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1,000 Game Levels 2
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ALPHAMAN.5
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1995-02-04
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F1 : Displays your character's statistics on the right side of the screen.
F2 : Displays your possessions on the right side of the screen.
F3 : Lists the berries whose effects you know, and the devices you understand.
F4 : Shows useful information about your physical and mental condition.
F5 : Displays the main map temporarily, showing the entire world.
F6 : Displays the local map, showing nearby terrain, creatures and objects.
F7 : Shows a list of relevant symbols and the objects they represent.
F8 : - not used -
F9 : Displays important information about the creator of AlphaMan.
F10: "Boss" key, which creates a fake DOS screen. F10 or Esc escapes.
? : Shows help screen listing commands and character information.
Esc: Escapes from most commands, and clears text in the dialog box.
. : Rest, which will reduce your fatigue and allow faster healing.
< : Go down stairs, or down into a lair.
> : Go up stairs, or up out of a lair.
a : Repeat command. Useful for throwing or figuring out repeatedly.
d : Drop an item. You must be standing on an empty square to drop something.
e : Eat food, berries or other items.
f : Figure out an unknown device. Often must be repeated many times.
m : Use your Mental Mutation. (Shortcut key)
p : Use your Physical Mutation. (Shortcut key)
r : Remove a trap, pit, or poison gas. Sometimes requires several attempts.
s : Search area nearby for traps, secret doors or invisible critters.
t : Throw an item such as a weapon, grenade or berry.
u : Use an item such as armor, weapon or device; use a mutation.
P : Previous message. This will scan through the last 5 messages.
Q : Quit game. You have the option to save the game at this point.
S : Save game at current position for later reloading.
U : Unuse an item. Take off armor or suits, stop riding vehicles etc.
W : Customize the name, symbol and color of the wimpy critter.
X : Examine a nearby object or a possession. Describes item condition.
Z : Try to fall asleep. This won't always work at first.
Numeric Keypad: Move yourself, attack creatures by trying to move into them.
Strength: your physical power and stamina, influenced by fatigue
Dexterity: your agility and coordination, affected by encumbrance
Constitution: your fortitude and poison resistance
Radiation Resistance: susceptibility to ambient and attack radiation
Mental Resistance: your willpower, your brain's resistance to attack
Intelligence: your adaptibility, learning capability and cleverness
Electrical Generation: usable every few rounds, this attack causes
electrical damage to any creature touching you during the round used.
Heightened Dexterity: this mutation raises your dexterity to 19-23,
subject to reduction by encumbrance in the usual way.
Heightened Strength: this mutation raises your strength to 19-23,
subject to reduction by fatigue in the usual way.
Heightened Vision: allows you to see long distances, to see invisible
creatures, to search more effectively, and to hit more often in combat.
Tough Exoskeleton: lowers your armor class, making you harder to hit in
combat and reducing your damage sustained. It encumbers you somewhat.
Sonic Attack: usable every 12 rounds, this does burning damage to
all nearby creatures not protected from heat.
Blood Structure Change: raises your constitution to 19-23, making you
more robust and giving you more hit points and poison resistance.
Reflective Skin: raises your radiation resistance to 19-23, and makes you
more resistant to lasers and heat.
Laser Generation: usable every 13 rounds, this attack does laser damage
to a selected target if it successfully hits.
Heightened Endurance: you tire much less easily and regain lost hit points
more rapidly, and you can sustain a much longer duration underwater.
Foul Musk: usable every 14 rounds, you cause nearby creatures to
get sick and flee for a variable duration of time.
Acidic Saliva: usable every 8 rounds, this attack causes acid damage to a
selected target if you successfully hit, which is easier at close range.
Poison Claws: you cause poison damage to a selected target if a successful
hit is scored. You can inject poison every 5 rounds.
Heightened Speed: usable about every 30 rounds, you can double your speed
for 10-20 rounds, allowing you extra attacks or movement.
Radiation Generation: usable every 15 rounds, you can generate a beam of
radiation capable of damaging creatures in line with a selected target.
Quills: these provide protection by causing damage to any creature touching
you. You can also shoot them at an opponent every 8 rounds.
Tenticles: you can entwine a selected target and cause constriction damage
every round. While constricting, you are able to do other things.
Military Genius: you are a natural soldier, hitting more often and
doing more damage than normal mutants.
Scientific Genius: your intelligence is raised to 19-23, and you
can construct new tech devices with parts salvaged from old ones.
Heightened Willpower: your mental resistance is raised to 19-23, and you
are able to temporarily raise all your stats and your hit points.
Mental Blast: usable every 12 rounds, you can attempt to overload the
mental synapses of a selected opponent to do damage.
Teleportation: you can mentally transport yourself short or long distances.
You must be rested to teleport, and it can only be used infrequently.
Mental Healing: you can heal yourself at a rate of 3 hit points / round.
You must sit motionless to do this, however, and it is tiring.
Force Field: while activated, you take reduced damage (typically
2/3 normal) from all attacks. It is tiring to use, however.
Molecular Disruption: usable every 12 rounds, this mental assault can
totally destroy creatures or other objects at which it is targeted.
Life Leech: you can steal hit points from nearby monsters and add
them to your own. This is usable every 4 rounds.
Invisibility: you can mentally bend light rays around you, which makes you
difficult to see and less susceptible to lasers. Lasts about 9 rounds.
Cryogenics: you can mentally freeze an opponent, doing progressively
more damage as the opponent freezes. It is usable every 3 rounds.
Hypnosis: you can put opponents to sleep by a sheer force of will.
This ability is usable every 3 rounds.
Psychokinesis: you are able to disrupt matter to create explosions.
This ability is tiring, and can only be used every 15 rounds.