Escape from Demon's Trandum Manual 28/04/01 Standard Disclaimer (and a bit more) This program and associated files may be distributed freely as a unit, by individuals to individuals. I am not responsible for any damage caused to the user's equipment, nor am I aware of any possibility of damage. Any modification to the program or files must be documented in a file which is part of the new version. I specifically forbid any modification which is intended to cause damage to the user's equipment, or to the user. 'Escape from Demon's Trandum' is a simple and very short adventure. Just wander around talking to people. As you wander, certain things will become clearer, eg that I can't draw, and what you're supposed to do. When you finish it, you'll know. What you need to play I'm not totally sure on this, actually, as I don't know what you've got. Hexplay has to be downloaded separately in a form that matches your needs. The Dos version is self-sufficient, if you don't want the music; the Linux requires Allegro as a dynamic library and a couple of standard graphic libraries which come in all the distributions, and an allegro.cfg if you haven't a global one already. The source code requires Allegro in both platforms, and includes my own library, MAD. If you can handle simple Makefiles you shouldn't have any trouble. The music is midis, so if you don't hear it and you want to, you need a patches.dat, which your allegro.cfg has to point to. If you have midi set up, you probably either have this file or don't need it. What you get and where I've put it game.ini A text file which sets up some variables, and tells the shell where to find other files. The distributed version thinks you have the files in demo.dsn; if you don't, you have to edit the folders lines by hand. A / at the beginning of a folder name lets you have it anywhere; otherwise it is contained in the folder you run from. This goes with hexplay wherever you start it from, if you want it to start automatically. If hexplay can't find a game.ini in its own folder, it will ask you to find one. items The contents of worlds and baggages; they can be people, possessions or just events. worlds A database of towns, dungeons etc. texts Various texts. Read them for clues if you like. holdings The possessions of the various NPCs spells The spell names, restrictions and effects. counters Events that are triggered by repeated actions. intro.blt An unnecessary title screen. These go in the statics directory and are only loaded once. If you are loading a saved game, items, counters, worlds and holdings are read from the save. *.map Maps of the different areas, or 'worlds'. These go in the maps directory, which is used whenever you enter a world. There is also a separate directory for saved games. Everything else used by Demo is default stuff, found in the defaults directory. Starting off (at last) Running the game for the first time brings up the intro screen; Return will terminate this. If you are starting from scratch you get the choice of Importing my pre-gen party or making a New one. Importing is recommended, as a 'vanilla' party is sufficient. When you have saved games you will get a list of their names as well, though the game can be finished in one sitting. As the characters are picked, the Main Stats panel fills up with information. This window is permanent, and continuously updated, but the statistics are not really relevant to an adventure. You then move to the View screen. At this point you can press lots of keys - but nothing will happen. The only options allowed are: ? Query Shows a crude map of where you've been in the current hex, with a list of what you've seen, then tells you where you are and the time and date. L Move Moves you one cell forward - if possible; reads anything readable in the cell. > Right Turns your face right. < Left Turns your face left. U U-turn Turns you 180 degrees. S Save Saves the game. You can click on any slot and input a name. If a slot already has a name, pressing Return will save under the old name. R Reload Brings back the loading options. Q Quit Quits the game without saving. F Feed Every character who has something edible in his pack will eat. + Louder Increases the noise level. - Quieter May save your life, if the neighbors are short-tempered. The arrow keys work like L, >, <, and U. The space bar works like U. F1 to F4 call up the player views. The choices can also be made from the letters on the menu row, where relevant, or the character's line on the Main Stats panel. When the mouse is in the View Window it can be an Up arrow, when clicking will move you forward, or pointing to the side of the screen, when clicking will turn you in that direction. The rest of the time it also functions as a compass, showing the absolute direction the party is facing. Player view The character's picture is in the View window, and some stats and the Items Worn in the Text window. The available options are in the menu row under the View; they can be selected from the menu row or by the keyboard. You may want to Feed your characters individually, or Pool their remaining gold to buy something. Fighting There's only one fight, intended to show what a battlefield looks like. It is not only avoidable but easy. Other encounters It's true; everybody isn't out to kill you with an axe. Some just want to talk you to death. Mr Wu wants something you might be able to get. If you agree, he'll nag you every time he sees you, till you bring the whatever-it-is; then he'll snatch it from your hands. He'll definitely pay up, though. The shops have their price list on the wall. When a customer shows an interest, the prices of the items he can afford change color (Magic, I suppose). He can buy till he runs out of money, or another customer takes over, or you deliberately choose not buying. St Philbert's have a price list for their cures, but they want the patient, the treatment and the payer if the patient can't afford treatment. Or you can rest for an hour - no charge. The Smithy buys some items as well. he asks what you want to do, and you can spend till you drop or lighten your packs, or, of course, both. Dante's Bar dispenses rumors as well as drinks. But don't believe everything the barmaid says - especially after a calvados. The Windfall might give you a little extra money, particularly if someone has a high dexterity. What I have left out You tell me. Probably quite a lot. The game and the manual have both been ported from the ST versions, and I may have missed out on some changes. How you get in touch E-mail odonnllb@indigo.ie. If you're even halfway polite you'll get a reply. If you have graphics or music to offer you can be a lot less than halfway polite; I know I can't draw. There's no point in a snail-mail address; I'm very bad at answering letters. Bugs None left, honest. And I have a bridge to sell; are you interested? Appendix I: a note on Hexplay and game.ini Hexplay is actually part of a group of programs for creating and running oldfashioned CRPGS, set up as collections of databases by Hexaid. As such it has to be able to be used with several different games. Each game is largely defined by its own ini file, a text file which contains the locations of the databases, a few important variables, and a lot of unimportant ornamentation. What can be safely changed ranges from the names of the months to the character starting level, the frequency and severity of fights and the amount of gametime between rests. All that can't be changed without crashing is the song names and the folder locations - unless you actually move the folders. Feel free to experiment.