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Seven Cities of Gold Docs
I've retained the original formatting so you may have to adjust it to get the file to display and/or print correctly. Noisy phone lines caused the occasional glitch or truncated file. I replaced some, but not all, instances of line noise with "[ERROR]" where applicable. |
************************************* *::* SEVEN CITIES OF GOLD *::* ************************************* SEVEN CITIES is a game of discovery. The following is a brief walk through followed after that by more detailed instructions, courtesy of 'Docs'R'Us 1. MAKE A HISTORICAL MAP- Turn on the disk drive. turn on the computer and insert side 2 of your program disk (ie, put the disk in upside down). Type LOAD'EA',8,1 and press RETURN. Side 2 contains the map you want to copy from and press 'space'...' Insert a blank disk. Continue follow- ing the prompt instructions as they appear (remmembering that side 2 og [ERROR] 2. LOAD THE PROGRAM-Turn on the drive turn on the computer and insert side 1 of the program disk. Type Load'EA' ,8,1 and press load the Seven Cities program. Remove the program disk, insert your map disk and press f7 again when the prompt tells you to. Then make sure your joystick is in port 2 and follow the on screen dir- ections for using it to [ERROR](hold down the button to move faster) At sea, set course (and automatic pilot) by press ing the button while you push the joy stick in the direction you want to go Study the screen border for infor- mation about the pass[ERROR] you your status. Note to novices: Set your course due west when leaving Europe and you will soon come to a very interesting island. 4. LAND HO!- Sail in close and press the button. Use the joystick to move the highlight over 'Drop Stuff Off' and press the button again. Now use the joystick to transfer men, food and goods from the ships to a land expedition. (To move all of an item, hold the button down as you move the stick right or left) When you're ready, move the stick up until'leave' appears and press the button. 5. EXPLORING- ON land and in villages pressing the button while moving changes your speed, pressing if while at rest produces on options menu. If you choose the view map option, your position on the map is approximately in the center. 6. NATIVES- Villages are marked for novices. Others must stand still and look for the blinking light that signifies a village location. Once inside, look for the chief in the village center, being careful not to bump into too many inhabitants unless you want to fight. If you [ERROR]ou have. RETURN HOME- Try the court for re- wards, your home for a status report the outfitters for new men and sup- plies, the pub to save what you've accomplished, then set sail again. CREATING A RANDOM CONTINENT MAP DISK- Start up th program as though you were going to play, then press f3 instead of f7 and follow the instruct tions as they appear on the screen.[ERROR] OTHER KEYSTROKES D- discovers everything, if you press it while in your home in Europe. f1- returns you to the point where the program asks for a map disk space bar- pauses and resumes the game. IMPORTANT- Seven Cities uses the disk drive frequently. Do not open the door during play. DETAILED INSTRUCTION. SET SAIL from Spain. Outfit your expedition and head west into the unknown. And if you m[ERROR] DISCOVER the New World. Explore the Mississippi and the Amazon. The Great Lades. The Straits of Magellan. Hidden gold mines. And 200 different native settlements, from small tribes of hunters and farmers to the mighty cities of the Aztec and Incan empires Aztec and Inca cities have the most gold. But how will you get it? Trade? Trickery? Treachery? Conquest? The natives are the key your success. And a mirror of your soul. OVER 2800 SCREENS represent the worlds you'll explore, building computer drawn maps as you go. In the historical game you'll create an accurate map of the geography and populations of 16th Century North, South and Central America. And then. when you're ready... RANDOM CONTINENTS. Face what the conquistadors faced. Ask your computer to dream up New Worlds, worlds never before seen by anyone. Then test yourself against the utterly unknown as gold and glory, out there somewhere, draw you ever deeper into an incredible fantasy of your won creation. IN EUROPE The Court- Not every visit to the palace will fill your heart with the same exultation as the first Never- the less, here you must return - for recognition of your accomplishments, for the glory and power of titles, perhaps for more gold desperately needed to continue your search. Alas, need alone will not guarantee another audience to any save novices. Home- Here, in private, you may contemplate your successes (or lick your wounds) and study the maps you've created on your journeys. Here you may also judge the progress your're making toward your goals- how much land [ERROR]how many natives you've encountered, and how many special landmarks (great lakes, lush jungles, etc.) you've found. Finally, you may learn how many missions you've established and how much more gold you've found than you've spent. The Court considers all the categories listed, except missions and lives, in granting titles. The highest rank, [ERROR]expedition completely- dying-costs you the maps and discoveries made since the last time you stopped by the pub. It also costs you the opportunity to get future credit for all those discoveries save the discovery of land, and you lose a year and a half of your valuable time.) The Outfitters- It is here that you will spend your gold to equip and provision your expeditions. As your experience grows, learn to choose effectively among the ways you can invest your wealth. Do you plan to trade? How many goods will you need? Do you aim to conquer? What size army must you assemble? Can you find food? How much should you take? Find the answers that fit your style of exploration. Or prepare yourself for an unhappy relationship with the Court and for expeditions barely able to survive - hardly the marks of explorers destined to become Viceroys The Pub- Wise conquistadors will stop by here after every trip to record their maps and all the men and gold it's carrying is frustrating. Losing also all the maps and discoveries you heartrending. THE EXPEDITION The Voyage- When you leave port, mark well the indications of your voyage and how they continually change. On the screen window, north is always at the top, west to the left. At the top of the screen you see the month and year and the number of vessels still in your expedition. To the left is the size of your army and the number of weeks you can feed that many mouths with the food on hand. To the right[ERROR]go of goods and gold. At the bottom is your speed and the depth of the water. Your ship's cartographer can help you but little on this part of your search. Choose the 'view map' option to learn n[ERROR]the passage of time. By such dead reckoning you will learn to cross the ocean with the least expense of food and life. There are many perils in the uncharted waters beyond Spain. Men die of scurvy or of storms in which no one can hear their last cries for help. Those same storms can blow you far off course and cost you vital time. Your supply of food dwindles as you ply your way across the vast ocean. Wander too long in search of landfall, and you surely perish. Discovery and Exploration- Bring your ships into safe mooring carefully and learn from your costly mistakes. Resolve not to lose more ships by inattentively running aground or to the same shoals or shallows. Remember also that if you leave your ships unattended while you set off on long journeys, the sailors who man the ships (who are not included in your roster count) just might sail away before your return. As you move over the land think of all who will bless your name for your discoveries. The Court and merchants want gold and trade; sailors, other explorers and scholars will be eager to see your maps. Others in the Universities will be anxious to hear of the surface of the land and of the people who love in it. And the Holy Church is ever solicitious to save unenlightened souls. The Church has a powerful ally in your need for food and someone to help carry it. Unless you find and learn to deal with some local inhabitants, you're not going to get very far in your quest for the fabulously wealthy cities you hope to find. PLAYING TIPS 1. Imagine a world without roads and you'll begin to grasp the importance of rivers to the explorers in the 16th Century. Your own progress also dep[ERROR]a river moves you as fast as a reckless pace on land. 2. Your computer will build maps for you as you go. Consult them frequently. (Your position is always approximately in the center. ) You want to build pictures in your head (and perhaps even keep journal notes) of what happened where. Your goal is to be able to find your way back to useful places and avoid dangerous ones. (One screen measures 120 miles on a side on the exploration surface and 960 miles on a side on your maps) THE NATIVES Making Contact with the Natives- In any new region, where the natives love will not be visible (save to the novice) unless you take the time to stop and look for signs. When you have spotted a signal and move to enter a village, think also of what signal you mean to send as you go in. Reckless aggression? Cautious [ERROR]urs alone. And its implications and consequences are yours alone to bear. There will be considerable variety in the natives you encounter. Some will be more populous, some more credulous, some more hostile, and some more complex combinations of those attributes. If you would survive and prosper, learn to use your ears and eyes for clues to the natives' moods and the patterns in [ERROR]ions. Trade or Conquest- both approaches are available to you. Both, if successful, bring valuable bearers as well as goods, To trade, as the natives will be quick to tell (if your gait and perhaps your generosity seem suitable ), you must deal directlly with the chief. He always stands in the center of the village until an aggr[ERROR]er memories. Trading is safer, but it is also slower and requires many goods. Take whatever actions your heart and mind tell you to take- and attend to what you learn about yourself in the[ERROR]ovices should always believe every- thing their bearers tell them - especially bearers far from home on an expedition whose food is going stale. And consider that the natives remember long and well what treatment they receive at you hands. Let your future dreams temper your present schemes. Establishing Forts and Missions- Both trade and conquest can bring you the opportunity to establish a mission on the site. How many men you must leave to establish more than a thinly manned fort, and how few to avoid an overgarrisoned armory, will depend on the size of the native population at the site. Let the pictures signifying fort and mission be your guide. And let experience tell you how eager the conquered are to throw off their yokes during your absence. PLAYING TIPS 1. Pay attention to the time of year and to your latitude. Toward the far north and south, the effects of climate become visible in the fall, winter and spring. And since how much food you'll find in a village depends on when the last harvest was, you'll find paying attention to the seasons materially rewarding as well as aes- thetically pleasing. 2. Don't underestimate native communications. Some can spread word of your activities to cities you haven't visited yet. And bearers can show you the location of other settlements- and of treasures, if you pause long enough to listen to them. 3. A mission can supply nearby ships and cause the sailors to wait patiently for the return of the landing party, provided care has been taken to inform the mission inhabitants of the location of the ships. 1540 and Beyond- Within 50 years of Columbus first voyage, the Spanish [ERROR]nsolidate one half of the territory into a colonial empire. Center stage began to pass from the Spanish Conquistadors to the traders and settlers of many nations who followed. You may continue your ex@lorations after 1540 if you wish, but you will receive no more titles from the Court or other recognition for your efforts. If you wish to see the complete map of the territory you've been exploring so you can begin anew with a New World, see the reference card that came with your program disk for the appropriate action and keystrokes. BASIC JOYSTICK CONTROL INFORMATION General- Moving the joystick moves the expedition. Pressing the button while moving at sea sets your course. You may release the joystick and you will continue on course until you move it again to change directions. Pressing[ERROR]produces the options menu. In the Options Menu- Moving the joystick up and down move the highlight from option to option. Pressing the button selects the highlighted option In the Transfer Menus- Moving the joystick up and down move the highlight from item to item. Moving it right and left transfers quantities of the highlighted item from column to column. The price of items and the[ERROR]to spend appear at the bottom of the screen. If you are simply transferring resources and not buying or bartering, holding the button down will speed up the process. To leave a transfer menu, push the joystick up until the word 'leave' appears, then press your button. CREATING A MAP DISK Historical - Boot side 2 of your program disk and follow the instructions as they appear on the screen. Random Continents- Boot side 1 of your program disk and follow the instructionsds as they appear on the screen. WALKTHRU BY:DOC'S "R" US BBS 914-668-3664 (C)1985 |
Intro
Ailanthus Tree: Login | Users | Commands | Messages | Chat | Hang
Magpie BBS: Messages | Users | Commands
Misc BBSes: Aerogram | Bonsai Tree | Mofo | NYCENET | Riverdale | Misc Messages
ASCII Art: Nude | Jane | Femme | Spock | Kirk | Nixon
Game Docs: Archon II | Breakdance | Bruce Lee | Cutthroats | Dallas Quest | Deadline | Flight Sim 2
Hitchhikers Guide | Incredible Hulk | Infidel | Kennedy Approach | Mask of the Sun | M.U.L.E.
Pastfinder | Pinball Construction Set | Raid on Bungeling Bay | Raid over Moscow | Rescue on Fractalus
Seven Cities of Gold | Sonar Search | Spy vs Spy | Whistler's Brother
Util Docs: Blitz Compiler | Designer's Pencil | Easy Script | Kwik-Write | Micromon
Movie Maker | Paperclip | Perspectives | Wordpro 3 Plus/64 | Wolfenstein
Philes: 1541 Alignment | 976 Numbers | Mainframes | Sysops' Bible
Drugs | Knock-Out Drops | Lock Picking | Radar Jamming | Thermite
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Last modified: Fri 02 February 2007 18:23:33 |