Cavequest: Instructions

Game: Cavequest
Platform: IBM PC/Compatibles
       

         
           








                                   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.
          








                                                                Page 7

         
                               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'. 








































                                                                Page 8

         
                                 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 
                                                               Page 10
         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. 
         




































                                                               Page 16

         
                              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.





















                                                               Page 18
         
         
                                     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. 
         








































                                                               Page 19
         
                                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. 






































                                                               Page 20
         
         
                                  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. 
         























                                                               Page 21
         

                                 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). 
         


























                                                               Page 22
         
         
                                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.










































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                              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!



































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                                   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. 
         








































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                                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. 








































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                                     Wishes 
               
         
         Lightwave Consultants wishes you good luck on your travels 
         through Cavequest!