1 ADVENTURING
2 Armor-Class
Armor class is a number that describes the amount and the
quality of armor begin worn. Armor class will generally run from
about 0 to 100, but could become negative or greater than 100 in
some cases.
The larger your armor class, the more protective it is. A
negative armor class would actually help get you hit. Armor
protects you in three manners. One, it makes you harder to be
hit for damage. A hit for no damage is the same as a miss. Two,
good armor will absorb some of the damage that your character
would have taken. An armor class of 100 would absorb 25% of any
damage meant for him. Three, fire and acid damage are reduced by
wearing body armor. It is obvious that a high armor class is a
must for surviving the lower levels of the Boss's realm.
Each piece of armor has an armor class adjustment, and a
special bonus. Armor bought in town will have these values
displayed with their description. Armor that is found within the
realm must be identified before these values will be displayed.
Armor class values are always diplayed between a set of brackets
'[#,+#]'. The first value is the armor class of the item. The
second number is the special bonus of the item, and will always
have a sign preceding the value. There are a few cases where the
form '[+#]' is used, meaning the object has no armor class, only
a special armor bonus if worn, for example, (DF) weapons.
Some pieces of armor will possess special abilites denoted
with abbreviations. More information can be found under items/armor.
2 Bashing
Weight is the primary factor in being able to bash
something, but strength plays a role too. After bashing, a
character may be off balance for several rounds depending upon
his or her DEXTERITY.
Doors can be broken down by bashing them. Once a door is
bashed open, it is forever useless and cannot be closed.
Chests too may be bashed open, but be warned that the
careless smashing of a chest often ruins the contents. Bashing
open a chest will not disarm any traps it may contain, but does
allow the strong and ignorant to see what's inside.
Finally, a creature may be bashed. If a shield is currently
being worn, the bash is a shield bash and will do more damage.
In either case, a bash may throw an opponent off balance for a
number of rounds, allowing a player to get in a free hit or more.
If the player is thrown off-balance, his opponent may get free
hits on him. This is a risky attack.
2 Stuck Objects
Some objects, mainly armor and weapons, have had curses laid
upon them. These horrible objects will look like any other
normal item, but will detract from your characters stats or
abilities if worn. They will also be impossible to remove until
they are demagnetized.
When a stuck item has been identified, an asterisk '*' will
appear next to the inventory letter of the item. If you should
wear a stuck item, you will immediately know it is stuck and the
asterisk will appear again.
2 Death
If your character falls below 0 hit points, he has died and
cannot be restored. A tombstone showing information about your
character will be displayed with the option to print the
information to a file.
After the tombstone, the top fifty list of heroes is
displayed. If your score beats any of the top fifty, your
character will join this elite rank of heroes. Otherwise, well,
there is always next time...
It is important to keep in mind that dying isn't the worst
thing in the world. BOSS is just a game. If your 40th level Sexy
Con-Artist bites the dust, hey, that's life. Roll up another one.
2 Fighting
Attacking is simple in BOSS. If you move into a creature,
you attack him. You can attack from a distance by firing a
missile, or by special means such as aiming a ray gun. Creatures
attack in the same way, if they move into you, they attack you.
Some creatures can attack you from a distance, and alien type
creatures can breathe from a distance, but these are the only
exceptions.
If you are wielding a weapon, the damage for the weapon is
used when you hit the creature. If you are wielding no weapons,
you get two fist strikes. Note that very strong creatures can do
a lot of damage with their fists... A character may have a
primary and secondary weapon. A secondary weapon is kept on the
belt, or on the shoulder for immediate use. You can switch
between your primary and secondary weapons by using the 'x'
command. Be sure you are wielding the proper weapon when
fighting. Hitting an alien over the head with a purse will simply
make it mad, and get you killed.
Missile weapons, such as pistols, can be wielded, and then
the proper ammo can be fired across the room into a target.
Hits and misses are determined by ability to hit vs. armor
class. A miss doesn't necessarily mean you failed to hit the
target, but only that you failed to do any damage. Therefore a
'hit' is a strike that does some damage. Higher armor classes
make it harder to do damage, therefore more misses.
2 Light
There are two sources for light once inside the dungeon.
Permanent light which has been specially placed within rooms, and
a light source carried by the player. If neither is present, the
character will be unable to map or see any attackers. Lack of
light will also affect searching, picking locks, and disarming.
A character must wield a flashlight or lantern in order to
supply his own light. Once a light source has only 50 or less
turns left before burning out, the message "Your light is getting
low" will be displayed at random intervals. Once a flashlight is
burnt out, it is useless and can be dropped. A lantern can be
refilled with batteries by using the Fill 'F' command.
2 Mining
Much of the money within the tunnels can be found only by
digging it out of the walls. Many rich strikes exist within each
level, but must be found and mined. Quartz veins are the
richest, yielding the most metals and gems, but magma veins will
have some hordes hidden within.
Mining is virtually impossible without a pick or shovel.
Picks and shovels have an additional special ability expressed as
'(+#)'. The higher the number, the better the special digging
ability of the tool. Note that a pick or shovel also has plusses
to hit and damage, and can be used as a weapon. Several very
powerful digging tools exist in the game, but must be found.
When a vein of quartz or magma is located, the character
should wield his pick or shovel and begin digging out a section.
When that section is removed, he should locate another section of
the vein, and begin the process again. Since granite rock is
much harder to dig through, it is much faster to follow the vein
exactly and dig around the granite.
If the character has a floppy or device of treasure location,
he can immediately locate all strikes of treasure within a vein
shown on the screen. This makes mining much easier and more
profitable.
2 Objects
The tunnels are full of objects just waiting to be picked up
and used. How did they get there? Well, the main source for
useful items are all the foolish adventurers that proceeded into
the tunnels before you. They get killed, and the helpful
monsters scatter the various treasure throughout the realm. Most
cursed items are placed there by the joyful servants of the Boss
who enjoy a good joke when it gets you killed.
You pick up objects by moving on top of them. You can carry
up to 52 different items in your backpack while wearing and
wielding many others. Note that although you are limited to 52
different items, you may be carrying several of each item
restricted only by the amount of weight your character can carry.
Your character's weight limit is determined by his Strength.
Only one object may occupy any one given floor location, which
may or may not also contain one monster. Note that doors, traps,
and staircases are considered objects for this purpose.
Many objects found within the dungeon have special commands
for their use. Ray Guns must be aimed, Devices must be used, Floppy
disks must be run, and potions must be quaffed. In any case, you must
first be able to carry an object before you can use it. Some
objects, such as chests, are very complex. Chests contain other
objects and may be trapped, and/or locked. Read the list of
player commands carefully for a further understanding of chests.
Once in a while, a chest will contain another chest...
One item in particular will be discussed here. The Floppy
of "Beam Me Up" can be found within the dungeon, or bought at
the computer store in town. It acts in two manners, depending upon
your current location. If ran within the dungeon, it will teleport
you back to town. If ran in town, it will teleport you back
down to the deepest level of the tunnels which your character
has previously been. This makes this floppy very useful for
getting back to the deeper levels of BOSS. Once the floppy is
executed it takes a while for the program to act, so don't expect
it to save you in a crisis. Beware, however, of your soul plummeting
to the depths of hell.
And lastly, a final warning. Not all objects are what they
seem. Sparkly treasures lying peacefully about the dungeon have
been known to bite...
2 Secret Doors
Many secret doors are used within the dungeon to confuse and
demoralize adventurers foolish enough to enter. But with some
luck, and lots of concentration, you can find these secret doors.
Secret doors will sometimes hide rooms or corridors, or even
entire sections of that level of the dungeon. Sometimes they
simply hide small empty closets or even dead ends.
Creatures in the tunnels will generally know and use these
secret doors. If they leave one open, you will be able to go
right through it. If they close it behind them you will have to
search for the catch first. Once a secret door has been
discovered by you, it is drawn as a known door and no more
searching will be required to use it. Of course, you'll probably
still have to pick the lock...
2 Staircases
Staircases are the manner in which you get deeper, or climb
out of the Boss's realm. The symbols for the up and down staircases
are the same as the commands to use them. A '<' represents an up
staircase and a '>' represents a down staircase. You must move
your character over the staircase before you can use them.
Each level has several staircases, many leading up, and many
leading down. Be careful, though, because some staircases are
very steep and will bring you more than one level up or down. Be
sure to look at the staircase first to see how steep it is.
2 Weapons
Carrying a weapon in your backpack does you no good. You
must wield a weapon before it can be used in a fight. Note that
a secondary weapon can be kept by wielding it and then using the
exchange command 'x'. A secondary weapon is not in use, simply
ready to be switched with the current weapon if needed.
Weapons have two main characteristics; their ability to hit
and their ability to do damage, expressed as '(+#,+#)'. A normal
weapon would be '(+0,+0)'. Many weapons in BOSS have special
bonuses to hit and/or do damage. Some weapons are cursed, and
have penalties that hurt the player. Note that cursed swords
are stuck and cannot be un-wielded until the curse is removed.
Missile weapons, such as pistols, have only one major
characteristic which is to hit, expressed '(+#)'. This plus to
hit is added to that of the missile used, if the proper
weapon/ammo combination is used.
Although you recieve any special bonuses an unidentified
weapon may possess when you wield it, those bonuses will not be
added in to the displayed values of to-hit and to-dam on your
character sheet. You must identify the weapon before the
displayed values reflect the real values used.
Finally, some rare weapons have *special* abilities. These
abilities augment the normal capabilities of the weapon. More
information about special weapons can be found under items/weapons.
2 Winning
Once your character has progressed into killing aliens with
but a mean glance and snap of his fingers, he may be ready to take
on the Boss. The Boss will appear on every level after 2450
meters, so don't go down there until you are ready for him.
The Boss cannot be killed in some of the easier methods
used on normal creatures. Because of the Boss's cunning, he
will teleport away to another level if a skill such as genocide
is used upon him, and the Boss cannot be polymorphed, slept, or
charmed. Special skills like coldball are effective against him
as are weapons, but he is difficult to kill and if allowed to
escape for a time can heal himself.
If you should actually survive the attempt of killing the
Boss, you will recieve the status of WINNER. Since you have
defeated the toughest villain alive, your character is ready to
retire and cannot be saved. When you quit the game, your
character recieves a surprise bonus score and is entered into the
top fifty list, probably at the top.
2 Wizards
There are rumors of BOSS Wizards which, if asked nicely,
can explain details of the BOSS game that seem complicated to
beginners. In addition, they have special skills which can
restore characters lost by accident, such as power-outs and such.
1 BANKING
There is a savings and loan institution in the office building
of every town, run by Danny Dollar. Well, Danny is more of a figure-
head for the s&l, sort of like Ronald McDonald is for McDonalds.
While there's a Danny in every town, no one is sure which town has
the real Danny Dollar. In fact, no one even knows whether or not
Danny is still working, or if he has retired.
2 Deposits
Danny has a wife, three kids, a dog, and employees, so he takes a
cut when you deposit, but only then. His rates are displayed upon entering
the establishment. To be fair, however, your account does earn interest at
the weekly rate listed.
2 Withdrawls
Getting your money out is as easy as asking for it.
2 Loans
Getting a loan is simple. Danny will give you as much as he thinks
you are worth, depending on your level. Persumably higher level characters
are going to live for a while, and are good for more money. Your loan is
charged interest at the advertised rate.
2 Payments
It is necessary that you pay back your loans. If you do not, several
things may happen to you. First, Danny will start charging you higher
rates on your loan. Second, he will take a bigger cut on your deposits.
Third, he will pay you less interest on any money you have deposited.
Fourth, and without warning, Danny may send out two of his large
'enforcers' to collect on his loan. They will beat you up and take your
money. Danny gives you some time to get your cashflow under control before
he begins enforcing payments, and will warn you when he thinks it's time.
Finally, if your loan is not payed off, Danny's enforcers will keep you
from leaving town.
1 CHARACTER
All characters have six main attributes which modify their
basic abilities. These six attributes, called stats, are
STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, and
CHARISMA. Stats may vary from 3 as a minimum to 18/200 as a
maximum. Because adventurers of interest tend to be better than
average characters, BOSS stats will average about 16, and are
further adjusted by qualities and class.
In addition to the more visible stats, each character has
certain abilities which are mainly determined by his quality
and class, but are also modified by his stats. The abilities are
MELEE FIGHTING, GUNS/GRENADES, SAVING THROW, STEALTH, DISARMING,
WIERD DEVICES, PERCEPTION, SEARCHING, and INFRA-VISION.
Characters will be assigned an early history, with money and
a social class based on that history. Starting money is assigned
based on history, charisma, and somewhat upon the average of a
character's stats. A character with below average stats will
receive extra money to help him survive the first adventure.
Each character will also have physical attributes such as a
race, a height, weight, sex, and a physical description. None of
these, except weight, play any part in the game other than to
give the player a "feeling" for his character. Weight is used
for computing carrying capacity and also for BASHING.
Finally each character is assigned HIT POINTS based on their
race, class, and constitution. Special skill users will also
recieve Resources ("RSRC") which is expended when using skills.
Your total resources are based on Wisdom for Gurus, Intelligence
for Scientists, and Charisma for Con-Artists.
2 Abilities
Characters possess nine different abilities which can help
them to survive. The starting abilities of characters are based
upon the quality and class of characters. Abilities may be adjusted
by high or low stats, or may increase with the level of the
character.
3 Melee-Fighting
Melee Fighting is the ability to hit and do damage with hand
weapons or fists. Normally a character gets a single blow from
any weapon, but if his dexterity and strength are high enough, he
may receive more blows per round with lighter weapons. Strength
and dexterity both modify the ability to hit an opponent. In
addition this skill increases with the level of the character.
3 Guns/Grenades
Firing guns with ammo and throwing objects, such as grenades,
is included in the skill. Different stats apply to different
weapons, but may modify the distance an object is thrown/fired,
the amount of damage done, and the ability to hit a creature.
This skill increases with the level of the character.
3 Saving-Throw
A Saving Throw is the ability of a character to resist the
effects of special skills used on him by another person/creature.
This ability increases with the level of the character, but then
most high level creatures are better at using their skills, so it
tends to even out.
3 Stealth
The ability to move silently about is very useful.
Characters with good stealth can usually surprise their
opponents, gaining the first blow. Also, creatures may fail to
notice a stealthy character entirely, allowing a player to avoid
certain fights.
3 Disarming
Disarming is the ability to remove traps (safely), and
includes picking locks on traps and doors. Note that a
successful disarming will gain the character some experience.
The character must have found a trap before it can be disarmed.
Dexterity and intelligence both modify the ability to disarm, and
this ability increases with the level of the character.
3 Wierd-Devices
Using a special device such as a ray gun or device requires
experience and knowledge. This skill is modified by intelligence,
and increases with the level of the character.
3 Perception
Perception is the ability to notice something without
actively seeking it out. This skill is based entirely upon race
and class, and will never improve unless specially enhanced.
3 Searching
To search is to actively look for secret doors, floor traps,
and traps on chests. Ninjas are the best at searching, but
thieves, gurus and scientists are good at it, too. Intelligence
modifies your ability of searching, and your ability will also
increase with your level.
3 Infra-Vision
Infra-vision is the ability to see heat sources. Since most
of the dungeon is cool or cold, infra-vision will not allow the
player to see walls and objects. Infra-vision will allow a
character to see any warm-blooded creatures up to a certain
distance. This ability works equally well with or with out a
light source. Note that the majority of the creatures are cold
blooded, and will not be detected unless lit up by a light source.
2 Classes
Once a quality has been chosen, you will need to pick a class.
Some classes may not be available to aliens. For the first
few adventures it is suggested that you run a wrestler or ninja.
Special skill using classes tend to take much more experience with
the game to keep them alive.
3 Wrestler
A Wrestler is a hack-and-slash character, who solves most of
his problems by cutting them to pieces, but will occasionally
fall back on the help of a special device. His prime stats are
Strength and Constitution, and a good Dexterity can really help
at times. A Wrestler has lots of hit points and will be good at Melee
Fighting and using Guns/Grenades, but bad at most other skills.
3 Scientist
A Scientist must live by his wits. He cannot hope to simply
hack his way through the tunnels, and so must therefore use his
special skills to defeat, deceive, confuse, and to escape with. A
scientist is not really complete without a golf-cart of special
devices to use in addition to his skills. He can master the higher
level wierd devices far easier than anyone else. Intelligence
is obviously his primary stat. There is no rule that says a scientist
cannot become a good fighter, but skills are his true calling.
3 Guru
A Guru is a character of holy devotion. They explore the
dungeon only to destroy the evil that lurks within, and if
treasure just happens to fall into their packs; well, so much
more to the glory of their church! Gurus receive their prayers
from their diety, and therefore do not choose which prayers they will
learn. He is familiar with special devices, preferring to call
them instruments of his god, but is not as good as a scientist in their
use. Gurus have good saving throws and a very Preceptive, and make
decent fighters, preferring blunt weapons over edged ones. Wisdom
is the primary stat for the Guru.
3 Ninja
A Ninja is a character that prefers to live by his cunning,
but is capable of fighting his way out of a tight spot. He is
the master of traps and locks, no device being impossible for him
to over-come. A ninja has a high stealth allowing him to sneak
around many creatures without having to fight, or sneak up and
get the first blow. A ninja's perception is extrememly high
and many times he will notice a trap or secret door before having
to search. A ninja is better than wrestlers or wanderers with
special devices, but still can not rely on their performance.
Due to their special training, strength, and exceptional fighting
skill, ninja's get more critical hits than other classes. A ninja's
primary stats are Strength and Dexterity.
3 Soldier
A Soldier is a fighter/scientist. He is a good fighter, and
the best of the classes with a missile weapon such as a gun.
The soldier learns skills much more slowly than a scientist, but is
capable of learning all but the most powerful skill. Because a soldier
is really a dual class character, it requires more experience to
advance him. A soldier has a good stealth, good perception, good
searching, a good saving throw, and is good with special devices.
His primary stats are Intelligence and Dexterity.
3 Wanderer
A Wanderer is a fighter/guru. He is an average fighter,
but not very good at missile weapons. He receives prayers at a
slower pace then the guru, and can receive all but the most powerful
prayer. Because a wanderer is really a dual class character, it
requires more experience to advance him. A wanderer lacks much in
the way of abilities. He is poor at stealth, searching, and
special devices. He has a decent saving throw due to his divine
alliance. His primary stats are Strength and Wisdom.
3 Con-Artist
A Con-Artist is an alternative sort of profession using tricks
of the mind as their special skills. A con-artist relies on his
charisma to out-wit his foes and to avoid thier dangerous blows.
Their primary stat is Charisma.
3 Thief
A Thief is a fighter/con-artist. A good thief avoids direct
contact with his foes and relies on his good stealth and con-artist
tricks. A thief learns tricks slower than a con-artist, but is a
much better fighter. He is the master of traps and locks, no device
being impossible for him to over-come. His primary stats are Charisma
and Dexterity.
2 Qualities
There are eight different qualities that you can choose from in
BOSS. The alien quality is restricted as to what profession it may
be, and each quality has it's own adjustments to a character's
abilities.
3 Elite
Rather than having a speciality in one stat, the Elite quality
gives a small bonus to each stat. As an added extra, the elite
character has especially high disarming, searching, melee fights, etc.
An elite character needs a little extra experience to go up each
level.
3 Hefty
Hefty characters are given a huge bonus to their Strength and
also bonuses to Constitution, Melee Fighting, Saving Throw, and
Hit Points.
3 Mad
Mad characters are given a huge bonus to their Intellegence and
also bonuses to Dexterity and Wierd Device.
3 Wise
Wise characters are given a huge bonus to their Wisdom and
also bonuses to Intellegence, Searching, and Perception.
3 Lucky
Lucky characters are given a huge bonus to their Dexterity and
also bonuses to Wisdom, Disarming, Searching, Guns/Grenades, Saving
Throw, and Perception.
3 Healthy
Healthy characters are given a huge bonus to their Constitution
and also bonuses to Strength and Melee Fighting.
3 Sexy
Sexy characters are given a huge bonus to thier Charisma and
also bonuses to Dexterity and Saving Throw.
3 Alien
This quality means that you are a Jarwangian Alien.
These Aliens have extrordinary Strength, Intellegence, Dexterity,
and Constitution, plus 80' Infra-Vision. Because of their
unfamiliarity of our world, aliens need much more experience to
gain levels.
2 Sex
You may choose to be either a male or a female character.
Only height and weight are affected by a character's sex. Female
characters tend to be somewhat smaller and lighter then their
male counterparts. No adjustments to stats or abilities are made
because of the sex of a character.
2 Stats
3 Strength
(STR)
Strength is important in fighting with weapons, or hand to
hand. A high strength can improve your chances of hitting, and
the amount of damage done with each hit. Characters with low
strengths may receive penalties. Strength is also useful in
tunneling, body and shield bashing, etc.
3 Intelligence
(INT)
Intelligence is the prime stat of a scientist or soldier. A
high intelligence increases a scientist's chances of learning spells,
and in gaining resources. No skill may be learned by scientists
with intelligences under 8. Intelligence also modifies a character's
chance of disarming traps, picking locks, and using wierd devices.
3 Wisdom
(WIS)
Wisdom is the prime stat of a guru. A high wisdom
increases the chance of recieving new prayers from a guru's
diety, and in the gaining of resources. Wisdom also modifies a
character's chance of resisting special skills used upon his
person.
3 Dexterity
(DEX)
Dexterity is the combination of agility and quickness. A
high dexterity may allow a character to get multiple blows with
lighter weapons, thus greatly increasing his kill power, and may
increase his chances of hitting with any weapon. Dexterity is
also useful in picking locks and disarming traps.
3 Constitution
(CON)
Constitution is a characters ability to resist damage to
their body, and to recover from damage received. Therefore a
character with a high constitution will receive more hit points,
and be more resistant to poisons.
3 Charisma
(CHR)
Charisma represents a character's personality, as well as
physical looks. A character with a high charisma will receive
better prices from store owners, whereas a character with a very
low charisma will be robbed blind. A high charisma will also
mean more money when the character starts out. Charisma is very
important for Con-Artists. A high charisma will give make the
skills and gaining of resources more efficient for thieves and
con-artists.
1 COMMANDS
All commands are entered by pressing a single key, or
control sequence (holding down the control key while pressing a
key). If a particular command requires additional action, it
will be prompted for, with one exception. When a direction is
required, no prompt is given unless and until an illegal response
is given.
2 Directions
In the following instructions, the symbol
refers to a
numeric direction based on your keypad. It is not valid to use
the number '5' in this context. One exception to this is with
movement, in which case '5' will rest the character for one turn.
Commands which require a direction will not prompt you for
one, unless you input an illegal direction. Just enter a
direction after the entering the command.
Directions \ | /
7 8 9
- 4 6 -
1 2 3
/ | \
2 Movement
Movement is accomplished by using your numeric keypad.
Simply press a number and your character will move one step in
that direction. Pressing a '5' is equivalent to waiting for one
round (More efficient resting over long periods of time is
accomplished by using the Rest command). You can only move onto
and through floor spots, and only if they contain no creatures or
obstructing objects such as a closed door.
Moving your character one step at a time can be time
consuming and boring, so a faster method has been supplied. By
using the Move command '.', you may move in a direction until
something interesting happens. For instance, by pressing the
period key '.' followed by the direction 8, your character would
continue to move up the screen, only coming to a stop after at
least one condition is satisfied. These conditions are:
1. A creature appears upon the screen, or a creature already on
the screen moves.
2. You move next to an object, or feature such as a door,
staircase, or trap.
3. You come to a wall, and have more than one choice of
directions from which to continue, or are in a dead in
passage.
4. You come to a junction of several passages.
Movement \ | /
7 8 9
- 4 6 - 5 rests the character for one turn.
1 2 3
/ | \
2 BASH
B - Bash
The Bash command includes breaking open doors and chests, or
bashing an opponent. Two main factors determine the ability of a
character to bash; their weight and their strength. In
addition, when bashing an opponent, you will either perform a
body bash, or if wielding a shield, perform a shield bash which
is more effective.
Bashing a door can throw the character off-balance, but this
will not generally be a problem. Doors that have been jammed
closed with spikes can only be opened by bashing. Locked doors
may also be bashed open. Note that bashing a door open will
permanently break it.
Bashing a creature has effects on both the player and his
opponent. Depending on a character's dexterity, he may or may
not be thrown off-balance allowing free moves to his opponents.
If the bash is successful, the opponent will be thrown
off-balance for 1 to 3 turns, thus allowing the character free
hits or a chance to run.
A player automatically performs a shield bash instead of a
body bash, if he is currently wearing a shield. A shield bash
adds the damage of a shield to that of the bash, so is more
effective. Note that size and material both affect the damage
that a shield will do.
2 CHARACTER
C - Print character sheet to screen
This command allows the player to display his character
information on the terminal screen. All stats and abilitlies are
shown, along with current bank balance information. Note that
the descriptors of the misc. abilities are subjective and do
vary each time you use the shift-C command. If you need to print
your character info to a file, see the shift-P command.
2 DISARM
D - Disarm a trap.
You can attempt to disarm floor traps, or trapped chests.
If you fail to disarm a trap, there is a chance that you blunder
and set it off. You can only disarm a trap on a chest after
finding it with the search command.
2 EAT
E - Eat some food.
A character must eat occasionally to remain effective. As a
character grows hungry, a message will appear at the bottom of
the screen saying "Hungry". If a character remains hungry long
enough, he will become weak and eventually start fainting.
2 FILL
F - Fill a lantern with batteries.
If your character is currently using a lantern for light, and
if he has a package of batteries in inventory, he may refill the
lantern by using this command. A lantern is capable of a maximum
of 12000 turns of light.
2 LOCATION
L - Display map co-ordinates.
The Location command will display your character's current
co-ordinates as shown on a printed map (printed with the 'P'
command). Sectors contain up to 44 rows by 99 columns each. The
Location command will display the character's current row and
column map co-ordinates, as well as the sector number.
2 MIX_POTIONS
M - Mix two potions together.
A player with good luck and intellegence can sometimes be able
to mix together two potions and come out with a new, more powerful
one. The results are unpredictable, and so potion mixing should be
done with caution.
2 MORE-TOGGLE
Q - Toggle the 'question-more' feature on and off.
This command does not take a turn.
2 PRINT
P - Print map or character sheet to file.
The Print command will write an entire map of the dungeon
floor explored to a file. Since the dungeon floor is large, the
map is broken up into sectors, each containing up to 44 rows by 99
columns.
This command also allows the player to print his entire
character sheet info listing to a file. The character's history,
equipment list, and an inventory list are included.
2 REST
R - Rest for a number of turns.
You may rest one turn by pressing the '5' key. Resting for
longer periods of time is accomplished by using the Rest command,
followed by the number of turns you want to rest your character.
Resting will continue until the specified duration has expired,
or something to wake the character happens, such as a creature
wandering by. It is sometimes a good idea to rest a beat-up
character until he regains some of his hit points, but be sure to
have plenty of food if you rest often.
If you have accidently entered in a rest period too large,
or change your mind about the resting period, you may wake your
character up by pressing any key.
2 SEARCHMODE
S - Search mode toggle.
The Searching toggle will take the character into and out of
searching mode. When first pressed, the message "Searching" will
appear at the bottom of the screen. The character is now taking
two turns for each command, one for the command and one turn to
search about him. Note that this means he is taking twice the
time to move about the dungeon, and therefore twice the food. If
a creature should happen by or attack you, search mode will
automatically shut off. Otherwise you may turn off search mode
by again pressing the 'S' key.
2 TUNNEL
T - Tunnel through rock.
Tunneling (Mining) is a very useful art. There are four
kinds of rock present in the dungeons of Moria; Permanent Rock,
Granite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock
is exactly that, permanent. Granite is very hard, therefore hard
to dig through, and contains no valuable metals. Magma and
Quartz veins are softer and sometimes bare valuable metals and
gems, shown as a '$' or a '*' character. You can tell if the
metal or gems are embedded into the wall by trying to move onto
them. If you can't move over them, you'll have to dig them out.
Tunneling can be VERY difficult by hand, so when you dig be
sure to wield either a shovel or a pick. Special shovels and
picks can be found which allow the wielder to dig much faster
than normal, and a good strength also helps.
2 AIM
a - Aim a ray gun.
Ray Guns must be aimed in a direction to be used. Ray Guns are a
special device and therefore use the Special Devices ability of
the player. They will either affect the first object/creature
encountered, or affect anything in a given direction, depending
upon the ray gun. An obstruction such as door or wall will general
stop the effects of a ray gun from traveling further.
2 BROWSE
b - Browse a book.
You can only understand a book if you are trained in its arts.
Therefore a scientist could read a tech manual, but not a holy
book. Fighter's will not be able to read either kind of book.
When the browse command is used, all of the skills or prayers
contained in the book along with information about it, such as
it's level, the amount of resources used up in using it, and wether
or not you know the skill or prayer will be displayed. There are
a total of 31 different special skills in four books, and 31
different prayers in four books.
2 BERZERK
b - Go Berzerk
A Wrestler character makes up for his lack of special skills
by having *lots* of hit points and also by his ability to lose his
head in battle and lash out at every opponent around him. This
skill is nicknamed 'Berzerking' and is quite effective. There are
currently no restrictions on the amount of times a Wrestler can
go berzerk.
2 CLOSE
c - Close a door.
Non-intelligent and certain other creatures will not be able
to open a door. Therefore shutting doors can be a life saver.
You must be adjacent to an open door, and you cannot close broken
doors. Note that bashing a door open will break it.
2 DROP
d - Drop an object from you inventory.
You can drop a single object onto the floor beneath you if
that floor spot does not already contain an object. Note that
doors and traps are considered objects in this sense. If you
drop an object such as a potion or floppy, a single one is
dropped onto the floor at a time. Group objects such as arrows
are all dropped at once onto the floor.
2 EQUIPMENT
e - Display a list of equipment being used.
Use the Equipment command to display a list of objects
currently being used by your character. Note that each object
has a specific place were it is placed, and that only one object
of each type may be used at any one time; excepting rings of
which two can be worn, one on each hand.
2 FIRE
f - Fire a Gun.
To use a gun with ammo, simply wield the gun and then specify
which ammo clip you want to use after hitting the fire command. The
caliber of the gun must match the ammo size, of course.
2 Hurl
h - Hurl an Item.
You may throw any object carried by your character.
Depending upon the weight of an object, it may travel across a
room or drop down beside you. If you throw an object such as a
round of ammo, only one will be used at a time.
If you hurl at a creature, your chance of hitting the
creature is determined by your pluses to hit, your ability at
throwing, and the objects pluses to hit. Once the creature is
hit, the object may or may not do any actual damage to it.
Certain objects in the game can do great amounts of damage
when thrown, but it's for you to figure out the obscure ones.
Grenades are the most effective of thrown weapons, but be careful
not to throw one too close to you, or you will be hit by the blast.
2 HELP
h - Enter the BOSS help library.
A subprocess is spawned and the HELP utility entered. Help
on individual commands may be displayed without actually exiting
your game. You may return to your game by entering a -Z
character.
2 INVENTORY
i - Display a list of objects being carried.
The Inventory command displays a list of all objects being
carried, but are not in current use. You may carry up to 22
different kinds of objects, not including those in your equipment
list. Depending upon your strength, you will be able carry many
identical objects before hitting your weight limit.
2 JAM
j - Jam a door with an iron spike.
Most humanoid and many intelligent creatures can simply open
a closed door, and can eventually get through a locked door.
Therefore you may spike a door in order to jam it. Each spike
used on a door will increase it's strength. It is very easy to
jam a door so much as to make it impossible for your character to
bash it down, so spike doors wisely. Note that the bigger a
creature is, the easier it can bash a door down. Therefore four
or more spikes might be necessary to slow down an alien, where
one spike would slow down a gang member.
2 Skills
m - Do a skill from a con artist or tech manual
First, a character must have learned a skill before he can
cast it. Next, when using a skill, he must read the skill from
a manual, so a manual containing the skill must be in his inventory.
Each skill has a chance of failure which starts out fairly large
but decreases as a character gains levels. If a character does
not have the available resources, he increases his chance of failure,
and gambles on losing a point of constitution. Note that since a
character must read the skill from a manual, he cannot be blind or
confused when using a skill, and there must be some light
present.
2 LOOK
l - Look in a direction.
The Look command is useful in identifying the exact type of
object or creature shown on the screen. Also, if a creature is
on top of an object, the look command will describe both. You
can see creatures and objects up to 200 feet away (20 units).
Note that you may freely use the Look command without the
creatures getting a move on you.
2 OPEN
o - Open a door, chest, or lock.
To open an object such as a door or chest you must use the
Open command. If the object is locked, the Open command will
attempt to pick the lock, based on your ability at disarming.
Note that if an object is trapped and you open it, the trap will
be set off.
2 PRAY
p - Read a prayer.
First, a character must have learned a prayer before he can
read it. Next, when reading a prayer, he must have the book
containing the prayer in his inventory. Each prayer has a chance
of failure which starts out fairly large but decreases as a
character gains levels. If a character does not have the
available resources, he increases his chance of failure, and gamble
on losing a point of constitution. Note that since a character
must read the prayer from a book, he cannot be blind or confused
and there must be some light present.
2 QUAFF
q - Quaff a potion.
To drink a potion use the Quaff command. A potion affects
the player in some manner. The effects of the potion may be
immediately noticed, or they may be subtle and unnoticed. If you
wish to try mixing potions, use the Mix command.
2 READ
r - Run a floppy in a computer.
Floppy disks in BOSS are strange alien constructs that react
with the immediate environment when they are ran inside a computer.
Some floppies will light up a room, while others will identify a
player's inventory. Cheap, earth made, computers will invariably
'eat' a floppy once it is ran, but the more advanced (and expensive)
computers are less likely to destroy the disk.
2 SEARCH
s - Search general area one turn.
The Search command can be used to locate hidden traps and
secret doors about the player. Note that more than a single turn
of searching will be required in most cases. You should always
search a chest before trying to open it because they are
generally trapped.
2 TAKEOFF
t - Take off a piece of equipment.
Use the Take-Off command to remove an object from use, and
return it to your inventory. Occasionally you will run into a
cursed item which cannot be removed. Cursed items are always
bad, and can only be taken off after removing the curse.
2 USE
u - Use a wierd device.
The Use command will activate a wierd device. Wierd Devices
are bizarre alien devices that baffle earth's scientists. The Boss
has stolen many of them from both the Dasyians and the Jarwangians,
and many have turned up in city stores. Like floppys, most wierd
devices have an area affect. Becasue devices are generally more
powerful than most other items, they are also harder to use correctly.
2 VERSION
v - Display current version of game.
The Version command displays the credits for the current
version of Moria/BOSS.
2 WEAR
w - Wear or wield an item being carried.
To wear or wield an object in your inventory, use the
Wear/Wield command. If an object is already in use for the same
function, it is automatically removed first. Note that an
objects bonuses cannot be gained until it is worn or wielded.
2 EXCHANGE
x - Exchange primary and secondary weapons.
A secondary weapon is any weapon which may be needed often.
Instead of searching through your inventory, you may use the
exchange command to keep the weapon ready. For instance, if you
wanted to use your gun most of the time, but needed an axe for
close combat, you could wield your axe, use the exchange
command to make it the secondary weapon, then wield your gun. If
the axe was suddenly needed, simply use the exchange command to
switch between the gun and the axe.
2 IDENTIFY
/ - Identify a character shown on screen.
Use the identify command to find out what a character
displayed on the screen stands for. For instance, by pressing
'/.', you can find out that the '.' stands for a floor spot.
When used with a creature, the identify command will tell you
only what class of creature the symbol stands for, not the
specific creature, therefore use the look command for this
information.
2 COMMANDS
? - Display a list of commands.
The ? command displays a one page quick reference help page
on the screen.
2 REPEAT
^M - Repeat last message.
The -M (Carriage-Return or Enter key) command will
re-display the last message printed on the message line at the
top of your screen.
2 REDRAW
^R - Redraw the screen.
To redraw the entire screen, use the -R command.
2 QUIT
^Y - Quit the game without saving.
To exit the game without saving your character use the
-Y command. Once exited in this manner, your character
is non-recoverable.
2 SAVE
^Z - Save your character and quit the game.
To save your game so that it can be restarted later, use the
-Z command. The save file can be moved about at will,
but do not edit it. Note that a copy of a saved character will
not work after that character has died.
2 SHELL
$ - Shell out of game.
Use the Shell command '$' to temporarily exit the game to
execute DCL commands. You may re-enter the game by typing in a
log command.
2 UP
< - Go up an up-staircase.
If you move onto an up-staircase you may use the '<' command
to go up one level. There are always several staircases going
up on every dungeon level. Going up a staircase will always take
you to a new dungeon area except for the city level, which remains
the same until you go to the next city.
2 DOWN
> - Go down a down-staircase.
If you are on top of a down-staircase you may use the '>'
command to go down one level. There are always several
staircases going down on each level, including the city level.
Going down will always take you to a new dungeon area.
2 GO
. - Move in direction.
The Move command '.' will move you in the indicated
direction until one of several conditions happen. These
conditions include, a creature appearing on the screen, a
creature already on the screen moving, an object or feature such
as a door, a staircase, or a trap is adjacent to the character,
character comes into a junction of passages, or character comes
to a wall with no choice or more than one choice of continuing
directions.
1 COMPUTERS
Part of a character's survivial in BOSS will depend on the
computer that the character buys or finds in the dungeon. A
computer is needed to run Floppy Disks. Most computers will always
successfully run a disk, but in doing so will usually corrupt the
data and 'eat' the disk. Some computers are less 'hungry' then
others and this is immediately apparent in the relative price of the
model. Current computer efficiency ranges from 1% to 70%.
1 DISCLAIMER
BOSS (Moria) is intended for Public Domain, and may not be
sold or marketed IN ANY FORM without the permision and written
consent from the author Robert Alan Koeneke. I retain all copyrights
to this program, in either the original or modified forms, and no
violation, deletion, or change of the copyright notice is
allowed. Futhermore, I will have no liability or responsibilty
to any user with respect to loss or damage caused directly or
indirectly by this program.
1 HELP
You can get help on a topic by typing in the first few letters of
the topic or subtopic.
If a topic is abbreviated, the text for all topics which match the
abbreviation is displayed.
To exit from a topic simply hit the return key.
1 ITEMS
There are a lot of different types of items in BOSS. Knowing what
they can do and how they can be used is key to winning the game.
2 WEAPONS
Anything in the game can potentially be used as a weapon. However,
some things cannot be wielded effectively as a weapon. Real weapons
come in three types, and there are also special abilities that some
rare weapons may contain.
3 SPORTS_EQUIPMENT
Sports equipment are specialized types of weapons that can be
purchased in the Pro Shop. They are generally cheaper than weapons
found in the Weapon Shop.
Sports Equipment Cost Weight Damage
Towel 1 2 2d3
Hair Brush 1 1 2d2
Umbrella 10 10 1d6
Hat Stand 15 70 1d8
Aligator Skin Purse 30 15 1d4
Walking Stick 10 10 1d4
Ping Pong Paddle 5 2 2d2
Tennis Racket 40 25 2d4
Jai-Lai Scoop 45 20 1d6
Bowling Pin 5 30 1d6
Golf Club (9 iron) 60 35 3d3
Golf Club (1 wood) 80 40 3d4
Cricket Bat 50 65 2d5
Baseball Bat (wooden) 30 80 2d6
Baseball Bat (aluminum) 35 70 3d6
Baseball Bat (spiked) 50 100 4d6
Croquet Mallet 10 10 2d5
Hockey Stick 50 30 2d4
Snow Ski Pole 50 30 1d10
Foil 100 35 1d10
Water Ski 150 100 2d5
Surf Board 200 50 3d3
3 HAND-TO-HAND
Type Cost Weight Damage
Lead Pipe 2 15 2d3
Wrench 10 15 1d5
Hammer 10 15 1d6
Crowbar 20 25 2d4
Hand Axe 100 50 4d4
Chainsaw 250 100 5d5
Flail 300 150 5d4
Katana 350 150 6d4
Long Sword 375 250 7d4
Broadsword 400 250 8d4
Two-Handed Sword 500 275 9d4
Battle Axe 600 300 10d4
3 DISTANCE
Thrown Weapons Cost Weight Damage
Frisbee 1 1 1d3
Baseball 10 5 2d4
Lawn Dart 10 20 1d10
Large Brick 1 50 1d7
Throwing Knife 50 15 2d5
Throwing Star 40 1 2d4
Dynamite 20 5 2d5
Fragmentation Grenade 50 10 4d5
Incendiary Grenade 50 10 4d6
Guns Cost Weight Damage Bursts
Shotgun 130 40 2d4 2
Pistol (45cal) 100 20 2d5
Rifle (45cal) 150 40 3d5
Machine Gun (45cal) 500 105 2d5 6
Pistol (9mm) 120 20 2d4
Uzi (9mm) 700 50 2d4 6
Laser Pistol 300 20 3d8
Laser Rifle 500 50 4d8
Heavy Laser 900 200 6d8
Laser Machine Gun 1500 120 3d8 4
3 Special-Weapons
You may discover many weapons that have special and powerful
abilities. These abilities augment the normal capabilities of the
weapon. Special weapons are denoted by the following abbreviations:
4 Defender
(DF)
A special weapon that actually helps the wielder defend
himself, thus increasing his armor class.
4 Frost-Brand
(FB)
A special weapon of ice that delivers a cold critical to
heat based creatures.
4 Flame-Tongue
(FT)
A special weapon of flame that delivers a heat critical
to cold based creatures.
4 Holy-Avenger
(HA)
A Holy Avenger is by far the most powerful of weapons.
Holy Avengers have been known to increase several of the
wielder's stats, to actually increase the wielder's armor
class (because of the terror the weapon spawns in it's foes),
and to actually help the wielder to fight more effectively.
4 Kill-Alien
(KA)
A Kill Alien weapon is a special purpose weapon created
by the Jarwangian race with the sole purpose to defeat the
Daisyians. Therefore, when used against an alien, the amount
of damage done is greatly increased.
4 Kill-Scum
(KS)
A Kill Scum weapon is a special purpose weapon whose
sole intent is to destroy scummy life forms. When used
against a scummy creature the damage done is greatly increased.
4 Kill-Creature
(KC)
A Kill Creature weapon is a special purpose weapon whose
sole intent is to destroy all the vile creatures in the realm.
A creature is usually non-intellegent and very hungry.
4 Kill-Mutant
(KM)
A Kill Mutant weapon is a special purpose weapon whose
sole intent is to destroy all living mutants. This weapon
is hated and feared by the intelligent mutants, for a single
blow from this weapon is capable of much damage to them.
4 Destroyer
(DST)
A super leathal weapon of unknown origin. Known for its
awesome damage potential. Unfortunately with its great power
comes a greater weight. Conan would have liked this kind of
weapon.
5 Rare
There are rumors of *very* special weapons that the minions
of the Boss have created. One such rumor is about a weapon called
"Slicer". This weapon is said to do double damage before adding on
other special bonuses. How sharp is your blade? (or towel for that
matter)
2 DIGGING_IMPLEMENTS
Some items are particularly useful in aiding you to dig for things.
Type Cost Weight Damage Tunnel
Sturdy Shovel 20 50 1d4 1
Pick Axe 50 70 1d5 2
Jack Hammer 550 220 3d5 4
Diamond Tipped Drill 2200 40 2d5 5
2 ARMOR
Armor is worn to give you defense against physical attacks. Having a
high armor class will actually result in your taking less damage in
battles.
Armors Cost Weight Armor
Pair of Nikes 4 5 2
Pair of Suede Pumps 6 5 2
Pair of Combat Boots 20 40 4
Baseball Cap 4 5 1
Bicycle Helmet 12 15 2
Motorcycle Helmet 30 20 4
Football Helmet 75 20 5
Steel Helmet 200 100 6
Bath Robe 4 15 2
Spandex Jumpsuit 25 20 4
Cowboy Suit 35 25 5
Bullet-Proof Vest 55 30 6
Ski Jacket 75 90 6
Fire-Proof Suit 200 110 7
Flak Jacket 230 150 8
Kevlar Vest 430 130 12
Cheap Riot Armor 430 250 12
Riot Armor 530 220 14
Space Suit 800 250 16
Slightly Rusty Chainmail 300 280 22
Really Old Platemail 400 290 24
Electrically Powered Ar. 3000 300 30
Nuclear Powered Armor 10000 260 50
Raincoat 3 10 1
Black Leather Gloves 3 5 1
Set of Gauntlets 35 25 2
Silver Hubcap 100 10 2
Garbage Can Lid 1 30 2
Stop Sign 20 60 3
Serving Platter 40 90 4
Small Riot Shield 110 75 6
Large Riot Shield 220 100 10
3 Special-Armor
Some pieces of armor will possess special abilites denoted
with abbreviations. The following is a list those abilities:
(RA) = Resist Acid 1/4 damage, armor immune to corrosion.
(RC) = Resist Cold and Frost 1/2 damage.
(RF) = Resist Heat and Fire 1/4 damage.
(RL) = Resist Lightning 1/4 damage.
(RG) = Resist Poison Gas 1/2 damage.
(Resist) = All of the Above
(P) = Protection Extra bonus to armor class, but is slightly
more heavy in weight.
(CR) = Combat Ready Bonus to hit in melee, very light in weight.
(W) = Weightless Built by Daisyian anti-gravity scientists.
Weighs almost nothing.
3 Rare-Armor
Rumors abound about *very* special armor types that the Boss's
minions have either created or stolen from who knows where. Here is
a list of armors that are rumored to exist:
Qwethleg - Some sort of nightmare armor that even gives a bonus to
hit when attacking.
Fi-Yoh - Possibly created by the Jarwangian Gurus.
Jarth - Something Eddie (the Boss's nephew) keeps talking about.
He says it can make you dodge or survive most anything.
????? - Who knows what else is out there?
2 COMPUTERS
In order to run any Floppy Disks that you have, it is necessary that you
own, and be wielding a computer. The efficiency rating on a computer
relates to it's propensity for destroying floppies after they have been
used.
Computers Cost Weight Efficiency
Vic-20 20 30 1% (Sounds right, doesn't it?)
Laptop Computer 400 50 10%
Mini-Computer 1200 90 30%
Mini-Super Computer 2000 200 50%
Matrix Computer 5000 20 70%
1 NEWS
In order to take the bus, you must first defeat the mob boss of
your current city. The mob bosses are major henchlings of the Boss.
They can be found somewhere on the 500 meter level tunnel below the
city. Their ASCII representation is a capital P.
There are lots of corpses to be found. Currently the corpses have
no valuable use.
Monsters multiply differently now. You may find packs of
previously non-multiplying monsters. Be careful, they may be
more dangerous.
We have implemented the long promised time limit to the game.
You have 100 game days (subject to change) before the Boss takes
over the world and you lose.
(KR) Kill Robot and (RG) Resist Gas items have been added to the
game. Robot monsters include Bots, Drones, Seekers, Borgs, and
a few others. If you should use either of these new items please
send mail to Raoul.
Also, don't forget about these useful commands:
W - toggle wall patterns
b - go berzerk (for Wrestler class only)
k - display kill list
M - mix potions
Q - toggle question-more
1 OLD-NEWS
The winning conditions have been extended a bit. If you should
get lucky enough to defeat the Boss, be warned that another may
take his place. The number of Boss's you defeat will be
reflected in your score when you die or decide to retire.
A few of the stores have changed a bit. You'll now find potions
and food at the Bar and Grill. Guns and ammo have been
relocated to the Gun Shop.
Be the first kid on the block to own and use a new laser gun!
You'll find them in the Gun Shop. They're expensive, but
worth it. (And don't forget to buy power pack ammo.)
1 SCORE
Calculation of your final score happens when your character dies,
or kills the Boss and retires. If you die, your score is based on
your experience, plus a small amount per dungeon level you explored,
minus any outstanding debt from the bank. If you win, you get a big
bonus for winning, and another bonus based on how fast you did it,
measured in game days.
1 SUMMARY
The game of BOSS places you in the role of vigilante, on a quest for
truth, justice, and the American way as you gather knowledge and power
so that you may defeat the Boss, an evil and powerful underworld figure who
lurks in his lair, skulking like a rat, somewhere deep under the surface of
the earth, where good and pure mortals live their lives. The Boss is bad.
He has no shame, and no honor. The Boss is a coward, and keeps himself
protected by hiring all sorts of street scum to guard him. It is your task
to defeat these underlings who protect him, to penetrate his defenses and
confront him in his underground lair, a veritable city under the earth.
Your lowly and wimpy character will start his/her trek in Seattle, the
Emerald City. There, you should purchase all the things that you will need
to survive the trials and travails that await you. You are given some
basic amenities, and if you're gutsy, you can survive on these mere items.
The pits under Seattle are rumored to be about ten levels deep, extending
a half kilometer under the city. At the deepest level of the city you will
find one of the Boss's major henchman. After defeating him and when you
fell confident that you are ready for the next stage of your quest, you can
then catch a bus to the next town, a little further east, and a little
further into the Boss's demense. Being closer to him, things will be more
dangerous. Occasionally, you will see the carcass of a fellow vigilante whose
luck was not so good. Your travels will eventually lead you to New York City,
the very heart of the Boss's territory. Things are rough in New York, and
even rougher underneath. Because the Boss is such a spineless coward, the
pits under New York are especially deep.
It is common (if unacknowledged publicly) knowledge that the Boss has
joined forces with factions from three alien races, the Jarwangians, the
Vogons, and the Daisyians. The Jarwangians are more or less nice guy
aliens, and have been duped or drugged into the Boss's servitude. The
Vogons, well, nobody really likes the Vogons anyway, not even the Boss, so
even he hires relatively few of them. The Daisyians are just plain really
mean. Daisyians have no remorse, no compassion. They are completely
without feeling. They would just as soon beat up their aging grandmother
as you, and probably have already done so. Rule number one: unless you're
looking for trouble, *don't* mess with a Daisyian. Of course, rule number
one is pretty useless, because the Daisyian will probably come looking for
you anyway.
The Boss isn't content with simple association with extra-terrestrials,
however. He has also hired an elite core of scientists (well, not so much
hired as blackmailed, but, that's the Boss for you) to perform genetic
experiments on poor hapless victims, in the aim of creating a master race
of accounting executives, who would them infiltrate the entire world's
banking system, and make the Boss the richest man on the planet.
Note that the Boss is no fool. He didn't get to his position of power
and prestige by being a fool. He will be aware of you, and will occasionally
exert his influence to cause strange and unpleasant things to happen. You
will perhaps think they are accidents, but be warned, they are not...
Time is short, potential hero. Rumors are afoot that the Boss's plans are
drawing to a close, and within three or four months or so, they may reach
fruitation. This would be a death-knell for freedom and justice everywhere.
Do not waste time. Good luck, brave vigilante, the causes of freedom
(and justice, too) are resting upon you.
1 SYMBOLS
Symbols on your map can be broken down into three
categories; Features of the dungeon such as walls, floor, doors,
and traps; Objects which can be picked up such as treasure,
weapons, special devices, etc; and Monsters which may or may not
move about the dungeon, but are mostly harmful to your
character's well being.
Note that some symbols can be in more than one category.
Also note that treasure may be imbedded in a wall, and the wall
must be removed before the treasure can be picked up.
It will not be necessary to remember all of the symbols and
their meanings. A simple command; the '/'; will identify any
character appearing on your map. See the section on commands for
further help.
Features :
. A floor space, or hidden trap. K Entrance to K-Mart.
#,8,&,@ A wall. C Entrance to Computer Store.
' An open door. B Entrance to Black Market.
+ A closed door. T Entrance to Temple.
^ A trap. + Entrance to Bar and Grill.
< A staircase up. P Entrance to Pro Shop.
> A staircase down. G Entrance to Gun Shop
; A loose floor stone. W Entrance to Weapon Shop.
: Obstructing rubble. L Entrance to Leather 'n Chains
' ' An open pit. (Blank) < Stairs to Office Building
Objects :
! A vial of chemicals. ? A floppy disk.
" An amulet. [ Hard armor.
$ Money. / Sports Equipment.
& A chest. ] Misc. armor.
( Soft armor. _ An alien device.
) A shield. { Ammo.
* Gems or Grenades. | A melee weapon.
- A ray gun. } A Gun (Laser, Shotgun, etc.)
~ Misc. % Computer.
= A ring. , Food.
Monsters :
a Animals. A Aliens.
b Bats. B The Boss.
c cloister. C Acidic Cubes.
d Androids. D Droids.
e Ectoplasms. E Evil Things.
f Walking Fungi. F Mind Flayers.
g Gang Members. G Genies.
h Hackers. H Hounds/Horses.
i Insect Swarms. I Insane Lads.
j Jackals. J Jarwangian Molds.
k Kitchen Utensils. K King Mutant
l Lasers. L Mutants.
m Machinery. M Mutants.
n ??? N Nothingness.
o Oorbs. O Oozes.
p People. P Power People.
q ??? Q Queen Mutant.
r Rodents. R Ropers.
s Acid Trips. S Snake.
t Giant Ticks/Trekkies. T ???
u Unknowns. U ???
v Vogons. V Vortexes.
w Worms. W Warbots/Snarfbangers.
x Spiders. X Momifractors.
y Yokels. Y Yeth Hounds.
z Zymoggers/Zippy. Z Zarg!
$ Creeping Coins. , Mushroom Patch.
? Computer Viruses. | Animated Swords.
0 - 9 Patrol Robots. * Gems.
1 CITY
You will begin your quest in the city of Seattle, the Emerald city,
not to be confused in any way with the land of Oz, which is rumored to
exist in other parts of the game. The city consists of 12 buildings. 11
shops, and an office building. There are also stairs down, and various
people and pigeons in the city. Not all of them are nice.
2 Buildings
You may enter any of the shops, provided it's during business hours.
Once inside, you may buy and sell items, as in any normal store in the real
world. In fact, I wonder why i'm bothering to tell you all this. Why
don't you just read the rest of the information about the stores themselves.
Once inside a store, his inventory will appear on the screen along
with a set of options for your character. You may browse the store's
inventory if it takes more than one page to display, and you may sell
or purchase items in his inventory. You can execute your inventory and
equipment commands to see what you are carrying. Not shown with the
options are the wear, take-off, and exchange commands which will also work,
but were excluded to keep the options simple.
Stores do not always have everything in stock. As the game progresses,
they may get new items so check from time to time. Also, if you sell
them an item, it may get sold to a customer while you are
adventuring so don't always expect to be able to get back anything you have
sold.
Store owners will not buy harmful or useless items. If an object is
unidentified, they will pay you some base price for it. Once they have
bought it they will immediately identify the object. If it is a
good object, they will add it to their inventory. If it was a bad
bargain, they simply throw the item away. In any case, you may
receive some knowledge of the item if another is encountered.
3 Bar_and_Grill
The Bar and Grill serves all manner of drugs, chemicals, drinks,
food items and even the occasional bagel. It's a good restaurant. You
can get all sorts of non-perishable foods, fit to take with you on your
travels. But beware, the owner of the restaurant was a hippie back in
the sixties, and he sells some foods with rather interesting side effects.
The entrance to this store is a `+'.
3 Leather_and_Chains
Leather & Chains is where the town's armor is sold. All
sorts of protective gear may be bought and sold here. The
entrance to this shop is a 'L'.
3 K-Mart
K-Mart sells clothing, flashlights, lanterns, and batteries.
All of these items, and others, can be sold back to K-Mart for money.
The entrance to this store is a 'K'.
3 Alien_Artifacts
The Alien Artifact store is the most expensive of all the
"legal" stores. It deals in all sorts of ray guns and alien
devices. The entrance to this store is a 'A'.
3 Temple
The Temple deals in healing and restoration potions, as well
as amulets, rings and some approved priestly weapons. The entrance
to the Temple is a 'T'.
3 Weapon_Shop
The Weapon Shop is where the town's weapons are legally
bought and sold. Hand and thrown weapons may be purchased here,
but guns and ammo are only sold at the Gun Shop. The entrance to
the Weapon Shop is a 'W'.
3 Computer_Store
Well duh! They sell computers and floppy disks here.
The entrance is a 'C'.
3 Guild
The guild is hidden. We can't tell you what the entrance looks like.
They sell con-artist and thieves manuals there, and other stuff that sneaky
kinds of people use.
3 Gun_Shop
Boise Gun fanciers weren't satisfied with the quality of service at the
Weapon Shop and so opened up a chain of speciality Gun shops across the
nation. All types of guns and lasers can be purchased along with their
corresponding ammo. The entrance is a 'G'.
3 Pro_Shop
This is a sports supply store. You can buy all sorts of things that
can be used as general weapons and armor here. The entrance is a 'P'.
3 Black_Market
The Black Market stocks all manner of illicit and hard to get items.
Beware, though, the items in this store are *really* expensive. The owner
is also kind of a snob, and won't let you in if you don't have enough money.
3 Office_Building
The office building is a towering structure, dwarfing all the other
structures in the city. If you dare enter this massive structure, you will
gain access to its refurbished interior and also the hotel, bank,
NewsInc Ltd, and medical clinic.
2 Supplies
Your character will begin his adventure with some supplies already
on him. Use the Inventory 'i' command to check what these supplies
are. It will be necessary to buy other supplies before continuing into
the dungeon, however, so be sure to enter each of the stores.