266 lines
12 KiB
Plaintext
266 lines
12 KiB
Plaintext
|
|
Solving Plots:
|
|
-------------
|
|
Read this carefully, for enjoying Bronze Dragon to its fullest depends
|
|
on your understanding of how to solve its many puzzles, which are called
|
|
plots. The module, Seekers of the Storm, has an extremely intricate plot
|
|
that may take months to solve.
|
|
|
|
A plot consists mainly of a legend concerning an object or series of
|
|
objects that you must recover. For a complete listing of these, check
|
|
appendix 1. IMPORTANT: The King abd Overlord often want objects other
|
|
than tge final object, so bring back as many goodies as you can. In
|
|
plots where you need tge final object to start another adventure,
|
|
they'll let you keep the final object.
|
|
|
|
The four steps to solving a plot and gaining skill levels are listed
|
|
below.
|
|
|
|
1> Study the Ledgends: Dont't start on an adventure without any
|
|
information! After you've picked your adventure, mingle in the pub. The
|
|
people there will give you all sorts of information, although some of it
|
|
might be false. Write down anything that seems important because it
|
|
probably is. Later, when you're starting to explore the castle or
|
|
module, a story about it will be shown that could prove helpful.
|
|
|
|
2> Finding the Peices: In most plots, you must recover some minor object
|
|
before you can get the "final" object, which is the one either Leopold
|
|
or Usul will reward you for. How do you know when an object is needed to
|
|
solve the plot and not just ordinary rubbish? The Wizard in Dragon
|
|
Village may be able to help. Look for objects that the pub people or
|
|
ledgends mention, also look for objects that are extremely unusual or
|
|
inaccessible. If something is inaccessible, find out why and think about
|
|
what you might need to get the object.
|
|
|
|
3> Using the Objects: This is the act of putting the puzzle together.
|
|
The two commands which are most ofter used for this are "use in room"
|
|
and "use on your possessions." EXAMPLE: You find a glowing iron crown in
|
|
a room, and you want to take it, but it's too hot to touch. Suddenly,
|
|
you remember that bucket of ice water you passed over 12 rooms ago! If
|
|
you get the ice water and use it (in room), it'll free the iron crown.
|
|
|
|
Sometimes you might have to fit two plot objects together to form a new
|
|
object. EXAMPLE: You want to take a dancing sword, but it's flying
|
|
about the room just out of reach. You have two wands, a red and a blue
|
|
one, but neither seems to stop the sword. By using (on possessions) the
|
|
blue wand on the red wand, you form a bronze wand. When you use the
|
|
bronze wand "in room," it stops the sword from spinning.
|
|
|
|
4> Taking it Back: When you've recovered the "final" objectm it's time
|
|
to go back to the King or Overlord for your reward. Either of them will
|
|
greatly reward you if you give them the final object, unless the final
|
|
object is used for some furture plot. In this case, they will take
|
|
something else that you've picked up during the adventure and
|
|
(hopefully) saved. EXAMPLE: The talisman in plot 3 must be kept in order
|
|
to solve plot 4.
|
|
|
|
|
|
Saving a game:
|
|
-------------
|
|
Since it takes hours to complete an adventure, you probably wish to save
|
|
the game in progress several times. All you have to do is press CTRL-Q
|
|
during the first character's turn. If you wish to continue play at that
|
|
point, answer "Y" to the prompt. Answering "N" will take you back to
|
|
Dragon Village, but not your characters.
|
|
|
|
To restart the game later, boot the Bronze Side abd hit number 6 on the
|
|
Main Menu, "Go On An Adventure." You'll be back at the point you left
|
|
off.
|
|
|
|
You can also save the game by having your party return to Dragon
|
|
Village. If you do this, however, you must gather the party again before
|
|
you go back to the adventure.
|
|
|
|
|
|
|
|
The Crossroads:
|
|
--------------
|
|
After you've finished an adventure, your characters should go to The
|
|
Crossroads (Option 7 on the Main Menu). From therem good characters go
|
|
to King Leopold and evil characters go to Lord Usul to gain skill points
|
|
and skill levels. Afterwards, you can sell any trinkats the rulers
|
|
don't want to the merchants. The personalities (and quirks) of the two
|
|
rulers are explained below.
|
|
|
|
1> King Leopold: King Leopold is a benevolent ruler, a champion of truth
|
|
and justice everywhere. He is an extremely pleasant man to deal with,
|
|
althrough the some can't be said for his wife, Queen Putrid. He'll look
|
|
over your possessions in hopes of finding valuable objects, which he'll
|
|
want to have for himself. He desires the final object most of all,
|
|
naturally. In return, Leopold will grant each character in the party
|
|
skill points and (if anyone has enough skill points) skill levels. If
|
|
he's in a good mood, the good King may even grant some extra ability
|
|
points to favored characters. Incidentally, Leopold also heals
|
|
characters who give objects to him.
|
|
|
|
2> Lord Usul: Lord Usul is the evil counterpart of King Leopold. To say
|
|
he's unpleasant is an incredible understatement - I hyst hope he doesn't
|
|
see me writing about him like this/ If you bring anything to Lord Usul
|
|
that interests him, say goodbye to it! He'll probably give you skill
|
|
points and skill levels, but he's been known to take them away if he's
|
|
in a real foul mood. The same goes for servants' (that's you) ability
|
|
scores, they go up and down according to Usul's whim. Lord Usul does NOT
|
|
heal characters, although he's been known to do the opposite.
|
|
Unsucbstantiated rumors have it that Lord Usul becomes very friendly to
|
|
high level servants, giving them many extra ability points.
|
|
|
|
After you've increased your characters' might and prestige, it's time to
|
|
go back to Dragon Village. If you've picked up anything you wish to
|
|
sell, start haggling with the merchants. What next? The Provisioner's?
|
|
The Healers? How about learning more spells from the wizard? Then you'll
|
|
be ready for another adventure and.....
|
|
|
|
|
|
|
|
Glossary:
|
|
--------
|
|
Ability scores: Ability scores are numbers which represent how strong,
|
|
smart, agile, and hardy an individual character is. The "average" score
|
|
is 10, anything above or below 10 may increase or decrease a character's
|
|
power. Each character has five ability scores, the values of which are
|
|
determined by race.
|
|
|
|
1) Strength: Strength is the might and power a character possesses
|
|
and affects the amount of weight that can be carried. High strength
|
|
can add bonus in accuracy and the ammount of dammage inflicted when
|
|
fighting.
|
|
|
|
2) Agility: Agility measures how quick and nimble characters are.
|
|
Special traits such as leap and sneak are affected by agility; high
|
|
agility can give "to hit" bonuses in fight.
|
|
|
|
3) Intelligence: Secret doors and traps are easily detected if a
|
|
character is intelligent. High intelligence can also give spell
|
|
casters extra spell points.
|
|
|
|
4) Constitution: This is how spirited and hardy a character is
|
|
during rough situations. Constitution is closely related to
|
|
endurance, but the two shouldn't be confused. Constitution is
|
|
permanent score which determines how much is regained when a
|
|
character rests.
|
|
|
|
5> Endurance: Endurance, the measure of fatigue, is the only
|
|
ability score that flucuates. Activities such as fighting and spell
|
|
casting causes endurance to go down. If it reaches zero, you'd
|
|
better rest or you'll lose hit points.
|
|
|
|
Armor: Equipment which affects armor rand is called armor. If you
|
|
possess armor, you're automatically wearing it. There are two obstacles
|
|
that could prevent a character from wearing a certain piece of armor:
|
|
|
|
1) The character's class is incompatible or
|
|
|
|
2) The character is already wearing that "type" of armor. EXAMPLE:
|
|
A wizard tries to pick up some chain mail. EXAMPLE 2: A character
|
|
tries to take elven boots when she already has high boots. See
|
|
appendix 3.
|
|
|
|
Armor Rank: Armor rank, or AR, is a measure of how vulnerable a
|
|
character is to physical attack. Low numbers are better than high ones
|
|
in this case. A character with no armor has the armor rank of 10, which
|
|
means an unlucky dart-throwing blind man could hit him from 500 beters!
|
|
|
|
Beserk: A character in this state is slightly insane, but in a
|
|
bloodthirsty kind of way. Berserk characters often behave normally one
|
|
moment, and then try to hack their friends to pieces in the next moment.
|
|
Luckily, it's a temporary condition.
|
|
|
|
Beter: A unit of measurement. It's the length between the tip of King
|
|
Leopold's nose and his outstretched hand. Really.
|
|
|
|
Bilo: The weight of one bronze piece. See weight.
|
|
|
|
Bronze Piece: Otherwise known as BP's or bronpies, bronze pieces are the
|
|
basic unit of money in Bronze Dragon
|
|
|
|
Castle: "Castle" is a generic term for a place where you adventure.
|
|
Monsters, treasures, and all sorts of strange and wonderful objects are
|
|
found in castles.
|
|
|
|
Characters: A character is a persona that you, the player, assume. Up to
|
|
5 characters can go on an adventure at once.
|
|
|
|
Charges: The amount of uses a spell or magic item has is referred to as
|
|
charges. Each time a spell or magic item is used, one more charge will
|
|
be spent until none are left and the magic is gone.
|
|
|
|
Class: This is the profession of a character. There are 5 classes:
|
|
Knight, Assassin, Ninja, and Wizard. Each class has at least two
|
|
specaial commands unique unto that class.
|
|
|
|
Cursed Onjects: Cursed onjects are onjects you can't "get rid of." They
|
|
usually perform poorly. EXAMPLE: A cursed weapon might be a broad sword
|
|
that has a -5 penalty "to hit." The only way to get rid of a cursed item
|
|
is by consulting the Wizard in Dragon Village or casting a remove curse
|
|
spell. Cursed stuff doesn't reveal its true nature until it is put in
|
|
hand. Of course by then, it's tooooo late!
|
|
|
|
Damage: Anytime hit points are taken from a character or monster, damage
|
|
has ocurred. Objects such as lanterns and dishes can be "damaged" when
|
|
they're used as weapons. Characters can actually destroy onjects by
|
|
using them this way in a fight.
|
|
|
|
Difficulty: How tough a castle is survival-wise is difficulty. This is
|
|
probably the most important part of designing a castle.
|
|
|
|
Double Damage: If the number you get on the rolling randomizer is twice
|
|
as much as the number you need to hit, you'll do twice as much damage.
|
|
|
|
Eating: Ya gotta eat to live! Eating is done by putting food in hand,
|
|
then hitting <use> and <use on creature>. Then it's simply a matter of
|
|
picking who you wish to feed (it could be yerself). Going without food
|
|
for a long period of time leads to unconciousness.
|
|
|
|
Food: Eating good food will keep you from starving, but beware of the
|
|
stuff you pick up off castle floors, because it may be poisonous. If you
|
|
go withough food for 200 turns, you'll drop unconscious.
|
|
|
|
Healing: Raising hit points now or hit points max is healing.
|
|
|
|
Hit Points: This is a measure of how much "life" a character has. When a
|
|
character is damaged, hit points are lost. When all hit points are lost,
|
|
the character dies.
|
|
|
|
Hit Points Max: His points max is the highest number of hit points a
|
|
character can have. This maximum number is lowered when an elder uses
|
|
innate healing.
|
|
|
|
Hit Points Now: Hit points now is a character's current number of hit
|
|
points.
|
|
|
|
Level: The term level, not to be confused with skill level, means the
|
|
floor or story of a castle. Negative levels are below ground level.
|
|
|
|
Light: The contents of a room can only be seen if there is a good source
|
|
of light. Incidentally, monster tend to fight better in dark rooms.
|
|
|
|
Magic Items: Magical onjects often have special powers. Consulting the
|
|
Wizard in Dragon Village about such items might reveal a clue to their
|
|
use.
|
|
|
|
Maze: An area where characters become confused about directions. Going
|
|
left might make them go north, etc.
|
|
|
|
Menu Window: The four-line information bot at the top of the screen
|
|
during actual play is called the menu window.
|
|
|
|
Module: The most complex and interesting adventures are called modules,
|
|
although the castles your apple creates are pretty good too..
|
|
|
|
Monster Levels: There are 10 different levels of monsters, level 1
|
|
contains the weakest and level 10 the hardest.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|