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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. |
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*::* 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
|
Copyright © 2023 by Kim Moser (email) |
Last modified: Fri 02 February 2007 13:23:33 |