Cavequest
How to Play the Game
Lightwave Consultants September 1985
P.O. Box 290539
Tampa, FL 33617
Copyright 1985, All Rights Reserved.
The Cavequest distribution diskette, of which this manual is
one file, may be freely copied and distributed. This manual
may only be distributed as a file on a distribution diskette.
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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . 3
What is Shareware? . . . . . . . . . . . . . . . . . . . 4
Cavequest Requirements . . . . . . . . . . . . . . . . . 5
The Cavequest Distribution Diskette . . . . . . . . . . . 6
Starting Caveqeust . . . . . . . . . . . . . . . . . . . 7
Game Overview . . . . . . . . . . . . . . . . . . . . . . 8
Your Character . . . . . . . . . . . . . . . . . . . . . 9
Zeus Land . . . . . . . . . . . . . . . . . . . . . . . . 11
The Armory . . . . . . . . . . . . . . . . . . . . . . . 12
The Witches Lair . . . . . . . . . . . . . . . . . . . . 13
The Caves . . . . . . . . . . . . . . . . . . . . . . . . 14
Summary of Game Play . . . . . . . . . . . . . . . . 16
Monsters . . . . . . . . . . . . . . . . . . . . . . 17
Moving . . . . . . . . . . . . . . . . . . . . . . . 18
Using Your Blade . . . . . . . . . . . . . . . . . . 19
Using Magic . . . . . . . . . . . . . . . . . . . . 20
Firing Arrows . . . . . . . . . . . . . . . . . . . 21
Launching Spears . . . . . . . . . . . . . . . . . . 22
Examining A Wall For Secret Doors . . . . . . . . . 23
Opening A Secret Door . . . . . . . . . . . . . . . 24
Grabbing Treasures . . . . . . . . . . . . . . . . . 25
Talking To Monsters . . . . . . . . . . . . . . . . 26
Inventory . . . . . . . . . . . . . . . . . . . . . 27
Drinking Potions . . . . . . . . . . . . . . . . . . 28
Wishes . . . . . . . . . . . . . . . . . . . . . . . . . 29
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Introduction
Cavequest is a fantasy role-playing game where the major
objective is to lose yourself in another land, in another
time. The designers of Cavequest made every effort to let
you be lost in fantasy.
This 'manual' includes everything you need to play Cavequest.
If you would like some descriptions, please see the
SCROLL.OLD file. If you want some helping hints see the
SCROLL.HNT file.
If you would like the next version of Cavequest, including an
entirely new set of caves, magic, weapons, monsters, etc.,
Lightwave Consultants asks that you send $35 to Lightwave
Consultants; P.O. Box 290539; Tampa, FL 33617. In addition
to the above you will receive a better and more involved
Cavequest and, printed on stylish parchment, the detail of
each of the levels of the cave.
In any case, welcome to Cavequest. We at Lightwave wish you
good luck!
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What Is Shareware?
Shareware is a software distribution concept. In shareware,
it is believed: that people will pay for something they find
useful, that most software costs too much, that copy
protection schemes can sometimes be frustrating to the honest
user, and that software users want to support software
authors while not necessarily supporting the software middle
men.
Cavequest is distributed under the Shareware concept. You
receive the software first, from whatever source that may be,
and pay only what you think the software is worth. You are
free, and encouraged, to share copies of the distribution
diskette with others.
Cavequest is "living" software, that is, software that
continues to develop and get better, more powerful. Your
support is essential. Financial support, of course, pays for
additional development and distribution, but ideas for
enhancements are always welcome. In shareware this support
comes from you.
A file has been prepared to make support a little easier for
you. This file is called SUPPORT. Simply print the file,
(using the DOS command COPY SUPPORT PRN), fill it out,
enclose your check, and mail the two to Lightwave
Consultants; P.O. Box 290539; Tampa, FL 33617.
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Cavequest Requirements
In order to use Cavequest you don't need much at all. For
hardware you will need an IBM PC or compatible with 128 KB of
memory and a color monitor.
For software you only need DOS version 2.0 or higher,
(including 3.0 and 3.1).
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The Cavequest Distribution Diskette
Lightwave recommends that you create a copy of the
distribution diskette before you begin. This will make it
easier for you to pass along Cavequest to your friends and
associates. You can make a backup copy of Cavequest using
the DOS COPY *.* or DISKCOPY command.
Cavequest will run in hard disk systems, and you are allowed
to copy Cavequest to your hard disk if you wish.
You are free, and encouraged, to distribute copies of the
distribution diskette to friends and associates. The
definition of the distribution diskette is one that contains
the following files in their original condition. You may not
distribute any file without the others.
Everything you need except hardware and DOS is on the
distribution diskette. These are the files found there:
QUEST.COM
QUEST.000
MONSTER.DEF
PLAYER.DEF
LEVEL1.DEF
LEVEL2.DEF
LEVEL3.DEF
LEVEL4.DEF
LEVEL5.DEF
SCROLL.USE
SCROLL.OLD
SCROLL.HNT
READ.ME
SUPPORT
CHECK.COM
CHECK.TXT
You can test your copy of the distribution diskette, to make
sure the copy is accurate, by entering the command CHECK *.*
and the output should look like the file CHECK.TXT.
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Starting Cavequest
To run Cavequest all you need to do is enter the command
QUEST. The Cavequest introductory screen will appear. It
contains information about the Shareware concept and some
benefits you will receive for your support.
At the bottom of the introductory screen is a prompt asking
you if you would like sound effects. Cavequest is completely
quiet if you answer 'N', but sound makes the game a lot more
enjoyable, and sound is activated by answering 'Y'.
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Game Overview
Cavequest game play is in four parts. In part one you will
find yourself in The Land of the Gods where Zeus will talk to
you and where you configure your character. In part two you
are at the Market Square and purchase weapons and armor from
the Armorer. In part three you find yourself near the
entrance to a great cave, at the Witches Lair. Here, you
purchase magic items to help you in your quest. In part four
you enter the cave and begin your trek.
There are two measures of trade in Cavequest. You trade in
both lifepoints and silver. Your quantity of lifepoints is
kept by Zeus himself and is used to enhance your character.
Your quantity of silver is kept by the armorer and is used to
purchase everything else you may need.
When you first enter Cavequest, you are given 9000 lifepoints
to configure your character any way you wish. An important
point to remember is that extra lifepoints are converted to
silver whenever you leave the Land of the Gods. You gain
lifepoints by killing monsters and grabbing treasure while
you are in the cave.
If you need to pause anytime while playing Cavequest, (say to
answer the phone), there are two ways. Either request an
inventory or perform some magic. When performing some magic,
take care of the phone before entering the pocket number you
wish to use.
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Your Character
This is where the fantasy begins. With your 9000 lifepoints
you can build any sort of character you wish. Start by
giving your character a name. Then, "spend" your lifepoints
to design your on-earth player.
Similar to other fantasy role-playing games, there are six
attributes in Cavequest. These attributes are: Intelligence,
Charisma, Strength, Dexterity, Stamina and Wizard Skills.
Each of these attributes may be valued from zero to eighteen.
Therefore, you can create a Magi by having a character high
in wizard skills and intelligence, an archer high in
dexterity, a fighter high in strength, or whatever else you
have in mind.
The attribute Intelligence determines your capability to find
and open secret doors in the cave. A perfect intelligence
(18) will always find and open the doors when attempted. A
lower intelligence will also suffice, but the attempt may
have to be made several times. In general, the higher your
intelligence, the better your odds at success.
Charisma affects your ability to talk to monsters. A
character with perfect charisma (18) will always enchant
monsters when you talk to them. Monsters will then let you
pass. A lower charisma may also work, but there is a catch.
If you talk to a monster and he lets you pass, but then you
decide to talk to him again he may get tired of listening to
you and try to smash your boring brains out!
Strength determines your capability with a blade. The higher
the strength the more damage you do to monsters when you hit
them with a blade. A player with a high strength can even
destroy monsters without a blade, (the armorer will provide
you with a stick if you choose not to purchase a blade).
Your strength adds to the destructiveness of a blade.
Dexterity affects your accuracy in firing arrows and
launching spears. A dexterity of 18 will allow a player to
always hit his target, provided he fires in the right
direction and the monster is in the path of the projectile.
A lower dexterity will suffice, but the projectile might be
slow enough or inaccurate enough for the monster to catch it
or deflect it to the ground.
Stamina determines your ability to keep your energy up. It
also affects how potent healing potions are towards your
recovery. Indirectly, it also affects your health, for if
you are 100 percent rested then your health will gradually
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improve. Stamina affects your "restedness." A player with a
high stamina will be able to perform acts without getting
tired as quickly as a player with a low stamina.
Wizard Skills determine which magic items you will be capable
of using. In general, the more potent the magic item, the
higher your wizard skill will have to be to use it. For
example, you will have to have a magic level of 5 or higher
in order for a healing potion to be effective.
In addition to the above attributes, you can also carry
arrows, spears, potions, a shield, a blade, magic items, and
treasures. You can also wear different types of armor.
There are no restrictions on the amount you can carry, but
the more you carry, the higher your weight, and the quicker
you get tired. It is possible for you to buy so much
equipment that you will barely be able to move. Kind of like
a sherman tank in battle. Of course, you can elect to play
the game that way if you like - at least you'll be well
protected!
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Zeus Land
When you start Cavequest, you will find yourself to be an
Immortal in the Land of the Gods. Zeus will ask you what
name you wish to be known by. Then, Zeus will give you the
opportunity to configure your character in any way you wish.
If this is the first time your have entered Cavequest with
that character, then you will be given 9000 lifepoints to
start.
Follow the instructions to create the type of player you have
in mind. 9000 lifepoints is enough to build a level 6 out of
each of the attributes, but you by no means have to do that.
Be creative. Any lifepoints that you have remaining when you
arrive at earth will be converted to silver, one-for-one, by
Zeus.
When you are ready to leave the Land of the Gods, Zeus will
transport you to earth, where you will find yourself in a
busy market square. Noone notices your arrival, and you walk
to the armory where the armorer speaks.
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The Armory
In the armory, the armorer himself has decided to help you
get outfitted. If you have treasures from a previous sojourn
in the cave, he will buy them from you, providing you with
silver in return. You may use the silver to make purchases.
Follow the instructions to make your purchases. You may
purchase as many arrows and spears as you want and have money
for, but you may carry only one shield and one blade. In
addition, you may wear only one type of armor.
If you purchase a step up in blade, armor or shield, the old
one will be considered a used item and be worthless. It will
be discarded by the armorer for you.
Spears are a much more potent weapon than arrows, but they
weigh and cost more, so there is a trade off.
If you leave the armory without purchasing a blade, the
armorer will take pity on you and give you a stick with which
to beat monsters. Don't laugh. Many a strong fighter has
done in many a monster with a good stick.
After you are through in the armory, you leave the market
square and exit the village on the main street. Following a
trail into the mountains, you come across a ragged bungalow
near the entrance to what appears to be a great cave. An old
woman, fallow in looks, comes out to greet you. She
obviously is a member of the witches' covenant.
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The Witches Lair
The witch addresses you directly and begs you to enter. In
the lair you notice a plenitude of magical items. The witch
explains that she has been casting spells against the cave
for eons, draining all the magic out of the cave.
The effectiveness of the witches spell to add magic to your
blade or to your armor depends on the type of armor you are
wearing. The stronger your armor, the more magic it will be
able to hold. The cost for the service, however, goes up
with the type of armor. Adding magic to your equipment does
not effect its weight. Adding magic adds about %50 to the
effectiveness of your gear.
While you are in the lair, you may purchase as much of
anything as you wish. The witch is not very honest, however,
and will sell you things you cannot use. Your blade and
armor can only take one treatment of magic, and while the
witch will sell you more, they are ineffective. Only one
magic cloak is all that you will need. The witch will sell
you more, but their powers are not additive.
Of the "items" list shown to you, some are permanent, some
can be used only once. The witch will sell you permanent
ones, even if you already have that particular item. You
only have forty pockets in your clothing in which to carry
"items."
Some of the more difficult and powerful "items" require a
rather high magic level to use. The witch will sell you
these items, considering you an untrained layman, even if you
cannot use them.
Magic arrows and magic spears function like regular arrows
and spears, except that they are much more potent. You can
purchase as many magical arrows and magical spears as you
have silver for. Magical arrows are more destructive than
plain arrows, and slightly more destructive than plain
spears. Magical spears are the most destructive projectile
of all. Rumor has it that these projectiles are simple ones,
but dipped in a special poison of the witches' making.
After leaving the witches lair you decide to enter the cave.
Once in the main chamber, a troll greets you and asks to
which level you would like to go to. After selecting a
level, the troll operates a pulley elevator device and lowers
you into the cave. He informs you that he will haul you out
when you step back onto the platform at the lower level.
Surprisingly, he does not charge you for this service.
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The Caves
There are five excavated levels in the cave. Each level is
more treacherous than its predecessor. For newcomers to
Cavequest, level one is highly recommended.
While you are in the cave you can launch spears, fire arrows,
move about, use magic, use your blade, examine rooms for
secret doors, open secret doors, grab treasures, talk to
monsters, look at your inventory, and drink healing potions.
While you are carrying one weapon, you may not use another.
However, magic may be used regardless of the weapon you are
carrying. In order to switch weapons, simply press the key
for that weapon.
Displayed for you will be your player name, current room
number, current health, current rested state, current weight,
number of potions, number of arrows, number of magic arrows,
number of spears, number of grabbed treasures, number of
magic items on hand, total number of monsters slain, and
total life points gained so far.
In addition, informational messages will be displayed letting
you know what is happening while it is happening. For
example, when a monster appears the messages "
appears!" will be displayed.
When you leave the cave you will be given the option to save
your character and to leave Cavequest. If you elect to stay
in Cavequest and have 200 or more lifepoints, Zeus will take
you back so that you can enhance your player. Play will then
proceed to the armory.
If you happen to get killed while in the cave, don't panic.
Zeus will grab your spirit. He will give you a good lecture,
but you will still be able to play. When you are killed you
forfeit all the silver, lifepoints, and treasures you had
accumulated up to that point.
Be forwarned, that when you leave the cave, the spells that
the witch has been casting will force the magic on your armor
and on your blade to leave you forever.
Whenever you perform an action, while in the cave, you become
more fatigued. Some actions fatigue you more than others.
Using your sword is the most strenuous activity. By moving
slowly, or not at all, you can rest up. Running is a quick
way to become totally fatigued.
If you don't do much of anything you will slowly return to
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%100 restedness. An attempt to do something, even if you
cannot perform the action, (say your magic level was too
low), will still result in the expenditure of your energy for
the attempt. Everything you do in the cave, excluding
inventory and drinking potions, will lend towards your
fatigue.
Your health is a function of being hit in battle with a
monster. The tougher the monster the more damage he can do
to your health. If your health gets zero or below, you're
dead! Additional armor and magic will reduce the possibility
of a monster hitting you while in battle with him, and will
reduce the amount of damage he can do when he hits you.
Health gets slowly better when restedness is %100.
Restedness is a function of weight, stamina, and what you are
doing.
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Summary of Game Play
This page is meant to be kept beside you until you become an
experienced cave master. The following are the key presses
used to perform actions while in the cave:
cursor keys to move about the cave
L - launch spear
0 - launch magic spear
A - fire arrow
1 - fire magic arrow
M - use magic
S - Use sword
E - examine wall for secret doors
O - open secret door
G - grab treasure
T - talk to monster
I - inventory
D - drink healing potion
The only ways to leave Cavequest are to get killed or exit the
cave. You may not quit while in the bowels of the mountains
or while setting up your character.
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Monsters
Monsters are very crafty creatures. They are hidden
throughout a room, disguised using camouflage, and therefore
can pop up on you anywhere in the room.
Monsters can be wounded. If a monster is wounded, he is less
capable of hitting you and will do less damage if he does hit
you. Therefore, a high level monster can be reduced to such
a pathetic waste that he will not be able to damage you.
Monsters come in two basic types. One type of monster guards
a particular room. The second type of monster wanders about
the cave looking for intruders. Neither type will follow you
out of a room. They consider themselves winners by driving
you out. If there are guard monsters in a room, they will
continue coming out of their hiding places until you are dead
or have killed all of them.
Monsters also can rejuvenate themselves, but only under two
conditions. One, when you leave a room and two, when you
perform an inventory.
One thing interesting about the monsters is that they only
attack you one at a time. While they may travel in groups,
it is said that that is how a leader among them is chosen:
whomever kills the intruder becomes the leader.
See the SCROLL.OLD file for descriptions of the various
monsters.
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Moving
In order to move about the cave, simply press the cursor key
with the arrow on it for the direction you want to move.
Moving around the cave is one of the most common means for
travelers, like yourself, to become fatigued and therefore
less able to defend themselves in an attack.
Therefore, keep an eye on your restedness as you move about
the cave.
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Using Your Blade
You may not use your blade if you are currently carrying
either the bow or a spear. In order to draw your blade,
simply press 'S'.
After your blade is drawn you may use it anytime you desire.
You must be facing in the correct direction, however, if you
wish to hit a monster coming at you. Don't panic if a
monster pops up behind you. Quickly whirl about and give him
what's coming to him!
The higher your strength, the more damage you will do to
monsters with your blade.
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Using Magic
In order to correctly use a magic item, you must know which
pocket you have that item in. You have forty pockets in your
clothing in which to carry magic items. In order to
determine which item is in which pocket, simply perform an
inventory. The numbers to the left of the magic items
indicate which pocket to find it in.
After you press the key to use magic, you must specify out of
which pocket comes the magic item. Provide the two digit
pocket number where the item can be found. For example,
pocket one is 01. Then, if your wizard skills are high
enough, you will perform the magic! Make sure you have the
correct pocket number, as many a good Magi has been wiped out
because he meant to use the pendant of Kort, but instead cast
a spell of Gigos.
When you use a magic item that is a one-use item, you will
shift all the items following it to pockets that you can get
to easier. Therefore, it is a good idea to do inventory
often.
See the SCROLL.OLD file for what the different magic items
can do and what wizard level you must have in order to use
that item. A perfect wizard level (18) will let you use all
the items.
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Firing Arrows
In order to fire an arrow, you first must purchase a bow from
the armory. One bow is all you will ever need, but the
armorer will continue to take your silver if you buy more.
You may not fire an arrow if you are currently carrying
either the sword or a spear. In order to draw the bow,
simply press 'A' or '1'.
You must have a good dexterity in order to consistently hit
monsters with the bow and arrow. So, if you fire an arrow at
a monster, and it looks like you hit him, but the message
says you missed, then your dexterity is probably too low. If
you have lots of arrows, you can continue to fire at the
monster - the higher your dexterity, the higher the odds are
that you will hit your target. A perfect dexterity (18)
ensures that you will always hit your target, provided you
fire in the right direction and that the monster is in the
path of the projectile.
Remember that the tougher the monster is, the more times you
will have to hit him with arrow in order to kill him. (Same
goes for sword and spear).
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Launching Spears
You may not launch a spear if you are currently carrying
either the sword or the bow. In order to prepare a spear,
simply press 'L' or '0'.
The information about dexterity and arrows applies for
dexterity and spears. The higher your dexterity the better
the odds are that you will hit your target.
Page 23
Examining A Wall For Secret Doors
In order to examine a wall for secret doors you must face the
wall you wish to examine. Examining a wall is a function of
intelligence. If your character isn't too bright he might
miss the secret door even if it was staring him in the face.
You can be anywhere in the room and examine any wall, the
effectiveness is the same, but you do need to be facing the
correct wall.
Page 24
Opening A Secret Door
In order to open a secret door you must be facing the door
you wish to open and you must be close to the door. How do
you expect to open doors from the other side of the room? A
door does not have to be examined before it can be opened.
Opening secret doors is also a function of intelligence. The
higher your intelligence, the greater the odds that you will
able to open the door. Don't worry if your intelligence is
low, however, just keep trying.
Now that you have the door open, feel free to pass through
the portal. Be warned, however, that a secret door will slam
shut once you have passed through to the other side! You
will have to open it from the other side if you wish to exit
from this portal. Once a door has been opened from one side
it stays open from that side.
Page 25
Grabbing Treasures
In order to grab a treasure you must be either next to it or
right on top of it. Once you grab a treasure, however, your
greed prevents you from dropping it. Therefore, an extra
heavy treasure may slow you down.
See the SCROLL.OLD file for descriptions of the various
treasures.
Page 26
Talking To Monsters
You may talk to a monster at any time he is in the room with
you. The higher your charisma, the higher the odds that he
will let you pass. A perfect charisma (18) will always charm
the monster into letting you pass when you talk to him.
If you leave the room and re-enter, the monster will not
recognize you and you will have to talk to him again. If a
monster has decided to let you pass, and you talk to him
again with a lower than perfect charisma, there is a chance
that he will get mad at all this conversation and try to kill
you anyway!
If you try to pick up the treasure or attack the monster he
will forget his pledge to let you pass and attack you!
Page 27
Inventory
Requesting inventory will let you examine what treasures and
magic items you currently have. There is no fatigue charge
for doing an inventory, but it does give monsters already in
the room a chance to recover. You will need to do an
inventory in order to use your magic items, as you will need
to know in which pocket is the magic item you want to use.
But, if you are sure of the pocket number, you can use the
magic item without doing an inventory.
Page 28
Drinking Potions
If you have a wizard level of 5 or higher, then drinking a
magic potion may well save your life. It takes no energy to
drink a magic potion, and if you are totally fatigued, you
can continue to stay alive by drinking potions while a
monster is beating on you.
The effectiveness of magic potions is determined by your
stamina. The higher your stamina, the more effective the
potion.
Page 29
Wishes
Lightwave Consultants wishes you good luck on your travels
through Cavequest!