Apventure to Atlantis.Pdf

Apventure to Atlantis.Pdf

SI1NVTLV Ol 3H(lLN3AdV M3N S«AdHVlD IHHeOH SJ.N3S3dd APVE ATI Robe Copyr 830 N Ren (2 APVENTURE TO ATLANTIS by Robert C. Clardy Copyright© 1982 by: S/nergistic Software 830 N. Riverside Drive Suite 201 Renton, WA 98055 (206) 226-3216 ACKNOV Compiled by The Integer Basic Com] Software. Character Graphics produced using ] able from Synergistic Software. Vector Graphics and Color Fill proi able from Synergistic Software. Maps and Shapes produced with H: from Synergistic Software. COPYR No part of the "Apventure to Allan reproduced, or reduced to electronic permission from Synergistic Softwa included in reviews, descriptions, et< permission, provided a credit notice and identifies Synergistic Software a. ACKNOWLEDGEMENTS Compiled by The Integer Basic Compiler by Chris Galfo. Available from Synergistic Software. Character Graphics produced using Higher Text II by Ron & Darrell Aldrich. Avail- able from Synergistic Software. Vector Graphics and Color Fill produced using Game Animation Package. Avail- able from Synergistic Software. Maps and Shapes produced with Higher Graphics II by Robert C. Clardy. Avail- from Synergistic Software. COPYRIGHT NOTICE No part of the "Apventure to Atlantis" program or documentation may be copied, reproduced, or reduced to electronic medium for any reason without express written permission from Synergistic Software. Excerpts from the game or document to be included in reviews, descriptions, etc. about the game may be used with no further permission, provided a credit notice is included which specifies the name of the game and identifies Synergistic Software as the source and copyright holder. TABLE i SECTION TITLE I Introduction & Co II Scenario III Beginning the Que Wisdom Intelligence Strength Charisma Alignment Morale Reaction Time The Condition 1 IV Lapour V The Journey At Sea In Buildings VI Atlantis VII Scoring TABLE OF CONTENTS SECTION TITLE PAGE I Introduction & Conventions 6 II Scenario 8 III Beginning the Quest 10 Wisdom 10 Intelligence 10 Strength 10 Charisma 11 Alignment 11 Morale 11 Reaction Time 12 The Condition Display 12 IV Lapour 14 V The Journey 16 At Sea 16 In Buildings 18 VI Atlantis 20 VII Scoring 21 VIII The Nature of Magic 22 LIST OF TAB Wizards and Warlocks 22 Basic Spells 23 TABLE TITLE Utility Spells 23 1 Effects of Charism Combat Spells 24 2 Monsters of Lapoi Wizard's Duel 24 3 Battle Outcome on Appendix A Sample Atlantean Document 26 4 Encounters at Sea Card Hints 5 Scoring 6 Wizard Levels 7 Results of Wizard' FIGURE TITLE 1 Condition Display 2 High One's Condi 3 Sample Room 22 LIST OF TABLES AND FIGURES 22 23 TABLE TITLE PAGE 23 1 Effects of Charisma 11 24 2 Monsters of Lapour 14 24 3 Battle Outcome on Lapour 15 iment 26 4 Encounters at Sea 17 5 Scoring 21 6 Wizard Levels 22 7 Results of Wizard's Duels 25 FIGURE TITLE PAGE 1 Condition Display 12 2 High One's Condition 13 3 Sample Room 19 You can use either the or Paddles weapons. Space bar You can use either the or Push — weapons. button I. INTRODUCTION All When issuing any comi Commands—begins. Do not press F Apventure to Atlantis is a hybrid game, combining the best features of adventure stand at the door and p games, arcade games, and fantasy role playing games. The adventure takes place in by N (for north) and yc the distant past, during the mythic days of Atlantis. The game will never be the same Some commands req when replayed, so it can be played over and over again without losing its challenge. In these cases, you mi Since a given game is indeterminately long (it's all up to you), you can save an on- TURN. To read a boc going game and continue it later. There are two basic goals to choose between: You BOOK, and press RET can play to defeat the Atlanteans and accomplish your quest, or you can play for a ing just the first four cl high score. You can also determine the nature of the game, specifying that very fast reactions are needed or eliminating the arcade-like aspects altogether. NOTE: The road to Atlantis is f Apventure to Atlantis will run on any Apple II or Apple II Plus computer with tions. When you start the 48K RAM and DOS 3.3. The game is enhanced if you also have a color display and will determine how quick! game paddles, though it can be played without them. You can even select a rea To begin the adventure, simply insert the Atlantis diskette into your disk drive and until you have attacked fi power on your system. The documentation that follows this section provides back- The success of your m ground information, detailed instructions, and hints. The game can be played with- VII will specify how mar out reading this, however. You can get by with the conventions described below and ards, defeating Atlantear the summary of hints provided on the separate hint sheet if needed. points from faster reactio CONVENTIONS RESET - Pressing RESET (or CTRL - RESET on some machines) will cause your Apple to lock up, and no commands will work. You will need to turn off your Apple and begin over. Your current game will be lost. ESC - Pressing the ESC key will cause a suspension of time, allowing you to answer the phone, take a needed break, etc. When you return, press any key to continue exactly where you left off. • — The period key can be pressed to disable or re-enable the sound ef- fects. This is handy if someone is trying to sleep or if you don't want anyone to know you're still playing. 9 Pressing the question mark key will provide you with a list of all com- mands valid at that time. Q- Press Q to quit playing. You will be given the option to save your game for continuation later. N Throughout the game, the screen display will always be oriented with north at the top of the screen, south to the bottom, east to the right, and west to the left. U — Use. The Use command is a versatile, general purpose command. To wave a wand, rub a lamp, cast a spell, dig with a shovel, or fire a wea- pon, etc. you will invoke the Use command (e.g. USE SLEEP SPELL, USE SHOVEL, etc.). You can use either the arrow keys or your game paddle 0 to aim your or Paddles weapons. Space bar You can use either the space bar or your game button to fire your or Push — weapons. button ACTION All When issuing any command, press the letter with which the command Commands—begins. Do not press RETURN. To enter your palace, for instance, nbining the best features of adventure stand at the door and press '£.' To go north, type G (for go) followed g games. The adventure takes place in by N (for north) and you will go. antis. The game will never be the same Some commands require that you specify an object on which to act. iver again without losing its challenge. In these cases, you must type out the object's name and press RE- :'s all up to you), you can save an on- TURN. To read a book, for instance, press 'R' for read, then type vo basic goals to choose between: You BOOK, and press RETURN. You can abbreviate object names by typ- )lish your quest, or you can play for a ing just the first four characters if you wish. : of the game, specifying that very fast -like aspects altogether. NOTE: The road to Atlantis is fraught with many perils requiring quick reac- 3le II or Apple II Plus computer with tions. When you start the adventure, you can select a reaction time that ;d if you also have a color display and will determine how quickly your enemies will attack throughout the trek. tthem. You can even select a reaction time of 0 if you wish them to not attack :lantis diskette into your disk drive and until you have attacked first. lat follows this section provides back- The success of your mission can be measured in many ways. Section d hints. The game can be played with- VII will specify how many points you receive for surviving various haz- ti the conventions described below and ards, defeating Atlanteans, etc. In general, however, you will get more :hint sheet if needed. points from faster reaction times. IONS IESET on some machines) will cause :ommands will work. You will need to ver. Your current game will be lost, a suspension of time, allowing you to :d break, etc. When you return, press re you left off. to disable or re-enable the sound ef- is trying to sleep or if you don't want ing. will provide you with a list of all com- vill be given the option to save your :n display will always be oriented with south to the bottom, east to the right, •satile, general purpose command. To spell, dig with a shovel, or fire a wea- : command (e.g. USE SLEEP SPELL, Unfortunately, before his plan co his mighty orb of power lost. Monste the barriers began to fail. At this Atlantis, a new hero appeared to tal long struggle to find the orb, return recounted elsewhere (see Odyssey: T II. SCENARIO us here. Now that you've become Tl threat from Atlantis is growing daily Before the dawn of recorded history, the human race was contending for mastery running out. Atlantis must be destro of our world against a host of other vigorous races.

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