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- WELCOME TO THE WONDERFUL WORLD OF EAMON
- (Original Apple manual by Donald Brown, ST version edited by
- M.Detlefsen)
-
- EAMON is a computerized version of what are called "Fantasy
- Role-Playing Games." When you enter the universe of one of
- these games, you are no longer John (or Jane) Smith,
- mild-mannered computer hobbyist. Instead, you become a
- character in a land of adventure, doing almost anything you
- want to.
-
- In the land of Eamon, you will be a member of the select
- Free Adventurers Guild, which is made up of hardy individuals
- like yourself who want to live by your wits, defeating
- horrible monsters and finding glorious treasures. (For those
- of you who want a more calm life, you will have to wait for
- the game "ADVENTURERS IN THE LAND OF THE CERTIFIED PUBLIC
- ACCOUNTANTS".)
-
- Unlike most games, there is no single set goal for you to
- achieve, no way to 'win' the game. Instead, in Eamon, you
- have a lasting goal to both better yourself and also get
- rich. If you set for yourself another goal (do good to all
- princesses, kill all evil wizards, that sort of thing), you
- may also work towards it in your quests.
-
- To run the adventures of Eamon, you need an Atari ST, one
- disk drive, and a color or monochrome monitor for 80 column
- display (the text will NOT display properly on a
- television!). You do not need this manual (although it does
- help keep you informed, and informed adventurers survive
- longer!). The one thing you must possess for Eamon is a
- large dose of imagination.
-
-
- ACKNOWLEDGEMENTS: The basic system of EAMON was created and
- developed by Donald Brown on the Apple II. The individual
- adventures were created by various people. Non-commercial
- distribution is encouraged.
-
-
- Far away, at the dead center of the Milky Way, is the planet
- of Eamon. It doesn't orbit any suns--all of the suns orbit
- it. The shifting pulls of all of these great bodies bring
- strange forces to bear upon this planet; twisting light,
- tides, even the laws of science itself! Strange things
- happen there, and the citizens of Eamon must always be
- adaptable, for things are rarely what they seem, and even
- more rarely what they were yesterday!
-
- You are a citizen of this weird world. You are a free man
- (or woman) out to seek your fortune in this world of shifting
- laws and time. You will usually find yourself fighting
- terrible monsters such as Orcs, Trolls, and Dragons to get
- their treasure. However, at times you may find yourself
- fighting such varied opponents as Billy the Kid and Darth
-
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- Vader! Anything can happen, anything at all.
-
- EAMON is a fantasy role-playing game. This means that the
- computer will generate a character for you and you will
- pretend to be that person. You will command your character
- into fierce battle, where hopefully he/she will emerge
- victorious and wealthy.
-
- Obviously, not all characters are equal in ability. Three
- numbers (called attributes) describe various parts of your
- physical condition. You also will have various abilities
- with weapons, which will increase as you gain experience with
- them, and learn how to better use them. Additionally, you
- will be able to learn some powerful magic spells. (Of
- course, you will have to be taught these spells, and the
- teacher will charge you for the job!)
-
- EAMON is usually non-sexist--there is full room for both
- male and female adventurers. However, for simplicity's sake,
- an adventurer will usually be referred to as 'he'--please
- understand that it refers to 'she' adventurers also.!
-
- CHARACTER ATTRIBUTES
-
- As mentioned earlier, three numbers describe the basic
- 'working material' of your character. They are all gotten by
- selecting three random numbers from one to eight and summing
- them, thus the numbers can range from three to twenty- four,
- with more numbers around twelve to fifteen. (By the way,
- this is called 'three die eight' or written as '3D8'. This
- terminology comes from older role playing games where you
- roll strange dice, and means roll three eight-sided dice and
- add). The three attributes are HARDINESS, AGILITY, and
- CHARISMA. Their descriptions and effects are given below--
-
- HARDINESS
-
- Your character's hardiness has two major effects. The most
- important is that your hardiness is the number of points of
- damage that your body can withstand before you die. In other
- words, assume Hedric the Horrible is fighting a Troll.
- Hedric has an HD (hardiness) of 13. The Troll swings his
- Battle axe (as described later in the COMBAT section of the
- manual) and hits Hedric for 10 points of damage. This brings
- Hedric down to three more points of damage before death--if
- the Troll can hit Hedric again and do more than two points of
- damage (before Hedric can go home and heal himself, or use
- some magic to heal), Hedric will die!
-
- The other effect of hardiness is the total weight that you
- can carry. The standard measure of weight on Eamon is the
- Grond, which can be split into ten Dos. You can carry up to
- ten times your hardiness. Therefore, Hedric can carry up to
- 130 Gronds (or 1300 Dos). Note that weight-carrying ability
- is based on the characters base hardiness, not the number of
- hits he has left. In his unpleasant encounter with the
- Troll, Hedric can still carry 130 Gronds, even though he only
-
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- has three hits left before death.
-
- As with all three basic attributes, a character's hardiness
- is not normally changed. (Unusual magic items or spells
- might change them). Thus, a player who starts life as a
- 90-pound weakling will remain one until he dies.
-
-
- AGILITY
-
- The second basic ability is the player's agility
- (abbreviated 'AG'). Agility's major effect is in combat--a
- player with high Agility is more likely to hit an opponent.
- Agility may also be useful for avoiding special traps (like
- falling down a mine shaft) or other special occurrences.
-
-
- CHARISMA
-
- The last basic attribute for the player is his charisma
- (abbreviated 'CH'). Charisma is mostly a measure of physical
- attractiveness, although it also includes such things as a
- forceful manner, pleasant speaking voice, and anything else
- that makes people look at you and say, "Gee, what a nice
- guy!" (or girl). In some ways, charisma may be the most
- important attribute, at least for the beginning character.
- The first major effect of charisma is on the prices you'll
- have to pay for goods and services (or the prices people will
- pay you). Obviously, if somebody likes you, he will give you
- a better price than if you disgust him.
-
- The second effect of charisma is on how citizens of Eamon
- (generically called monsters) will react to you. Not all
- monsters are bad -- you can sometimes make friends with a few
- of them, and their assistance may make the difference between
- life and death! Your charisma will affect the likelihood of
- their liking you -- subtract 10 from your charisma, multiply
- the difference by 2, and the result adjusts the percentage
- chance of a favorable reaction from the monster -- if there
- was any chance at all! EXAMPLE: The Mad Hermit of the
- Beginner's Cave has a 50% friendliness rating, which means
- that Joe Normal with a charisma of 10 will get make friends
- with the Hermit one-half of the time/ However, old Hedric the
- Horrible with his charisma of 5 has only a 40% chance of
- making friends (5-10=-5, -5*2 =-10). On the other hand,
- Lovable Linda with her charisma of 24 has a 78% chance of
- making friends. Unfortunately a rat with a friendliness
- rating of 0 will never make friends, be it with Joe Normal,
- Hedric, or Lovable Linda.
-
- COMBAT
-
- Being a rough and violent world, combat is the most
- important aspect of Eamon. In most adventures, combat is
- taken care of on a blow-by-blow method -- every player or
- monster in turn uses his weapon(s) on one enemy, the effects
- are calculated, and then applied.
-
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- Every time that a player or monster attempts to strike
- someone else, there is a percentage chance of success. The
- computer will generate a number from 1 to 100, and if the
- number is less than the chance to hit, the blow did strike.
-
- Several factors determine just what that chance to hit is.
- If a player has no armour on, there are three factors-- the
- player's agility, his ability with that weapon, and the
- quality of the weapon (also called the complexity).
-
- Roughly speaking, all weapons in the world of Eamon can be
- divided into five types-- axes, bows (this includes all
- thrown weapons and guns), clubs (or any blunt weapons),
- spears (or other pole weapons), and swords. Every player has
- what is called 'weapon expertise' for each class. All
- players start at the same levels: 5% for axes, -10% for
- bows, 20% for clubs, 10% for spears and 0% for swords. (These
- numbers are to reflect the fact that somebody who doesn't
- know what he's doing is more likely to hit with a club than
- with an arrow.) Your chance of hitting your target is equal
- to twice your agility plus your ability for the weapon you
- are using, plus the complexity of the weapon you are using.
- For example, our old friend Hedric has an agility of 20 and
- is using a fair quality sword (with a complexity of 0%).
- Since he is a starting character, he has a sword ability of
- 0%. Thus his chance of hitting is 40+0+0 or 40%.
-
- Weapon expertises can be increased through use in combat.
- The scheme goes as follows: Assume Hedric is fighting his
- troll and scores a successful hit. The question now is, did
- Hedric learn anything about how to use his weapon better?
- Well, it just so happens that his chance to learn is his
- chance to have missed. Thus, 60% of the time Hedric will
- learn from his blow. If he does, his sword expertise will go
- up by 2%. Thus, next time his chance of hitting will be 42%.
- (Notice that his chance of learning on the next successful
- blow is only 58%.)
-
- Well, Hedric somehow made it out alive from his Troll
- battle, and has brought his sword expertise up to 12%. He
- then wants to take his booty and new knowledge and get a
- better weapon. If Hedric goes and buys a new sword-like
- weapon, such as a rapier which has a weapon complexity of
- 15%, his chance of hitting with it will be 40+12+15 or 67%.
- However, if he decides to switch weapons and get a Battle axe
- with a complexity of 15%, his chance with that will be
- 40+5+15 or 60%--his experience with swords will not help him
- with his axe.
-
- If an attacker is wearing armour, his chance of hitting may
- be reduced. After all, one just isn't as agile when one is
- fighting from within a tin can! A player may carry a shield,
- which will lower the chance to hit by 5%, and may also wear
- either leather armour (lowers chance by 10%), chain mail
- (20%), or plate armour (60%!). However, these numbers are
- "worst cases". A player becomes used to the constricting
-
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- effect of wearing armour, and builds an armour expertise
- (called AE). It is built the same way that weapon expertise
- is increased--every time a successful blow is landed and the
- effect of armour is bigger than the player's AE, a check is
- made on the chance to miss and that is the chance of the
- armour expertise going up by 2%. Thus a successful blow may
- increase the chance to hit by 4%. Armour expertise is carried
- over from each type of armour. Thus if you've brought your
- AE up to 10% while in leather armour and you go to chain,
- your chance to hit will only drop by 10%, not 20%. However,
- the effect of armour expertise can never increase the chance
- to hit--if the AE is 32% and you go to leather armour, the
- net effect will be 0, not adding 22%.
-
- In addition to agility, weapon expertise, weapon complexity,
- and armour, there may be magical or other extraordinary
- forces at work that will affect the chance of hitting.
-
- When a blow hits, a random amount of damage is done to the
- target. This amount of damage is based on the weapon and
- will be given in 'N D N' format. (Remember 3D8 for the three
- basic attributes?) This base number of damage is usually
- lowered by the armour worn by the defender-- leather armour
- and shield each take one point of damage, chain takes 2, and
- plate armour takes 5 points of damage away from that taken on
- the body (all effects are cumulative and magical devices may
- act as armour).
-
- That, of course, is what usually happens. However, due to
- flashes of good luck or clumsiness weird things can happen.
- About 5% of the time an attacker will get what is called a
- 'critical hit'. That will get one of the following results
- (each result is followed by the percentage chance of its
- occurrence): Ignore armour (50%), three-halves normal damage
- (35%), twice normal damage (10%), triple normal damage (4%),
- or automatic kill (1%).
-
- About 4% of the time the attacker will fumble with his
- weapon. It will have one of the following effects: Recover
- from fumble without any other effect (35%), Drop weapon (40%,
- if the attacker is using built-in weapons such as claws, the
- attacker simply recovers instead), Break weapon (20%, with a
- 10% chance of hitting oneself at the same time), Hit self
- normally (4%), and Hit self with double damage, ignoring
- armour (1%).
-
-
- MAGIC
-
- The strange shifting forces around Eamon sometimes give
- results that can only be called 'Magical'. However, most of
- these effects are extremely localized, and will not be
- consistent from one adventure to the next. Most often these
- strange things will be the special results by carrying
- magical items, however, some citizens of Eamon who have lived
- all of their lives in one location may have learned how to
- control the forces around them.
-
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- Page 5
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- There are, however, four spells that work almost everywhere.
- Anyone can be taught these spells without too much difficulty
- (if you can find a wizard who will teach them to you!). When
- you learn a spell, you will start with a random ability in it
- from 25 to 75% (you will not know what your ability is). As
- with combat experience, this can be increased every time you
- successful cast the spell-- If a random percentage roll is
- less than your chance to not have cast it, your ability will
- go up by 2%. However, there is a catch in casting spells--
- due to the tiring effects of sending all this power through
- your body, every time that you attempt to cast a spell
- REGARDLESS OF WHETHER OR NOT THE ATTEMPT WAS SUCCESSFUL your
- chance for the rest of the adventure is halved. Thus, old
- Hedric who knows a spell with a 200% ability will always cast
- it the first time. His second try will also always work
- (100% of the time). His third try will only work half (50%)
- of the time. On the fourth try the chance is down to 25%,
- fifth try 12%, and sixth only 6%. Fortunately for Hedric,
- however, if you know a spell your chance of successfully
- casting it can never be less than 5%, so Hedric can use his
- spell for the rest of the adventure at the same odds.
-
- The four basic spells are:
-
- BLAST
-
- This spell sends a magical burning arrow at your opponent.
- Armour will absorb damage from it, but if the spell is
- successfully cast it will always hit its target, regardless
- of the range. However, the Blast spell only works on living
- (or at least animate) objects and the targets must be seen by
- the person casting it. The arrow will do 1 D 6 of damage (a
- random number from one to six).
-
- HEAL
-
- The Heal spell removes hits from the body of the person
- casting. It will cure 1 D 10 hits, but never past 0. (Hedric,
- having taken five hits, casts a Heal spell on himself
- successfully. He got a good casting this time-- would have
- cured 8 hits normally, however it only cures five hits one
- him, bringing Hedric back up to perfect condition).
-
- SPEED
-
- This powerful spell will double the caster's agility for
- from 10 to 34 turns. You will know when you have cast the
- spell successfully, however you will not be told when it
- wears off. If you successfully cast a Speed spell while one
- is already in effect on you, the new spell will reset the
- time for you-- it will not have the effect of quadrupling
- your agility. Obviously, when you cast the Speed spell your
- chance of hitting goes up accordingly (Hedric had a 56%
- chance of hitting with some weapon before casting the spell,
- with 40% of that because of his 20 agility. When he casts
- the Speed spell on himself, his chance will increase by 40%
-
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- again, giving him a 96% chance of hitting).
-
- POWER
-
- The Power spell may well be the most powerful spell
- available to you, and certainly the most uncertain. It has
- no set effect, it's a call to the gods saying "Hey, do
- something!". What they do will certainly differ from place
- to place, and may even differ from one moment to the next! It
- could kill all of your enemies, teleport you randomly
- somewhere else in the place you are exploring, cause an
- earthquake that buries you and your opponents alive, or
- anything else you can and cannot think of.
-
-
- For all of these spells, it should be pointed out that this
- is the way they >> USUALLY << work out. In some obscure
- sections of the world spells may not drop in ability every
- time you use them, in other places spells may not work at
- all!
-
- RELATING WITH CITIZENS
-
-
- There are two places you will be encountering other people
- of Eamon, on your adventures and at the Main Hall of the
- Guild of Free Adventurers.
-
- At the Main Hall, you will be able to communicate with the
- various people there and do business. However, they will not
- do you any real favors (except possibly giving you good
- prices on things if they like you), and you will not be
- permitted to fight with anybody there. Essentially, they
- will be businessmen and women, out to relieve you of some of
- your gold while helping outfit you to go get more.
-
- On the other hand, during your adventures outside of the
- Main Hall, you will not be able to communicate with most of
- the people you find. Additionally, they will usually be
- rather simple-minded -- when meeting you they will decide if
- they like you. If they do like you, they will follow you
- around and fight on your side during any battles. If they
- don't like you, they will try to kill you. These people are
- rather set in their ways -- once they make up their mind
- about you they will usually keep with their decisions, unless
- you do something nasty such as attack a friend, or you do
- something especially nice, such as healing an enemy.
-
- However, just because they do or do not like you does not
- mean that they will always fight to the bitter end. Some
- people or things you encounter will be less courageous (or
- smarter) than others and will run from what they view as a
- losing battle -- both your enemies and your friends. When
- someone retreats they usually kick up a cloud of dust so you
- cannot see which way they ran, although they will always only
- run out of exits that are really there, and you can usually
- follow them.
-
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- Once again, though, note that all of the statements above
- were prefaced by the word 'usually'. In some parts of the
- world you may be able to work quite well with others, give
- orders, get ideas, even play games with them. As always, the
- key word is flexibility.
-
-
- HOW TO REALLY AND ACTUALLY PLAY EAMON
- (Never thought we'd get here, did you?)
-
- Running EAMON on the Atari ST:
-
- Boot your system in the normal fashion. If you have a color
- monitor, you must use medium resolution. Text will not be
- formatted properly for television use. Run the program
- GFABASRO.PRG by clicking on it. When presented with the file
- selector box, choose EAMON.BAS and run it. You will then be
- given a choice of actions to take.
-
- After you are shown the initial menu page, you will be
- almost ready to enter the Main Hall. Simply follow directions
- (for the sake of your mothers, if nothing else!). If you are
- new to Eamon (or your character was killed the last time he
- went out), you will want to choose action "Create a New
- Character) and you will be directed to the man in charge of
- new adventurers. He will show you what the attributes of your
- new character are, and let you read some instructions . If
- you have read or printed out the manual "PLAYERS.DOC", you
- don't need to read his instructions. Finally, you will be
- sent to the Main Hall, where all old adventurers go
- immediately from the Irishman.
-
- You may also choose the second option, which will take you
- to the Main Hall as the last character used. This will allow
- you to purchase new weapons, armour, etc., before you journey
- again.
-
- Option 3 will take you directly to another adventure,
- without going to the Main Hall. You will be prompted for
- your character's name, and the character information will be
- loaded from the disk file. You will then be prompted to
- insert the adventure disk.
-
- The Main Hall will serve as your headquarters. You can buy
- spells there, as well as weaponry and armour, you can 'check
- out' yourself and all your attributes and abilities. You can
- also keep some money with the banker there. He gives no
- interest, but money in the bank is safe if you're robbed on
- an adventurer. (Of course, you can't use it to ransom
- yourself out of a sticky situation, either!).
-
-
- GOING ON AN ADVENTURE
-
- Of course, the main purpose of the Main Hall is as a place
- to leave from to go on adventures. Most of your exploits
-
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- will be exploring caves and old ruins, doing similar things
- as in the popular Adventure games. However, Eamon is wide
- enough to also have you go to casinos and gamble your money
- away, raise an army to fight invaders (both from other
- countries and from space!), or do just about any other
- activity you can think of.
-
- Only one Eamon adventure will be stored on a diskette. To
- go on an adventure, work from the Main Hall as directed,
- inserting the diskette with the new adventure into the disk
- drive at the proper time. From then on, you're on your own.
- Notice: characters who do not return from adventures are
- considered dead. Thus, turning off the computer in the midst
- of an adventure or halting it by CONTROL-SHIFT-ALT merely
- commits suicide, since EAMON deletes their character files
- from the disk BEFORE going on the adventure. The wise
- adventurer will consider this fact carefully before going
- placing him/herself at risk.
-
- To help your character get some gold to equip himself
- properly and gather a little bit of experience, one adventure
- is included on the diskette-- The Beginner's Cave. It's a
- gentle little romp through a set of caves underground. I
- strongly advise that you do send your new character through
- this first. If he can't survive this, there's no point in
- going out to the dangerous places. (For more information on
- The Beginners Cave, see the end of this file).
-
-
- BUYING WEAPONS AND ARMOUR
-
- You will have 200 gold pieces when you start a character,
- and hopefully more after your adventures. One of the most
- important things for you to do with this gold is to buy
- weapons and armour. Additionally, you may sometimes want to
- sell a weapon, be it because you have no need of it or
- because you have reached the legal limit on weapon ownership
- of four.
-
- Well, Marcos Cavelli owns a small weaponry store in the Main
- Hall that will do this for you. Marcos carries five standard
- weapons--an axe, which does 1D6 of damage and has a base
- price of 25 gold pieces, a bow which does 1D6 and has a base
- price of 40, a mace which does 1D4 and has a base price of
- 20, a spear which does 1D5 and has a base price of 25, and a
- sword which does 1D8 and has a base price of 50. For each
- weapon Marcos sells three grades of quality-- poor (with a
- weapon complexity of -10%, but only half the base price),
- medium (with a weapon complexity of 0, at normal price), and
- good (with a weapon complexity of 10%, at double the base
- price). Furthermore, the price you are given can vary from
- one-third to three times the normal price, depending upon how
- your charisma and how Marcos feels about you.
-
- Marcos will also buy old weapons. If it's of a type that he
- doesn't sell, Marcos will pay an average of 100 gold pieces
- for a weapon. If it is a weapon from his stock, he will pay
-
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- around 1/4 the normal price.
-
- Marcos's base prices for armour are 50 gold pieces for a
- shield, 100 for leather, 200 for chain mail, and 500 for
- plate armour. He will also give you a trade-in of your old
- armour at its old price, subject to adjustment for the way
- he feels about you.
-
- Marcos's credit terms, like all of the businesses in the
- Hall, are very simple--none.
-
- BUYING SPELLS
-
- Hokas Tokas, the local wizard in the Main Hall, is willing
- to teach anybody spells for a price. His base prices for
- spells are: Power (100 gold pieces), Heal (1000 gold pieces),
- Blast (3000 gold pieces), and Speed (5000 gold pieces). As
- with Marcos, Hokas will adjust his prices for how much he
- likes you, but he will never give credit. But, however he
- may grumble, he is a nice fellow and will never do anything
- to you if you try to buy a spell you can't afford, or try to
- buy a spell twice.
-
-
- THE BANKER
-
- Shylock McFenney, the local banker, will open up an account
- with anybody. He is absolutely trustworthy with the funds you
- leave in his care, although he does not give interest, nor
- does he make loans. (He makes enough money from adventurers
- who deposit money with him and never come back.)
-
-
- EXAMINING YOUR ABILITIES
-
- Unlike most things at the Hall, it does not cost you
- anything to examine your attributes. It is generally a good
- idea to examine your attributes last thing before leaving to
- go on an adventure, and write them down-- you cannot examine
- them in the midst of an adventure!
-
-
- LEAVING THE UNIVERSE
-
- This is simply ending the game. However, your character is
- stored on the diskette, so he or she can be called up again
- the next time you play. You should only leave the system this
- way-- otherwise some disk files may be destroyed, and your
- character will be trapped forever in the horrible bit
- bucket!
-
-
-
- That's really about all there is to say about playing Eamon.
- Of course, the best way to learn is by starting up a
- character and running him through a few adventures. One
- thing I would warn you about -- do not get too attached to
-
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- any character. Unfortunately, while wealth and expertise
- come rather quickly in this world, so does death.
-
- I am very interested in any and all comments and suggestions
- on Eamon. I am particularly interested in getting copies of
- adventures that other people create for Eamon. If you want
- to build your own adventures, all of the tools I used in
- creating the Beginner's Cave are on the Dungeon Design
- Diskette. Feel free to list and examine them to help build
- your own. However, do not at all be constrained by them, the
- theme of Eamon is do what you want to with it. Eamon hereby
- officially belongs to the people who play games on computers,
- all I ask is that you enjoy it.
-
- For comments, questions, new adventures, or suggestions
- please write to:
-
-
- Michael Detlefsen
- 9401 Mountain Quail Road
- Austin, TX 78758
-
- Compuserve 70156,1636
- Delphi MDETLEFSEN
- Genie M.DETLEFSEN
-
-
-
- THE BEGINNER'S CAVE
-
- The Beginner's Cave has been set up by the Warlord as a
- service to all Free Adventurers, giving them a chance to try
- their skills in a not too dangerous setting. Let us all
- toast the Warlord for restocking the cave daily!
-
- Only beginners are permitted in the Cave. A beginner is
- someone who has no armour expertise and who still has all of
- the starting levels of weapon expertise. You are permitted
- to carry in only one weapon and any armour you wish. You
- will not need torches as there is sufficient light in all
- parts of the Cave. A Knight Marshal (William Misslefire) is
- on duty to be sure that you do not break the rules (and to
- keep you from doing something really stupid, like entering
- the cave without any weapon at all!).
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- Once you are in the Cave, you will give commands by entering
- verbs and subjects, such as "get stone". If you use a verb
- that the computer doesn't understand, all verbs will be
- listed. You must be very exact and use the words that the
- computer knows. For example, if you are carrying a DEAD
- MONKEY and you say DROP MONKEY the computer will not
- understand.(Sometimes the computer does recognize more than
- one word for an object, though). If you want to repeat the
- last command given, simply hit RETURN when asked for your
- next command.
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- A few commands you should know about:
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- N, S, E, W, U, D, NORTH, SOUTH, EAST, WEST, UP, and DOWN all
- will move you in the direction given, as will NE,NW,SE, and
- SW in some games.
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- INVENTORY or "I" will list all of the items you are
- currently carrying.
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- READY brings a weapon into 'ready' mode,meaning that it will
- be the weapon used in an ATTACK command.
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- GET picks up an object (not a monster!) from the floor. GET
- ALL gets all objects there. If you get a weapon and you have
- no weapon ready, it will ready that weapon automatically.
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- Other commands are either self- explanatory or they are
- designed to make you experiment.
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- Commands may be entered in either upper or lower case.
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- To return to the main hall, you must leave the cave (getting
- to the Cave Entrance) and move North. Once you have done so,
- Sam Slicker (the local dealer for treasures and booty) will
- pay you what they are worth (with the price adjusted by your
- Charisma). You will then be returned to the Main Hall.
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- Of course, that is only if you survive. If you died,
- remember that it probably wasn't that great of a character
- anyway!
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- Happy Adventuring!
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