LEGION/INSTRUCTIONS WELCOME DAREDEVIL ! Before you start your adventure, let me introduce you at short the world you'll live in. You have to know that the action of this game is taking place in rather undefined, distant past. It is not although the story of a known world, because except people, absolutely fantastic creature live here and magic is an everyday thing. In one word, you've found yourself in the fantasy land. There is an enormous area to know, which consists of vast forests, mountain chains, deserts and steppes full of wild animals. There are also several inhabited settlements. THE AIM OF THE GAME You start with a group of five daredevils. The game does not impose on you any specific way of procedure. You may concetrate on the adventurous part of the game which means to wander about the land, to visit the towns, talk and trade with the inhabitants, hunt and oppose to dangers. When you know this world you can attempt to conquer a weak settlement which you would develop and make stronger. You would form and arm new legions there, which will conquer new settlements for you. You will create a realm. Three other rulers except you will be realizing the same aim. You will meet their armies on your way. Final war with them will be unavoidable. Soon one and the biggest threat will appear, not only for you but for the whole land. To defeat it will be the final challenge. You can be sure that every contest is unrepeatable and on the basis of the events you will take part in one could write quite a good story. --------HOW TO USE THE GAME------------------------------- First all the used abbreviations will be explained: LMB - left mouse button RMB - right mouse button If you haven't installed the game on a hard disc you should prepare yourself a disc on which you will note your progress. It should be rather empty disc (about 400 kb) called "Archiwum". After seeing an introduction you will see a page on the screen with the following options: NEW GAME - after choosing it the computer will ask you for giving your name and the names of your three opponents. And next a new world will be created in which you will start your adventure. CONTINUATION - choose this option if you're been playing before and you want to continue the game. The list of saved games will be shown. You can choose one of them or quit by pressing EXIT. THE END - it's just the end of the game and going back to the system. If you have chosen a new game you will see a map of a wonderful land. You will notice there little houses and tower which stand for settlements and towns. Light brown areas stand for deserts, grey for mountains. Meadows and steppes are in lightest spots on the map stand for glaciers, the darkest for swamps. Now press RMB and move with mouse to the sides. As you can see there is not enough room for the whole map on the screen. In the lower right corner of the screen there is a little window with two buttons (Start,Mode) . You can move it press on RMB and move it to any place on the screen. START - pressing this button you cause passing of one day during which the troops placed on the map would obey their order, perhaps some battles would take place; same money from taxes would came into your cash. MODE - a window with the following options will appear: Load Game - computer will read the content of archives and it will show the list of saved games. You can choose one or quit by pressing EXIT. Save Game - you choose a slot from the list where you want to save the present state of the game and you enter the name of the saving from the keyboard ( finish with the key Enter or RMB). Statistics - window with general information Preferences - window with positions of the programm. You can turn music on or off, random names of warriors, killed in battles, scrolling of the map. End Game - coming back to the title page. Exit - closing the window. -----COMMAND OF THE ARMY-------------------------------------------- Find a little red flag on the map. It symbolizes your squad of daredevils. Press the flag with LMB and then a window with the following information will appear: NAME OF THE SQUAD - if you press this place with LMB you can change the name by writing a new one and pressing RETURN or RMB. THE AMOUNT OF WARRIORS - maximum number - 10 POWER - general squad power which consists of powers of every warrior. FOOD - food supply for definite number of days. It depends on the number of warriors. When food supply equals zero the unit will be disbanded. SPEED - distance a squad can make during one day, it depends on the speed of a particular warrior. INFORMATION ABOUT PRESENT ACTIVITIES OF THE UNIT. AT the bottom of the window there are two buttons: OK - you press it to close the window. ORDERS - window with getatable number of orders will appear: MOVE - you chose a place on the map where the squad is to go and press LMB. You will be informed how many days the trip will last. It will be approximately considering different obstacles. FAST MOVE - the same as above, only the squad will move quicker using three times as much food. ATTACK - you point the flag of an enemy army on the map or a town you want to attack and press LMB. When the squad achieves the place the battle will be given later. If you win a town in a battle it will become under your reign. HUNT - the squad s tarts tracking animals in order to get food and fell. You have to know that the biggest chances of hunting you have in forests, the reast- on a desert. RECRUIT - this option appears in change with hunting. When the squad stays in a town. Thanks to it you can complete your squad. You can do it only in your town. In a table of recruits you can find their names, energy (En), strength (St), speed (Sp), magic energy (Mag). You choose a recruit by pressing a square button at the right side of the table. Recruitment of one soldier costs 1000 pieces of gold.The amount of money to pay appears at the bottom of the table. If you accept your choice you press (OK), if you resign (Cancel). You cannot press OK if you don't have money or if you haven't chosen any recruit. You have to remember that every settlement can put up new recruits once in 30 days. CAMP - the warriors rest during camping. Their physical and magical energy is being renewed. After obeying an order of movement or a ttack the squad automaticaly starts resting. When the squad is camping at the territory of a town or village it does not use any food. EQUIPMENT. At the right side of the window the following information appear: - the name of the warrior - you can change it by pressing LMB and writing down from the keyboard, - race, - experience - these points you can rearrange to different features of a person by pressing LMB on them. Improving a given feature by one point costs definite number of points of experience (cost), - energy actual/maximum - cost:1, - strength - cost:3, - speed - cost:3, - resistance - cost:3, - magic actual/maximum - cost:2, - load- it shows weight of things carried by a person. When it shows red it means a person is overloaded and moves much slower. Pointers < > are used to change a person. On the left the windows are placed on a person. You can put there the things the person will use (weapon, helmet etc. look to the chapter WEAPON AND OBJECTS). Eight windows in the middle presents the content of a knapsack. Four lower windows present the object on the ground. During an action in the terrain different objects can appear in those windows especially when you stand close to a dead opponent. How to move objects?: - click LMB to the window where the object is, - the indicator of a mouse changes into an object and in the central window it's name and weight will appear, - move the object to the window in which you want to put it, - click LMB once more, How to move objects from one person to another ?: - put a chosen object on the ground, - choose another person using right-left pointers, - move the object to a chosen place, - during an action only persons standing next to each other can exchange objects in this way, ACTION - you are moved into a tactical part of the game which has been described in a separate chapter. This option is useful if you want to visit a town to buy something or talk to people. EXIT - you give up giving orders and close the window. The squad will be still obeying the orders given earlier. These orders will be obeyed after pressing (Start) in a little window. RECONNAISSANCE When a pointed squad does not belong to you, instead of (Orders), (Inquiry) button will appear. Pointers up-down are meant to arrive at the price you want to pay a spy for information. The button (OK) accepts spying, the button (Cancel) cancels it. Trace - this option appears when you know the squad (which is not yours) but you want to find out about all its movements. -----TOWNS AND VILLAGES------------------------------------------------ They are scattered all over the place. You will conquer them, defend them, talk and trade with their inhabitants. The towns are marked on the map as little towers and they have more than 500 inhabitants. Concentrations of little hoses symbolize settlements. Pressing LMB on a symbol of a given town you will get an access to the information window. There is a little picture the town walls. There is also a name of the town. You can change it by pressing LMB on it. When the town is known, which means it belongs to you, your squad stayed there or you've had information about it, the following data will appear: - number of people living there - tax - the amount of money to pay every day falling to 25 inhabitants - morale of people - their attitude towards their ruler - information about buildings in this town This kind of information is essential if you want to attack a town. The number of population influences the number of defenders and inhabitant's morale influences morale of the defenders. If a town belongs to you you should pay attention to taxes. If they are too high they lower the number of people and their morale. If the rebel breaks out in your town and your squad stays there, there will be a battle with the rebelians. If you don't know the town you can get some information choosing (inquiry) button. This option works like army reconnaissance. You can give the following orders to your towns: Taxes - you can fix their size (0-25), they should be fixed separately for each town. With low taxes you can stimulate the rise of population in small settlements. This pays out in the long run. With high taxes you can stop overpopulation which leads to fires and epidemies. New Legion - you can have maximum twenty legions under your rule. Every settlement can put up new recruits once in 30 days. Usage of this option is in analogy to recruitment in orders for the squad. Buildings - after choosing this option you will see a town (you can move it pressing RMB). At the bottom of the window there are buttons symbolizing buildings. After pressing one of them you will see the name of a chosen building and its cost in a small window. Shop - here you have every day products: swords, herbs, shields, bows, arrows, axes (cost of building: 7000) Armoury - steel weapon: axes, swords, armours, helmets, hammers, shields (cost: 10000) Temple - here you can buy new scrolls with spells (cost: 8000) Huntsman's - mainly products made of leather and wood, shoes, spears, bows, arrows, clubs, catapults and stones (cost: 8000) Alchemist - herbs and mixtures of all kinds (cost: 6000) Granary - food for the squads (cost: 4000) If you've decided to build something point a place on the screen using moving rectangle. You cannot put a new building on the other ones. Be careful not to cover the doors in other building. Pressing (Exit) you go back to the main menu. Build Walls - walls are very helpfull in the defence. You should put them in the border towns, which are subjects to attacks of your enemies. You have some choices: palisade - cheap wall made of wooden logs, rather weak (cost: 4000) wall of stone - of medium resistance (cost: 7000) wall of granite - very strong (cost: 10000) ------RACES------------------------------------------------------------------ While tramping the land you will meet its uncommon inhabitants. They differ from each other with their physical build, intelligence and abilities. They have also different tasks during fight. Humans - the race which developes the most quickly. They live in rather primitive communities consisting mainly of barbarian tribes. They don't specially stand out, they don't have weak points, but they are quite intelligent. During battles people are very universal and they can fullfil different tasks. They wield the sword very well. Orcs - anthropoidal race of stronger physical build than humans but they are rather slow. They prefer living in big bands which has a negative effect on their independence and thinking. Their role in fights is similar to humans. They should be used as heavy infantry to direct fight. Their main weapon are axes. Elves - intelligent race valouing freedom and beauty of the nature first of all. They live far from civilization. Those short and slim creatures are rather weak but very quick and nimble. Elves are the best archers in the world and they can use magic quite well. They can play two roles in a battle: being good archers they can fire at enemy from a big distance and thanks to their quickness they can do provocative and reconnoitring tasks avoiding attacks. Dwarves - they live mainly in mountain regions. Their main job is mining and craft. Dwarves, similary to elves, are short. However they have solid postures thanks to wich they are much stronger. They wield the hammers very well and they are the most effective as heavy infantry. Because they are long-lived race they acquire knowledge rather slowly, but they are more intelligent than trolls. Ogres - they are treated as anthropoidal only because they walk on two legs. There are legends about their uncommom strength and resistance. Ogres are distant relatives of orcs, but the former are much bigger. They are very slow and clumsy because of their big mass and their favourite weapon are heavy catapults which are carried by ogres whithout problem. These features are very useful while storming towns. They are also able to survive under the opponent's pressure for a long time. Sorcerers - they live in solitary temples where most of time they spend on studying old books and improving magic formulas. Sorcerers are very wise and mentally strong and this especially enables them to use magic. Unfortunately, they are not good warriors. In battles they should stand aside and help their squad with sorcery or they shoul d attack enemies using magic. Amazons - women-warriors living on steppes. They are perfectly skilled in art of war and hunting. They wield the spears. Magic is not their strongest point. Because of their quickness they can, similary to elves, do provocative and reconnoitring tasks. They are also good in direct fight. They are none too clever. Paladins - saint knights fighting in the name of truth and justice. Just like sorcerers they are wise and wield the magic. They are also well skilled warriors. Their traditional weapon are swords. In the battle they should stand on the second line and bewitch fighting sides and if necessary support their friends in direct fight. Trolls - relatives of orki, half-wild creatures. They mainly live in forest and hunt animals and tramps. They are uncommonly quick and nimble, a bit weaker than orks. They are none too thinking, that's why they prefer clubs - effective and easy to use weapon. All the races mentioned above very often live in your squad. That's why you should complete them very carefully and assign proper roles for each warrior. --------PERSONS' CHARACTERISTICS-------------------------------------------- Apart from belonging to different races, characters in the game have more different features: Energy - can be also described as physical build. It determines the number of wounds a given person can get before it dies. When energy equals zero a person dies. Strength - very important during fight. It determines maximum number of wounds a person is able to inflict on an opponent. Weapon has a great influence on strength. Speed - influences how quick a person moves, frequency of inflicting blows and bewitching. Resistance - determines the opponent's strength a person is able to fight off. For instance, if resistance of an attacked person equals ten, and this person was attacked with strength 20 this person is likely to get only ten wounds. Proper clothes influence resistance ( armour, helmet, shoes, shield). Clothes don't protect from witchcraft. Magic - more precisely, magic energy. Bewitching causes great mental effort every time, and this lowers magic energy although it is not wasted irrewocably. Magic energy is renewed while rest. Experience - one can get it only in winning fight. It has great influence on efficiency of inflicted and defeated blows. For instance, a person with experience 50 and strength will 10 always inflict at least 5 wounds. The same is with a person's resistance. Maximum experience is 100 and it means 100% efficiency in fight. Experience points one gets one can use to improve power, energy, speed, resistance or magic. Different races earn experience with different speed, depending on their intelligence. ---TACTICAL PART OF THE GAME-------------------------------------------- This part is started very often ( battles, hunting, actions ). After a while you will see a completely different picture presenting the part of terrain where your squad stays a t the moment. Just like on the main map you can move the screen using RMB. The persons you see on the screen are your warriors. They have green points above their heads to help you to distinguish between them. One of the warriors is surrounded by a green circle. You can give orders to this particular warrior this characteristies appears at the bottom of the screen. You can choose another warrior pressing LMB on his legs or keys F1-F10. It is easy to operate this part of the game: 1. First you give orders to your warriors. 2. Then you start the action and observe their movements. 3. You stop the action in any moment and change the orders. Information window - there are four coloured strips which stand for: Red strip (first in the top) - warrior's energy. When the strip is empty in the middle it means that a person is injured (has not full energy) Green strip (the second) - warrior's strength. Blue strip (the third) - speed. When it's empty - a person cannot move in full speed (for example it is overloaded). Yellow strip (the fourth) - magic energy - empty strip means loss of energy. Also the warrior's name is written in the window and the things he is keeping in his hands. When you press LMB on those objects their names will appear. Orders for the whole squad: Guard - all the warriors stand in on place and beat off possible attacks. Attack - warriors attack the opponents standing close to them. Retreat - everybody runs away to the edges of the screen. END - leaving to the main map. This option won't work if there is a person dangerous for the squad on the screen. You have either to defeat it or run away, in other words put all your warriors on the margins of the screen and only then choose the END. Warrior's equipment - equipment's screen has been described in the previous chapter. Movement (key M) - mouse indicator changes into hindisight with which you point a place the warrior is to go (pressing LMB). You have to know that your people are not very intelligent as for as passing obstacles is concerned. Attack (key A) - you point to the legs of a person you want to attack with hindsight. Your warrior will go into this direction and start the fight. As a target you may point somebody from your squad or even the one who attacks (if you want him to commit a suicide) Shot (key S) - when the person holds in hands a bow and arrows, or a spear, or catapult and stones, after pressing this key you point a target for your weapon. This key is also used to bewitch. When a person has sorcery in hands and also has enough magic energy to throw it, after pressing the key yo u have to point a place or a person (depending on the kind of sorcery). Conversation (key T) - like in the attack you point to the legs of a person you want to talk to. When the action starts your warrior will approach the pointed person and start a conversation. Asking a question "What news ?" you will often find out something intresting. Sometimes additional questions appear conserning a given story. The answers contain crucial information. I advise you to write them down. Go action (key SPACE) - only after pressing this key the action really starts. Your warriors and other characters start doing the things you've told them (they move, shoot etc.). Pressing LMB causes stop of the action. ENTERING THE BUILDINGS. If you want a person to enter a building you have to choose "movement" and point to the doors as a target. Trading is very simple. Goods available in the shop are in the left window, in the right window - contents of a knapsack of a person. You trade by exchanging the objects between the two windows. A salesman inforrms you about the prices. Pointers up-down change a buyer. Prices of goods ar e different in different towns. In a granary you reload the products pressing left-right pointers. One unit of food is enough for one day for every soldier. Each granary can contain maximum 200 units. --------WAGING A BATTLE----------------------------------------------------- Battles happen very often in this game. At the beginning of every battle your opponents are out of signt. They will show their positions depending on the terrain and distance. The arrangement of warriors before a battle depends on a direction of main map or particular situation. For example, if your squad attacked from south to north your soldiers would be put in the lower (southern) part of the screen, and the opponents in the upper part. During a battle you'd better watch the opponent's movements very carefully. If you want to know about form of one of them press LMB and keep it for a moment on his legs. You won't get any information about those characters with whom you haven't fought or talked before. And here are some useful pieces of advice which can help you to win: 1. Before you start a fight check if your characters are well equiped. 2. You have to remember that the action takes place in real time, that's why you should watch out your people in order not to let them bar the way to one another while regroupments or shoot one another. 3. You always try to engage all your warriors in the fight. 4. Don't let anybody stand idly, unless he is badly injured. 5. Stop the action often to correct your orders and to check form of fighting men. 6. Before the enemy approaches, try to shoot at it with small arms (bow, spear or sorcery). 7. Use local majority as often as possible to attack one opponent in groups. 8. Avoid the opposite situations. 9. You schould have more resistant characters in the first line. like for example ogres in heavy armours. They would bear the brunt of the enemy then. You, on the other hand, attack first those opponents who have great strenght but weaker energy. 10. It's worth to search the defeated. 11. Remember about healing herbs, elixirs and sorceries. --------WEAPON AND OBJECTS-------------------------------------------------- There are too many objects in the game to describe every one of them so I concentrate only on their kinds. Side-arms (swords,axes, hammers, spears,clubs) is used to direct fight and it may be put in one hand of a person. It increases a person's strength and resistance. A spear may be trown also. Small -arms (bows, arrows, catapults and stones). To use a bow a person has to keep it in one hand and arrows in the second hand. The same is with a catapult. Armours, helments, shields - they mainly increase one's resistance. Herbs and mixtures have different effectiveness. To consume a given mixture one has to put it on a person's head. Sorcery - have been described in Magic Book. Jewellery - their only value is their high price a tradesman would pay for them. Food - all the food placed in a knapsack disappears increasing the squad's supplies. Fell - they can be worn instead of armours. Shoes - improve a person's speed. ------------MAGIC BOOK------------------------------------------------------ In this chapter you will find out about magic spells and will know how to use them. To bewitch, a person has to hold a scroll in his hand. A spell is written on this scroll (you can buy them in temples). A person has to have proper magic power. Every time a person bewitches this power becomes less (cost). One bewitches by pressing a shot button and then we choose a target (a person or a place). The bewitch will work after pressing action-button (GO). Delay depends on a speed of a bewitching person. Mag's experience has an influence on effectiveness of spell. Spells can be devided into two groups: 1.Negative spells (offensive) - most often they cause loss of energy. They are written with red ink and enemies should be treated with them. 2.Positive spells - written in blue ink and your warriors should be treated with them, or a person who uses them. Sorcery contents: Magic Missile - the simplest offensive sorcery, You indicate a direction of a magic missile and when it hits a person it can inflict about 20 wounds (cost: 5) FireBall - two times as hard as missile (cost: 8) Chaos Breath - similar to missile as far as it use and effectiveness is concerned. But when it flies no alive creature can stop it. It passes trough its victims and continues its deadly flight (cost: 12) Flames - you have to point to a particular person if you want this sorcery to work. It surrounds a person with flames inflicting on it about 30 wounds. It's useful if you want to weaken or even kill dangerous opponent (cost: 15) Lighting - very strong spell similar to flames in its use. Indicates person is thunderstruck. (cost: 20) Explosion - you point to a place of explosion on the screen. It will strike all the people who stand within a radius of a few meters. The power of explosion depends on the distance from its center (cost: 25) Mind Probe - thanks to this spell you can find out about an opponent's features without fighting or talking to him. It is enough to point to this person (cost: 3) Intuition - it works in analogy to intuition but harms all enemy warriors, it is enough to point to one of them (cost 15) Curing - it cures an indicated person from several wounds. It is very usefull during battles (cost 5) Healing - it curves an indicated person from many wounds. It should be used with badly injured warriors (cost 20) Brightness - it brings to light the opponent's positions in dark places. You should point a person in your group which will be lighted (cost 40). Slow down - it slows down given warrior's mowements (cost 10) God's Wrath - the strongest of all the offensive sorcery. It cause a thunder- storm which torments all the enemy warriors. It is enough to point to one of them (cost 50). Conversion - the second of the powerful socery. You point to a person who will become one of your warriors after this sorcery works. There are some limits, although, the sorcery won't work if there are ten warriors in your squad already. And it does't affect monsters (cost 60) ADVICE How to get money? The game gives you several possibilities of becoming rich. Apart from getting taxes from conquered villages you can hunt wild animals and sell fell. You can buy goods in one town and sell them in another one for higer prices. Also some special missions are profitable. -------TECHNICAL INFORMATIONS----------------------- Hardware Requirements: - 2 Mb of Chip Ram - OS 2.0+ - mouse Recommended: - keyboard - colour monitor - processor 68020+ - hard disk AUTHORS: programming: Marcin Puchta graphics: Andrzej Puchta music: Marcin Puchta