                                        
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 
   English translation of Phalsberg.    
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  Commodore 64 Game Instruction Guide   
                                        
              PHALSBERG                 
              ---------                 
      (c) ERE Informatique 1986.        
                                        
                                        
                                        
                                        
                                        
Date : August,22 2009.                  
                                        

1.  GETTING STARTED                     
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System Requirements :                   
                                        
A Commodore 64, SX64 or C128.           
A 1541 disk drive.                      
                                        
If you use a C128, before launching game
type the following commands :           
                                        
GO 64                                   
OPEN 15,8,15,"U0>M0":CLOSE 15           
                                        
  Loading the game :                    
                                        
Remove all carts and Ram Expansions.    
Plug the joystick into PORT 2           
                                        
Turn on the computer, and disk drive.   
Insert game disk with the label side up.
                                        
Type :                                  
                                        
LOAD "*",8,1 and press RETURN.          
                                        

After few seconds, an opening screen    
gives you the choice to create a new    
character for a new game or to load a   
saved game.                             
                                        
Type Y to create a new character (or if 
you play the game for the very first    
time).                                  
                                        
Type N to load a previous game.         
                                        
The game disk contains five preselected 
characters ready to use for a new game. 
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

2.   PLAYING THE GAME                   
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2.1 ABOUT PHALSBERG                     
                                        
The little planet KALVOR composed of two
continents : PRIMATERRA and KALIMATER,  
were in a peacefull harmony under the   
reign of the wise King PHILOXAL.        
At the end of the third Kalvorian       
millennium, the infamous BLACKSTAR      
leader of the pretorian legions         
captured PHILOXAL and set himself up as 
the almighty Master of KALVOR.          
                                        
Helped by mercenaries, he succeed in    
getting hold of the royal symbols and   
spread them through the whole continent.
                                        
Your quest is to find them again:       
                                        
-THE HOLY CROWN.                        
-THE SCARAB OF THE ANCIENT CITY.        
-THE GOLDEN SCEPTRE.                    
                                        
                                        

At the beginning of the game you are    
near PHALSBERG -a town amongst others in
PRIMATERRA- on one of the continents of 
KALVOR.                                 
You don't carry any weapon or food.     
                                        
After finding the royal symbols again   
you will have to :                      
                                        
- FIND PHILOXAL AND RESTABLISH          
  HARMONY WITHIN KALVOR.                
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

3.   NEW CHARACTER CREATION MENU        
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When the opening picture starts to blink
it asks you :                           
                                        
             NEW CHARACTER ?            
                                        
Answer by pressing the Y key and wait   
until the end of the loading process.   
Make sure to plug in the joystick in    
PORT #2.                                
                                        
When the message :                      
                                        
         INSERT CHARACTER DISK          
            AND PRESS FIRE              
                                        
is displayed on screen : Insert your own
disk (a formatted disk or not) and press
fire button.                            
                                        
                                        
The following panel is displayed on     
screen :                                
                                        

           CHARACTER GENERATOR          
                                        
                                 c1  c2 
--------------------------------------- 
!* A Constitution               !   !  !
!* B Life Points                !   !  !
!  C Energy Points   (A*B)      !   !  !
!  D Strength                   !   !  !
!  E Defence                    !   !  !
!  F Reflexes / Dexter.         !   !  !
!* G Intelligence               !   !  !
!* H Beauty                     !   !  !
!  I Charisma        (G+H)      !   !  !
!  J Money                      !   !  !
!  K Experience Points          !   !  !
--------------------------------------- 
                                        
  c1 = first rolled dice.               
  c2 = adjustement.                     
  *  = minor skills.                    
                                        
This board shows all attributes of the  
character that we'll see more in detail 
as follows.                             
                                        

3.1 ATTRIBUTES AND SKILLS               
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Six main skills and four minor (tagged  
by a *) define the character's profile. 
                                        
                                        
The six main skills are :               
                                        
- Energy Points                         
- Strength                              
- Defence                               
- Reflexes/Dexterity                    
- Charisma                              
- Experience                            
                                        
The 4 minor skills are :                
                                        
- Constitution                          
- Life Points                           
- Intelligence                          
- Beauty                                
                                        
                                        
                                        
                                        

 1) ENERGY POINTS:                      
                                        
The value (max 255) shows the energy    
condition of the character.             
It decreases :                          
                                        
- When moving on map.                   
- When more objects are carried.        
- During combat.                        
                                        
When it reaches 0, the character is dead
                                        
 2) STRENGTH :                          
                                        
The higher this value is (max.255), the 
better you'll perform :                 
                                        
- At Combat.                            
- At Spell's cast.                      
                                        
The strength have a direct correlation  
with Energy. The lower your Energy, the 
faster your Strength decreases. When    
the Strength reaches zero, the          
inflicted damages will also be zero.    

 3) DEFENCE:                            
                                        
Defence attribute (max value 9999)      
allows to reduce the enemy's attack     
efficiency during combat.               
                                        
 4) REFLEXES AND DEXTERITY :            
                                        
They affect three abilities :           
                                        
- Being the first one to attack.        
- Run away (from an encounter).         
- Stealing  (pick pockets)              
                                        
   (Max value 9999).                    
                                        
 5) CHARISMA :                          
                                        
Charisma attribute  (max value 9999)    
lets you know how a character is        
persuasive when :                       
                                        
- You meet someone  (Affects his        
  behaviour).                           
- You speak with someone.               

 6) EXPERIENCE POINTS :                 
                                        
They can either be distributed to       
attributes during character's creation  
or been set aside in order to be reused 
during phases of learning.              
                                        
Extra Experience points can be obtained 
during game by killing other characters.
                                        
                                        
Life Points = Experience Points of a    
killed character (max 9999).            
                                        
 A) INTELLIGENCE :                      
                                        
How well and how many languages a       
character is able to understand (see 7.2
DIALOGUES).                             
                                        
 B) BEAUTY :                            
                                        
Coupled to the intelligence attribute.  
It enables to calculate your CHARISMA   
value.                                  

 C) CONSTITUTION AND LIFE POINTS :      
                                        
Used to calculate the Energy value.     
                                        
 MONEY :                                
                                        
The Dauris is the Kalvorian's unit of   
currency. It allows you to buy equipment
you need.                               
Three ways of increasing your wallet :  
                                        
- Sell your items.                      
- Stealing.                             
- Finding hidden treasure.              
                                        
By pushing the joystick up, right, down 
or left you can move the cursor in each 
cell of the table.                      
                                        
                                        
When you press the FIRE button it       
releases a rolling dice.                
The C1 column is used for initial rolled
dice.                                   
The C2 column is for value adjustements 

and is only available if your           
Experience value is greater than 0.     
                                        
All attributes values have a limit value
which are not all the same.             
                                        
 See table : STATS (Abilities)          
                                        
Moreover, a bonus point or a penalty is 
added to the attribute's max value      
depending on what order dice rolled was 
done.                                   
                                        
 See table : ROLLING DICE               
                                        
The first step consists in chosing which
attribute you will value the most.      
Move the cursor in the c1 column to your
desired attribute and press FIRE.       
                                        
                                        
In your favourite order, repeat it until
the whole C1 column is full.            
Once done, you can make adjustments, if 
any.                                    

3.2 ADJUSTMENTS                         
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Two sort of adjustments are available : 
                                        
-By using experience values.            
-Class adjustment.                      
                                        
 A) ADJUSTMENTS USING EXPERIENCE VALUES 
                                        
                                        
If your experience's value is greater   
than 0, you  can move cursor in C2 by   
using joystick and add points from      
experience to the selected attribute.   
                                        
If you wish, you can also save the      
Experience values and instead, using    
them during the game.                   
When you have finished, press the E key.
                                        
Now enter the name of your Hero.        
This name will be used for the save name
 (the name will be prefixed with "EA"). 
Enter name and validate with RETURN.    
                                        

3.3 CHOICE OF CLASS.                    
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Chosing class is made during two steps. 
                                        
- Select your Race.                     
- Select your Profession.               
                                        
If you chose a Dwarf or an Elf, the     
Class and Race will be the same.        
                                        
If you select Human, the Class will     
refer to the Profession :               
                                        
 - Warrior.                             
 - Thief.                               
 - Cleric.                              
 - Magician.                            
                                        
Here is a summary of the available      
choices :                               
                                        
   See table : CLASS (CHOICES).         
                                        
                                        

Some factors determines the choice of   
class:                                  
                                        
 See table : CLASS (RACES)              
                                        
An adjustment may happen depending on   
which Class has been chosen.            
                                        
 See table : BONUS/PENALTY              
                                        
In order to chose the Class; move the   
cursor on the name of this Class and    
press FIRE.                             
If you selected Human, do the same      
thing to select a profession.           
                                        
If, in professions column no choice is  
possible, bring the cursor to the M     
letter and press fire. You will be      
brought back to MAIN MENU.              
Then, adjustments are automatically     
calculated in C2.                       
                                        
                                        
                                        

3.4 OPTIONS                             
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After chosing CLASS, the MAIN MENU is   
displayed featuring the following       
options :                               
                                        
A) RETRY                                
Enables to recreate another character.  
                                        
B) FORMAT                               
Perform a disk formatting operation.    
Confirm by Y/N (Yes/No).                
                                        
WARNING! Formatting a disk will         
completely erase all files and data     
on the disk.                            
                                        
C) SAVE                                 
Enables to save the created character on
disk. Make sure the disk is correctly   
inserted and press FIRE. The name of the
character is used as filename with "EA" 
prefix.                                 
                                        

D) DIRECTORY                            
Displays the files of your character    
disk.                                   
                                        
E) END                                  
Ends character generator and loads      
the game.                               
                                        
To select one of these options, move the
cursor to its name and press FIRE.      
                                        
   NEVER FORGET TO SAVE YOUR CREATED    
    CHARACTER BEFORE LOADING GAME !     
                                        
                                        
                                        
3.5 LOADING GAME                        
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Select "END" option in main menu.       
                                        
                                        
                                        
                                        
                                        
                                        

4.   DESCRIPTION                        
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This is how the game screen looks:      
                                        
----------------------------------------
!                     !D 0.00.00.00    !
!                     !E ENERGY  0     !
!          A          !                !
!                     !F 1ST DAY       !
!    MAP OF KALVOR    !                !
!                     !G ST 00         !
!                     !H EX 00         !
!                     !I MO 00         !
!                     !J POS.X-00      !
!          B          !K POS.Y-00      !
!                     !------MENU------!
!                     !                !
!                     !L MOVE M VIEW   !
!                     !N ORDE O LOG    !
!                     !P QUES Q STAT   !
!                     !R AUTO S SAVE   !
!---MOVES------------------------------!
!          C TEXT AREA                 !
----------------------------------------
                                        

A : MAP OF KALVOR                       
                                        
This map portrays the whole planet of   
Kalvor. The scrolling of the map is made
by moving the joystick : North, South,  
East, West.                             
As the planet's shape is spherical, the 
map will loop when reaching the edge.   
                                        
Every square field is 1000x1000 meters. 
                                        
                                        
B : HERO                                
                                        
The B symbolises the Hero on Kalvor.    
                                        
C : TEXT AREA                           
                                        
The text area is a window for :         
                                        
 - Describing the locations your        
   Hero are travelling through.         
 - The orders chosen and its results.   
 - Dialogues with others character.     
                                        

D : CLOCK                               
                                        
Real time of the game.                  
                                        
It's updated when :                     
                                        
 - The character moves. (depending on   
   travel method used and ground type.) 
 - After a period of SLEEP.             
 - After a period of WAIT.              
                                        
 See table : TRAVELLING TIME.           
                                        
                                        
E : ENERGY                              
                                        
The energy value is decreased when :    
                                        
  - The character moves.                
  - The character fights.               
  - A trap causes injury.               
                                        
                                        
                                        
                                        

                                        
The energy value is increased after:    
                                        
  - The character Sleeps.               
  - Eats.                               
  - Drinks.                             
  - Heals.                              
  - Learns with a Sorcerer.             
                                        
                                        
F : DAYS                                
                                        
States the numbers of days spent on     
Kalvor.                                 
                                        
G : STRENGTH (ST)                       
                                        
Display the strength value of the Hero. 
                                        
H : EXPERIENCE (EX)                     
                                        
Display the Experience the Hero has.    
                                        
                                        
                                        

I : MONEY (MO)                          
                                        
Entire amount of Dauris owned. Hidden   
treasures (if discovered) brings in 500 
to 1400 Dauris.                         
                                        
J : POSITION X (POS. X)                 
                                        
West/East position of hero on Kalvor.   
                                        
K : POSITION Y (POS. Y)                 
                                        
North/South position of hero on Kalvor. 
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

4.1 MENU WINDOW:                        
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It contains the following options :     
                                        
L : MOVE (MOVE)                         
                                        
Enable the hero to travel.              
                                        
To begin departure move the cursor with 
the joysick to the 'MOVE' option and    
press FIRE.                             
                                        
                                        
M : VIEW (VIEW)                         
                                        
View your current surroundings.         
Press FIRE to go back to the MAP.       
(When characters appear, press          
VIEW to see how they appear.)           
                                        
N : ORDERS (ORDE)                       
                                        
Go to Orders Menu.                      
See chap. 7.1 Orders.                   
                                        

O : LOG (LOG).                          
                                        
Display text log (max is 2 pages back). 
Press FIRE to display the log text. And 
press again to go back to the MAP.      
                                        
                                        
                                        
P : QUESTION (QUES)                     
                                        
It enables you to talk with other       
characters. See chap. 7.2 Conversations 
                                        
                                        
Q : STATS (STAT)                        
                                        
Display the stats of the hero.          
If you press FIRE again you'll get a    
brief summary of inventory items, their 
commercial value and energy content     
(plus possible bonus).                  
                                        
Press FIRE to go back to MAP mode.      
                                        
                                        

R : AUTO LOAD (AUTO)                    
                                        
If AUTO option is checked, pictures of  
places you visit will be autoloaded.    
                                        
                                        
S : SAVE (SAVE)                         
                                        
Save character. After saving you have to
go back to game.                        
Confirm with joystick and press FIRE.   
                                        
                                        
Insert characters disk and press FIRE.  
                                        
                                        
When the saving process is complete,    
move joystick and press FIRE in order   
to answer to the question :             
                                        
                                        
           RETURN TO GAME ?             
                                        
                                        
                                        

5.   MOVEMENT                           
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In order to move the hero, select the   
MOVE option and press FIRE.             
                                        
At the bottom of the map the following  
message is displayed :                  
                                        
               MOVING                   
                                        
The joystick is used to move your       
charcacter in four directions (N,S,E,W).
                                        
To stop moving just press FIRE button.  
                                        
On Kalvor, travels can be accomplished  
in three ways :                         
                                        
 - by foot.                             
 - by horse.                            
 - by boat.                             
                                        
Each moved square will cost you energy  
points and the value will depend on the 
nature of the ground.                   

  See table : MOVEMENT                  
                                        
(ATTENTION ! IT'S IMPOSSIBLE TO TRAVEL  
 THE SEA WITHOUT A BOAT).               
                                        
Horses are randomly spread on the whole 
planet. Every non tied horse is lost.   
Horses can't go into buildings. So      
you'd better tie (attach) your horse    
in the adjacent fields.                 
Boats (10 in total) are also randomly   
placed on the coast of PRIMETERRA. If   
you wish to leave coast using a boat,   
you must use the following command :    
                                        
            EMBARK (EMBA)               
                                        
The message : MOVING will be displayed. 
When you reach the coast again, the     
Orders mode will be available again.    
The boat will stay here and you can use 
it again if you decide to come back.    
You may come across people, if it       
happens, the game will call your        
attention.                              

6.   ENERGY                             
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Energy shows your character's vitality. 
                                        
 - If the value is at least 15, there's 
no problem.                             
 - If it's lower than 15 : the border   
colour turns red.                       
 - If it's 0, you are no longer alive.  
                                        
                                        
First, let's see how your energy is     
managed.                                
                                        
Case of Energy loss :                   
                                        
A) MOVING                               
                                        
See chap. 5. MOVEMENT                   
                                        
B) WEIGHT OF ITEMS                      
                                        
A penalty is applied to energy loss at  
each move, depending on how many items  
you are carrying.                       

C) IDLE                                 
                                        
Even if you are doing nothing, a single 
energy point is decreased periodically. 
                                        
D) COMBAT                               
                                        
Your energy is decreased by a random    
value according to the type of hit      
(depending on the Strength and Life of  
the attacker) and your Defence value.   
                                        
See chap. 8.2.1 COMBAT                  
                                        
E) TRAPS                                
                                        
Traps are hidden on Kalvor, every injury
which is caused by a trap implies your  
energy to be decreased by 1 to 20 points
However, it is possible to gain Energy  
points by :                             
                                        
 - Eating food.                         
 - Drinking water.                      
 - Sleeping for a while.                

6.1 FOOD                                
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By hunting, picking fruits or berries,  
or even by buying food, you can feed    
your character.                         
                                        
Each type of food have a specific energy
value.                                  
                                        
    See table : FOOD                    
                                        
A bonus is added to Energy & Strength   
after eating.                           
As a reminder : ENERGY level can never  
exceed 256.                             
Also, Strength can't exceed 9,999.      
                                        
6.2 WATER                               
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At some special locations in Kalvor     
there are drinking water resources.     
Try to find them!                       
Drinking water brings you :             
  - +10 Energy                          
  - + 5 Strength                        

6.3 SLEEP                               
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Another way to gain Energy points is to 
sleep for a while.                      
The sleeping periods consist of four    
cycles of 1 hour each.                  
At every cycle the CPU checks if any    
hostile character comes to disturb      
your sleep.                             
Also every cycle makes you gain :       
                                        
  -        +10 Energy                   
  - + 1 to +10 Strength                 
  - + 1 to +10 Reflex/Dexterity         
                                        
After sleeping time has ended,          
the clock is updated.                   
                                        
                                        
6.4 DEATH AND CURE                      
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A) DEATH                                
                                        
If your Energy dips below 1, your are   
dead.                                   

Then, the program asks you :            
                                        
 a) Do you want to retry ?              
                                        
If you agree, the game will restart.    
Otherwise, the program will ask :       
                                        
 b) Ending Picture ?                    
                                        
If you pick 'yes' the picture will load 
and ask you if you wish to start a new  
game. Answer by typing Yes or No.       
                                        
                                        
B) CURE                                 
                                        
Two magical substances are able to      
increase your Energy points.            
They are :                              
                                        
  - Magic ointment :                    
    + 20 Energy                         
    + 20 Strength                       
    +  5 Reflex                         
                                        

  - Revitalizing Potion :               
    + 25 Energy                         
    + 15 Strength                       
    + 10 Reflex                         
                                        
The ORDER to cure is :                  
                                        
              HEAL                      
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

7.   ORDERS                             
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Orders are available when the current   
message :                               
                                        
                 VERBS                  
                                        
is displayed.                           
                                        
                                        
                                        
7.1 ORDERS                              
@@@@@@@@@@                              
                                        
When you select the ORDE option,        
the program lists all known verbs.      
Select the desired verb by moving the   
cursor.                                 
                                        
MENU takes you back to the MENU panel.  
If the verb requires a name, a second   
menu will list names to chose :         
                                        
                                        

FOOD : List of food.                    
DECO : List of elements that can't be   
       carried away.                    
PLAC : List of Places you can enter.    
OBJE : List of Objects that can be used 
       or obtained.                     
CHAR : List of Characters you can meet. 
MENU : Go back to MENU panel.           
 ->  : Go back to the list of verbs.    
                                        
Every choice gives a different list of  
words.   Whatever list is displayed you 
can go back to MENU by pressing the     
"->" key.                               
                                        
Known verbs are the following ones :    
                                        
     See table : VERBS                  
                                        
                                        
And now, let's look at special orders : 
                                        
A) THROW (THRO)                         
                                        
The character throws away an item.      

B) CLIMB (CLIM)                         
                                        
Also, this command enables you to ride  
a horse, select verbs : CLIMB and HORSE 
                                        
                                        
C) LEARNING (LEAR)                      
                                        
With a Sorcerer, a Magician, or a Cleric
you can learn. Thus Experience points   
can be transfered to other abilities.   
                                        
 See table : LEARNING.                  
                                        
After a learning session, Experience    
points are reset to zero.               
                                        
D) MATERIALIZE (MATE)                   
                                        
This order resurrects a dead character  
back to life again at the same place.   
Requires :                              
                                        
ENERGY+ STRENGTH+ CHARISMA+ EXPERIENCE+ 
DEFENCE+REFLEXES > 630.                 

                                        
E) HEAL (HEAL)                          
                                        
When you own the Magic ointment or the  
Revitalizing Potion this make you gain  
Energy points.                          
If you have any of the items, you are   
asked to choose Yes or No to use Magic  
ointment.                               
                                        
F) PUT (PUT)                            
                                        
Your character drops an item where he is
The item remains at the same place,     
nevertheless, it could dissapear after a
time.                                   
                                        
G) KILL (KILL)                          
                                        
See chap. 8.2 COMBAT                    
                                        
H) ATTACH/TIE (ATTA)                    
                                        
You can attach your horse with a rope to
make sure it will not escape.           

                                        
I) EAT (EAT)                            
                                        
See chap. 6.1 FOOD.                     
                                        
                                        
J) DRINK (DRIN)                         
                                        
Inside taverns you can drink vine.      
You will also find drinking water       
sources at different places on Kalvor.  
                                        
See chap. 6.2 WATER.                    
                                        
K) SLEEP (SLEE)                         
                                        
See chap. 6.3 SLEEP.                    
                                        
L) WAIT (WAIT)                          
                                        
The program waits until a character     
crosses your path.                      
                                        
M) EMBARK (EMBA)                        
See chap. 5. MOVEMENT.                  

N) HIDE (HIDE)                          
                                        
Staying hidden is frequently the precur-
sor to a fight, this command allows to  
strike first.                           
                                        
O) CALL (CALL)                          
                                        
Increase the luck of meeting someone.   
                                        
                                        
P) HUNTING (HUNT)                       
                                        
You're hunting an animal. The chances of
success depends partially on your Reflex
/Dexterity level.                       
                                        
Q) PICK (PICK)                          
                                        
Collecting fruits and vegetables.       
                                        
R) STEAL (STEA)                         
                                        
If a character carries a purse or       
another item, you can try to steal it.  

You can also try to steal within        
a tavern or a store. Your chance of     
success depends on your Dexterity       
ability.                                
                                        
S) BUY (BUY)                            
                                        
Inside a tavern or a grocery store you  
can buy several products. Price is      
quoted, by using joystick just select : 
  - YES, if interested.                 
  - NO, if you want to cancel the deal. 
                                        
T) SELL (SELL)                          
                                        
Selling an item to a character.         
                                        
                                        
U) GIVE (GIVE)                          
                                        
You can give an object to a character.  
                                        
V) ENTER/LEAVE (ENTE/LEAV)              
                                        
Enter and leave a building.             

7.2 CONVERSATION                        
@@@@@@@@@@@@@@@@                        
PHALSBERG allows talking with           
characters, but only in an              
interrogative way.                      
                                        
                                        
The QUES command list all known         
questions by the program.               
                                        
Choose question by pulling the          
joystick back.                          
                                        
Then, press FIRE to select the question.
The program checks spoken languages by  
the character and if there's any        
possible match.                         
                                        
                                        
Afterwards, the character decide to     
answer or not, the reply you get also   
depends on your character's charisma.   
                                        
By pushing the joystick forward, we go  
back to MENU.                           

All kind of characters are able to speak
with human Residents.                   
                                        
It's impossible to communicate with     
animals.                                
                                        
Moreover, your character class and      
Intelligence value will affect the      
number of spoken languages.             
                                        
        See table : LANGUAGE            
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

8.   MEETING                            
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
On Kalvor, every move you make may cause
that you meet someone. The probability  
of meeting a certain type of character  
is not the same everywhere.  The program
always selects between 3 different types
of characters. If none of the 3 is      
selected the program will select a      
random character (probability           
density Q); else the                    
place is considered deserted            
(prob. density D)                       
                                        
                                        
EXAMPLE:                                
                                        
Near AQUILAX LAKE there is 20% chance to
meet a fisherman, 16% chance to meet an 
elf, 13% chance to meet a crab, 0,24%   
chance to meet a random character and   
finally 50,95% chance that the place is 
empty.                                  
                                        
   See Table : DENSITY OF POPULATION    

8.1 TYPE OF CHARACTERS                  
@@@@@@@@@@@@@@@@@@@@@@                  
Five parameters describes               
each character.                         
                                        
                                        
  - Life Points.                        
  - Strength.                           
  - Two numbers defines their behaviour:
    Neutral, aggressive, or friendly.   
                                        
                                        
In the case of attacking a friendly     
character, you will be the first one to 
strike.                                 
                                        
If you decide to attack an aggressive   
character, he will be the first one to  
attack you. In others cases, there will 
be a draw to determine who will strike  
first.                                  
                                        
                                        
                                        
                                        

A character's Life Points may have a    
bonus of +0 up to +4.                   
                                        
  + Means friendly behaviour.           
  = Means neutral behaviour.            
  - Means aggressive behaviour.         
                                        
                                        
 See table : CHARACTERS.                
                                        
                                        
                                        
8.2 COMBAT                              
@@@@@@@@@@                              
If a character's behaviour is agressive,
he attacks you : you have two choices:  
          - Attack him                  
          - Run away, but it's only     
possible if your Reflexes skills are    
strong enough. Please notice, that the  
character can also run away.            
                                        
                                        
                                        
                                        

8.2.1 COMBAT DETAILS                    
@@@@@@@@@@@@@@@@@@@@                    
An encounter might result in combat.    
Combat consists of 4 phases:            
 z Determine who will strike first.     
 z Calculate Strike value.              
 z Evaluate damages.                    
 z If your character was the first to   
   strike, your opponent can strike back
   or run away.                         
                                        
If your opponent is first to strike :   
                                        
 - Strike efficiency depends on Strength
   and Life Points of the character.    
                                        
 - If your character has good reflexes  
   the strike is avoided.               
 - Loss of Energy points is equal to    
   the value of hit minus the defence   
   value. If this result is greater than
   zero, your character sustains        
   injuries. The Strength is also       
   decreased with 1 point.              
 - Then it is your characters turn.     

If your character strikes first :       
                                        
 - An update of Strength value is done  
   depending on your Experience points. 
 - Efficiency of your Strike depends on 
   Strength, Reflexes and your best     
   carried weapon.                      
 - Your opponent will not be injured if 
   your Strike is lower than your       
   opponents Life Points.               
 - Otherwise the loss of Life Points is 
   the same as your Strike.             
 - Then, it's the turn of your opponent,
   who now have the opportunity to flee.
                                        
                                        
8.2.2 WEAPONS                           
@@@@@@@@@@@@@                           
                                        
During combat, the program choose the   
best weapon you own.                    
Here is a list of bonuses/weapons used. 
                                        
                                        
        See Table : WEAPONS             

8.2.3 SPELLS                            
@@@@@@@@@@@@                            
If the character is a Magician or a     
Cleric, he's got the skill to cast      
spells.                                 
The product of Intelligence and Strength
of the character must be greater than   
the product of Life Points and Strength 
of the enemy for the spell to be        
effective.                              
                                        
Damages mainly depends on Intelligence  
and Strength skills of character.       
                                        
Order : BEWITCH (BEWI)                  
                                        
                                        
                                        
Note: Any modification to a probability 
(due to the death of a character)       
causes an increase in probabilities of  
occurence of other characters.          
                                        
                                        
                                        

                                        
Table : ROLLING DICE                    
                                        
                                        
                                        
   !-------------------------------!    
   !     Order       !       Bonus !    
   !                 !       Malus !    
   !-----------------!-------------!    
   ! R.D.   N#1...............+5   !    
   ! R.D.   N#2...............+4   !    
   ! R.D    N#3...............+3   !    
   ! R.D.   N#4...............+2   !    
   ! R.D.   N#5...............+1   !    
   ! R.D.   N#6...............+0   !    
   ! R.D.   N#7...............-1   !    
   ! R.D.   N#8...............-2   !    
   !-------------------------------!    
                                        
R.D. = Rolling Dice.                    
                                        
                                        
                                        
                                        
                                        

                                        
Table : CLASS (Choices)                 
                                        
                                        
                                        
!--------------------------------------!
!Class   !  Stats           !Min. Value!
!--------!------------------!----------!
!Dwarf   !  Strength        !    11    !
!        !  Constitution    !    10    !
!Elf     !  Strength        !    11    !
!        !  Intelligence    !    12    !
!Warrior !  Strength        !    11    !
!        !  Energy          !   150    !
!Magician!  Intelligence    !    12    !
!        !                  !          !
!Cleric  !  Knoweledge      !    11    !
!        !                  !          !
!Thief   !  Reflex          !    11    !
!--------!------------------!----------!
                                        
                                        
                                        
                                        
                                        

                                        
Table : STATS (Abilities)               
                                        
                                        
                                        
!--------------------------------------!
!       Abilities      ! Max pts value !
!                      ! without Bonus !
!--------------------------------------!
! Constitution................15       !
! Life Points.................15       !
! Strength....................10       !
! Defence.....................10       !
! Reflexes....................10       !
! Intelligence................10       !
! Beauty.......................5       !
! Money.....................1000       !
! Experience..................10       !
!--------------------------------------!
                                        
                                        
                                        
                                        
                                        
                                        

                                        
Table : MOVEMENT.                       
                                        
                                        
                                        
!--------------------------------------!
!  Ground  ! Foot !  Horse  !   Boat   !
!   Type   !      !         !          !
!----------!------!---------!----------!
!          !      !         !          !
! Path     !  -2  !   -1    !          !
! Field    !  -2  !   -1    !          !
! Forest   !  -4  !   -2    !          !
! Mountain !  -6  !   -3    !          !
! Desert   !  -6  !   -3    !          !
! Sea      !      !         !   -2     !
!          !      !         !          !
!----------!------!---------!----------!
                                        
                                        
                                        
                                        
                                        
                                        
                                        

                                        
Table : TRAVELLING TIME.                
                                        
                                        
                                        
!--------------------------------------!
!  Ground  !      Spent Minutes        !
!   Type   !-------!---------!---------!
!          ! foot  !  horse  !   boat  !
!----------!-------!---------!---------!
!          !       !         !         !
! Path     !  12   !   6     !         !
! Field    !  12   !   6     !         !
! Forest   !  24   !  12     !         !
! Mountain !  36   !  18     !         !
! Desert   !  36   !  18     !         !
! Sea      !       !         !   12    !
!          !       !         !         !
!----------!-------!---------!---------!
                                        
                                        
                                        
                                        
                                        
                                        

                                        
Table : LANGUAGE.                       
                                        
                                        
                                        
!--------------------------------------!
!   Class  !    Language   !Min. Intel.!
!          !               !    Pts    !
!----------!---------------!-----------!
! Cleric.....Mermaid............13     !
! Cleric.....Amazon.............13     !
! Magician...Goblin.............13     !
! Magician...Gargoyle...........13     !
! Magician...Lycanthrope........13     !
! Magician...Kobold.............13     !
! Magician...Skeleton...........13     !
! Elf........Troll..............10     !
! Elf........Elf................10     !
! Dwarf......Troll..............10     !
!--------------------------------------!
                                        
                                        
                                        
                                        
                                        

                                        
Table : FOOD.                           
                                        
                                        
!--------------------------------------!
!        Foodstuff     ! Energy Value  !
!                      !   added:      !
!----------------------!---------------!
! Berries....................+13       !
! Mushrooms..................+12       !
! Horse......................+90       !
! Ice Cream..................+23       !
! Rattle Snake...............+13       !
! Strawberries...............+10       !
! Cheese.....................+13       !
! Vegetable..................+23       !
! Hare.......................+38       !
! Slug.......................+01       !
! Partridge..................+37       !
! Food Basket................+50       !
! Steak......................+48       !
! Wine.......................+03       !
!--------------------------------------!
                                        
                                        

                                        
Table : LEARNING                        
                                        
                                        
                                        
                                        
                                        
!--------------------------------------!
!Charac- !Stren   Nrg  Def.  Intel. Ref!
!ter     !                             !
!--------!-----------------------------!
!                                      !
! Sorcerer  -   +EP/2 +EP/2   -     -  !
! Magician  -     -     -   +EP/2 +EP/2!
! Cleric  +EP/2   -     -   +EP/2   -  !
!                                      !
!--------------------------------------!
                                        
Nrg    = Energy.                        
Def.   = Defence.                       
Intel. = Intelligence.                  
Ref.   = Reflex.                        
EP     = Experience Points.             
                                        
                                        

Table : BONUS/PENALTY.                  
Modification may occur depending on     
the chosen Class.                       
                                        
!--------------------------------------!
! Bonus !Dwarf Elf Warr  Magi Cler Thie!
!  Type !          ior   cian ic   f   !
!-------!------------------------------!
!       !                              !
! CON.  ! +2   0    +3    0   -1    0  !
! LIF.  !  0  +3     0   -1    0   +1  !
! STR.  ! +3  +1    +5   -1   -1   +1  !
! DEF.  ! +2  +1    +1    0    0   +2  !
! REF.  ! +1  +1    +2   -1    0   +3  !
! INT.  !  0  +1     0   +4   +3   +1  !
! BEA.  !  0  +1     0    0    0   +1  !
! EXP.  !  0   0     0    0    0    0  !
!--------------------------------------!
                                        
                                        
CON=Constitution; LIF=Life Points;      
STR=Strength; DEF=Defence; REF=Reflex   
INT=Intelligence; BEA=Beauty;           
EXP=Experience.                         
                                        

                                        
Table : WEAPONS.                        
                                        
                                        
                                        
   !-------------------------------!    
   !       Weapon    !    Bonus    !    
   !                 !             !    
   !-------------------------------!    
   !                               !    
   ! Dagger.................2      !    
   ! Bow....................3      !    
   ! Shotgun................4      !    
   ! Lazer Gun..............5      !    
   ! Alloy Sword............4      !    
   !                               !    
   !-------------------------------!    
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

                                        
Table : CLASS (RACES)                   
                                        
                                        
                                        
!--------------------------------------!
!   RACE   ! PROFESSION !     CLASS    !
!          !            !              !
!--------------------------------------!
!                                      !
! Dwarf......................Dwarf     !
! Elf........................Elf       !
! Human.......Warrior........Warrior   !
! Human.......Magician.......Magician  !
! Human.......Cleric.........Cleric    !
! Human.......Thief..........Thief     !
!                                      !
!--------------------------------------!
                                        
                                        
                                        
                                        
                                        
                                        
                                        

Table : CHARACTERS.                     
                                        
!--------------------------------------!
!Charac- !   HP  Str   +     =     -   !
!ter     !                             !
!--------------------------------------!
!                                      !
!Amazon      17   09   20    20    60  !
!Innkeeper   06   04   60    30    10  !
!Blackstar   20   30   00    00   100  !
!Wood Man    07   03   20    40    40  !
!Cleric      05   03   60    20    20  !
!Giant Crab  06   05   00    20    80  !
!White Dragon50   40   00    00   100  !
!Elf         05   07   30    50    20  !
!Hermit      03   04   20    60    20  !
!Farmer      06   03   50    30    20  !
!Pretorian                             !
! Guard      15   10   00    20    80  !
!Gargoyle    19   16   00    20    80  !
!Goblin      13   08   00    30    70  !
!Hydra       04   06   00    40    60  !
!                                      !
.                                      .
                                       .

.                                      .
.                                      .
.                                      .
!Kobold      16   11   00    20    80  !
!Bigbelly    25   27   00    10    90  !
!Lycanthrope 05   11   00    30    70  !
!Magician    07   02   20    80    00  !
!Merchant    05   05   40    40    20  !
!Beggar      06   02   30    50    20  !
!Nomad       06   04   20    60    20  !
!Bear        17   15   10    10    80  !
!Peasant     07   04   50    30    20  !
!FisherMan   07   04   30    50    20  !
!Philoxal    12   10   90    10    00  !
!Giant                                 !
! Octopus    10   05   00    10    90  !
!Giant                                 !
! Snake      09   06   00    20    80  !
!Mermaid     08   04   70    30    00  !
!Sorcerer    06   03   30    40    30  !
!Skeleton    09   06   00    10    90  !
!Tarentula   02   04   00    30    70  !
!Tiger       19   17   00    20    80  !
.                                      .
                                       .

.                                      .
.                                      .
!Troll       12   06   30    20    50  !
!Vagabond    07   03   50    20    30  !
!Vampire     09   06   00    30    70  !
!Villager    07   03   30    50    20  !
!Clairvoyant 05   05   70    10    20  !
!                                      !
!--------------------------------------!
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

                                        
Table : VERBS                           
                                        
                                        
   !-------------------------------!    
   !Full word (aka)  !   Shortened !    
   !                 !             !    
   !-------------------------------!    
   !                               !    
   ! Buy.................... BUY   !    
   ! Light.................. LIGH  !    
   ! Call................... CALL  !    
   ! Learn.................. LEAR  !    
   ! Attach (Tie)........... ATTA  !    
   ! Wait................... WAIT  !    
   ! Drink.................. DRIN  !    
   ! Sing................... SING  !    
   ! Hunt................... HUNT  !    
   ! Dig In................. DIG   !    
   ! Pick................... PICK  !    
   ! Give................... GIVE  !    
   ! Sleep.................. SLEE  !    
   ! Thread................. THRE  !    
   ! Bewitch.(Spell)........ BEWI  !    
   ! Enter.................. ENTE  !    

   ! Embark................. EMBA  !    
   ! Examine................ EXAM  !    
   ! Close.................. CLOS  !    
   ! Search................. SEAR  !    
   ! Climb.................. CLIM  !    
   ! Throw.................. THRO  !    
   ! Read................... READ  !    
   ! Eat.................... EAT   !    
   ! Materialize.(Ressurect) MATE  !    
   ! Swim................... SWIM  !    
   ! Open................... OPEN  !    
   ! Photo.................. PHOT  !    
   ! Dip.................... DIP   !    
   ! Take................... TAKE  !    
   ! Put down............... PUT   !    
   ! Replace/Put back....... REPL  !    
   ! Hide................... HIDE  !    
   ! Heal................... HEAL  !    
   ! Leave/Quit............. LEAV  !    
   ! Kill................... KILL  !    
   ! Sell................... SELL  !    
   ! Steal.................. STEA  !    
   !-------------------------------!    
                                        
                                        

Table : DENSITY OF POPULATION           
                                        
----------------------------------------
  PLACE  !RES %1 RES %2 RES %3  %Q   %D 
         !                              
----------------------------------------
AQUILAX                                 
 LAKE     FIS 20 ELF 16 CRA 12 0.24 50.9
HERMIS                                  
 SEA      CRA 30 MER 14 HYD 32 0.13 23.8
ASTERIAN                                
 SEE      OCT 60 HYD 12 MER 12 0.12 19.0
TARANTIC                                
 OCEAN    HYD 70 CRA 12 FIS 14 0.05 03.5
GLACIC                                  
 OCEAN    MER 40 HYD 18 FIS 29 0.08 12.5
MINOR                                   
 SEA      FIS 60 OCT 20 MER 10 0.05 09.9
CALCIC                                  
 SEA      MER 20 HYD 16 FIS 06 0.27 57.3
SERIAN                                  
 SEA      HYD 70 FIS 06 OCT 12 0.09 11.1
TYRENNAS                                
MOUNTAINS HER 50 BEA 30 KOB 11 0.02 08.7
                                        

----------------------------------------
  PLACE  !RES %1 RES %2 RES %3  %Q   %D 
         !                              
----------------------------------------
CENTRAL                                 
MOUNTAINS TAR 50 TIG 30 KOB 11 0.02 08.7
DACCIC                                  
 DESERT                                 
  N-E     SKE 60 TAR 12 AMA 09 0.10 18.1
DACCIC                                  
 DESERT                                 
  S-W     SNA 80 SKE 04 AMA 12 0.06 03.1
DACCIC                                  
 DESERT                                 
  W       SNA 50 TAR 35 SKE 07 0.01 07.7
DACCIC                                  
 DESERT                                 
  E       NOM 30 SKE 28 AMA 21 0.08 20.3
CALABRIC                                
 AREA     PEA 40 VIL 30 FAR 05 0.11 24.8
CALABRIC                                
 AREA                                   
  E       PEA 30 FAR 14 HER 06 0.24 49.3
                                        
                                        

----------------------------------------
  PLACE  !RES %1 RES %2 RES %3  %Q   %D 
         !                              
----------------------------------------
HYRIONNIC                               
 AREA     FAR 50 WAN 30 GOB 04 0.06 15.1
HYRIONNIC                               
 AREA W.  FAR 30 VIL 28 PEA 28 0.04 13.1
APOTHESE                                
PENINSULA FAR 40 BEG 24 PEA 07 0.13 28.6
FERRUCIAN                               
 MEADOWS  VAG 60 FAR 12 PEA 19 0.08 08.3
HEMITHES-                               
EENS AREA PEA 40 TRO 30 FAR 05 0.11 24.8
FERRUCIAN                               
 SOUTH                                  
  COAST   PEA 30 VIL 28 GOB 14 0.12 27.4
SOUTH                                   
 CALABRIC                               
 AREA     PEA 40 GOB 30 KOB 10 0.08 19.9
HYRIONNIC                               
 COAST N. FAR 60 VIL 20 MAG 15 0.03 04.9
SYLVIUS                                 
 FOREST   GOB 70 WOO 24 TRO 00 0.02 05.1
                                        

----------------------------------------
  PLACE  !RES %1 RES %2 RES %3  %Q   %D 
         !                              
----------------------------------------
E. ARTEBAS                              
 FOREST   TIG 40 GOB 30 WOO 05 0.11 24.9
W. ARTEBAS                              
 FOREST   TRO 40 GOB 36 BIG 03 0.09 20.7
TYRENNAS                                
 FOREST   GOB 60 TRO 16 KOB 14 0.06 09.5
BACCHENIANS                             
 FOREST   GOB 60 TRO 16 WOO 10 0.08 13.1
BLACKSTAR                               
 CASTLE   GUA 70 KOB 09 GOB 09 0.08 11.1
PHILOXAL                                
 MANSION  GUA 60 GRG 12 VAM 09 0.01 18.1
GRAVEYARD                               
 URL      VAM 30 CLE 21 SOR 19 0.14 29.3
PLAXEL                                  
 PIT      VAM 20 LYC 08 HER 08 0.31 63.6
HANGED                                  
 WOLF                                   
  CAVE    KOB 30 VAM 07 BEA 08 0.27 54.6
MERCENARIES                             
 CAVE     SKE 30 GOB 21 BEA 19 0.14 29.3

----------------------------------------
  PLACE  !RES %1 RES %2 RES %3  %Q   %D 
         !                              
----------------------------------------
PERSCARIS                               
(D.DAC.O) FIS 60 --- -- --- -- 0.19 39.8
EPHIDIAS                                
(HEMIT.                                 
 AREA)    SOR 40 --- -- --- -- 0.29 59.7
CALAMINE                                
(ARTEB. W                               
 FOREST)  CLA 20 --- -- --- -- 0.33 69.6
FOUTRAL                                 
APOT PEN-                               
INSULA    PEA 70 --- -- --- -- 0.14 29.9
SHIMAN (                                
W. D.D)   FIS 50 --- -- --- -- 0.24 49.7
S'KAROB C.                              
 MOUNTAIN MAG 90 --- -- --- -- 0.04 09.9
PHALSBERG GUA 60 VIL 36 PEA 01 0.00 03.0
SANCTUARY CLE 50 VAM 15 GUA 09 0.13 25.0
TEMPLE    CLE 60 SOR 12 BEG 19 0.08 08.3
TAVERN    INN 90 VIL 06 PEA 06 0.01 02.4
SHOP      MEC 90 VIL 04 PEA 07 0.02 01.2
                                        

----------------------------------------
  PLACE  !RES %1 RES %2 RES %3  %Q   %D 
         !                              
----------------------------------------
ASTRUID   MAG 30 --- -- --- -- 0.33 69.3
TALLIN    GUA 50 VIL 25 FAR 02 0.10 22.4
SANCTUARY CLE 80 VIL 08 BEG 10 0.04 01.1
ARMORY    MEC 90 --- -- --- -- 0.04 09.9
HOTEL     INN 90 VIL 02 --- -- 0.03 07.9
HERMINE   CLA 70 --- -- --- -- 0.14 29.8
CAHN NAHM GUA 40 VIL 24 PEA 32 0.01 03.6
SANCTUARY CLE 60 VAM 28 GUA 07 0.01 04.8
TEMPLE    CLE 80 VIL 08 HER 10 0.04 01.2
TAVERN    INN 90 VIL 02 PEA 06 0.03 01.6
ASTRABOR  SOR 50 --- -- --- -- 0.24 49.7
BRINGSTO-                               
WN        GUA 50 PEA 35 VIL 07 0.01 07.8
SANCTUARY CLE 70 GUA 15 SOR 10 0.04 04.9
TAVERN    INN 90 VIL 02 MEC 06 0.03 01.6
ARMORY    MEC 90 --- -- --- -- 0.04 09.9
ROXANE    SOR 70 --- -- --- -- 0.14 29.9
                                        
                                        
                                        
                                        

AMA = Amazon            LYC = Lycantrope
BEA = Bear              MAG = Magician  
BEG = Beggar            MEC = Merchant  
BIG = Bigbelly          MER = Mermaid   
CLA = Clairvoyant       NOM = Nomad     
CLE = Cleric            OCT = Octopus   
CRA = Crab              PEA = Peasant   
FAR = Farmer            SKE = Skeleton  
FIS = Fisherman         SNA = Snake     
GOB = Goblin            SOR = Sorcerer  
GRG = Gargoyle          TAR = Tarentula 
GUA = Pretorian Guard   TIG = Tiger     
HER = Hermit            VAM = Vampire   
INN = Innkeeper         WOO = Woodman   
KOB = Kobold                            
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        
                                        

      NOSTALGIA & SCS+TRC CREDITS       
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                                        
                                        
  Cracked by ............... 6R6 & CBA  
                                        
  Loader, Linking & Cheats ....... 6R6  
                                        
  In-Game translations .....  CBA, MdZ  
                            6R6 & NORI  
                                        
  Docs translation by ..... NORI & 6R6  
                                        
  "You are Dead" Picture                
  re-painted by .... Demetrius Kiminas  
                                        
  Map painted by ................ NORI  
                                        
  System .................. PAL & NTSC  
                                        
  Drive support .. CMD,CBM and clones.  
                   IDE64 (maybe)        
                                        
                                        
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

