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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 13:23:33