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|A |6Fun 'n Games |A ^1Moraff's Revenge^0 |Aͺ |6Fun 'n Games |A
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^Cby
^CSteve Moraff

     Like life itself,  this game has no single simple objective.  It could be
said that survival is the objective, but even that is not always the case.  More
often than not,  you will set out on an expedition  with the intent to reach a
certain level of the dungeon  and then return to the town.  This would be the
object for that expedition.  Perhaps when you are  level-drained by a wraith, 
you will set out on a wraith killing mission.  That is an objective.
     Experience makes a character more powerful.  This means more spells points,
more health  points,  and other good things.  The quest for  experience is a key
part of this game.  Experience is  obtained by killing monsters,  but only takes
effect after you stay at an Inn.
     The game involves a process of equipping, fighting, exploring, and healing.
New characters have only a knife and no money, so equipping is not yet possible.
A good  start is to find  the stairs  down and go kill  some monsters  (piece of
cake!).  Then,  with the treasure you find,  you might be able to buy a cure, or
maybe even a sword or some armor.
     You must keep an eye on your health points.  When your  Health Points  drop
below  zero,  your  character dies,  and that  doesn't  feel good.  Each  time a
monster hits you,  your health points will go down.  There are several ways that
you can regain your health points:

   Get a cure or a heal at the temple   (Expensive)
   Throw a cure or a heal on yourself   (Wizards or very experienced fighters)
   Stay at an Inn                       (Very slow healing)
   Find rings of regeneration           (Great if you can find one)

A typical expedition goes as follows:

   1) Enter the Dungeon and kill monsters.
   2) Leave the Dungeon and cash in treasure at the bank.
   3) Sleep  at an inn to regain  spell points  and see if  your character 
      becomes higher  level  (you must have about 250 experience  points to 
      become 1'st level).
   4) Get cured at the temple.
   5) Buy new weapons with any extra money.
   6) Go back in and try out your new stuff on some more powerful monsters.

     The most exciting goal is to find the fountain of youth on the 70'th level.
This  fountain  will  regenerate  your character,  allowing  him to become  more
powerful than ever before.  Reaching  the fountain  will be no easy task and may
take months of play. But if you are very clever, you will find a way.

^1The Maps^0

     The mapping  system of this  game is perhaps  its greatest feature.  On the
right  side  of  the  screen  we  have a  three-dimensional  view  of  all  four
directions;  forward, left, right, and behind.  Monsters become visible far down
the corridor, giving you the opportunity to run away from them before they reach
you.  Monsters can not attack until they reach you.  When a monster reaches you,
it will appear in the space between the 3-D images. The name of the monster will
be  printed  at the top of the screen,  along  with its  health points  and your
health points.
     The map on the left side represents hours worth of mapping that is all done
automatically.  Here is a key to the map:

   The arrow.............Represents your position and the direction
                         you are facing.
   Straight line.........Represents wall.
   Small break in line...Represents door.
   No line...............Represents opening.
   Hollow square.........Ladder going up.
   Filled square.........Ladder going down.
   Circle................Chute.
   Letters...............Temples, Stores, Banks, Inns, Wizard's guild.

     The computer remembers where each  character has been in the giant 70 level
dungeon, so that only the squares you visit are mapped.

^1Movement^0

     You will often need to run away from monsters.  It is almost impossible for
ANY character to kill a 65'th level ghost.  You should  learn to use the 3-D map
to avoid certain monsters when you see them down the corridors.
     There is a faster, more convenient way to move around the dungeon using the
flat map on the left hand side of the screen. To switch between the two types of
movement, hit the <Esc> key.

^1The Town^0

     The top level of the  dungeon is the town.  It is the  starting  and ending
point for most expeditions.  There are several places of interest in the town:

   The Bank:            You must  visit the bank  after your expeditions to
                        change your coins and treasure into money.  Depositing
                        money in the bank is wise if you sleep in cheap
                        accomodations.

   The Temple:          This is the  place to get  cured.  It is best to  always
                        have full health points when adventuring in the dungeon,
                        so frequent visits to the temple are a wise idea. 
                        Wizards can often cure themselves.

   The Inns:            There are several Inns, and you get what you pay for. 
                        Staying at an Inn will heal a small amount of damage,
                        restore all spell points, and will allow you to absorb
                        experience.  This is important  because more experience
                        often means higher levels and much greater power and
                        capabilities.

   The Stores:          The stores sell armor and weapons at rather outrageous
                        prices, but they seem to have a monopoly around here.

   The Wizard's Guild:  A place to get information on spells and magic items. 
                        They also charge  rather large  amounts of money for
                        their  services,  but it is well worth it in the long
                        run to know what these items and spells do.

     You can cast  preparation  spells in the town,  and you can use  some magic
items as well. Many spells and magical effects wear off when you enter the town.
There are no monsters in the town, so many spells and effects are not needed.

^1Player Statistics^0

     The following numbers represent your character's status and capabilities:

   Strength:       Useful for opening doors, increases chance of hitting
                   monsters and damage done to monsters.

   Intelligence:   Determines number of spell points player receives.

   Wisdom:         Also determines spell points.

   Health:         Determines health points.

   Agility:        Can effect  likelihood of dodging attacks,  and may allow
                   you to take  multiple  strikes  at monsters.  Also  effects
                   chances of running away from monsters.

   Laziness:       Wastes some of the limited points that could be part of other
                   important characteristics and serves no purpose whatsoever.

   Health Points:  The amount of damage that you can take before dying. This
                   number goes up (usually) each time you gain an experience
                   level.

   Spell Points:   Spells takes one  spell point for each level of the  spell
                   cast.  Spell points can be regained only by  sleeping  at an
                   Inn or using a spell point scroll.

   Player level:   Perhaps the most important number, player level has an
                   effect on almost everything.

   Player Weight:  Increases as you accumulate treasure.  High player
                   weight causes sluggishness while fighting and running.

   Pocket Money:   Cash on hand.  Treasure and  coins do not appear as pocket
                   money until you visit the bank and the treasure is cashed in.

   Experience:     Represents experience absorbed to date.  Experience is gained
                   every time you kill a monster.  However,  it is only absorbed
                   when you stay at an Inn.

   Money in Bank:  Total savings of the character.

^1Spells and Magic Items^0

     Spells are an important  part of this game for both  fighters and  wizards.
To be able to  cast a spell,  you must first find that  spell book.  Spell books
are found as  treasure when  you kill  monsters.  The deeper in the  dungeon you
are, the more powerful the spell tends to be.  Once you have found a spell book,
you possess that spell forever.
     Casting  spells  requires  spell points.  First level spells  use one spell
point, second level spells use two points,  third level spells use three points,
etc. As you become higher level, your spell points will increase.  After you use
up some  spell points,  you may  stay at an Inn to  restore  them to their  full
amount.
     To find out what spell books you have you can type `C' for Cast spells, and
then type the level of the spell you want to examine. Note that  there are  two
types  of spells.  There are  attack  spells  and preparatory  spells.  Attack
spells can only be cast when you are being attacked by a  monster  (it is in
the middle of the  3-D image).  Preparatory  spells can only be cast while you
are not being attacked. Thus if you find an attack spell, you will have to wait
until you are in combat to find out what it does.
     Magic items also are divided into attack items and preparatory items.  You
can, however, examine all of your magic items by hitting `M'.  You can find out
what these spells and magic items do by paying a visit to the Wizard's guild.

^1Pills and Wands^0

     Pills and wands come in various  colors.  There is no way to determine what
each of these items does until you use it.  Once you know what each colored
item does, it will not change so you should write it down. Pills  will 
generally  affect  characteristics,  while wands will do other things. Pills
can only be found by killing level-drainers, while wands can be found by
killing level drainers or other special monsters like Invaders.

^1Rings, Weapons, and Armor^0

Ring of Health - Heals one health point per step.

   + ? Ring - Improves armor protection.
   + ? Mace, Sword - Hits more often, does more damage.
   + ? Magic Armor - Harder to hit.

Magical  weapons  and armor  replace  existing  weapons and armor automatically.
     Wands and pills must be used to find out what they do.


^1Survival Tips^0

1) The deeper into the dungeon you go,  the more dangerous  the monsters become.
     However, you get far more experience for killing powerful monsters. A fifth
     level troll may be worth 10 or 15 first level skeletons.

2) Make your expeditions short at first. Don't stay down until you have only one
     health point, as it is not always so easy to get back out of the dungeon.

3) Wizards  are much more difficult to play than fighters.  However,  high level
     wizards are more powerful than high level fighters can ever be. It's almost
     impossible to reach the Fountain of Youth on level 70 with a fighter.

4) If you  are a  fighter,  buy a  mace as soon as  possible. Money will be very
     tight until you become 7'th level or so.

5) The Flea Bag Inn is nice and cheap, but look at the price of a cure disease.

6) Armored creatures like ants,  ticks,  and fighters,  are more dificult to hit
     than other creatures. You may want to avoid them when you see them down the
     corridor.

7) Monsters  that chase  you around the  dungeon do not have as much treasure as
     the monsters that stand their ground and wait for you to attack.

8) Undead monsters give a lot of extra experience. However, fighters may find it
     almost impossible to kill these creatures.

9) Some treasure is not valuable, and will simply weigh you down.  The following
     is a list of the exchange rate for coins (all treasure must be cashed in at
     the bank):

                       100 COPPER PIECES = 1 JEWEL PIECE
                       10  SILVER PIECES = 1 JEWEL PIECE
                       2    IVORY PIECES = 1 JEWEL PIECE
                       1     GOLD PIECE  = 1 JEWEL PIECE
                       1 PLATINUM PIECE  = 6 JEWEL PIECES
                       1  JEWELRY PIECE  = 1 JEWEL PIECE 

10) Try to take  advantage  of all of the shops and things that are in the town.
     They are all important to the survival of your character.

^1FIGHTING OPTIONS^0

   ^1S^0word--------Good against most monsters, especially soft skinned ones.
   ^1M^0ace---------Good against most monsters, especially hard skinned ones.
   ^1K^0nife--------Not very good, but it's the only weapon wizards can use.
   ^1F^0ist---------What can you do when you're broke and someone stole your weapons?
   ^1I^0tem---------Allows you to use magic items while fighting.
   ^1C^0ast spell---Allows you to cast spells while fighting.
   ^1P^0ause--------Stops all  activity.  However,  some  effects of magic may wear off
                while the game is paused.
   ^1T^0ake pill----Allows you to take any pills you have found.
   ^1W^0and---------Lets you use any wand you have found.
   ^1ESC^0----------Switches between movement modes.

     Monsters  only  strike at you when  they are in the space  between the  3-D
images.  You may  continue to move  while you are being attacked,  but monsters
will strike at you  while you run away.  Note that you can only  move one
square at a time while you are running away.

^1ADDITIONAL KEYBOARD OPTIONS^0

   ^1V^0iew Stats--------Displays vital statistics of your character.
   ^1M^0agic-------------Displays magic items possessed by you.
   ^1Q^0uit--------------Saves all data and ends game.
   ^1A^0bandon Treasure--Allows you to drop all coins, reducing player weight.
   ^1E^0nter delay-------Delays printing so that you may enter many movement
                     commands.
   ^1@^0,^1#^0---------------Changes color of foreground, background.
   ^1O^0-----------------Turns sound on/off.
   ^1ESC^0---------------Switches between movement modes.

   To run this program outside Big Blue Disk, type ^1Begin^0.

^1NOTE:^0 Due to the number of files needed to run this game we have included a
batch file that will copy the game to another disk for you.  Place disk #2 in
the A: drive, make A: the default drive, and type ^1COPYIT {dest}^0 where {dest} is
the destination drive to place MORAFF'S REVENGE game files.

DISK FILES THIS PROGRAM USES:
   BRUN30.EXE         README              H1.OVL              H4.OVL
   H5.OVL             H8.OVL              H6.OVL              H7.OVL
   H3.OVL             H2.OVL              REVIEW.1            REVIEW.2
   REVIEW.3           REVIEW.4            REVIEW.5            REVIEW.6
   CHCHAR.EXE         1.EXE               BEGIN.EXE           F9.EXE
   F8.EXE             F5.COM              F1.COM              F2.COM
   F7.COM             F6.COM              3A.NUM              1.NUM
   2.NUM              3.NUM               4.NUM               5.NUM
   6.NUM              7.NUM               4A.NUM              6A.NUM
   5A.NUM             1.BIN               NAME                DUNSMALL.EXE
