ever switch. When on the switch cell, the gate switch can be operated (SEE The Upper Panel). 0NE-WAY ROUTES: A cell with a ramp on one side and a 'cliff-face' on the other side denotes a one-way route. Normally players can only go up the ramp and down the 'cliff', not the other way. Certain objects provide the ability to scale the 'cliff' obstacle. (SEE About Objects) DARK CELLS: Some cells can be dark: they are shown as dark blue, and no information is provided to the player about them. Most dark cells have a switch available somewhere on the game map which will illuminate the cell with light. The switches are on corners showing a graphic of a lever switch, identical to those for gates. When on the switch cell, the light switch can be operated. (SEE The Upper Panel) Some objects also provide the ability to see in the dark. (SEE About Objects)" About You "You are wonderful. You are a very complicated being, and have many qualities which effect the outcome of the game. The major attributes about the player are as follows: #ENERGY This is the amount of energy possessed by the player. It decrements by a small amount for each cell moved. It decrements rapidly in hazard areas, and by varying amounts when fighting characters. #ENERGY may be restored by using appropriate objects, eg food restores Stamina. #SKILL This is ability of the player to fight successfully. The #SKILL level of the player will mainly depend upon the use of objects which have an effect on this attribute. #WILLPOWER This is the ability of the player to bargain for selling and buying. The more #WILLPOWER, the lower the price at which you can obtain objects from other characters, and the higher the price you can sell at. #LUCK This attribute has two effects: The lower your #LUCK, the more likely the chance that another character will take pity on you and give you an object. An element of #LUCK is consumed to determine the outcome of fights, so the higher your #LUCK the greater the chance of winning fights. #TORCH-LIFE This is the amount of life in any object defined to light dark areas (eg a torch). Other objects may be available to replinish this life (eg Batteries, Fuel). Players also possess the attributes of Sight and hearing. These both start as normal in all games, but can be improved or worsened as follows: SIGHT Infra-Red: Player can see in the dark and see invisible objects. Blind: Player can see nothing. HEARING Ultra-sonic: Has acute hearing - can hear characters in adjacent cells. Deaf: Can hear nothing - no sound effects. The player can also possess objects which have been picked up, taken, given, or bought. These objects can be used as required: some when used are worn on the player and have a continuous effect whilst worn. (SEE About Objects)" About Objects "Objects are things which can be used in the game such as weapons, food, money, etc. An object may either be located on the ground, with the player, or on a character. If on the ground they will be evident to the player on the Upper Panel. These may be picked-up. (SEE The Upper Panel) If the player holds an object they may use it (which may involve wearing it if the object is so defined), drop it or sell it. If the player is wearing an object it can be dropped. (SEE The Lower Panel) If a character holds an object the player is informed through the Upper Panel display when both are on the same square. The player may attempt to buy it or take it; they may or may not comply depending on the nature of the character. (SEE The Upper Panel) Objects may have one, many or even no qualities (ie they could be useless red herrings!). These qualities may be combinations of: OPENS GATES: The object is a key. It is either a key for a specific, or a master key which may opens gates. INVISIBILITY: Objects might be invisible and can only be seen with infra-red vision. CLIMBS OBSTACLES: Object may be able to be used to help climb obstacles - ie, go the 'wrong' way through a one-way route. PROTECTS FROM HAZARD: Some objects protect against invisible hazards (eg gas mask, radiation suit, magic shield) LIGHTS DARK AREAS: An object may be a torch or similar device. This is a special device in that it is controlled by the Player's #TORCH-LIFE attribute: no #TORCH-LIFE and it will not work. WORN OBJECTS: Some objects can be worn and their effect endures whilst worn. This effect may either be applied on every move, or its effect is applied when it is put on and stopped when removed. FIXED OBJECTS: Some objects cannot be moved from their defined cell. The player can 'take it' so that they can use it, but they then become fixed until they drop it. MONEY: Some objects are money. Money is a special object, in that the player only ever holds one object of money. Any other items of money found along the way are added to their cumulative money amount. MONETARY VALUE: The basic value of the object in money. Characters may not necessarily buy or sell for this price, but it gives a guide to the value. NUMBER OF USAGES: Objects have a limited number of usages before they break, are consumed or disappear, from 1 to 1000. USE ONLY WHEN OTHER OBJECTS ARE HELD: Some objects can only be used if another object is held. For example, the torch batteries cannot be used to recharge the torch unless the torch is held. A tin of food may need a tin opener. A floppy disk needs a computer to work and vice versa. An object may have a number of effects on the Player's attributes of #ENERGY #SKILL #WILLPOWER #LUCK #TORCHLIFE, Sight and Hearing. Their effect is: EITHER a consumptive effect on each use, ie, every time the object is used the effect is applied. A typical object of this nature would be a package of food: 1 pack of 3 sandwiches would have a consumptive effect on each of 3 usages. OR, the effect is reversed after use. Whilst the object is in use the player's attribute(s) is/are effected: when usage ceases the effect is reversed. A typical object would be weapon such as a a sword which only increased skill whilst it was being used. This effect varies in both value and direction: ie, the value of a player's attribute may either be increased or decreased as a result of using an object. Finally, the object may have an effect on sight and/or hearing, or no effect. (SEE About You)" About Characters "'Living' and normally mobile characters that are either beneficial or harmful to the player are found in the game. Each animated character has its own personality and behave in a different way. Their behaviour is defined in a number of areas: MOBILITY MONEY 'LIFE' ATTRIBUTES ENCOUNTER BEHAVIOUR MOBILITY: Their mobility will vary as follows: DARK AREAS: Some characters are not afraid of the dark and will enter dark areas whether or not the lights are on - other characters will only enter dark areas where the lights are switched on. INVISIBLE HAZARDS: Some characters are impervious to the effects of invisible hazards and will enter them and survive. JUMPS: Some characters can go through jumps, others treat them as dead ends. SWITCHED GATES: Some characters can go through switched gates whether they are open or closed - others can only pass through open gates. LOCKED GATES: Some characters can go through locked gates. ONE-WAY OBSTACLES: Some characters can climb the obstacles presented by One-Way routes. RANDOM WANDERING: Some characters wander randomly during the game. FOLLOWS PLAYERS: Some characters will follow the player once they have been on the same cell as a player, within other limitations on their movement. Some characters may not move at all. MONEY Characters do not hold money objects but they hold money as a separate entity. (BUT, when they die, the money is deposited on the ground as an object) LIFE ATTRIBUTES The character possesses the same life attributes as a player, namely: #ENERGY #SKILL #WILLPOWER #LUCK These are used, in comparison with the player's attributes, to determine the outcome of encounters between characters and the player. SIGHT: A character's sight is either: Blind: They will not see a player, and will only respond if the player interacts with them. OR, Normal: They will behave normally. OR, Infra-red: They can see in the dark. ENCOUNTER BEHAVIOUR Different characters will interact differently with the player in encounters on the same cell: PLAYER ATTACKS: If the player attacks a character, all will defend themselves. Some will then fight back, but others will offer to sell or give an object away as appeasement. PLAYER TRADING REQUESTS: Some characters may respond favourably to a player demand to buy (or exceptionally take) an object, or if the player is selling an object. UNSOLICITED ATTACKS: Some characters may attack without provocation, especially if the player's #SKILL is low. UNSOLICITED SELLING: Some characters may attempt to sell items unsolicited, especially if the player's #WILLPOWER is low. UNSOLICITED GIVING: Some characters may attempt to give items unsolicited, especially if the player's #LUCK is low. A player is notified of the presence of characters in the Upper Panel: (SEE The Upper Panel)" The Upper Panel "The upper panel provides FUNCTIONS to: Operate Switches. Read more information about cells. Functions controlling objects and characters are covered on other help screens. (SEE Object Transactions) (SEE Character Encounters) The upper panel also includes DISPLAYS of: A limited area of the Game Map. The objects located nearby. The characters located nearby. The objects held by nearby characters. These displays and functions are described in more detail below. GAME MAP: In the centre of the Upper Panel is displayed a game map, of an area of 5 by 5 cells. The current cell is always the central cell. Only cells which the player has previously been on, or are immediately adjacent, can be seen. For the present cell and immediately adjacent cells a verbal description is shown in the displays on the right of the panel. A larger game map area can be displayed if desired: (SEE Other Menu Functions) For information on the symbols used on the game map: (SEE About the Game Area