,;';,.,;';,.,;';,.,;';,.,;';,.,;';,.,;';,.,;';,.,;';,.,;';,.,;';,. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Might and Magic by NEW WORLD COMPUTING, Inc. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Complete documentations..... Finally! sorry,... i've been real busy lately..... mm All text files composed (painstakinly) by Mind Mechanic, and I take full credit for mis-spellings, etc. Please understand.... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Adventure Begins ! How to move.... Up arrow or Return ------ Moves forward Down Arrow ------ Moves down Left Arrow ------ Moves left Right Arrow ------ Moves right the ( <-- , --> ) keys move characters in 90 degree angles.... DOORS: Locked- You can BASH or UNLOCK a locked door... when bashing, the party moves forward trying to break the door, afterwards you move thru one square, but have a high probability of setting off a trap. Unlock is simple, press (U) and then choose who you wish to attempt to pick the lock, a robber has the greatest chance of seceeding. Also capable of setting off a trap if fails. WALLS: Most say (Solid, or impassible, etc.. ) if they can not be moved thru, but there are secret passages and they can be found anywhere. GAME COMMANDS WHILE MARCHING: Movement - (above.^^) [O] - Order -- Rearranges the order of the party. Hit ESC to abort. [P] - Protect -- Displays currently active spells covering the entire party. [R] - Rest -- Rests party overnite in square currently occupied. Rest restores all character's Hit Points and/or Spell Points, unless inhibited by special conditions. Restr requires one food unit from each character's food supply. All protection spells wear off during rest and must be recast upon awakening. [S] - Search -- Finds treasure or other items hidden in square occupied by party. You should always search after defeating a monster and before moving off the square in which an ecounter occured. However, you do not need to search immediately after combat. You may want to rest, cure wounds, etc. first. [B] - Bash -- (Explained above ^^) [U] - Unlock -- "" "" [Q] - Quickref -- Displays a brief overview of all party members' Hit POints, Spell points, Armour Class, and Condition. Press ESC to go back to 3-D screen. [#] - View character statistics: (C) - Cast -- Casts a non-combat spell, providing character at that level and has the required number os spell points and magical gems. (D) - Discard -- Permantly removes item from character's backpack. (E) - Equip -- Shifts item from charcters back pack so he can use it. A maximum of 6 items may be equipped. Only one hand/hand weapon, one armour, one shield, one missle weapon can be equipped at a time. (G)- Gather -- Transfers all gold, gems and food carried by other party members to that character, up to the maximum ammount of each item which the character can carry. (R) - Remove -- Shifts Item from equpied to the back pack, (S) - Share -- Evenly distributes all gems, gold or food in the party's possesion among all party memebers. (T) - Trade -- Tranfers an ammount of gems, food, or particular item from viewed character to another charcter. (U) - Use -- Activates an item tat has special powers. Items may or may not be equiped for use. (V) - Volume -- Turns sound ON/OFF. ------------------------------------------------------------------------ Encounter Defintion - (briefly) / you fight a group of monsters that are either homogenous or mixed. There are hundreds of kinds of monsters at various levels. If the Monster(s) suprises your party, you go directly into combat. No other options are available. If your party suprises the monsters, you have the option to advance or not. If you choose to avoid the monsters, nothing furthur occurs. The encounter is over. If neither party is suprised, you have several encounter options. WAIT! thats coming.... ENCOUNTER COMMANDS: [A] - Attack -- This takes you to combat. [B] - Bribe -- Your party may attempt to buy off the monsters with bribes. If the monsters refuse your attempt, combat will begin. If the monsters accept your attempt, a prompt will tell you what they demand (usually all of your gold/food/or gems) [R] - Retreat -- Your party may attempt to flee fromthe invaders. If retreat suceeds, the encounter is over and you find yourself in the closet safe square. [S] - Surrender -- (Wimp!) no really, its usefull. Your party can surrender. Giving the monsters whatever they want (Food/Gold/Gems), and you are free. Some monsters take no prisoners and will attack. COMBAT: Divided into rounds, A (+) in front of a charcters number means that is able to engage in hand to hand combat. With the exception of archers, and characters who engage in hand to hand combat can't use missle weapons. Non-Combat Commands [D] - Delay -- Allows you to set the duration of the on screen messages to any number between 0-9. (0 is the shortest duration, 5 is default) [P] - Protect -- Allows you to see all currently active spells which cover your entire party. [Q] - Quickref -- Displays the QUICKREF list of charcters. [#] - Views charater -- thats right! Handicap The handicap prompt indicates whether monsters or party members have been given a speed handicap for the current round of combat. If the monsters have been given the handicap, a prompt will show MONSTER + the number by which all party members' speed has been increased. If party members have been given the handicap, the prompt will show PARTY+ the number by which all party members' speed has been increased. If neither, prompt will show EVEN. Battle Options [A] - Attack -- Character attacks monster in the A position, with wahtever weapon he/she has equipped. If monster A dies, all other monsters move up one position. [F] - Fight -- Character attacks monster in a hand-to-hand battle position, with whatever weapon equipped. A prompt will ask which monster he wishes to fight. [E] - Exchange -- Character changes battle positions with any other member of the party. Press ESC to abort. [R] - Retreat -- Character gives a general retrear command for the netire party. Chance of success is slim. [S] - Shoot -- Charater fires missle weapon at monster of choice. Only available when character has missle weapon equipped and is in a non-hand to hand situation. [C] - Cast -- Character cast a combat spell. Only appears for spell casters. [U] - Use -- Character activates special power for an item in his possesion. [B] - Block -- Character increases his Armour Class for this round. For Advanced Players To speed up combat, hold down CTRL-A together. The character with combat iniative will: oAttack the monster is position A, if engaged in hand-to-hand combat. oShoot the monster in position A, if not in hand-to-hand. oBlock, if neither option is open. Battle Over Combat continues until one side is destroyed. If party wins, remember to search. GAME OVER If you wnat to interrupt the game, but save the experience points and other abilities gained by your characters during the most recent game session, you must take your party to the inn in one of the five towns and SIGN IN. ----------------------------------------------------------------------- Beginners Guide to Adventure THE WORLD The world is dved into five towns, underground caverns and dungeons, open terrain, rivers and seas, and mountainous areas. In general, the more dangerous the area is, the more treasure you can expect to find. Towns are important because they contain: o Shops where food, weapons, armour, and other equipment can be purchased. o Temples where sick or injured character may be healed. o Training grounds where characters may advance to higher experience levels, provided they have the required experience points. o Inns where characters must be taken for safe harbour at the end of each game session, if the game information is to be saved. Underground caverns and dungeons contain multiple levels, with the danger (and possible gains) increasing at each lower level. Mountains and bodies of water frequently offer only one route of passage, which may be heavily guarded by dangerous monsters. Avalanches may cause montain passes o shift, and spring torrents may flood river fords. SPELLS Only certain clases of characters may cast spells. There are 94 different spells, divided into CLERICAL and SORCEROR spells, with 7 SPELL LEVELS in each division. Characters who may cast clerical spells may not cast sorceror spells, and vice versa. The level of spell which a character may cast is determined by his experience level. When you first begin, concentrate on level one spells, since these are the only ones you may cast. All spells cost spell points. Higher level spells may also cost a number of magical GEMS. Gems must be found along the way. OK... well... this is the end of the docs.. Along with this file you should obtain these others... Might and Magic Clerical Spells Might and Magic Sorceror Spells Might and Magic Quick Spell List