter. If
any climber or sherpas are sick or injured, they're shown in red.
CLIMBERS
--------
Each climber has both a strength (STR) and WILL rating. These vary
among climbers and sherpas. Various assignments and results depend
on current ratings, and can affect them. For example, leading a new
route decreases strength but increases will. Storms, accidents or
lack of food decrease will. If STR or WILL get too low, the climber
must descend. Or the ratings may go so low that they cannot even
descend. If STR goes to 0, that climber dies.
You can give 4 orders to your climbers: Rest, Carry, Lead and
Descend. Click on a camp to assign orders to the climbers in that
camp.
REST
----
Stay in camp to recover. The lower down the mountain you rest,
the faster you'll recover.
LEAD
----
Climbers in the camp below the current goal can lead. This
establishes the route, placing hardware and ropes. When the
route is fixed, climbing is both easier and safer for those
carrying loads. At the end of a successful lead, climbers drop
their loads. If a tent is dropped, the waypoint can be turned
into a camp and climbers can then use it for sleeping.
CARRY
------
Healthy climbers can move up to a total of 3 camps. The
possibilities (in decreasing order of difficulty) are:
* carry up 3 camps and sleep there
* carry up 2 camps, with a single camp descent
* carry up 2 camps and sleep there
* carry up 1 camp, and descend 2
* carry up 1 camp, and descend 1
* carry up 1 camp and sleep there
* descend 1 camp
* descend 2 camps
* descend 3 camps
Descend
------
Healthy climbers can descend up to 3 camps. Sick climbers can
descend a single camp. Injured climbers must rest in camp at
least one day before moving down.
Adjust Loads
------------
Each climber has an optimum load of 20 lbs, each Sherpa, 30.
Optimum loads decrease to 15 and 25 lbs respectively at altitudes
over 20,000'. Anyone carrying a lighter than optimum load has a
reduced chance of accident, and an increased chance of a successful
lead. Heavier loads of up to an additional 10 lbs are possible, but
result in greater chance of accident and decreased chance of
successful leads.
When you first assign climbers to move to a camp, their loads
automatically set. You can adjust this up or down or change the
items carried in the 'Adjust Loads' section. Click on items to
remove them from the climber's pack. Click on items in camp to add
them to the pack.
Oxygen (O2)
-----------
Above 20,000', all climbers need to use oxygen. They must carry an
oxygen bottle with them while leading or carrying. At night each a
climber consumes 1/2 bottle of oxygen. If an odd number of climbers
sleeps at a camp, the remaining 1/2 tank is lost. Sherpas do not
use bottled oxygen.
If no oxygen is available when needed, STR and WILL decrease, as
does morale.
SETUP CAMP
----------
Once tents have been dropped at a potential campsite, you can create
a camp there. Click on the campsite, then choose TENTS. Each camp
has a maximum size, so there will be times when you cannot set any
more tents, even if they are in the cache.
You can remove tents from a camp at a later time. You must leave at
least 1 tent at a camp.
HINT
----
Click on this to get hints on what to do next.
GOAL
----
Click on this to make the current waypoint the next goal. (It must
be directly above the current highcamp)
REPORTS AVAILABLE FROM BASECAMP
Weather
-------
The top section shows current conditions and a forecast for the next
day. After 3 days, the bottom half shows history of weather type,
cloud cover, and depth of snow as a series of overlapping graphs.
Increasing depth of snow increases the chance of avalanche.
Snow level is a white line, weather a black line. High camp is
shown as a gray rectangle.
The worst possible weather varies by season. During Premonsoon
climbs, a STORM is the worst. During Monsoon weather, GALEs are
possible. During WINTER climbs, BLIZZARDs occur.
Summary
-------
This report appears in 2 parts. First, a list of all climbers is
shown, sorted by current camp location. This lets you see where
your climbers are, and what their current condition is.
Next, a report appears showing supplies in each camp. It also
indicates how many people are currently in that camp.
Hints
------
Give some ideas about what to do next. Usually based on conditions
at the currently selected waypoint.
RESULTS
-------
When you've given everyone orders, click on GO CLIMB to carry out
the day's events.
Success
-------
Orders are carried out alright, with no problems.
Rock or ice hit, or Fall
------------------------
Party encounters falling rock or ice, or one or more of the group
takes a serious fall. The entire group returns to the camp they
started at, and some of the members may be injured. Depending on
strength and morale, injured members may need to stay in camp for
one or more days.
Avalanche
---------
The party is hit by an avalanche. Survivors return to camp.
Death
-----
Accidents, avalanche or altitude sickness can cause death. If a
climber dies, all the team members are affected. Their will to
carry on decreases. After a death, check the team summary and
decide whether the team should continue the climb, or retreat.
Health
------
Normal climbers are subject to both accident and altitude sickness.
If they are hit by rock or ice, or take a fall, they're injured and
must rest in camp until they recover. When climber's strength gets
too low they become sick and can only rest or descend. Descent is
recommended, as recovery is faster at lower altitudes. If strength
goes to zero, the climber dies, with possibly devastating effects on
the morale of the rest of the team. If several members are killed
in an accident, or due to poor planning, the climb is almost
certainly doomed.
FINISH
------
The game can end in several ways. Once someone makes the summit,
you can end the game with a success, or you can continue to try to
put more climbers on the summit. In particular, your character
gains more experience if s/he makes the summit.
The game can also end if a climber dies and you decide to call off
the climb.
Finally, the game ends immediately if your player dies.
SCORING
-------
One of your party must reach the summit to complete a game. Your
team score is based on the difficulty of the climb (rock, ice and
steepness), the weather difficulty you chose and the number of days
it took to reach the summit. You receive more points for placing
multiple climbers on the summit. In addition, you receive a
combined score that reflects your personal achievements (highcamp,
rock and ice experience and summit). The combined score determines
where you place in the Alpine Record.
Journal
-------
This is a temporary file (EV.JNL) created during each session. It
summarizes all the climbing events that took place. It also
contains more details than appear during the game, and can be
studied to track weather conditions, avalanche and other risks. If
you want to save it, rename it so it doesnt get overwritten on the
next play of the game. For example,
REN EV.JNL journal.345
When you finish each Everest session, you can examine or print out
your climbing journal. Edit or print the file EV.JNL.
ALPINE RECORD
------------
A series of scores detailing the best results.
CLIMBING BASICS
---------------
Classic expedition climbing uses the 'siege' approach: hundreds of
local porters carry equipment to set up a military-scale base camp.
Then more experienced high altitude porters, traditionally Sherpas,
carry loads to the camps on the mountain. Historically, western
climbers did the route finding and actual climbing. Today, the
climbing is split between the client climbers and the Sherpas.
Ensuring that enough equipment is in place is a matter of organizing
a logistical pyramid. Food and oxygen are needed in the course of
the climb, so in order to supply a high camp with these goods, much
larger quantities need to be carried and used at the lower camps.
Modern techniques started in 1970 with Bonington's expedition to the
South Face of Annapurna. This brought California/Chamonix big wall
techniques to the Himalayan faces. Later climbers carried this
'alpine' style ascent to the extreme, in epics like Messner's solo
ascents of the 8000 meter peaks. Everest takes a middle road in
which climbers attack difficult faces, but retain the security of a
series of camps for retreat and rest.
GAME ASSUMPTIONS
----------------
* sleeping bags and personal gear always carried by individuals
* tents sleep 2 comfortably, 3 or 4 crowded and huddled but safe
* 1 food unit = food & fuel for 2 people for 1 day
Scenario Notes
--------------
All mountain images are actual photos of the peaks to be climbed,
taken by the author on climbing and hiking treks. The routes
include the original ascent routes and alternates when possible,
with addition potential routes and waypoints added for playability.
Climb Notes
Rainier
-------
The actual climb of Rainier usually requires only 1 camp, but that
would make the training mission trivial, so we take it in 3 days,
carrying full packs to the summit.
GLOSSARY
--------
Waypoint -- a circle on the map. Can be an established camp, a
potential camp, a goal, or the summit.
Goal -- a waypoint designated as the next campsite, or the summit.
Camp -- a waypoint with tents where climbers can spend the night.
Each camp has a maximum number of tents which can be placed, due to
the precarious nature of most alpine campsites.
Basecamp -- Camp 0. The headquarters of the expedition, easily
accessible by low altitude porters, so food and tents are always
plentiful. Climbers recover strength and will in basecamp.
Lead -- Before the route is set, the first man or team up faces more
difficulties, since there are more unknowns, and little protection.
Once a lead has been done, subsequent repeats of the route are
easier. Also, the leaders may place fixed ropes to help later
carries.
Fixed rope -- To make the route safer, climbers install fixed ropes,
which are anchoring ropes to the sides of the mountain to give some
protection in the more exposed or dangerous places.
Hardware -- In the game, this represents the various types of
equipment needed to place anchors and to fix ropes.
Oxygen (O2) -- Oxygen tanks and masks are carried to make breathing
easier. Unfortunately, the O2 tanks themselves form a significant
logistical problem, so climbers in recent years have been trying
light, fast climbs without the siege tactics represented in the
game.
Sherpa -- A tribe who lives in the Khumbu and other high mountain
valleys of Nepal. Originally from Tibet, they helped the British in
their early explorations, and became essential for success on the
major peaks. In the early climbs, most Sherpas worked as porters
only, but today, they also share climbing leads and summit attempts.
Porter -- Often hundreds of low altitude porters are needed to carry
the expedition's supplies to base camp. These people, ranging in
age from about 12 to over 60, and including some women, carry loads
of 70 pounds for several weeks to enable the climb to take place.
In Nepal, porters are often Tamang, Rai, Gurung and Sherpa.
High Altitude Porter -- Once the base camp is set up, more
experienced porters are needed, traditionally Sherpas, but now often
including other tribes. These porters need to be able to carry
heavy loads through ice fields, crevasses, across glaciers and up
steep slopes.
References
----------
There are dozens of books on Everest alone, and many more on
Himalayan mountaineering and exploring. Some of my personal
favorites, and ones I used during the design of this game include:
Everest
-------
Bonington, Chris, "Everest, the Hard Way" (NY: Random House, 1976).
Gillette, Ned & Jan Reynolds, "Everest Grand Circle", (Seattle:
The Mountaineers, 1985).
Hornbein, Thomas, "Everest: The West Ridge", (San Francisco: The
Sierra Club 1966).
Hunt, Sir John, "The Conquest of Everest", (NY: E.P. Dutton & Co,
Inc, 1954).
Tilman, H.W., "Everest 1938", in The Seven Mountain-Travel Books,
(Seattle: The Mountaineers, 1983).
Annapurna
---------
Bonington, Chris, "Annapurna South Face" (NY: McGraw Hill, 1971).
Herzog, Maurice, "Annapurna", (NY: E.P. Dutton & Co., Inc,, 1952).
Kangchenjunga
-------------
Freshfield, Douglas W., "Round Kangchenjunga", (Kathmandu: Ratna
Pustak Bhandar, 1979 (republication of original 1903 edition).
Other Himalaya
--------------
Dingle, Graeme & Peter Hillary,, "First Across the Roof of the
World", (London: Hodder & Stoughton, 1984).
Tilman, H.W. "Nepal Himalaya", in The Seven Mountain-Travel Books,
(Seattle: The Mountaineers, 1983).
Rainier
-------
Dee Molenaar, "The Challenge of Rainier", (Seattle: The
Mountaineers, 1979).