Title: For Elise Author: Lancer-X Genre: Dungeon, RPG Version: 1.5 +--------------+ | Introduction | +--------------+ The year is 2050 AD. Politics, culture, the economy and the environment have all continued to decline, and a sense of impending doom hangs thick in the atmosphere. One day, while at a crossroads in your life, you took a wrong turn while walking home. There was a sense of walking for horribly long hours before your memory was interrupted, and you found yourself waking up on a rock-strewn floor. It felt as though a very long time had passed since you were last cognisant... +-----------------------+ | New in For Elise v1.5 | +-----------------------+ Features: + Several new music tracks by Lachesis. + The artifact you are currently carrying is now shown on the sidebar. + You can now see the names of spells in the shop without having to select them. + Up stairs in the dungeon are marked with a nearby ^ symbol. + The help file now contains a list of available weapons and shields. + Artifacts and spell scrolls have been moved to make more money and spells available earlier. + Weapon and shield stats have been tuned. + Late-game foes have been tweaked to pose more of a threat and encourage varied strategies. + The final main story quest now has a reward attached to it (for those that do it before the final optional quest.) + The inn prices now grow slightly less as you level up, and you can level up more than once with a single inn visit. Bug fixes: + Fixed bug where certain spell purchases would not update the GP display. + Fixed bug where selecting one spell from the corner of the magic shop would result in strange behaviour on selecting another from the same corner. + Fixed bug where taking certain spells and other items would result in strange behaviour (ZZT stat deletion bug). + Fixed bug where it was possible to take quests below DLVL 9 before the bridge quest, softlocking the game. + Fixed bug where inn would break if you got to the room before the door closed and did not level up. + Reduced the memory usage on boards with border exits, resulting in greater stability. + Other minor bugfixes. +-----------------+ | Tips and Tricks | +-----------------+ * Don't panic! Enemies only move when you you move, so you have all the time you need to find your bearings. * Touch an enemy to attack that enemy with your equipped weapon. * Whenever you fight an enemy or an enemy attacks you, that enemy's vital stats will be shown at the bottom of the sidebar. Your own stats are shown further up. * Damage is calculated by taking the attacker's ATK stat and subtracting the defender's DEF stat. The resulting value is dealt in damage to the defender if it is positive. Hence you can see how much damage enemies will do to you and vice versa. * Some enemies are just too tough for you right now. You may need to just avoid them until you become more powerful. * Visits to the inn are important for healing, magic recovery and levelling, however they become more expensive the higher your level is. Try to avoid unnecessary inn visits. * You can kill an enemy and take less damage by letting the enemy come to you rather than moving into its range. If you are next to a wall you can waste turns without moving by pressing in the direction of that wall. * There aren't enough keys to open every door and there isn't enough money to buy everything sold in town. It may be best to avoid expending your resources until you can no longer progress. * If you accept a quest, you won't be able to take another one until you complete it. For this reason it is usually better to take easier (lower reward) quests first in case you aren't able to complete a more difficult quest yet. * You can access the game's documentation while playing by typing ?+h and pressing enter. Good luck, and be sure to check out the rest of the help file or in-game documentation for more information! +----------------------+ | Gameplay information | +----------------------+ Movement -------- Use the arrow keys to move around the dungeon. Each time you move, any enemies that happen to be on the same floor of the dungeon as you will get a chance to move as well. Touch an enemy to attack that enemy. This will also consume a turn. In the same way, if you end a turn adjacent to an enemy, that enemy will have the chance to attack you. Combat ------ Touching an enemy will deal damage equal to your ATK to that enemy. The damage will then be reduced by that enemy's DEF, and if the remaining value is positive, the enemy's health will be reduced by that amount. If an enemy attacks you, in the same way, your health will be reduced by the enemy's ATK minus your DEF. As such, you have nothing to worry from enemies with an ATK that is lower than your DEF. At the same time, you will be unable to do anything to enemies with a higher DEF than your ATK, unless you have a buff or attack spell of some kind. Note that certain enemies may have special attacks that are capable of bypassing your DEF entirely. In this case merely having a high DEF may not be enough to protect you. Status ------ The sidebar contains your current location in the dungeon, your status and the status of the enemy you most recently interacted with. Health: Your current endurance. Once this reaches zero, you are dead. Your health will decrease when you are attacked by enemies, and increases when you rest at the inn or use a healing spell. The health of the enemy you most recently interacted with is shown in the bottom right corner. The exact value is not shown so you will need to estimate based on the rate at which that enemy's health is going down. ATK (Attack): Represents your full potential for dealing physical damage to enemies through combat. This is calculated as your base ATK (which increases when you level up) plus your weapon's ATK (which can be increased by buying a more powerful weapon), plus any benefits you have from temporary buffs. The ATK of the enemy you last interacted with is shown at the bottom of the sidebar which you can use to determine whether it is in your best interests to fight this enemy. DEF (Defense): Represents your ability to defend yourself from damage from enemies. Damage you receive will be reduced by your DEF, with the exception of certain defense-nulling special attacks. This is calculated as your base DEF (which increases when you level up) plus your shield's DEF (which can be increased by buying a stronger shield), plus any temporary buffs you have up. The DEF of the last enemy you interacted with is shown at the bottom of the sidebar which you can use to work out how much damage you will deal to this enemy. EXP (Experience): This represents the amount of experience you have gained through combat and completing quests. When this becomes high enough, you can level up by resting at the inn in town. Level: This value represents how much you have developed as an adventurer. When your level increases, your maximum health, base ATK and DEF, as well as the number of spells you can cast will increase. In addition, more quests are available to adventurers at higher levels. Spells: The number of spells you can cast. Your spells can be replenished by resting at the inn, and the maximum number of spells you can have can be increased by gaining experience levels. Spellcasting ------------ You can have up to three spells in your repertoire. If you find a new spell in the dungeon and you already have three spells, you will be unable to learn it until you free up some space. You can store the spells you've learned at the magic shop in town, as well as swap between sets of spells and purchase new spells. To cast a spell, type ?+s followed by enter, then select the spell you want to cast. In order to cast a spell you must have a spell charge remaining (shown as "Spells" on the status bar). These can be replenished by resting at the inn. +------------+ | Town Guide | +------------+ The town is located on the third floor of the dungeon and is home to many services to help you on your journey. This is a guide to the vendors found in town. Pawnbroker ---------- Throughout the dungeon are artifacts that you can collect. Only one artifact can be carried at a time. These artifacts can be sold in town by talking to the pawnbroker. Inn --- To regain your health, you can stay at the inn. Talk to the innkeeper to learn the current price, then use the door to stay. Staying at the inn will restore your health and spells to their maximum. In addition, if you have enough EXP (experience), you will level up and your maximum health, ATK, DEF and spell charges will increase. +----+-------+------+----+----+-----+ | Lvl|XP for |Health|ATK |DEF |Spell+-+ | |next lv| | | | #s | | +----+-------+------+----+----+-----+ | | 1 | 100 | 50 | 0 | 0 | 0 | | +----+-------+------+----+----+-----+ | | 2 | 200 | 100 | 5 | 5 | 1 | | +----+-------+------+----+----+-----+ | | 3 | 400 | 150 | 10 | 10 | 2 | | +----+-------+------+----+----+-----+ | | 4 | 800 | 200 | 15 | 15 | 3 | | +----+-------+------+----+----+-----+ | | 5 | 1600 | 250 | 20 | 20 | 3 | | +----+-------+------+----+----+-----+ | | 6 | 3200 | 300 | 25 | 25 | 4 | | +----+-------+------+----+----+-----+ | | 7 | 6400 | 350 | 30 | 30 | 4 | | +----+-------+------+----+----+-----+ | | 8 | 12800 | 400 | 35 | 35 | 5 | | +----+-------+------+----+----+-----+ | | 9 | 25600 | 450 | 40 | 40 | 5 | | +----+-------+------+----+----+-----+ | | 10 | N/A | 500 | 45 | 45 | 6 | | +-+--+-------+------+----+----+-----+ | +-----------------------------------+ Smithy ------ The smithy sells weapons and shields, allowing you to deal more damage and shrug off more damage respectively. Talk to the swordsmith or shieldsmith to find the price and power of the current sale item, then touch it to buy it. +------------------+-----+-----------+ | Weapon | ATK | Price |-+ +------------------+-----+-----------+ | | Rusty Shortsword | 5 | N/A | | | Broadsword | 11 | 50 GP | | | Rapier | 18 | 150 GP | | | Longsword | 26 | 450 GP | | | Greatsword | 36 | 1350 GP | | | Flame Blade | 48 | 4050 GP | | | Frost Blade | 62 | 12150 GP | | | Master Sword | 79 | 36450 GP | | | Infinity Sabre | 100 | 109350 GP | | +-+----------------+-----+-----------+ | +------------------------------------+ +------------------+-----+-----------+ | Shield | DEF | Price |-+ +------------------+-----+-----------+ | | Battered Shield | 5 | N/A | | | Small Shield | 10 | 70 GP | | | Knightly Shield | 15 | 120 GP | | | Tower Shield | 20 | 240 GP | | | Glass Shield | 25 | 480 GP | | | Kite Shield | 30 | 960 GP | | | Magic Shield | 35 | 1920 GP | | | King's Shield | 45 | 5430 GP | | | Force Shield | 55 | 15360 GP | | | Master Shield | 65 | 43440 GP | | | Godly Shield | 80 | 122880 GP | | +-+----------------+-----+-----------+ | +------------------------------------+ Magic Shop ---------- The magic shop serves two purposes- one is to allow you to record the spells you've learned (so that you can learn new spells and not lose the old ones) and switch your current spell configuration to a different set of three spells. The other is to allow you to buy new spells. Each time you enter the magic shop, your current spells are recorded into the memory crystal walls around the room. Each spell recorded in the crystal is represented by a blinking symbol. The spells with a yellow cross in front of them are the spells currently in your repertoire. You can touch a spell's symbol on the memory glass to add it to your repertoire. If you already have three spells selected, you will need to deselect your current spells by touching the gem in the middle of the room. Then you will be able to select three new spells. Some spells are already available from the magic shop; access to their symbols will be blocked by a $. You can touch the $ once to see what the spell is and how much it will cost to unlock, and touch it twice to spend the money and unlock the spell. Once a spell has been unlocked, you can select and deselect it free of charge. Adventurers' Guild ------------------ The adventurers' guild is where you go to receive quests, the rewards of which are money and EXP. Quests are posted to the notice board and new quests can appear. Touch a quest on the notice board to take it and read the job description. If you want to accept the quest, go up to the counter and talk to the guild steward. Once you have accepted a quest, you can return and talk to the steward to get more information about the quest. Once you have completed the task described, return to the guild and report your completion to at the counter to get your reward. +-----------+ | Spellbook | +-----------+ HEAL ---- Restores 100 points of the caster's health. This cannot exceed the caster's natural health capacity. HARM ---- Inflicts 100 points of damage to all enemies immediately surrounding the caster in all four cardinal directions. SLOW ---- Temporarily reduces the speed of all enemies on the same floor. Enemies will move one pace for every two paces the caster moves while this spell is in effect. BEAM ---- Piercing beams of light deal 100 points of damage to enemies either vertically or horizontally aligned with the caster irrespective of any obstacles between the caster and those enemies. SAFE ---- Creates a protective shell around the caster, increasing the caster's defense by 40 points for the duration of the spell. ACID ---- Splashes of deadly acid inflict 200 points of damage to enemies that are immediately adjacent to the caster. GROW ---- Temporarily strengthens the caster's muscles, increasing the caster's attack by 40 points for the spell's duration. FIRE ---- A blazing inferno consumes the floor, damaging everything other than the caster for 100 points of damage. TOWN ---- Instantaneously transports the caster to the nearest town. BOMB ---- Launches fire and particles with explosive force from the caster in all four cardinal directions inflicting 200 points of damage to all enemies horizontally or vertically aligned with the caster ignoring any obstacles in the way. LIFE ---- Restores the caster back to full health. KILL ---- Emits a short range killing miasma from the caster's location, inflicting 300 points of damage to all immediately adjacent enemies. WALL ---- Temporarily protects the caster with an invisible force field, effectively increasing the caster's defenses by 80 for the duration of the spell. STOP ---- Halts the movement of all enemies on the same floor as the caster for a short period of time. HELL ---- Engulfs the entire floor where the caster is standing in the fires of Hell, dealing 200 points of damage to everything other than the caster. POW --- Temporarily enchants the caster's blade with a potent aura, allowing it to inflict significantly more lethal wounds, increasing the caster's attack by 80 points for the duration of the spell. OPEN ---- A caster with this handy spell need never hunt for keys again. This spell will immediately open every locked door on the same floor as the caster. HOLY ---- When a caster uses this spell, potent beams of purifying light will lance out in all four cardinal directions, dealing 300 points of damage to all foes horizontally and vertically aligned with the caster. HERO ---- Enchants the caster with a brilliant aura, increasing the caster's attack and defense ratings by 80 points apiece for the duration of the spell. NUKE ---- Unleashes a thermonuclear explosion centred on the caster, who is mercifully protected from the blast. Everything else on the same floor sustains 300 points of damage, and may God help their souls. +---------+ | Credits | +---------+ Game Development ---------------- Lancer-X Music ----- Lachesis Logo music based on: Opening Fanfare Donkey Kong Country 2 Composed by David Wise Inferno music based on: Tower - Castle Wing of Madoola (THIS GAME RULES BTW) Composed by Kodaka Naoki Beta Testing ------------ KKairos Lisolet Zeta ---- asiekierka Museum of ZZT ------------- Dr Dos File Format Help ---------------- Kevin Vance Saxxon ..and others Various ZZT Tips and Tricks --------------------------- Alexis Janson zzo38 Chronos30 Nanobot Inter-Board Music Trick ----------------------- bitbot Stolen SFX ---------- Alexis Janson And of course ------------- You ... and Tim Sweeney too I guess.