It's finally here, and there's a little ML in there...

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                                  NORTQUEST 2
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Scenario 1   - Moderately Hard

Greetings:
   You may have played my previous attempts at creating an entire adventure
   world.  Well, let me be the first to say that it wasn't easy!  I believe
   I'm starting to push the limit of memory now, but then again, that's what
   I thought after NortQuest 1 scenario 3...

   The previous games were too slow, running about 12000+ clock cycles (about
   1.5 seconds) per move in the main game, which was where most of the time
   was spent in the game.  Now, thanks to ML, it's about 1600-2400 cycles per
   move.  It's actually enjoyable to move around now.

   You won't believe how much has been rewritten.  There's an entirely new
   combat engine featuring four simultaneous enemies maximum, an all-new
   spell list, and more.

Look for:
   * CHARINFO :
     A separate character viewing system.  NortQuest will scan for this
     program automatically and will allow access to the program with the
     "I" key.  <This feature will only work with NortQuest II>
     It includes Backup and Restore commands, but make sure you have enough
     ram to use this!  It creates a big 6K+ file!


Contents
   Installation .......................... 0.1

   Title Screen .......................... 1.1
   Creating Your Character ............... 1.2
   Race/Class Information ................ 1.3
   Character Stats ....................... 1.4
   Magic ................................. 1.5
   Cast Menu ............................. 1.51
   Spell Descriptions .................... 1.52
   Miscellaneous Items ................... 1.61
   Weapons ............................... 1.62
   Armor/Shield .......................... 1.63
   Levels and Experience ................. 1.7

   Main Movement Screen .................. 2.1
   Combat ................................ 2.11
   Monsters .............................. 2.2

   Hints ................................. 3.1

   Credits ............................... 4.1
   Shareware ............................. 4.2
   Future Updates ........................ 4.3

   Warning ............................... 5.1
   RF .................................... 5.2


0.1 Installation
----------------
   Whenever you want to start a new game, you need to re-install the game.
   If you have a lot of ram, you could alternatively store the MDAT variable
   somewhere else, since this is the only permanent variable modified.

   !!!IMPORTANT!!!

   In order to make it easier on you, I've included a one-time UNPACK
   routine which should be the first routine in the directory.  Press this
   once and wait until it is finished - it will delete itself.  That's it!
   (This means you have to send about 4K less each time)


1.1 Title Screen
----------------
   Run the title screen from the system using the TITLE command.
   All game commands are accessed from this title screen.  (In other words,
   DON'T run other programs in the directory!  Some will erase your memory!)

   [S]  : Read the story for beginning the game.  (Why you are here.)
   [N]  : Start a new game.  This creates a new character and creates a copy
          of the maps.
   [C]  : Continues an adventure in progress.  Don't run this after you've 
          died or before starting a new game for the first time.


1.2 Creating Your Character
---------------------------
   All six "Stats"  [See Character Stats: 1.4] will be randomly assigned a
   number from 4 to 19.

   You will be given the option to choose a race and class.
   Press 1-4 to select each, based on the onscreen display.

   After you're finished, you are given the chance to reroll if you made a
   mistake or don't like the scores you are given.  When you first create
   your character, Hit Points are given a fixed value in order to give you
   a fighting chance.
   

1.3 Race/Class Information
--------------------------
   Races:
   Human    Normal/No Adjustments   
   Dwarf    +1 Constitution    -1 Charisma
   Elf      +1 Dexterity       -1 Constitution
   Halfling +1 Dexterity       -1 Strength


   Class:        Combat      Magic                 Evading Traps
   Fighter       Excellent   None                  Poor

   Thief         Good        None                  Excellent

   Wizard        Poor        Mostly combat-based   Good
                             Good defensive spells

   Cleric        Fair        Excellent Healing     Fair
                             Mostly elemental-based spells

1.4 Character Stats
-------------------
   Stats are displayed in the top-right corner of the main movement screen
   using 3-character abbreviations.

   Strength        Modifies Combat Damage
   Intelligence    Modifies Spell Point Advancement
   Wisdom          Modifies Healing Power
   Dexterity       Modifies Armor Class                Modifies Chance to Run
   Constitution    Modifies Hit Point Advancement
   Charisma        -No Current Effect-


1.5 Magic
---------
   NortQuest uses a simple spell point advancement system.  Each spell cast
   drains some spell points from your initial amount.  These points can be
   regained through normal sleep.

   Spells can be cast from the main movement screen or during your combat
   round.  The HP will prepare a display at the bottom of the screen from
   where you can move through the list of spells you have by pressing the
   Up and Down arrows.  Command spells won't be shown during movement and
   vice versa, in order to make it easier on you.

   Against a single creature, a Wizard's Sleep and Daze spells or the
   Cleric's Entangle spell can be the most powerful spell available.
   There's always a good chance it doesn't work, in which nothing happens,
   but you will win the combat if you can Neutralize OR kill every enemy.
   Thus, you can win instantly against a single enemy.


1.51 Cast Menu
--------------
   This menu allows you to select and view the spells you have.  If you
   don't want to cast a spell, press the backspace [<-] key to exit when
   you're finished.   Note: this uses up one combat round, even if you're
   not a spell-caster!

   By pressing [ENTER], the HP will check the number of spell points you
   have left.  If you don't have enough, nothing will happen and you can
   continue looking through the menu for one you can cast.  Otherwise, the
   spell you selected will take effect and the menu will disappear.


1.52 Spell Descriptions
-----------------------
   [Note: These are only SOME of the spells available.]
                  SP   Cleric   Wizard                Description
   Magic Bolt     2      X        X          1-3 dmg
   Magic Blast    5               X          1-6 dmg
   Magic Waste    7      X                   1-8 dmg
   FireTouch      3      X        X          1-4 dmg
   FireBall       4               X          1-7 dmg
   FlameStrike    10     X                   1-20 dmg
   Chill          2      X        X          1-2 dmg
   IceBall        3               X          1-4 dmg
   SoulFreeze     6      X                   1-9 dmg
   HailStorm      8               X          1-13 dmg
   Unseen Fist    2      X                   1-4 dmg
   Force Hammer   6               X          1-8 dmg
   Bless          1      X                   +1 To hit/Dmg for 10 moves
   Battle Shield  6               X          +2 AC for 20 moves
   Strength       10     X        X          +4 To hit/Dmg for 30 moves
   Blur           12              X          +2 AC for 50 moves
   Daze           2      X        X          Enemy neutralized for 2 rounds
   Sleep          4      X        X          Enemy neutralized for 3 rounds
   Entangle       8      X                   Enemy neutralized for 5 rounds
   Magic Shield   5      X        X          Cuts magical damage by 30% for 30 moves
   Magic Wall     12              X          Cuts magical damage by 60% for 40 moves
   Fire Shield    6      X        X          Cuts fire damage by 30% for 30 moves
   Ice Shield     6      X        X          Cuts cold damage by 30% for 30 moves
   Force Shield   5      X        X          Cuts force damage by 30% for 30 moves
   Cure Minor     2      X                   Heals 1-4 HP    (Add wisdom bonus)
   Cure Major     6      X                   Heals 1-10 HP
   Heal Minor     9      X                   Heals 1-18 HP
   Heal Major     12     X                   Heals 1-30 HP
   

1.61 Miscellaneous Items
------------------------
       Name                                        Description
   Healing Potion                            Heals 1-20 HP Per Potion
   Scroll                                    Add one spell to your repetoire
   Coins                                     1-8 GP
   Gem                                       1-20 GP   
   Chest                                     1-80 GP
   Food (Healing Herbs)                      Heals 4 HP - Used immediately


1.62 Weapons
------------
   Dagger          1-4 DMG
   Short Sword     1-6 DMG
   Long Sword      1-8 DMG
   Axe             1-7 DMG
   Club            1-4 DMG
   Morning Star    1-7 DMG
   Trident         1-7 DMG
   Scimitar        1-6 DMG
   Staff           1-6 DMG
   Sickle          1-6 DMG


1.63 Armor/Shield
-----------------
   Cloth Armor     1 AC
   Leather         2 AC
   Chain Mail      4 AC
   Padded          1 AC 
   Plate Mail      8 AC
   Robe            1 AC
   Small Shield    +1 AC
   Medium Shield   +1 AC
   Large Shield    +2 AC


1.7 Levels and Experience
-------------------------
   As you defeat more and more monsters, you will gain Experience Points.
   In time, these will add up and you will gain a level.  It's quite easy to
   gain your first level, but each successive level will require greater
   amounts.

   When you do gain a level, your Hit Points and Spell Points (Even if you're 
   not a spell-caster, you still have them) increase.  In addition, Wizards
   and Priests learn another spell.

   As your level increases, classes with high combat skills will find it
   slowly becoming easier to hit your enemy.  Even Wizards get better, but
   only once every five levels.


2.1 Main Movement Screen
------------------------

   This screen is displayed throughout most of the game.  The upper-left
   display shows a 5x5 grid of the area surrounding you.  In the upper-right
   are your stats and current/maximum HP/SP.  The lower-left display shows
   your current Weapon, Shield, Armor, and Ring.

   Occasionally, while moving around, you may encounter random enemies, find 
   items, have traps attack you, and more.  One of the keys to this game is
   in careful exploration.

   Commands
   --------
   [UP]          The arrow keys move you in the corresponding direction.
   [DOWN]
   [LEFT]
   [RIGHT] 
   
   [O]           Turn off the calculator without saving.  Press [ON] to
                 resume where you left off.

   [<-]          The Backspace key saves the game at your location and exits.
                 Run Title and press [C] to continue.

   [C]           Cast a non-combat spell.  [See Magic: 1.5]

   [U]           Use a healing potion and view your current GP count.
                 Press [A] to use the healing potion from this sub-screen.

   [I]           Loads the Character Information System if in the directory.


2.11 Combat
-----------
   When combat is initiated, whether by a random encounter or an ambush,
   a screen will come up in the top left showing your available commands.
   Below will be a large box which overwrites the display of the items you
   are using.

   Imagine this box divided into four vertical sections, labeled A,B,C, and D.
   Up to four monsters can attack at once, and they are displayed left to
   right in these sections.  When attacking, you press the letter of the
   monster you want to select.

   In each imaginary "round", both you and all the monsters will get one
   action, in random order.  Note: If you kill or neutralize a monster before 
   its attack in the current round, it will still attack you once before the
   round is over.  Afterwards, it will be removed from the display, but you
   CAN still attack it.  This allows you to strike a sleeping monster before
   it awakens and such.  Of course, hitting a dead body isn't going to do
   much good.

   When a monster attacks, a small arrow will be displayed below it.  This
   way, you can see which monsters have already attacked this round.  If
   there's only one monster left and you're low on hit points, use this
   advantage to determine whether to strike a final blow or cast a healing 
   spell.

   One thing to note, though.  When you put a monster to sleep, it's up to 
   you to remember which one is asleep, and if you hit it, you must decide
   when to stop hitting it if another creature is attacking you.

   When it is your turn to attack, you have the following options:

   [A]    : Attack   (with your weapon)
            You must select the monster you wish to attack.

   [C]    : Cast a spell
            In the case of a combat spell, you must select the monster to
            affect.

   [U]    : Use a healing potion
            Just like from the main movement screen, press A to use the
            potion or backspace to exit.  If you exit, you waste a round,
            so keep track of how many you have!

   [R]    : Run away.
            You have a base 50% chance to run away, modified by your dexterity.
            If you are successful, combat will stop at the end of the current
            round.  You won't know if you made it until the end of the round.
            (Supposedly when you look back to see if they're following you.)


2.2 Monsters
------------
   The monsters are all new, with recognizable pictures as well!

   Now you'll come across such strange creatures as MiniSlimes, SpikeBushes,
   Mogs, Rokmen, and Incisors.  It's up to you to find the best way of
   beating them, since some will now cast spells against you.  Not only that,
   but up to four will attack you at once.


3.1 Hints
---------
   * You may not have known about the existence of secret doors.  For this
     scenario, it would be extremely helpful for you to find some of these
     secret doors.  Don't worry, though.  Most of the secret doors you must
     find are fairly easy to spot, with tell-tale signs like paths leading
     to them or even your ability to "see" beyond the wall in the grid.

   * Talk to the people.  In previous NortQuest games, people didn't exist to
     help you.  They all attacked you.  This time, you cannot see the
     monsters, making it a little more challenging.  Most of the time you are
     hit by random encounters, but in vital areas, you may be ambushed or
     attacked by man-made or natural traps.  (acid spashes, poison, etc.)

   * Keep track of your hit-points.  Unlike before, it's harder because you
     can't just draw hit points and spell points out of thin air by waiting
     around a little while.  Now, you have to sleep at an Inn or carry around
     healing potions with you.  Of course, you'll last even longer if you're
     a priest, but eventually the spell points will run out as well.

   * After you begin this adventure, head south into the cave, then look in
     the western part of the cave for an alcove.  There you will find a handful
     of gems.  Proceed back out and to the temple where you can purchase
     healing potions.

   * Wizards are VERY hard to play when you're starting out.  Your spell points
     are too low for lengthy excursions, and you are armed with a dagger.  As
     you progress, you can find the more powerful weapons, but your chance to
     hit won't get much better.  Fortunately, with a high Intelligence, you
     will start gaining more and more spell points.  You also gain one spell
     for every level you gain, so you will eventually gain more effective
     spells.  Keep in mind that even powerful spells can fizzle and produce
     little damage.  If you think he's too weak now, wait until his spells
     are changed to affect entire groups of monsters instead!


4.1 Credits
-----------
    Credit goes to
       Code Myster of 48'files BBS
          for Alpha and Beta-testing

    Credit goes to
       Jason Emery [aka Nortaneous] of Maryland
          for writing the game


4.2 ShareWare
-------------
    What does the label "Shareware" mean?

    Well, to me, it indicates that the program should not be altered without
    consent by me, especially if you change around the system calls so it
    erases peoples' memory.  It also indicates that the manual should be
    kept with the program, preferably in a ZIPped file.

    It also means that you can copy this program as many times as you want
    and play it as much as you want.

    Finally, though, it means that if you really enjoy playing this, that I
    would appreciate $5 or more for the effort involved in writing this.

    Where should I send letters or monetary amounts to?
        Jason Emery
        753 Ticonderoga Ave
        Severna Park, Md 21146
        (USA)
        Probably a Long Distance Number:   1-410-544-0763

    Your non-tax-deductible amount of $5 or more will go towards the cost of:
       1 used 29-cent Stamp   (or multiple stamps if you're not in the US)
       1 Envelope
       1 Disk
       1 Multi-Page Letter
           (Containing, of all things, instructions and a thank yu note for
            the disk)

    You also might ask:   What's on the disk?

    Well, you'll receive the following programs:
       NortQuest I   Scenario 2   - You can have Scenario 1 if you want, but
       NortQuest I   Scenario 3     I've had reports of BIG problems with it

       NortQuest II  Scenario 1   - A later release, if there will be one
       NortQuest II  Scenario 2
       NortQuest II  Scenario 3   - If it's completed in time to send it to you

       Wheel of Fortune - From Goodies Disk #7
       Hunt the Wumpus  - From Goodies Disk #7   (Oh boy - it's really old)

       MusicDir - Collection of 20+ minutes of music for the HP
       MusicDi2 - Another Collection of 20+ minutes of music for the HP

       COMP - The latest release of my answer to making RPL programs better
           for people who don't want to learn System-RPL or ML.  Also contains
           a program to insert objects into your code.
           COMP averages about a 10-20% space reduction.  You can also reverse
           the process if you want.


4.3 Future Updates
------------------
    Possible Updates for Upcoming Releases:
    * Faster Execution
        As I learn more and more about ML, the game should become faster.
    * Locked Doors
    * Ambushes
    * Group Spell Effects   (Spells that affect the entire group of monsters
        instead of just one.)
    * More Magical Spells
        This combat system is brand new, and more enhancements may yet come.
    * Musical Scores
        Don't get your hopes up, this would require about 2K of memory if
        implemented.  It doesn't sound like much, but I'm dedicated to
        providing for execution without a ram card.  (In other words, about
        17-20K if possible for the directory.)
    * Possible change of the sleep/daze spell effects
        Making it harder to take effect against more powerful enemies.
        Probably won't matter much until larger games are made.


5.1 !WARNING!
-------------
   This product makes use of:
      Machine Language routines
      System-RPL entry points

   This product has been extensively tested on a REV-E calculator and will
      undergo a cursory examination on a REV-J calculator if possible.

   If you experience unusual problems with this program, please notify me
   either at the 48'files BBS  [See 5.1: Credits] or at the address in section
   5.2: Shareware.

   Usual legalese notice:
      I AM NOT LIABLE FOR DAMAGES CAUSED BY EXECUTION OR USE OF THIS PROGRAM
      IN ANY WAY, BE IT HARDWARE OR SOFTWARE-BASED ERRORS OR MALFUNCTIONS.
      I AM NOT LIABLE FOR LOSS OF PRODUCTIVITY CAUSED BY EXCESSIVE USE OF
      THIS GAME.
      I AM NOT LIABLE FOR INSANITY CAUSED BY EXCESSIVE USE OF THIS GAME.
   Thank you.


5.2 RF
------
   In this little addendum, I just want to thank all those people who worked
   on RF to make it what it is today, especially Lutz Vieweg.  In addition,
   I also want to thank him for his QED program.  The three-minute removal
   didn't work, but it's so nice that I don't really mind.

   In addition, I'd like to make you aware that the RFU program I'm using
   has been modified, mainly to decrease memory usage by 39.5 bytes.  Now
   if only I could make it faster...  Unfortunately, using it makes the
   Cast, Combat, and Item routines load slowly, but if I didn't use this
   program, it would be hard to fit it into 32K of RAM.  If you want to
   increase this speed, recall the routine you want to affect (CAST, ATK2,
   or ITEM are the slowest).  Then move to a directory where RFU cannot
   execute and press EVAL.  Now move back into the directory with RFU and
   run RFU.  Finally, store the program back into the variable.