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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.
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- 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
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- 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.
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- 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.
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