Quest adventure

Quest adventure

Console: Sinclair ZX Spectrum
TV Standard: Region Not Set
Publisher(s): Hewson Consultants Ltd.
Release Date: 1983-09-19
Co-op: No

OBJECT
The object of QUEST ADVENTURE is to find a map, hidden in a
world inhabited by gruesome monsters guarding their territory
and various pieces of treasure. On the way, you must also
locate an ancient scroll which will provide you with a valuable
clue.

CHARACTERS
You may play the role of one of five characters, each with its
own advantages and disadvantages. Each character has five
attributes which vary throughout the game. These are:
Strength
Luck
Dexterity
Constitution
Charm

The Spectrum determines the initial value of each attribute by
rolling three imaginary dice and adding the results. The machine
also holds a number, known as the Combat Adds, which is used
when fighting. This is calculated by adding one point for each
point by which each of the first four attributes exceeds 12, and
deducting one for each point by which each attribute is less
than 9.

Should any attribute other than charm fall bellow zero, your
character dies and you must start the adventure again.

Each character has a maximum value assigned for each
attribute. These are as follows:

Character Max Luck Dexterity Constit- Charm
strength ution

Wizard 25 25 25 30 30
Cleric 25 20 20 30 30
Rogue 30 20 15 50 20
Fighter 50 20 10 50 10
Simpleton 40 15 10 40 40

COMBAT
When your chosen character engages in combat on your
behalf, you must name a weapon and an opponent. Once you
have done so, the computer remembers them, even if they
cease to exist. Thus you start off by saying, for example,
"fight the hobbit with the sword"
which initiates a round of combat. To initiate the next round
with the same opponent using the same weapon, you may say,
"fight"
If you wish to change weapons to the broadsword for example,
you may say,
"fight with the broadsword"
Similarly you can change opponents by saying,
"fight the dwarf"
For each round of combat, the computer calculates and compares
the combat hits for each side. For the player, the combat hits
are calculated by adding together the combat adds of the
character, the weapon and the total thrown on the number of
dice assigned to the weapon.

The combat hits for your opponent is the sum of his combat
adds and the total thrown on the number of dice assigned to
him. The difference between the combat hits is applied to the
combatant who scores the lower number of combat hits. In the
case of the player, the difference is subtracted from his
constitution, although this may be reduced if a shield is being
carried. In the case of your opponent the number of dice
thrown and the combat adds for the next round are reduced. If
the combat adds fall below zero, your opponent dies.

For example, suppose the hobbit has 3 dice and a combat adds
of 4, whilst your character has his own combat adds of 2 and a
sword with 3 dice and combat adds of 4. In addition, he is
carrying a 3 point shield. His constitution is 4 points.

Suppose the result of all the dice throws is:

Hobbit dice total (3 dice) = 15
Player dice total (3 dice) = 8
Thus the hobbit has 15 (dice total) + 4 (combat adds) @ 19
points. Your character has 8 (dice total) + 4 + 2 (combat adds) =
14 points.

Thus the hobbit wins, and your character has 5 points against
him. However, his shield takes 3 points, so only 2 points are
deducted leaving him with a constitution of 2. He would be well
advised to run away!

Of course, monsters do not wait for you to start fighting! If they
take you by surprise, you get nothing credited for your weapon.
In the above example, had the hobbit attacked first, your
character would score only 3 points to the hobbit's 15. The
character's constitution would fall below zero and hence it
would die.

You can find out how many dice and adds an object or
opponent has by typing 'help'.

e.g. 'help sword'
'help hobbit'

Wizards can use their magic powers in combat, as we shall see
later.