Doors

ASSASSIN

(PC Version 1.10) and all instructions are
Copyright 1990 - 1995 Kevin Macfarland ALL RIGHTS RESERVED.

 
ASSASSIN Docs  PART 1 ( Introduction )

	   Lightning crackles through the the stormy skies, as screams are heard
in the distance.  War continues on between nobles, as they send their
soldiers and mercenaries to do their bidding, to gain more land and power.  
The church watches quietly, patiently, waiting to take a chunk of the newly 
won land.  Death covers the land, as another age of darkness approaches.
	   Life is basically wretched for most.  They are not fulfilled, or not 
even given enough to survive, most being the latter.  The standard of
life is worthless.  Many take second jobs as highwaymen, stealing from others
so that they can survive.  Others serve the war efforts, which proves only
slightly better, since most do not survive from skirmish to skirmish.  The
few survivors gain living wages.  A few elite warriors manage to make it
up the perilous ladder, only to lose their hard-won gains to a rival noble.
	   There is a possible hope coming, which is known as magic, but some
believe this same life-restoring power is part of the problem.  A few smart
commoners have learned of another calling.  There is indeed need of people
to eliminate problems such as rival nobles, and power hungry clergy members.
Instead of fighting forces of insurmountable odds, they fight for the one
cause.  These wanted persons being Assassins...

	   ASSASSIN is an online role-playing game that takes place in a time 
similar to the dark ages, where assassins work to make their fortune.
	   You, as a player, fight to gain experience, gold, and the control of 
your own guild as you try to become the most powerful assassin in the city.
As the game progresses you will learn of other missions to complete.
	 
	   This program is SHAREWARE.  Therefore, if you enjoy it, compliment your
sysop on putting this game in their selection of door programs.  If you
don't like it, try it a couple more times, it may grow on you.


Quick Startup... 
 
 The first screen after the Title screens looks like the following:

	   ASSASSIN V. 1.10  

	   Scrolls and other Information 
 
  1> Introduction and Starting Info      2> Details about the Assassin 
  3> Places to go (and people to see)    4> Quick Help 
  N> News of the City                    S> Scores of Assassins       
  X> Exit to BBS 
 
	Press appropriate key or hit RETURN to Enter ASSASSIN: 

 
 Hit RETURN to play the game, or any of he other selections to get the
 appropriate information.


Creating a New Character...

	  As you enter the game a man will approach you and ask if you have 
	  come to train.

	Answering NO will return you to the BBS.
	
	Answering YES will allow you to play the game, and go through the 
		character creation process.
	
	  If your sysop allows handles in game you will now be allowed to enter
	one (maximum of 20 letters).

	  You will then be enrolled at the training grounds and given five 
	training sessions to spend on the following skills: 

	Light Weapons       \
	Heavy Weapons        > OFFENSIVE Skills
	Two Handed Weapons  /
	Blocking            \
	Slipping             > DEFENSIVE Skills
	Stealth             /
	Endurance           This increases your capability to take punishment

	All skills except stealth are usually used in combat situations, 
	  while stealth is a skill used throughout the game.

	New players to the game may wish to spend three sessions in ONE
	  weapon skill and put the remaining two sessions in the defensive
	  skills Slip and Block.

	As you progress through the game, your character will gain more training
	  sessions in which to either hone the original or develop new skills.

	  Now you will enter the actual city.

	 Look around and explore, just be warned:

	 Don't try an assassination until you get yourself a weapon and armour.

	 Now here is where I shall leave you, to your own undoing... (Evil Grin)


BRIEF SUMMARY OF MAIN MENU COMMANDS

A) ASSASSINATE
	  This command puts your assassin in the position to watch for a
	promising target, then strike.  If you are successful, you will 
	gain experience, skill and money.  If not, you maybe lucky to escape 
	with your life!!

B) BANK
	  For your finacial needs the bank is here.  You can take out a loan,
	make a deposit to your account, check your current balances, as well 
	as a few other interesting things.

G) GUILDS
	  Guilds provide a fairly safe place to stay overnight, as well as
	opportunities to get paid for assassinations.  You can even begin 
	recruiting the henchmen you will need later in the game.
	  Each guild has different fees, but most usually go by an initiation fee
	which is paid to join, and a daily membership fee for all associated 
	members of the guild.
	  All new players are given a complimentary membership to the Master's
	Tavern.  This should be taken advantage of.  One advantage is that 
	the job offerings provided give a good source of income rather than 
	random asassination of passers by as in option 'A' which provides 
	you with a rather small income.

I) INN
	  After a hard day of assassinations and walking around the city, an 
	assassin tends to get tired and worn out.  The Inn is here to serve 
	your full needs for protection and privacy.  You can either nap to 
	regain some lost endurance or spend the night and be well protected.  
	  Inns also provide a messenger service, along with the daily newspaper.

J) JAIL
	  Take a look at all the Assassin's who've been caught in their illegal
	activities.  You can even BAIL them out!!
	
L) ALCHEMIST'S LABORATORY
	  The lab is here for those that wish a speedy recovery after a 
	long, grueling battle.  They currently are working on potions that 
	will cause your system to heal quickly.  If you purchase a potion, 
	you can either drink it there or take it along until you may really 
	need it.  Be warned though, not all potions are beneficial.  Some can 
	even be harmful. 

O) OTHER ASSASSINS
	  This will give you a list of all the living assassins that currently  
	make their stay in the city and that you may encounter in the future. 

P) PUB
	  When you are hungry or thirsty, stop by the pub, it aims to please.
	You may also wish to indulge in listening to the rumors or by 
	spreading a few of them.  For the really adventurous souls, try 
	the All-night drinking challenge, definitely not for lightweights.

R) ROB SOMEONE
	  If you need some money or weapons, you may prefer to steal it rather
	than fight for it or buy it.  Your methods are simple: 
	Waylay an opponent, or Pick it from your opponent's holdings.  
	Waylaying usually yields more than picking, but picking is far less 
	dangerous.

S) SHOPPES
	  More than likely you will visit here a good few times.  There are many
	places to shop, to satisfy many needs.  Window shopping is acceptable 
	however stealing is quite punishable.

T) TRAINING GROUNDS
	  Here's where you begin and should visit often during the game.  The
	training grounds offer courses in offensive and defensive skills by 
	using your accumulated skill points for training sessions.

W) ALLEY
	  The alley is where you will find other assassins that may wish or
	are forced to stay overnight.  You can challenge anyone that is 
	there, and success usually yields the money they happen to carried 
	with them. 

Z) STATUS
	  This will give you a list of your assassin's attributes including
	money, experience, skills, armour, weapons, and items.

X) EXIT THE GAME
	  This is a quick way to exit the game instead of going to where you
	wish to stay the night.  This will leave you in the alley until you 
	get back to the game.



ASSASSIN Docs  PART 2 ( The Assassin )

     Each assassin is a fighting machine, the goal is simply to become
the most powerful and efficient one.  The following sections describes the
skills and abilities of the assassins, as well as weapons and fighting.

EXPERIENCE
     The value on which all assassins are based is their experience. 
Experience is gained only through successful assassinations.  It
controls many factors in an assassin's life such as prestige, infamy, 
knowledge, ability, etc...
     For every ten experience points, an assassin achieves a new level of
mastery.  At each level of mastery, assassins become more and more
advanced.  Some of these enhancements are blending into the surroundings,
striking with deadlier force, and skill with unusual and unknown weapons.


SKILL POINTS and Training Sessions
     Skill is gained through battles.  They can be gained if the assassin
is successful, and even when he fails an attempt.  For every ten skill points
attained, a training session is given.  Training sessions can be used at
the training grounds to gain better offensive and defensive skills.


Offensive Skills
     The following skills are related to the offensive ability of the
assassin.  These correlate to the various tools of destruction which 
are available to the assassin.

LIGHT WEAPONS (Slashing)
     Light weapon skills relate to the dexterity of the individual.  The
ability is used to manipulate cutting weapons and items that weigh up to
ten pounds.  Light weapons are meant to be used to cut the opponent and
try to sever a major vein.  Weapons in the category of light weapon include
daggers, stilettoes, and most types of swords.

HEAVY WEAPONS (Bashing)
     Heavy weapon skills relates to the strength of the individual.  The
ability is used to manipulate bashing weapons and items up to twenty pounds
efficiently.  Heavier weapons are not meant to be used in the way of swords.
Instead, they are be used to make a major impact upon the opponent and break
them.  Heavier weapons include clubs, maces, flails, morning stars and 
most axes.

TWO-HANDED WEAPONS (Slice, Dice, and make Julienne fries)
     Two-handed weapon skills relate to the the ability to quickly 
manipulate larger sized items.  These weapons are usually held with both 
hands, hence the name, two-handed weapons.  When used, the weapon gives a 
superior edge both in defense and damage due to the concentrated effort.  
Two-handed weapons include staves, warhammers, halberds, and great weapons.

Defensive Skills

     These skills relate to how well the assassin can defend his or herself
in various situations.  They also correlate to how they work against the
various offensive skills.

BLOCKING
     Blocking is a defensive skill in which the assassin uses an item to
block oncoming attacks.  This defense is used against light weapons by
countering the force of the blow with an equal or better force.

SLIPPING
     Slipping is the defensive skill used to maneuver out of the way of a
blow, before it strikes.  It is used primarily in dealing with heavy weapons,
since heavy weapons are harder to block.


ASSASSINATIONS
     The bread and butter of all assassins is assassination (isn't that 
obvious).  It is done in two phases: the stalking and then the actual attack.  
The first phase is done in one of three ways.

     The first method is simply look around for a promising victim, one of
the appropriate level and of the proper prestige.  This method provides only
a small amount of coins, and a weapon. 

     The second method is to be hired by someone.  This usually provides a
larger amount of coins, but the weapon must be given to the employer as 
proof of the slain opponent. 

     The third method is the full blown assassination.  This method is
employed against other assassins, and it is simply a battle first against
the opponent's henchmen hopefully followed by a final conflict between the 
two assassins.  

RAIDS
     Raids are used to gain wealth and fame, as well as prove you are better
than other assassins.  Usually raids are between guildmasters, however
sometimes raids are against city banks.  All raids require at least one
third of a day.
     Raids against guilds are plain and simple.  You group your assassin and
henchmen against a guild then storm on in, wreaking as much havoc and damage
as possible, then looting the remains.
     Raids against banks are just as simple with the exception that you are
not trying to destroy the bank, but rather take it over temporarily so that
you can steal as much as possible.  However, raiding banks can prove more
challenging and hazardous since all losses are paid through others' accounts.


ACTUAL COMBAT
    In all assassinations and even some raids you may find yourself locked 
into mortal combat.  To destroy or be destroyed, that is your goal.  First, 
you will get to ready one of your weapons, though some weapons may ready 
themselves.
     Status displays will be the next thing that you see.  These give you
an overall status of you and your opponent.  The levels of status are:
Healthy, Wounded, Heavily Wounded, Seriously Wounded, and finally Critical.
     At times you may notice an additional word (Stunned) as combat ensues.
If you are stunned, you will not be able to do anything except wait until
you revive.  If your opponent is stunned you may wish to take advantage
of the situation by getting in a few good swings or, if your opponent is 
too formidable, Fleeing.
      You will also notice a fatigue level.  If you become too fatigued,
you will not be able to fight until you gain stamina back.  The rate
of fatigue is in the approximate order of the commands, Berserk being
the most fatiguing while a Defensive posture can help you regain.

ATTACK OPTIONS
     All attack options have a chance to hit the opponent, hence the name
Attack Options.  All these will take up your turn in combat.

B) BERSERK
     This options put your assassin in a totally uncontrollable rage,
hacking and slashing until he/she finally finishes the opponent off,
runs out of steam, or is knocked silly (STUNNED) by the opponent.
     Your defense will be decreased, while your chance to hit and damage
inflicted will be increased significantly. This will quickly sap your
stamina until you become somewhat helpless, in which case you will only be
able to defend yourself.

L) LUNGE
     This attack puts a concentrated effort at the target at the cost of
some defense.  Your chance to hit and damage inflicted will be increased,
although your defense will decrease.  This options will drain your energy
after constant use.

N) NORMAL
     This attack will put an equal effort to the best of your ability to
strike the opponent as well as defend yourself.  It offers no bonuses or
penalties to your skills or the damage.  After a long attack your character
will tire with this option.

P) PARRY
     This is a defensive stature taken to protect, recover, and even put a
little offense against the opponent.  It offers better defense but a lower
chance to hit as well as less damage.  You will slowly recover energy with
this option.

D) DEFENSIVE
     With this option, you assume a completely defensive posture, thus
lowering your opponents chance of hitting you, but you have little if any
chance of hitting them.  You will gain energy back at a fairly good rate
when a defensive posture is used.

OTHER OPTIONS
     These options will never generate a chance to hit the opponent.  
All with the exception of Z) STATS will take your turn in combat.

F) FLEE
     To flee is to simply run away as fast as possible, before you are killed.
However, before you get a chance to dissapear into the shadow, the opponent
will take another swing at you, against which you are at an even weaker
defense.

R) READY
     Use this option if you have decided that the weapon you are using seems 
ineffective, or you just would prefer to use something else.  Through this 
command, you will be able to exchange your current weapon for another
(assuming you have one).

Q) QUAFF
     If the outcome of the battle is too close and you have a potion to
spare, you may wish to drink it to hopefully recover an amount of
endurance that might make the difference between life or death.  Be it known
that most potions effects will be delayed so be sure you can take a blow or
two.

U) USE
     Some items you find may be usuable in combat, but most aren't.  So be
careful, this will put you in a weak defense if the item is not usuable.

Z) STATS
     This will give you a verbose description of your character including
health, skill, items and gold.  As mentioned it does not require a turn
in combat so you may pick a choice afterwards.

SPOILS
    From all successful assassinations and raids must come something other 
than the simple fun of slaughtering; that is why there are spoils.  Spoils 
come in many shapes and sizes, the basic forms are currency and items.

CURRENCY

    Currency comes in two major forms - gems and coins.  Currency's
main advantage over items is that it is easily traded.  Coinage is the 
standard; it comes in four main types  - copper, silver, gold and platinum.
Each one has ten times the value of the previous with one copper equal to
the base of all currency.
    Both copper and silver are common and are usually traded both ways.
However gold and platinum are slightly different cases.  Gold is uncommon,
not too unusual but uncommon nonetheless, banks will usually change silver 
and copper to gold at an exchange rate between one and two percent.
    Platinum is rare by all terms and is also very different from the others.
Platinum's value fluctuates from day to day however it does have a standard
value of one thousand copper to most.  Only a few banks actually exchange 
to platinum.

ITEMS

     Items is a basic term which encompasses many things, ranging from 
jewelry to enchanted weapons.  Some items can be used while others just sit 
there and collect dust.  The only method of determining which is which is
through trial and error.
     Weapons are almost always found upon victims of assassins, some are
endowed with magic powers while others carry a curse.  It is nearly 
impossible to discern the mundane from the magical.  It seems the only 
plausible way to determine magic from mundane is to have an enchanter 
examine it.

GUILDS
     A promising assassin will eventually find his or her path leading here.
A guild can be located from anywhere from a Tavern to a Hotel.  At first you 
must choose which guild to go to.  A list of the available guilds will be 
displayed from which to choose.
     Once inside, you will have options available depending on your status.
Non-members may wish to send an application to join the guild.  Each guild 
is either controlled by a player or the computer.  The computer will always 
allow players to join, while applicants to player controlled guilds will
have to wait for a response from the Guild Master.

Guild Options...

     A) Apply for Membership
          All assassins that wish to join a guild will start here with an
     application.  You must have the initiation fee if you want your
     application to even be considered so be sure you have it.

     C) Challenge the Guild Master
          Tired of your current guild master?  Want life to have more 
     meaning?  Be sure you have enough strength to handle the guild master 
     for if you fail, the guild you belonged to will abandon you and you 
     won't be getting your initiation fee back.

     D) Buy a Drink
           Here you can get something to drink.  There are many varieties to
     choose from, some having alcohol some not.  Though when you are thirsty
     you best drink up as it is quite easy to get dehydrated in a days
     action.
     
     E) Enter Message
          This will allow you to enter a message to any or all members of 
     the guild.  It is a maximum of five 80 character lines.
     
     H) Hire Henchmen
          Members and Masters will always need good reliable henchmen to 
     help them in their activities.  Each henchmen ranges from a level 1 
     to level 5.  Level 1 are apprentices while level 5 are well-established 
     assassins.

     J) Job Opportunities
          Finally, what assassins were meant to do - be recompensed for 
     killing people.  It takes a turn to wait around for someone to notice 
     you and possibly ask you to do them a favor.  They will offer you a 
     price which you may either accept or not.  If you do not, they may offer
     a higher price or they just may leave you.  If you accept, you must kill
     the opponent and bring back one of their possessions.  At that point 
     you will be paid for your service. 

     L) List Guild Members
          This will give you a list of all current members, including the
     master if he or she is a player.

     P) Plan a Raid or Assassination
          The Raid will enable you to raid another guild allowing you take
     some of it's hoard as well as damaging or even destroying the guild in
     the process.
          An Assassination will enable you to attack any assassin in most
     locations.  No assassin can be protected from a planned assassination. 
     The only good defense for them is a strong offense.
          Each one of these options, the raid or the assassination will take
     at least one third of a day.

     R) Read Guild Messages
         This will allow you to read any message from your fellow 
     guildspeople.
                      
     T) Transfer Items
         This option will allow you to help out thy fellow guild members 
     with a loan of either Copper or Henchmen.

     Q) Quit the guild
          This will allow you to leave your current guild, minus your
     initiation fee.  You will be asked if you are sure, in case you
     have second thoughts or accidentally pressed Q.  If you are the master,
     and have not transfered guild ownership, you will relinquish control to
     the computer.

     S) Stay here for the night
          You won't recover as much as you would as if you were in the Inn, 
     but you are far safer in a guild than in the alleys.

    The following options are for Guild Master's only

    M) Maintain the Guild
        This will bring the Guild master into his private room where he 
    can do the menial things a guild master does.  Transfering money, 
    henchman, changing the guild's name and guild's fees.  Most options 
    should be self explanatory though I will briefly describe them.

    Guild Maintainance Options...

    E) Expel a Member
        This get's rid of those unwanted assassins currently leaching
     off of your fine establishment.

    F) Change fees
        This option allows updating of the Guild's Initiation and daily fees

    H) Transfer Henchmen
        This will allow you post some of your henchmen on Guard Duty for the
     Guild, or take them with you if needed for other duties.

    C) Transfer Copper
        This will allowyou to put some of your money in the Guild's coffers,
     or to take some of the Fee money for your own purposes.

    M) Edit Guild Messages
        Don't like what some of your Members say around the Guild?  Well here
     you can go to clean up the messages or Delete them.

    N) Change Guild Name
        Tired of the Guild's Name from the Last owner and what to change it?
     Here is where you do it.

    P) Process Applications
        Probably the most important option, here is where you can review the
     hopefulls who want to be members of your Guild.  Accept, and you get the
     Initiation Fee, plus more money each day.  Reject them, and they might 
     come back with a Grudge.

    R) Reinforce the Guild
        Want to make the Guild stronger against Raids from your Rivals?  Here
     you can call in the Contractor (no license required here) to Pump Up the
     defences.

    S) Guild status
        This give you the overall status report of your guild.
     
    T) Transfer ownership
        This will allow you to renounce your Guild to one of your well
     deserving guild members.

ASSASSIN Docs  PART 3 ( Cities )

	The following section describes the various locations in the cities.
They include the rugged alleys, mystic labs, pricey shoppes, fine inns
as well as many other known and unknown.

ALLEYS

	 Here is where you can find the toughest, possibly most dangerous
assassins around, or perhaps ones that don't have a place to shelter
overnight.  It is an Arena where only the strongest survive and even then
sometimes they don't live to see the next day.  The city will also pay
anyone who sticks here overnight.

	 C) Challenge an assassin
		  This option will allow you to face someone in the alley.  You will
	 engage yourself in combat very much like assassinating a computer
	 opponent.  No frills, no henchmen to get in the way, etc.

	 B) Back Door
		  This is where you will have the opportunity to do some Street
	 Gambling.  Be careful which game you choose to play.  Some are FATAL!

	 L) List other assassins in the alley
		  This will give you a list of assassins in the alley just waiting 
	 for a fight or stuck out here for the night.

	 R) Remain here overnight
		 Basically is another way to quit out of the game.  It will
	 leave you in the alley 'til you return much like the Main Menu's
	 Exit command.

	 X) Exit to the main street
		  This will return you to the main menu.


BANKS

	 Banks provide financial services for all sorts, including the larcenous
assassin.  You may wish to start an account with them, get a loan, or go
straight in and try to rob it of all it's assets.

	 C) Check thy credit rating
		  This will notify you of all the money you currently have including
	 amount being carried, the amount on deposit, the amount on a loan, and
	 the maximum amount that is available to you for a loan.

	 D) Deposit into an account
		  If you have some extra cash and would prefer not getting it
	 stolen by someone else, then you may wish to open an account with one
	 of the banks.  Each bank will give varying rates of interest as long
	 as you have the minimum deposit needed.
		  Currently this version offers two to four percent daily, when
	 you have one thousand copper in your account.
	 
	 L) Take out a Loan
		 If you are in need of some money, whether for arms, armour,
	 potions, equipment, guild fee's etc.,  you may want to get a loan
	 from the bank.  They will be happy to assist you.  Each bank will
	 have it's own interest rate, and be sure to pay them back.
		 Currently, the bank charges two percent to the loan immediately.
	Thereafter the amount due will increase at a rate of eight percent daily.

	 P) Pay back a Loan 
		  Eventually you will wish to payback a loan (won't you?), 
	 but payments do require some time to process. 

	 R) Rob the bank
		 This option will do a straight out bank robbery, so have your
	 henchmen ready because you are going need them.  Banks don't take
	 kindly to someone attempting a robbery.  A successful robbery means
	 you will take a large sum of money from the bank, a failure surely 
	 means you will be arrested and fined, if not imprisoned.

	 W) Withdraw from account
		  This process will allow you to take out money that you have 
	 previously deposited.  Just enter the amount and you are off, with 
	 almost instant service.  There are no penalties for early withdrawals,
	 unless they are at knife-point.

	 X) Exit the bank
		  This will return you to the main menu (the city options).


INN

	 The best place to rest and recover from a hard day of battling 
everything.  The inn offers a place to nap and kill a few hours or stay 
the night and really do some recuperating.  No one can attack you in the Inn.
It is a safe place to stay.  Also at the Inn you can take a look through 
the daily news scroll provided by Blephin Inc.  There is a messenger service 
for those that want to contact other assassins in the city.

	 C) Check the Registry
		 This will give a list of all assassins that are currently resting 
	 at the inn.

	 L) Look at the News
		 For those of you that missed the newspaper or just want to view it
	 again here is where you can do it.  The news usually covers any new
	 arrivals in the city, new guild members, new masters, court cases and
	 many other things.

	 N) Take a Nap
		 Want some recovery for a fairly low price, prefer nature to
	 trusting the alchemist's lab.  If so it will cost you fifty coppers
	 but you are free to rest as long as you want.

	 O) Rest Overnight
		 This is a bit on the costly side but it allows for a lot of 
	 recovery.  However, any remaining turns will be gone and you will 
	 not be able to return until the next day, but you are safe within 
	 the inn.

	 R) Read thy messages
		 Here is where you can read all of the messages that you have 
	 received.  This is a free service.

	 S) Send a private message
		 Each message cost you a mere 10 copper pieces, which basically 
	 covers the cost for delivery.  All messages can only be five lines long 
	 and eighty characters wide.  Hopefully that will be enough.


LAB

	 The Alchemist's Laboratory is for those looking for a quick way to
recover endurance.  Most potions will allow you to recover, some can totally
restore you while others can be useless or even harmful.  You will just have
to take your chances.
	 The lab is also experimenting with new potions that will probably be 
seen later, but right now the experimental healing potions cost seventy
five copper pieces and takes a turn to create.

*** Special Note **

	 Yes, there are other potions and believe it or not even the UNREGISTERED
version has them.  The alchemists will gladly explain them to you when you
ask about them.


PUBS

	 Pubs are notorious for the action they have, whether for the gambling
sensation of a drink off to the rumours and gossip that fill them.  Plus
they also provide a pleasant place to dine at or drink your woes aways.

	 C) Challenge
		 This option will allow you to drink with someone who feels like
	 spending a night at the pub whether to wake up with a hangover or find
	 themself a few gold coins richer.

	 D) Buy a Drink
		 Here you can get something to drink.  There are many varieties to
	 choose from, some having alcohol some not.  Though when you are thirsty
	 you best drink up as it is quite easy to get dehydrated in a days
	 action.

	 F) Buy some Food
		 Just as thirst is to drink, food is to hunger.  Even though you
	 probably won't starve in a day, hunger can weaken to you.  The cost of
	 foods vary as well as how they will satiate one's hunger. 

	 K) Kill an Assassin
		 No one said pubs are a safe place to stay.  Some mean assassins
	 love to start a barroom brawl.  Of course the pubs has bouncers to deal
	 with such, but they do not always stop it in time.

	 L) Listen to Rumors
		 This is how you can hear all of the rumors that were spread here.
	 Rumors will last about three days.

	 S) Start a Rumor 
		 Have a message you want to tell to everybody?  Well here is the 
	 place to do it.  Anyone who wants to listen will hear it. 

	 W) Wait the Night
		 Here is your chance to spend the night drinking and carousing.
	 If you want to join the All-Night Drinkoff, this is how you do it.

SHOPPES

	 Here in the city there are many types of shoppes, though each one is 
as convenient as another.  You just have to figure out which one to go to 
for what you want. 

	 B) Buy  
		  You will be shown a list of goods for each shop, and the price of
	 each of these goods.  If you wish to purchase, enter the number of your
	 choice, and if you have enouigh copper, its yours.
 
	 S) Sell 
		  Will give a list of any items you possess in which the shop keeper
	may be interested.  If you do wish to sell, enter its number.  You will
	then be offered a price.  If you don't like it then don't sell it.
	
	Special Note on Weapons:
	If you are carrying three weapons you may wish to sell one since you can
	only hold three at any one time. (We may expand it to more but for now...
	Three) 

	 X) Exit the shoppe
		  This returns you to the city's main options.

TRAINING GROUNDS
 
	This place should be visited often by the assassin that wishes to 
succeed.

	Here you can turn your skill points into actual skills.  A training
sessions is given for every ten skill points. 
	
	Most of the time, training sessions will require you to use some of your 
turns to increase skills, however at the beginning of the day you will not 
be charged turns to increase skills. 

	 The skills you are permitted to increase are as follows:
	  
E) Endurance
	This is a way to increase your hardiness, so you will be able to take 
more damage in combat and still keep on fighting.

L) Light Weapons 
	 This is a skill that measures your ability to use light weapons.  They 
are the dagger, stiletto, short sword, broad sword and long sword.  This 
skills helps in determining your offensive agility. 
 
H) Heavy Weapons 
	 This is a skill that measures your ability with heavy weapons.  They 
are the club, the mace, the flail, the morning star, and the battle axe.  
This skill helps in determining your offensive strength. 
 
T) Two-Handed Weapons 
	 These are very special but quite costly this skill measures your 
ability with two handed weapons.  They are the staff, the war hammer, 
the halberd, the great axe and the great sword.  
	 What makes these weapons special is they do twice as much damage as 
there predecessors light and heavy and they provide a defense since all 
efforts are concentrate upon them.  This skill helps in determining your 
balance. 
 
B) Blocking 
	 This is your ability to block light weapons and also defend partially 
against two handed weapons.  This skill relates to your defensive strength. 
 
S) Slipping 
	 This is your ability to slip away from heavy weapon it also provide the 
other half of defense against two handed weapons.  This skill relates 
to your defensive agility. 
 
U) Stealth 
	 This is the ability to hide in shadows, to escape when being  
pursued and generally disappear when the tough needs to get going. 
 
Z) Show Stats 
	 Once more this will display your current status. 
 
X) Exit the Training Grounds 
	 This will return you to the Main Menu of Commands. 


ASSASSIN'S TMGPF file is (C) Copyright 1995 Kevin MacFarland
                       [ALL RIGHTS RESERVED]


TMGPF -- The Master Gets to the Point File (Instruction Supplement)

     For those who are impatient, lazy, or just plain tired of reading the
26k worth instructions for Assassin, this list has been compiled for you. 
This shouldn't take more then five to ten minutes to read.

KNOW THYSELF
     From most menus you can hit Z) Stats to view your character in full,
verbose, over-rated, details.  This includes skills, weapons, gold,
guilds, henchmen, etc.

TRAINING (Increasing skills)
     To increase your skills (Which happen to be Light Weapons, Heavy
Weapons, Two-Handed Weapons, Blocking, Slipping, Stealth and Endurance) 
from the MAIN MENU, press 'T' go to T) Training Grounds then choose the 
skill you wish to increase.  When asked how many training sessions to use,
choose what you feel is appropriate. The more sessions you use, the more
that skill will increase.

SHOPPING (Buying and Selling)

     From the MAIN MENU go to S) Shoppes then choose the store you wish to
go to (The Armoury for Armour, The General Store for items of General use,
Magical Realms for items of Magic, Thieves Guild for thieving tools, and
of course Weapons 'R Us for weapons.
    Once in a shoppe you may choose to B) Buy or S) Sell items. 
Of course selling will almost always yield a lower value then the purchase
value (wear and tear, you know).

BANKING
     For simple use, it is basically reccomended that you deposit any
money you have.  To deposit enter the BANK from the MAIN MENU and hit D
to Deposit.  If If you have money in the account you may wish to withdraw
just click W to Withdraw money.  Loans can also be taken out, but should 
be repaid.

INNS
     For leaving private messages, stop by here.  It also makes a
fine place to crash for the night with a good recovery ratio, or if you
need to rest for a few turns to build up some strength by N) Napping.

PUBS
     When you are HUNGRY or THIRSTY stop by and buy some grub or a
drink.  Also, if you wish to stay to play the drinking game, you will need
yourself a silver piece.  See the barkeeper for details.

LAB
     If you are severely wounded, a potion of healing from here may be a
good quick cure.  These potions can also be carried with you to be used at
a later time, but may deteriorate and cause strange effects.

GUILD
     When you first begin you will be a member of the Master's Tavern.
The option you should take advantage is the J) Job Opportunities, it
provides a good amount of income for eliminating rogues, beggars which are
fairly easy opponents.

FIGHTING
     Fighting can be activated through many options, but the most
common are: 
    A) ASSASSINATE (From MAIN MENU) or 
    J) Job Opportunities (FROM GUILD).

Once in combat your options are:

Attack (These options will allow you to try and strike the opponent)
B) BERSERK   --  Attack savagely leaving little defense but more damage
                 until you are TIRED.
L) LUNGE     --  An attack heavy on the offense with a reasonable defense.
N) NORMAL    --  A standard attack with a good defense.
P) PARRY     --  A defensive stature which is weaker on the offense power.
D) DEFENSIVE --  A fully defensive posture used to recover stamina.

Other (These options will not give you a chance to attack) 
F) FLEE    -- Run away leaving you with a weak defense.
R) READY   -- Enable you to change weapon when in combat.
Q) QUAFF   -- Drink a potion which you are carrying however the effects
              may be delayed.
U) USE     -- Use an item.
Z) STATS   -- KNOW THYSELF

    With the exceptions of Z) STATS all options take a combat turn.  When
and if you succeed in eliminating your opponent you will take any money
left over.  If the assassination was not as a job you may wish to keep the
weapon you find, but be warned, some weapons are cursed.

    Thats all there is to it.  For further more intricate details relating
to the commands please read the other instruction files.  

Farewell and good journeys.

                                            The MASTER...

















map
            ASSASSIN PLAYERS

            ----------------



bob                            -- Apprentice

Posty                          -- Punk

Holocaust                      -- Assassin    DECEASED