ABANDONED PLACES II - CODES
===========================


For all thsoe peple having problems withe the copy protection in
Abandoned Places II ...... Just click on the appropriate x in
the box, leave the 0 alone.



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FULL ENGLISH DOCS FOR: ->ABANDONED PLACES 2<-
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THE STORY :

Four hundred years ago, to the day, the four heroes Kalynthia defeated and
destroyed Bronagh the prince of Evil. Pendugmahle, the mighty creator of
Bronagh, has returned to take his revenge upon Kalynthia and its peoples for
the death of his protege.

Crossing the planes between the two worlds he has emerged into the dimension
in which good defeated evil over four centuries ago. The people of Kalynthia
have come complacent in their contentment and their beliefs in the force of
evil have diminished. The revenge of Pendugmahle has been swift, the souls
of the people have been sown with the seeds of evil.

There was an ancient legend of a great order, known as the Ancient Order of
Arbitrion, lead by a mighty hero named Dowegen. It was said that the ancient
heroes of Kalynthia were frozen in a diamonised state only to return when
summoned by the Mighty Sword of Life, KUHARK. Which could only be recalled by
the order of Arbitrion.

The direct descendants of Dowegen and the leaders of the ancients knew that
the only hope for the kingdom of Kalynthia was the return of the ancient
heroes. After much effort and persuasion the Order of Arbitrion was recon-
vened in an attempt to recall the Sword of Life.

From the corners of a dank cellar, a few pairs of dark red glistening eyes
made up the audience to the few who gathered to form the conjurers circle.
A deep glow began form the centre of the circle, which soon became a brill-
iant ball of light from which the great Sword suddenly burst forth. The
ancient order had been drained of life and it has been left up to you to use
the sword to choose the heroes which you must lead to defeat Pendugmalhe and
his minions.


SAVE GAME DISKS :

It is a good idea to have a number of disks ready to save your game. Each
save will take a whole disk, further saves will overwrite the previous
position.

As you progress through the game you will need to save your game & position.
Each save game requires a entire disk to save your game and future saves will
write over your previously saved game. Do not use the disks which contain
data you wish to save as it will be DESTROYED!


BEGINNING THE QUEST

After loading the game you will presented with an options screen.


OPTIONS SCREEN

______________________________
/ \
| CREATE PARTY |
| |
| START A NEW GAME |
| |
| CONTINUE OLD GAME |
| |
| SEE INTRODUCTION |
| |
\______________________________/

All menu choices in AP2 are made using the LEFT mouse button.


CREATE PARTY

Before you can start for the first time you must choose your party. This is
done by clicking on the CREATE PARTY option.


START A NEW GAME

After creating your party you can now select START GAME to begin your adven-
ture.


CONTINUE OLD GAME

The continue old game option is used to reload a previous game position.
Click on the option then follow the on screen information.


SEE INTRODUCTION

Before you first play the game you may like to watch the intro for some
background information.


CHOOSING YOUR PARTY

Before starting your quest you must select your party of 4 heroes.

At the top of the screen there are four boxes containing portraits of your
current party. When you click on one of these boxes the party member will
be placed into the selection box on the left of the screen.

You can now either choose a different character with the arrows below the
box or change the abilities of the selected character are in the display
window on the right of the screen.


CHARACTER GENERATION

The party the character generator starts with is an ideal party for begin-
ners. Select the character you want to modify by clicking on the picture at
the top of the screen. The portrait will be placed in a small window with 2
arrows on each side. If you are not satisfied with the character you can
select another character.

By using the arrows (left for previous character, right for the next charac-
ter.

The class and the name of the character are below the picture. You can
modify the name any time by clicking on it. You must enter at least one
letter to continue! When selecting your characters, you can choose any
combination of fighters and mages. You are not restricted to having 2 figh-
ters and 2 mages. However, it is unlikely that you can survive for long with
a party that does not contain at least one of each type.

There are 3 types of mage subclasses in the game; each has its own strengths
and weaknesses. Your mage subclasses can be seen from your spell points, the
highest spell points being your subclass.

You can increase/decrease the character's ability scores by clicking on the
up/down arrows. You always modify the ability with the small red arrow next
to it. Each character starts with 100 ability points, and each time you
modify a character's attributes their points will be updated. You may notice
that setting your ability from 14 to 15 costs more ability points setting
your bonuses for a higher ability, and you are penalized for any attribute
less than 6. More details later, in the section 'CHARACTER SHEET.'

You can not have any score set to 1 and you can't leave the character
generation program if any of your characters has such an ability. You are
also restricted by having only two of your scores set to 15, as it is the
highest attribute your characters start with.

Repeat the above process with all of your characters. When you are finished
click on 'exit' to go back to the main menu.


STARTING THE GAME

_____________________________
/ | \
| | |
| A | B |
| |________________|
|____________| | E |
| | D | |
| C | | |
|____________|_________|______|
| F |
|_____________________________|
\_____________________________/

The game is fully point 'n' click controlled, with the addition of an
'intelligent' pointer system. That means your pointer will always change its
form to an icon if it positioned over a special area of the screen.e.g you
see a small disk appear if you move over the system menu

The game display is divided into six sections

A:play window
B:select window
C:action window
D:movement
E:compass/system
F:message window


AREA A - THE PLAY WINDOW

Your play window is where everything from the games world is shown. It may
show you:

1. What you see around; section `3d interface'
2. Character sheet; section `character sheet'
3. A town; section `towns'
4. A shop; section `towns'
5. The inside of a chest; section `3d interface'


AREA B - SELECT WINDOW

In the select window you can;

1. Change the current item ( the pointer ) with any item of youe inventory.

The inventory screen is a five by five grid where each of your items carried
by the SELECTED character will be shown. If you right click anywhere over
the gaps between the inventory slots, and your current character is a mage,
the window will show you you're available spells.

2. Cast/ready spell.

If you right click anywhere except on the spell icons the window will change
to your inventory. See `spells'

3. Some system message will appear here.


AREA C - THE ACTION WINDOW

In the action window you can;

1. select your current character.

Left click on the portrait of the character you want to select. If you are
not in a touch-spell mode (section `spells') the new character will be sele-
cted, and it's portrait will have a green border around.

In touch spell mode the pointer is a blue hand when it is positioned over a
portrait, and left clicking will cast your spell on that character.

If a portrait is `ghosted' it means your character is dead!

Alternatively, you may use the numbers 1-4 for selection, in this case you
don't have to move the pointer over the action window.

2. Change order of your characters.

Right click on a character, the pointer changes into a double headed arrow.

Right click on another character to change with the previously selected one,
or cancel this mode by clicking on the same portrait again.

3. Activate the character sheet.

This is done by clicking on the bars next to the portraits. Alternatively,
you can press the space bar.

4. View magic/health points.

The yellow bar is your health, the other 3 are (green, red, blue) cosmos,
elemental and nucromancy spell points, respectively. Each bar shows your
current points compared to the maximum possible. ie 17 of 34 or 200 of 400
will have the same size. If you want to know the exact values activate the
character sheet.

4. Change the current item (your pointer).

This can be done to any of the items used by the characters, by left clicking
on the hand you want your item to be changed. However, if the selected item
is still in use (its icon is `ghosted') you can not change it.

5. Use an item.

If you right click on the hands of your characters, you will use the item
currently held there. More details in section `items'.

If you use an empty hand of a fighter you will attack with bare hands, but if
you use an empty hand of a mage it cast the previously readied spell. If the
spell is a touch type spell, the mage will cast it on himself; you don't have
to select your target.


AREA D - MOVING AROUND

There are three ways of moving in the game's world, you are free to use which
ever method you feel most comfortable with.

1. Clicking on the arrows with your mouse.

2. Use the lower half of the numeric keypad (#1-6) or optionlly use the
cursor keys for turning and going forward and backward.

3. In your play window when youre pointer changes its form into an arrow,
clicking the right mouse button will follow the movement that the pointer
represents.


AREA E - COMPASS-PAUSE - DISC OPTIONS

Your compass always shows the direction you are heading. Sometimes if you
are teleported to another location in the dungeon that looks the same, or
your party is spun around, this is the only way you can notice the differe-
nce, so always key an eye on your compass, especially if you are stuck in a
level.

PAUSING THE GAME

Right click in the compass area with a disk - like pointer will pause the
game.

DISK OPTIONS

Left click will bring up a menu where you can.

1. Save your current game - postition.

2. Quit game, goes back to the main menu, but your game position is lost!

3. Continue playing.


AREA F - MESSAGE WINDOW

The message window normally displays anything you should know whilst playing.
Each message has it's priority and you will only see the ones that are still
valid.

E.G
If one your characters gains / loses a level, this is a very important
message, so this message appears instantly in the window replaing anything
else.


III, CHARACTER SHEET

The character sheet always shows you these selected characters abilities,
scores.

You can switch between your ability scores and your health/spell points by
right clicking anywhere except on the item slots.

You may switch back to the display where activated the character sheet, by
either clicking on the `X' icon or pressing the space bar.

All the numeric values shown here work in the following way;

The higher the better
If youre score is normal it is shown in grey.
If youre score is under normal value it is shown in green.
If youre score is very low or not available it becomes red.
If youre score is higher than normal (magical) it becomes blue.

a) Name: The characters name.
b) Class: Either fighter or mage.

FIGHTER

A fighter cannot cast spells, but gets bonuses for non-magical attacks.

MAGE

A mage cannot use most weapons, but excells with magic.. They are the ones
who heal you're wounded characters, so it is sensible to have at least one
mage in youre party. If you want only one mage we advise to start with a
necromancer, who can heal wounds in first level.

The difference amongst the three different mage subclasses is that each class
gets some spells at different experience levels, and regenerates the spell
points from his own sphere (subclass) twice as fast.


A necromancer (necromancy sphere) is strong in healing spells.

A conjurer (elemental sphere) is good in attacking spells.

A voider (cosmos sphere) is a mix between the two previous spheres, and he is
the best in the highest level attack - spells.

c) Sphere: Your mage's subclass. None if it is not a mage.

d) Level: The character's level see `experience'.

e) Food: Your food level. If it is 0 your character is starving and will
lose health continuously!.

f) Money: The amount of money your character has.

g) Exp: Your actuall experience points see `Experience'.

h) Ability scores: There are penalties for values under 6, bonuses above 13.
The maximum ability score is 20.

i) Strenth: How strong your character is. You will make an additional fix
damage on a monster if your strength is above 13, but your attack will be
weakened if your strength is under 6. If you are carrying to much weigth
your attacks will be slower. A strong character can carry more items before
it gets penalized. This is a primary ability for fighters.

j) Intelligence: Each time you rise to another level you maximum spells points
are raised. An intelligent character can get bonus spell points upto 34 /
level. And a less talented one can lose them all. This is a primary ability
for mages.

k) Wisdom: You may have a higher chance to withstand a magical attack. See
section `Spells'. Also your magic points will regenerate faster.

l) Dexterity: This modify's your basic defence, your attacking speed, and the
chance of hitting a monster.

m) Constitution: Adds bonuses and penalties to your maximum health, each time
you get a new level. Your health points may regenerate faster.

n) Defence: How easily can you be hit by a monster or a spell. There is
NO maximum defence score !

o) Health/spell points: The first value is your current status, the second
is tour maximum score.

Health: Your character's health. If it is 0 the character is dead.

Always track your health and heal your wounded chracters, before it is too
late.

Cosmos: Cosmos -magic points
Element: Elemental -magic points
Necron: Necromancy -magic points

You can equip some items by placing them in specific icon slots around the
mans outline. Those items will only be active if they are put there. ie.
Carrying armour in your back pack wont stop your enemies attacks. You must
put you're armour on!

There are items with which you cannot not be equiped and some which only
appear in there correct positions; In either case a message will be displ-
ayed.

There are items which only help for a specified class. Always try on an un-
know item on both mages and fighters and check your ability scores. Before
you decide to change an item to something new check all your abilities and
try to fight monsters as well.

Some magoical items are just not as good as they seem to be!!


IV, ITEMS

There are items that work equiped like armour, necklaces, robes etc. See
above. Others must placed into the characters hands and must be used.

Torches and sheilds must be held in hands, but they are used automatically.

Some artifacts (greater magical items) have an automatic whose use always
active PLUS they can have a bonus effect when used!

While an item is in - use, its icon is `ghosted'. You cannot replace that
item or use it again, until your hand is free again(he he he)l.

Each item has a `speed' that modifies how long are they in - use. Magical
items are normally faster than the normal ones. Some items have a charge
which tells how many you can use them. When such an item expires it disap-
pers from your hand (it shrinks ha haha). There are items that have great
magical powers when held in hands (not again?), but only a few charges for
spells; ("sexually explicit docs" JOSIE) These items should not be used for
spell casting except for emergency cases!

Weapons are melee/short and long ranged. Melee weapons can only be used
successfully with your first two characters in your party - those are the
ones standing in front of your foes. Long range weapons may be used from any-
where.


V. SPELLS

A. TO PREPARE SPELL.
1. Select the spell level by clicking on the numbers 1-7. You dont have to
select a new level if the shown is the one you require.

2. Right click on the spell icon to ready a spell for the selected spell cas-
ter.

B. TO CAST A SPELL.
1. Select the spell level.
2. Left click on the spell icon. If the icon is ghosted you cant cast that
spell. If an icon is empty your mages level is not high enough to know how
to cast that spell. Each spell has its `speed/casting time' as do the weap-
ons, this is the time you should wait between casting the same spell again.

Spells cost different amount of magic points from each sphere e.g Healing
spells take a lot of necromancy points. Higher level spells are always more
effective than the lower level ones.

For some healing spells (touch - spells) you may have to select your target.
In this case the pointer changes into a blue hand. Touch - spells can be
cancelled by clicking onto any touch - spell again.

If you attack a monster with magic there is always a chance that it can fail
or can't do the amout of damage you expected. This happens especialy when
attacking powerful monsters.

You may find locations in dungeons where your spell points regenerate faster.
These points are normally well hidden!

C. MISSILE SPELLS (to attack long distance):

Magic missile, meteor storm, sworm, power bolt, globe of air, globe of water,
fireball, might strike, globe of fire, lightining bolt, globe of energy.

D. ATTACK SPELLS (a square ahead):

Fire storm, cone of cold, fire area (surronding spell), breeze of death lig-
htning area, discharge energy, disintegrate energy blast, finger of death.

E. HEALING SPELLS:

Cure ligth wounds, cure serious wounds, heal body, restore body restore pa-
rty, resurrect body, resurrect party.

F. HOLD SPELLS (hold your opponents):

Sleep, dream, hold creatures, hold everything.

G. MISCELLANEOUS SPELLS:

LIGHT: LIGHT UP YOUR WAY

CREATE FOOD: FOR HUNGRY MOMENTS

FIRE: BURN ENEMY

LEVITATE: HALVES DAMAGE FROM FIRE,
YOU MAY WALK ON WATER,
AVOID SOME TRAPS,
GO UP IN PITS,
STEP OVER PITS GOING DOWN.

CREATE POTION: POTIONS ARE HANDY IN ANTI - MAGIC AREAS.

CREATE ILLUSIONWALL: SOME MONSTERS CANT SEE YOU THROUGH WALLS.

TRUESEEING: ILLUSIONWALLS DISAPPEAR,
SOME HIDDEN THINGS APPEAR.


EXPERIENCE


Your experience level depends on the amount of experience points you have.
The highest exprience level in this game is 20. High level characters can
cast more effective spells, can regain thier health/spells faster, can
fight stronger monsters. You gain experience points for casting spells,
and successfully attacking monsters. More powerful your enemy is, the more
experierance you get, Some magical items may give you additional
experiance.


3D WINDOW

This is the view seen by your characters as they travel the inner world.
It is here thatr you will see the attacks of the fearsome monsters, the
effects of your spells and items or treasure ypou may find.

By using the left button on the mouse you can manipulate the 3D window in a
number of ways.


Pick up any items you can see directly in front of you.

Use a selected item in a characters inventory e.g a key in a lock.

Press buttons and pull levers located on the doors and walls.

Drop an item on the ground by positioning the item in the lower half of
the 3D window and clicking to drop it.

Using the right button will allow you to move your party. Place your cursor
arrow on the right or left of the window to turn or in the middle to continue
straight ahead.

Unlike most games swtches are very area sensitive; you cannot activate the
hidden switch just by clicking on the middle of the wall,you have to where
it is.

On the other hand your changes into a hand when it is above a switch. This
is something other games do at all. Positions of hidden switches on the walls
may vary in the same dungeon!


ENTERING THE TOWNS AND CITIES

ENTERING A SHOP

BUY AN ITEM

Click on the picture of the shop with an EMPTY pointer. It will switch the
select window to the list of goods that are available. It it is more than 1
page (Blacksmith) you can turn the pages with thr right mouse button.

Select the icon of the item you want to buy. You will be told what it is,
and its price. It you accept their offer click on the same item again.
Your current item (pointer) will be the item that you have bought, and
select the windos switvhes back to your inventory.

PAYING

If your character does'nt have enough money he collects the money from the
others, pays for the item, then shares the remaining money. If your entire
party cant afford the item, a message appears.

SELL AN ITEM

Get the item in the pointer, and click on the picture of the shop. You will
be told if they want to buy that item, and they money they will pay. If you
accept it simply click on the picture again and your item is sold.

You can switch your select window between your inventory and the shops stock
anytime by clicking on the picture with an empty pointer.

End............