ABANDONED PLACES II - CODES =========================== For all thsoe peple having problems withe the copy protection in Abandoned Places II ...... Just click on the appropriate x in the box, leave the 0 alone. x0x0 0x0x 0x00 00x0 x0x0 0x0x 0xxx xxx0 0xx0 xxx0 0x0x x0x0 x0x0 0x0x 000x x000 x00x x00x x00x x00x x0x0 0x0x 0x0x 0x0x x000 000x x00x x00x x00x x00x 0x0x x0x0 00x0 0x00 0x0x x0x0 xxx0 0xxx 0xx0 0xx0 AA AB AC AD AE AF AG AH BA BB 0xxx 0xx0 0xx0 xxxx 0xx0 0xx0 xxxx 0000 0000 0000 x00x x00x x00x x00x x0xx xx0x 0000 xxxx 0000 0000 x00x x00x x00x x00x xx0x x0xx 0000 0000 xxxx 0000 0xx0 0xxx xxx0 xxxx 0xx0 0xx0 0000 0000 0000 xxxx BC BD BE BF BG BH CA CB CC CD x000 0x00 00x0 000x xxxx xxxx xxxx xxxx 0xx0 0xx0 x000 0x00 00x0 000x x000 0x00 00x0 000x xxxx x0xx x000 0x00 00x0 000x x000 0x00 00x0 000x xxxx xxxx x000 0x00 00x0 000x x000 0x00 00x0 000x 0xx0 0xx0 CE CF CG CH DA DB DC DD DE DF 0xx0 0x00 x000 x000 x000 x000 x000 x000 x000 x000 x00x x00x 0x00 xx00 xx00 xx00 xx00 xx00 xx00 xx00 xxxx x0xx x000 x000 x0x0 xxx0 x0x0 x0x0 xxx0 xxx0 0xx0 0xx0 x000 x000 0000 0000 000x x00x x00x xxxx DG DH EA EB EC ED EE EF EG EH xxxx x00x x00x 000x 0000 0000 x000 x000 0000 0000 xxx0 xxx0 x0x0 x0x0 xxx0 x0x0 x000 x000 x000 x000 xx00 xx00 xx00 xx00 xx00 xx00 xx00 0x00 x000 x000 x000 x000 x000 x000 x000 x000 x000 x000 0xx0 xxx0 FA FB FC FD FE FF FG FH GA GB 0000 0xx0 0000 0xxx 0xxx 0xx0 0x00 0x0x 0x0x 0x0x x000 000x x000 000x 00xx 00xx x000 x000 x0x0 x0x0 xx00 000x xx00 000x 000x 000x 000x 000x 000x 0x0x xxx0 0000 0xx0 0000 0000 0000 00x0 00x0 00x0 00x0 GC GD GE GF GG GH HA HB HC HD 0xxx 0xxx 0xxx x00x x0x0 xxx0 xxx0 0xx0 0x0x 0x0x 0xxx 0xx0 00x0 00x0 00x0 x00x HE HF HG HH ============================================================================ FULL ENGLISH DOCS FOR: ->ABANDONED PLACES 2<- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»«««««««««««««««««««««««««««««««««««««««« THE STORY : Four hundred years ago, to the day, the four heroes Kalynthia defeated and destroyed Bronagh the prince of Evil. Pendugmahle, the mighty creator of Bronagh, has returned to take his revenge upon Kalynthia and its peoples for the death of his protege. Crossing the planes between the two worlds he has emerged into the dimension in which good defeated evil over four centuries ago. The people of Kalynthia have come complacent in their contentment and their beliefs in the force of evil have diminished. The revenge of Pendugmahle has been swift, the souls of the people have been sown with the seeds of evil. There was an ancient legend of a great order, known as the Ancient Order of Arbitrion, lead by a mighty hero named Dowegen. It was said that the ancient heroes of Kalynthia were frozen in a diamonised state only to return when summoned by the Mighty Sword of Life, KUHARK. Which could only be recalled by the order of Arbitrion. The direct descendants of Dowegen and the leaders of the ancients knew that the only hope for the kingdom of Kalynthia was the return of the ancient heroes. After much effort and persuasion the Order of Arbitrion was recon- vened in an attempt to recall the Sword of Life. From the corners of a dank cellar, a few pairs of dark red glistening eyes made up the audience to the few who gathered to form the conjurers circle. A deep glow began form the centre of the circle, which soon became a brill- iant ball of light from which the great Sword suddenly burst forth. The ancient order had been drained of life and it has been left up to you to use the sword to choose the heroes which you must lead to defeat Pendugmalhe and his minions. SAVE GAME DISKS : It is a good idea to have a number of disks ready to save your game. Each save will take a whole disk, further saves will overwrite the previous position. As you progress through the game you will need to save your game & position. Each save game requires a entire disk to save your game and future saves will write over your previously saved game. Do not use the disks which contain data you wish to save as it will be DESTROYED! BEGINNING THE QUEST After loading the game you will presented with an options screen. OPTIONS SCREEN ______________________________ / \ | CREATE PARTY | | | | START A NEW GAME | | | | CONTINUE OLD GAME | | | | SEE INTRODUCTION | | | \______________________________/ All menu choices in AP2 are made using the LEFT mouse button. CREATE PARTY Before you can start for the first time you must choose your party. This is done by clicking on the CREATE PARTY option. START A NEW GAME After creating your party you can now select START GAME to begin your adven- ture. CONTINUE OLD GAME The continue old game option is used to reload a previous game position. Click on the option then follow the on screen information. SEE INTRODUCTION Before you first play the game you may like to watch the intro for some background information. CHOOSING YOUR PARTY Before starting your quest you must select your party of 4 heroes. At the top of the screen there are four boxes containing portraits of your current party. When you click on one of these boxes the party member will be placed into the selection box on the left of the screen. You can now either choose a different character with the arrows below the box or change the abilities of the selected character are in the display window on the right of the screen. CHARACTER GENERATION The party the character generator starts with is an ideal party for begin- ners. Select the character you want to modify by clicking on the picture at the top of the screen. The portrait will be placed in a small window with 2 arrows on each side. If you are not satisfied with the character you can select another character. By using the arrows (left for previous character, right for the next charac- ter. The class and the name of the character are below the picture. You can modify the name any time by clicking on it. You must enter at least one letter to continue! When selecting your characters, you can choose any combination of fighters and mages. You are not restricted to having 2 figh- ters and 2 mages. However, it is unlikely that you can survive for long with a party that does not contain at least one of each type. There are 3 types of mage subclasses in the game; each has its own strengths and weaknesses. Your mage subclasses can be seen from your spell points, the highest spell points being your subclass. You can increase/decrease the character's ability scores by clicking on the up/down arrows. You always modify the ability with the small red arrow next to it. Each character starts with 100 ability points, and each time you modify a character's attributes their points will be updated. You may notice that setting your ability from 14 to 15 costs more ability points setting your bonuses for a higher ability, and you are penalized for any attribute less than 6. More details later, in the section 'CHARACTER SHEET.' You can not have any score set to 1 and you can't leave the character generation program if any of your characters has such an ability. You are also restricted by having only two of your scores set to 15, as it is the highest attribute your characters start with. Repeat the above process with all of your characters. When you are finished click on 'exit' to go back to the main menu. STARTING THE GAME _____________________________ / | \ | | | | A | B | | |________________| |____________| | E | | | D | | | C | | | |____________|_________|______| | F | |_____________________________| \_____________________________/ The game is fully point 'n' click controlled, with the addition of an 'intelligent' pointer system. That means your pointer will always change its form to an icon if it positioned over a special area of the screen.e.g you see a small disk appear if you move over the system menu The game display is divided into six sections A:play window B:select window C:action window D:movement E:compass/system F:message window AREA A - THE PLAY WINDOW Your play window is where everything from the games world is shown. It may show you: 1. What you see around; section `3d interface' 2. Character sheet; section `character sheet' 3. A town; section `towns' 4. A shop; section `towns' 5. The inside of a chest; section `3d interface' AREA B - SELECT WINDOW In the select window you can; 1. Change the current item ( the pointer ) with any item of youe inventory. The inventory screen is a five by five grid where each of your items carried by the SELECTED character will be shown. If you right click anywhere over the gaps between the inventory slots, and your current character is a mage, the window will show you you're available spells. 2. Cast/ready spell. If you right click anywhere except on the spell icons the window will change to your inventory. See `spells' 3. Some system message will appear here. AREA C - THE ACTION WINDOW In the action window you can; 1. select your current character. Left click on the portrait of the character you want to select. If you are not in a touch-spell mode (section `spells') the new character will be sele- cted, and it's portrait will have a green border around. In touch spell mode the pointer is a blue hand when it is positioned over a portrait, and left clicking will cast your spell on that character. If a portrait is `ghosted' it means your character is dead! Alternatively, you may use the numbers 1-4 for selection, in this case you don't have to move the pointer over the action window. 2. Change order of your characters. Right click on a character, the pointer changes into a double headed arrow. Right click on another character to change with the previously selected one, or cancel this mode by clicking on the same portrait again. 3. Activate the character sheet. This is done by clicking on the bars next to the portraits. Alternatively, you can press the space bar. 4. View magic/health points. The yellow bar is your health, the other 3 are (green, red, blue) cosmos, elemental and nucromancy spell points, respectively. Each bar shows your current points compared to the maximum possible. ie 17 of 34 or 200 of 400 will have the same size. If you want to know the exact values activate the character sheet. 4. Change the current item (your pointer). This can be done to any of the items used by the characters, by left clicking on the hand you want your item to be changed. However, if the selected item is still in use (its icon is `ghosted') you can not change it. 5. Use an item. If you right click on the hands of your characters, you will use the item currently held there. More details in section `items'. If you use an empty hand of a fighter you will attack with bare hands, but if you use an empty hand of a mage it cast the previously readied spell. If the spell is a touch type spell, the mage will cast it on himself; you don't have to select your target. AREA D - MOVING AROUND There are three ways of moving in the game's world, you are free to use which ever method you feel most comfortable with. 1. Clicking on the arrows with your mouse. 2. Use the lower half of the numeric keypad (#1-6) or optionlly use the cursor keys for turning and going forward and backward. 3. In your play window when youre pointer changes its form into an arrow, clicking the right mouse button will follow the movement that the pointer represents. AREA E - COMPASS-PAUSE - DISC OPTIONS Your compass always shows the direction you are heading. Sometimes if you are teleported to another location in the dungeon that looks the same, or your party is spun around, this is the only way you can notice the differe- nce, so always key an eye on your compass, especially if you are stuck in a level. PAUSING THE GAME Right click in the compass area with a disk - like pointer will pause the game. DISK OPTIONS Left click will bring up a menu where you can. 1. Save your current game - postition. 2. Quit game, goes back to the main menu, but your game position is lost! 3. Continue playing. AREA F - MESSAGE WINDOW The message window normally displays anything you should know whilst playing. Each message has it's priority and you will only see the ones that are still valid. E.G If one your characters gains / loses a level, this is a very important message, so this message appears instantly in the window replaing anything else. III, CHARACTER SHEET The character sheet always shows you these selected characters abilities, scores. You can switch between your ability scores and your health/spell points by right clicking anywhere except on the item slots. You may switch back to the display where activated the character sheet, by either clicking on the `X' icon or pressing the space bar. All the numeric values shown here work in the following way; The higher the better If youre score is normal it is shown in grey. If youre score is under normal value it is shown in green. If youre score is very low or not available it becomes red. If youre score is higher than normal (magical) it becomes blue. a) Name: The characters name. b) Class: Either fighter or mage. FIGHTER A fighter cannot cast spells, but gets bonuses for non-magical attacks. MAGE A mage cannot use most weapons, but excells with magic.. They are the ones who heal you're wounded characters, so it is sensible to have at least one mage in youre party. If you want only one mage we advise to start with a necromancer, who can heal wounds in first level. The difference amongst the three different mage subclasses is that each class gets some spells at different experience levels, and regenerates the spell points from his own sphere (subclass) twice as fast. A necromancer (necromancy sphere) is strong in healing spells. A conjurer (elemental sphere) is good in attacking spells. A voider (cosmos sphere) is a mix between the two previous spheres, and he is the best in the highest level attack - spells. c) Sphere: Your mage's subclass. None if it is not a mage. d) Level: The character's level see `experience'. e) Food: Your food level. If it is 0 your character is starving and will lose health continuously!. f) Money: The amount of money your character has. g) Exp: Your actuall experience points see `Experience'. h) Ability scores: There are penalties for values under 6, bonuses above 13. The maximum ability score is 20. i) Strenth: How strong your character is. You will make an additional fix damage on a monster if your strength is above 13, but your attack will be weakened if your strength is under 6. If you are carrying to much weigth your attacks will be slower. A strong character can carry more items before it gets penalized. This is a primary ability for fighters. j) Intelligence: Each time you rise to another level you maximum spells points are raised. An intelligent character can get bonus spell points upto 34 / level. And a less talented one can lose them all. This is a primary ability for mages. k) Wisdom: You may have a higher chance to withstand a magical attack. See section `Spells'. Also your magic points will regenerate faster. l) Dexterity: This modify's your basic defence, your attacking speed, and the chance of hitting a monster. m) Constitution: Adds bonuses and penalties to your maximum health, each time you get a new level. Your health points may regenerate faster. n) Defence: How easily can you be hit by a monster or a spell. There is NO maximum defence score ! o) Health/spell points: The first value is your current status, the second is tour maximum score. Health: Your character's health. If it is 0 the character is dead. Always track your health and heal your wounded chracters, before it is too late. Cosmos: Cosmos -magic points Element: Elemental -magic points Necron: Necromancy -magic points You can equip some items by placing them in specific icon slots around the mans outline. Those items will only be active if they are put there. ie. Carrying armour in your back pack wont stop your enemies attacks. You must put you're armour on! There are items with which you cannot not be equiped and some which only appear in there correct positions; In either case a message will be displ- ayed. There are items which only help for a specified class. Always try on an un- know item on both mages and fighters and check your ability scores. Before you decide to change an item to something new check all your abilities and try to fight monsters as well. Some magoical items are just not as good as they seem to be!! IV, ITEMS There are items that work equiped like armour, necklaces, robes etc. See above. Others must placed into the characters hands and must be used. Torches and sheilds must be held in hands, but they are used automatically. Some artifacts (greater magical items) have an automatic whose use always active PLUS they can have a bonus effect when used! While an item is in - use, its icon is `ghosted'. You cannot replace that item or use it again, until your hand is free again(he he he)l. Each item has a `speed' that modifies how long are they in - use. Magical items are normally faster than the normal ones. Some items have a charge which tells how many you can use them. When such an item expires it disap- pers from your hand (it shrinks ha haha). There are items that have great magical powers when held in hands (not again?), but only a few charges for spells; ("sexually explicit docs" JOSIE) These items should not be used for spell casting except for emergency cases! Weapons are melee/short and long ranged. Melee weapons can only be used successfully with your first two characters in your party - those are the ones standing in front of your foes. Long range weapons may be used from any- where. V. SPELLS A. TO PREPARE SPELL. 1. Select the spell level by clicking on the numbers 1-7. You dont have to select a new level if the shown is the one you require. 2. Right click on the spell icon to ready a spell for the selected spell cas- ter. B. TO CAST A SPELL. 1. Select the spell level. 2. Left click on the spell icon. If the icon is ghosted you cant cast that spell. If an icon is empty your mages level is not high enough to know how to cast that spell. Each spell has its `speed/casting time' as do the weap- ons, this is the time you should wait between casting the same spell again. Spells cost different amount of magic points from each sphere e.g Healing spells take a lot of necromancy points. Higher level spells are always more effective than the lower level ones. For some healing spells (touch - spells) you may have to select your target. In this case the pointer changes into a blue hand. Touch - spells can be cancelled by clicking onto any touch - spell again. If you attack a monster with magic there is always a chance that it can fail or can't do the amout of damage you expected. This happens especialy when attacking powerful monsters. You may find locations in dungeons where your spell points regenerate faster. These points are normally well hidden! C. MISSILE SPELLS (to attack long distance): Magic missile, meteor storm, sworm, power bolt, globe of air, globe of water, fireball, might strike, globe of fire, lightining bolt, globe of energy. D. ATTACK SPELLS (a square ahead): Fire storm, cone of cold, fire area (surronding spell), breeze of death lig- htning area, discharge energy, disintegrate energy blast, finger of death. E. HEALING SPELLS: Cure ligth wounds, cure serious wounds, heal body, restore body restore pa- rty, resurrect body, resurrect party. F. HOLD SPELLS (hold your opponents): Sleep, dream, hold creatures, hold everything. G. MISCELLANEOUS SPELLS: LIGHT: LIGHT UP YOUR WAY CREATE FOOD: FOR HUNGRY MOMENTS FIRE: BURN ENEMY LEVITATE: HALVES DAMAGE FROM FIRE, YOU MAY WALK ON WATER, AVOID SOME TRAPS, GO UP IN PITS, STEP OVER PITS GOING DOWN. CREATE POTION: POTIONS ARE HANDY IN ANTI - MAGIC AREAS. CREATE ILLUSIONWALL: SOME MONSTERS CANT SEE YOU THROUGH WALLS. TRUESEEING: ILLUSIONWALLS DISAPPEAR, SOME HIDDEN THINGS APPEAR. EXPERIENCE Your experience level depends on the amount of experience points you have. The highest exprience level in this game is 20. High level characters can cast more effective spells, can regain thier health/spells faster, can fight stronger monsters. You gain experience points for casting spells, and successfully attacking monsters. More powerful your enemy is, the more experierance you get, Some magical items may give you additional experiance. 3D WINDOW This is the view seen by your characters as they travel the inner world. It is here thatr you will see the attacks of the fearsome monsters, the effects of your spells and items or treasure ypou may find. By using the left button on the mouse you can manipulate the 3D window in a number of ways. Pick up any items you can see directly in front of you. Use a selected item in a characters inventory e.g a key in a lock. Press buttons and pull levers located on the doors and walls. Drop an item on the ground by positioning the item in the lower half of the 3D window and clicking to drop it. Using the right button will allow you to move your party. Place your cursor arrow on the right or left of the window to turn or in the middle to continue straight ahead. Unlike most games swtches are very area sensitive; you cannot activate the hidden switch just by clicking on the middle of the wall,you have to where it is. On the other hand your changes into a hand when it is above a switch. This is something other games do at all. Positions of hidden switches on the walls may vary in the same dungeon! ENTERING THE TOWNS AND CITIES ENTERING A SHOP BUY AN ITEM Click on the picture of the shop with an EMPTY pointer. It will switch the select window to the list of goods that are available. It it is more than 1 page (Blacksmith) you can turn the pages with thr right mouse button. Select the icon of the item you want to buy. You will be told what it is, and its price. It you accept their offer click on the same item again. Your current item (pointer) will be the item that you have bought, and select the windos switvhes back to your inventory. PAYING If your character does'nt have enough money he collects the money from the others, pays for the item, then shares the remaining money. If your entire party cant afford the item, a message appears. SELL AN ITEM Get the item in the pointer, and click on the picture of the shop. You will be told if they want to buy that item, and they money they will pay. If you accept it simply click on the picture again and your item is sold. You can switch your select window between your inventory and the shops stock anytime by clicking on the picture with an empty pointer. End............