INTRODUCTION FALLTHRU: A COMPUTER SIMULATED ADVENTURE Version 2.00 ------------------------------------------- This is user supported software. If you enjoy the game please register by sending $10.00 (along with version number) to: Paul H. Deal P.O.B. 1398 Moriarty, N.M. 87035 Registered owners are entitled to a strategy document (described below) ------------------------------------------- GENERAL INFORMATION Fallthru includes the following files: Group I FALLTHRU.EXE - Main program file. VPET.EXE - Menu program from which program files may be run. GO.BAT - Batch file permitting GO command to call VPET.EXE. SSS.SSS - SSS files are used to save the current game posi- SSS.SSL tion for continuation at a later playing session or for the RESTORE function during game operation. Group II FALLTHRU.OVR - Overlay file required by the main program. INTRO.TXT - Introductory instructions(ASCII format). COMLIST.TXT - Brief list of commands(ASCII format). INFO1.FT2 - Information file used by main program. INFO2.FT2 - Information file used by main program. PAMPHLET.TXT - Information file used by main program(ASCII format). VIEWDOC.EXE - Browse program for viewing ASCII files. PRNDOC.EXE - Print program to print ASCII files. Fallthru is programmed to run on an IBM-PC or compatible running MS-DOS 2.1 or higher. If your system uses two 360K floppy diskettes, the Group I files should be placed together on the diskette in drive A, the Group II files together on a diskette in drive B. If a hard drive or high capacity floppy drive is available, all the files in both groups should be placed together in a common directory. Approximately 300K of RAM should be available to play the game. If enough RAM is available for a virtual disk, placing the group II files on the virtual disk will significantly improve performance and reduce disk accesses. The virtual disk should carry drive designation B, C, or D. STRATEGY DOCUMENT For registered owners a strategy document is available. In this document a more detailed description of Faland can be found along with hints for solving many of the riddles, puzzles, and challenges in the game. There are an almost unlimited number of possible solutions and it should prove most interesting to attempt the game first, without resort to the hints. This game is intended for the serious player, but no previous experience is necessary. Playing time can be MANY hours. Note, also, that each time a new game is started many of its elements will differ from any previous games! Whether or not you are a registered owner, your comments would be appreciated. They may be sent to the address at the beginning of this document. Thank you for trying this software and best wishes for a successful journey through Faland. INSTRUCTIONS The goal of Fallthru is to find your way 'home'. A competition may be agreed upon by players in advance, with possible objectives being to see who gets home first or who acquires the most wealth or the greatest 'strength'. But the game is principally intended to be cooperative. Each player may seek different sub goals which can assist all in getting home. There is no formal scoring because the accumulation of 'points' would be largely meaningless in the context of the simulation. However, if a player is 'killed' and elects to continue with a new life, the number of 'lives' used is recorded and displayed at the end of the game. This number can serve as an informal score with the object being to keep this number as low as possible. The use of the 'REDO' or 'RESTORE' commands during play will also have the effect of using a 'life'. It should be noted that if more than one player is involved, the use of 'RESTORE' will cause all players to return to the last saved position. As a consequence, the circumstances under which the command 'RESTORE' is permitted must be agreed upon by all players. The total cumulative playing time for each player is also recorded and displayed at the end of the game. In Fallthru, information is presented in the form of text messages. The player reads the message and responds by typing an appropriate command. Commands are in English and, for the most part, are intuitive. A complete list of all commands and how they are used is available by typing 'help' or 'p' at any time. Items which are carried 'in hand' during play are considered to be on the player's immediate person as opposed to being in a pack, sack or other container. When an item is 'in hand' it is either in use or immediately useable. For example, armor in hand is being worn and the strongest weapon in hand will automatically be used in a fight. Note the following special commands: SAVE: saves the current game position to disk (the game can be restarted from the saved position at any time). QUIT or Q: quits the game (call SAVE first if you wish to continue the game at a later time). PQ: when there is more than one player this command allows a player to quit the game without affecting the other players (the player will not be able to return to the game at a later time). PI: where there is more than one player this command allows a player to become inactive (the player can return to the game at a later time). RESTORE: allows restarting the game from the most recently saved position without first quitting (affects position of all players). REDO: allows redoing the current turn (affects only the current player). During game operation this display appears at the top of the screen: ---------------------------------------------------------------------- Someone: OD 4.2s DAYLIGHT 3:00 DAY 12:MORNING STATUS hunger: 7 thirst: 6 fatique: 5 injury: 8 wild ---------------------------------------------------------------------- The upper left corner shows the current player. OD is an odometer showing the direction and distance moved since the last reset or change of direction. The rest of line one gives the ambient light conditions, time, and number of Faland days since the game started. Commands are entered on the second line. Below the command line, on the left, is the status display. Values of eight are nominal; values above four are safe; below four the player needs to take appropriate action. To the right of the status display certain flags appear when appropriate. These are, for the most part, self explanatory. For example, 'wild' indicates that the player is in a wilderness area. Below the display the rest of the screen is used for general messages. To play successfully, you will need to gather much information. Make a map and keep track of your location at all times. Use the 'info' command liberally, especially early in the game. It provides details on many aspects of Faland. Use the 'hello' command (a single word command) to speak to peasants, storekeepers, warriors, etc. as often as possible. Always read signs and notices. And now, let the game begin! GOOD LUCK!