* FRED SOFTWARE * PRESENTS: WARRIORS OF RAS VOLUME II KAIV SAVING/RESTORING GAMES & CHARACTERS TO SAVE A GAME IN PROGRESS, TYPE THE COMMAND SAVE. YOU WILL BE ASKED IF YOU WANT TO SAVE THE GAME (G) OR ONLY THE CHARACTER (C). YOU MIGHT WANT TO SAVE ONLY THE CHARACTER SO THAT IT COULD BE LOADED INTO ANOTHER WARRIOR OF RAS GAME, SUCH AS DUNZHIN OR WYLDE. CHOOSE A # FROM 1 TO 5: THAT IS THE NUMBER YOU WILL USE TO RESTORE THAT GAME OR CHARACTER. TO RESTORE, SIMPLY FOLLOW THE PROMPTS WHEN YOU BOOT THE DISK. BEGINNING THE ADVENTURE THE FIRST THING YOU WILL WANT TO DO IS (B)UY SUPPLIES. YOU START OUT WITH 2000 SILVER COINS (OR, IF PLAYING AN OLD CHARACTER, WHATEVER TREASURER YOU HAVE COLLECTED). FOR 1800 SILVER COINS YOU VAN BUY A "STANDARD PACK", WHICH CONSISTS OF A SUIT OF CHAIN MAIL, THREE ORDINARY SWORDS, 10 TORCHES, 15 MEALS WORTH OF FOOD AND WATER, A CROSS, A FLINT & STEEL, THREE ROPES, TWO DIRKS, A PICK AND A MIRROR. TO BUY THIS, ENTER A "@" INSTEAD OF AN ITEM NUMBER. THE (S)TASH AND (R)ETRIEVE COMMANDS ARE USED TO SAFELY STORE TREASURE. SINCE EVERY POUND YOU CARRY SLOWS YOU DOWN, IT IS IMPORTANT TO LEAVE BEHIND TREASURE THAT YOU DON'T NEED. (E)NTER THE KAIV, WHEN YOU ARE READY. THE OBJECT OF KAIV IS TO FIND A GREAT TREASURE, SOMEWHERE IN ITS FARTHEST REACHES. COMMANDS THE FOLLOWING COMMANDS ARE AVAILABLE. ALL CAN BE ABBREVIATED TO ONE LETTER, ALTHOUGH SOME WILL REQUIRE AN OBJECT OR A DIRECTION AS WELL. FOR A LIST OF THE ABBREVIATIONS, USE THE HELP (Q) COMMAND. AIM (A): ALLOWS YOU TO TAKE CAREFUL AIM AT YOUR OPPONENT. YOU MUST ALSO ENTER THE BODY PART THAT YOU ARE AIMING AT. YOU LOSE ONE BLOW TO TAKE AIM. BRIBE (K): OFFER SOME OF YOUR TREASURE TO YOUR OPPONENT, IN HOPES THAT IT WILL LET YOU PASS. YOU MUST KNOW HOW MUCH TREASURE YOU HAVE BEFORE YOU USE THIS COMMAND. CLIMB (C): CLIFFS (MARKED ON YOUR MAP) CAN BE CLIMBED USING THIS COMMAND. HAVING A ROPE INCREASED YOUR CHANCES, BUT YOU WILL LEAVE THE ROPE BEHIND IF YOU USE IT. DISUSE (V): STOPS THE EFFECT OF THE USE COMMAND (SEE BELOW). DRINK (D): USED TO DRINK WATER, WHEN YOU ARE THIRSTY, OR TO DRINK POTIONS, IF YOU DECIDE TO TRY THEIR EFFECTS. DROP (B): USED TO DROP ITEMS THAT YOU NO LONGER WANT. IF YOU WISH TO FIND IT AGAIN, YOU MUST REMEMBER WHERE YOU DROPPED IT. YOU CANNOT FIND ARMOR OR SHIELDS IF YOU DROP THEM. EAT (E): USED TO EAT FOOD, WHEN YOU ARE HUNGRY. EATING AND DRINKING ARE VITAL AND DAMAGE WILL RESULT IF YOU IGNORE HUNGER AND THIRST. EXTINGUISH (Y): PUTS OUT A LIT TORCH. A TORCH MUST BE OUT IF YOU WISH TO STORE IT IN YOUR PACK. FACTS (ESC): THIS SHOWS INFORMATION ABOUT YOUR CHARACTER, SUCH AS LEVEL, EXPERIENCE, AND TREASURE. MOST IM- PORTANTLY, IT LISTS YOUR VITAL SPOTS AND HOW MUCH DAMAGE THAT PART CAN TAKE. IF A PART OF YOUR BODY IS HIT FOR MORE DAMAGE THAN IT CAN HOLD, YOU WILL BE KILLED. FETCH (F): TRANSFERS AN ITEM FROM YOUR PACK TO YOUR HANDS. IF BOTH YOUR HANDS ARE FULL, YOU WILL HAVE TO PUT SOMETHING YOU ARE CARRYING IN YOUR PACK. FOOTSTEPS (NO ABBR): TURNS OFF THE SOUND YOU MAKE WHEN YOU WALK. FORCE (X): IF YOU USE THIS COMMAND, YOU WILL SWING WITH GREATER STRENGTH. HOWEVER, YOU WILL ALSO BE MORE LIKELY TO MISS YOUR TARGET COMPLETELY. GET (G): PICK UP AN ITEM FROM THE FLOOR OF THE KAIV. IT WILL PICK UP THE 1ST ITEM FOUND. IF THERE ARE SEVERAL OBJECTS, YOU WILL HAVE TO USE SEVERAL GET COMMANDS, OR YOU CAN USE THE NAME OF THE ITEM YOU DESIRE (SUCH AS GET SWORD). GET PUTS THE ITEM IN YOUR PACK. HELP (Q): LISTS ALL ABBREVIATIONS AND CHOICES OF TARGETS ON MONSTERS. HIDE (N): ALLOWS YOU TO HIDE FROM FOES. IF SEEN, YOUR FOE GETS A FREE SWING. HIT (H): FOR FIGHTING, IT ALLOWS YOU TO HIT ANY TARGET ON THE FOE, BUT YOU MUST SPECIFY WHICH TARGET. NOT ALL CREATURES HAVE ALL TARGETS - FOR EXAMPLE, FIGHTERS DON'T HAVE FORELEGS. INVENTORY (@): SHOWS ALL OF THE ITEMS YOU ARE CARRYING. LIGHT (L): LIGHTS A TORCH, IF YOU HAVE BOTH A TORCH AND A FLINT & STEEL. MOVE (M): FOR MOVEMENT. YOU MUST ALSO SPECIFY A DIRECTION (N, S, E, W). IF YOU WISH TO MOVE MORE THAN ONE STEP, ENTER THE # OF STEPS TO MOVE AS WELL. PICK (P): IF YOU HAVE A PICK, YOU CAN USE THIS TO DIG A PATH THROUGH A WALL. THIS IS USEFUL IN CASE OF A CAVE-IN. QUIT (NO ABBR): USED TO END THE GAME. NOTHING WILL BE REMEMBERED, UNLESS YOU USE THE SAVE COMMAND FIRST. REMOVE (O): TAKES OFF WORN ITEMS, SUCH AS ARMOR OR RINGS, AND STORES THEM IN YOUR PACK. IF YOU ARE WEARING MORE THAN ONE ITEM, YOU SHOULD SPECIFY WHICH YOU WISH TO REMOVE. RUN (R): USED TO ATTEMPT TO ESCAPE FROM A FOE. REGARDLESS OF WHETHER OR NOT IT WORKS, THE OPPONENT GETS A FREE STRIKE. SAVE (NO ABBR): ALLOWS YOU TO SAVE A GAME OR CHARACTER (SEE ABOVE). SOUND (NO ABBR): TURNS OFF ALL SOUND EFFECTS. STORE (S): PLACES AN OBJECT IN YOUR PACK. YOU MUST SPECIFY WHICH ITEM. SWAP (J): EXCHANGE THE CONTENTS OF YOUR RIGHT AND LEFT HANDS. USE (U): ACTIVATES MAGIC RINGS AND WANDS. SEE THE DESCRIPTION OF MAGICAL ITEMS, BELOW. WEAR (W): PUT ON ARMOR OR RINGS. TO SPEED UP THE PACE OF THE ADVENTURE, HIT THE RIGHT ARROW (-->) KEY. MAGICAL ITEMS ALL MAGIC ITEMS CAN BE INDICATED WITH THEIR FULL NAMES, SUCH AS WAND OF FIRE, OR ABBREVIATED, AS W O FIRE OR FIRE. RINGS: MUST BE WORN AND ACTIVATED. SOME WORK ONCE, OTHERS UNTIL YOU DISUSE THEM. WANDS: ALWAYS OFFENSIVE WEAPONS. A CREATURE MAY BE ABLE TO EVADE THE SPELL. SOME WANDS CAN BE USED ON INANIMATE OBJECTS, SUCH AS WALLS. POTIONS: MUST BE DRUNK. EACH HAS A CERTAIN TIME FOR WHICH IT IS EFFECT- IVE. YOU MAY NOT DRINK A SECOND UNTIL THE EFFECTS OF THE FIRST HAVE WORN OFF. HAZARDS TO AVOID A TRAP, HIT ANY KEY BEFORE THE TRAP IS FULLY SPRUNG, AND YOU MAY ESCAPE. POOLS: SHOWN ON THE MAP, BUT THERE IS NO WAY TO DETERMINE IF THEY ARE ACI D OR MERELY WATER. SLIMY FLOORS & PITS: NOT SHOWN ON THE MAP, AND POTENTIALLY HARMFUL. CLIFFS: MARKED ON THE MAP, THEY CAN BE CLIMBED, BUT YOU MAY FALL. ON THE OTHER HAND, IF YOU STEP OFF OF A CLIFF, SERIOUS DAMAGE WILL RESULT. CAVE-INS: IF YOU ARE TRAPPED BY A CAVE-IN, YOU CAN OFTEN PICK YOURSELF OUT. CAUTION IS ADVISED, BECAUSE YOU MAY UNDERMINE THE ENTIRE STRUCTURE OF THE KAIV! WINDS: WILL MERELY BLOW OUT YOUR TORCH, WHICH CAN BE EASILY RE-LIT WITH A FLINT & STEEL. THE GHOST: OCCASIONALLY, YOU MAY HEAR A GHOSTLY VOICE SAY "GO AWAY!" YOU WILL BE TELEPORTED TO ANOTHER PART OF THE KAIV. THE LADY: YOUR LUCK CAN TURN BAD OR BE IMPROVED AT THE WHIM OF THIS VOICE, WHO WILL TELL YOU IF SHE LIKES OR DISLIKES YOU. MAGIC CREATURES: SOME OF THE FOES YOU ENCOUNTER WILL HAVE THE ABILITY TO PARALYZE YOU, TURN YOU TO STONE, OR DRAIN EXPERIENCE LEVELS. IF YOU SEE THE WORD "SAVE" WHEN FIGHTING ONE OF THESE CREATURES, YOU MUST HIT A KEY AND HOPE FOR THE BEST. DENIZENS OF THE KAIV: THIS IS A LIST OF THE CREATURES THAT YOU MAY ENCOUNTER. THEY ARE LISTED ROUGHLY IN ORDER OF THE LEAST TO THE MOST POWERFUL. GHOULS: NOT VERY POWERFUL, BUT THEY CAN PARALYZE. ZOMBIES: QUITE WEAK IN SOME PLACES, BUT OTHER PARTS OF THEIR BODIES CAN ABSORB GREAT PUNISHMENT. THEY ARE ALSO SLOW. WOLVES: OFTEN APPEARS IN PACKS. SKELETONS: DANGEROUS FIGHTERS, BUT WITH BRITTLE BONES. FIGHTERS: MALICIOUS BANDITS & RUFFIANS. DWARVES: DISLIKE HUMANS. THEY CARRY AXES AND WEAR LEATHER ARMOR. ELVES: QUICK MOVING AND GOOD SWORDSMEN, AND ALSO CRAFTY BARGAINERS. LIONS: FAST AND POWERFUL. HARPIES: CAN PARALYZE VICTIMS WITH ITS SCREECH, BUT NOT A POWERFUL FIGHTER. GARGOYLES:CAN PARALYZE, AND HAVE A THICK, LEATHERY HIDE. OGRES: STUPID, BUT VERY DANGEROUS. WARRIORS: WEARING HAUBERKS AND CHAIN MAIL HELMS, AND CARRYING FINE SWORDS, THEY ARE LESS TREACHEROUS THAN THE FIGHTERS, BUT THEY TAKE WHAT THEY WISH. GOBLINS: CARRY MACES AND WEAR LEATHER ARMOR. COCKATRICES: CAN TURN TO STONE THOSE WHO FEEL THEIR BREATH OR BITE. DIREWOLVES: FAST AND DEADLY. GORGONS: CAN TURN YOU TO STONE, BUT CAN BE AVOIDED IF YOU HAVE A MIRROR. GRIFFONS: HUGE AND VERY DEADLY. WYVERNS: SIMILAR TO DRAGONS, BUT NOT AS CRAFTY. IT HAS HARD SCALES FOR ARMOR. LORDS: MAGNIFICENT FIGHTERS, ARMED WITH LEGENDARY SWORDS AND WEARING PLATEMAIL AND WAR HELMETS. TROLLS: TOUGH ARMOR. THEY HATE ALL NON-TROLLS. MANTICORAS: EXTREMELY QUICK, WITH DELICATE WINGS. CAVEBEARS: ALWAYS HUNGRY. WRAITHS: CAN DRAIN ONE EXPERIENCE LEVEL VAMPIRES: CAN DRAIN TWO LEVELS, AND FEAR NOTHING BUT THE CROSS. MAGICAL ITEMS & THEIR EFFECTS: P/FIGHT: INCREASES ATTACK VALUE BY 4 P/HASTE: INCREASES YOUR MOVEMENT P/HEALTH: HEALS ALL WOUNDS INSTANTLY P/HIDING: MAKES YOU INVISIBLE P/IRONSKIN: INCREASES PROTECTION BY 4 P/STRENGTH: DOUBLES DAMAGE DONE P/SUPER-FIGHT: INCREASES ATTACK BY 8 P/ETHEREALNESS: MOVE THROUGH WALLS R/SHIELD I: MAGIC PROTECTION OF 2 PTS R/SHIELD II: R/SHIELD III: R/FIREBALLS: BLOWS UP THINGS R/INVISIBILITY: MAKES YOU INVISIBLE R/TELEPORTATION: MOVE TO RANDOM PLACE R/HEALING: SPEEDS UP NATURAL HEALING R/LIGHT: GIVES LIGHT WITHOUT A TORCH W/COLD: FREEZES THINGS HARD W/FEAR: CAUSE VICTIMS TO RUN IN PANIC W/FIRE: BLOWS UP THINGS W/LIGHTNING: ZAPS OPPONENTS W/PARALYZATION: TURN FOES TO STATUES W/WITHERING: YEECH! -------------------------------------- SOFTDOCS WRITTEN BY SAUL OF FRED THANKS TO THE LITERATE PIRATE * FRED SOFTWARE - JANUARY 1984