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Tuesday, January 02, 1990
Here is the save file format for Fountain Of Dreams.
===========================================================================
*NB* I wrote these up years ago, when I planned on doing a
character editor (never did write it) so If you dont
understand some of my notes, drop me a line.
also, careful how you play with things neh?
coz I bummped up my stats n weapons n shit and i remember
that i had a 20minute battle against 1 snake and i was using
grenades, flamethrowers and everything, so becarefule what
you change, the results can be..... _very_ unpredictable.
If anyone uses these stats to make an editor, I'd like a copy :)
Dark Fiber
[email]entropy@mpx.com.au[/email]
============================================================================
comment #
Game : Fountain of Dreams
Type : SavefileCharacter Editor Techspecs
Date : July 15th 1990
Author : Dark Fiber [AIH]
the save game files are actually the files
DISK1.
DISK2.
DISK3.
DISK4.
backup those four files BEFORE you play the game, then restore them
so no need to re-install
Savefile Layout
Offset Descr Type
~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~
0008 Hour (relative form 0 to 23) byte
0009 minute (from 0 to 59) byte
000E Money DWord
0031 Total num chars in party (1=1,etc) byte
0032 Character Order Byte[5]
eg: 0,3,1,2 = Character 1, 4, 2, 3 (char-1)
0037 Day (relative from 0) Byte
Char offsets = 003a, 0186, 02d2, 041e, 056a
to work out xx offset for char Z then formula is
character_offset_Z - ch_off_1 + item_offset
eg: 2D2 - 3A + 57 = Charisma offset for character 3
003a Name asciiz[12]
0052 Strength byte
0053 Intelligence byte
0054 Dexterity byte
0055 Will Power byte
0056 Aptitude byte
0057 Charisma byte
0058 Luck byte
005e Active Skills byte[16]
Medic
Lockpick
Forgery!!
Climb
Pharmacy
Bomb/Alarm Disarm
Mechanics
Electronics!!
Cryptography!!
Pickpocket!!
FODDY FOD
Doctor
*Chameleon
*Shriek
*Stun
*Corruption!!
006e Passive Skills byte[16]
Perception
Stealth
Languages
Demolitions
Brawling
Blades
Handgun
Rifle
Auto Weapon
Boating!!
Gunsmith
Swim
Evasion
Gambling!!
*Mutant Recog!!
*Camouflage
007e Condition Word
0080 Maximum Condition Word
0084 Equipped Item 1 byte
0085 Equipped Item 2 byte
0086 Equipped Item 3 byte
0087 Equipped Item 4 byte
value of FF = no item equipped
other # = item # in inventory
0088 Rank byte
0092 Affliction byte
(Bit encoded)
00000001 - Poisoned
00000010 - Irradiated
00000100 - Rabid
00001000 - Envenomed
00010000 - Condition 5
00100000 - Condition 6
01000000 - Condition 7
10000000 - Mutant
009c Items byte[6] x 32
1 item is 6 bytes long
usually ones like ammo cartidges have 2nd byte as
num of bullets in clip, etc.
00 - Null Item
01 - Dollars
02 - .22 Handgun
03 - .45 Colt Pistol
04 - 9mm Browning Pistol
05 - Ochoa's Rifle
06 - Elephant Gun
07 - Shotgun
08 - Uzi
09 - Clown MegaUzi
0A - Clown Mega Uzi
0B - AK-47 Assault Rifle
0C - .22 Clip
0D - .38 Clip
0E - .45 Clip (7)
0F - .45 Clip (30)
10 - .50 Clip
11 - 5.56mm Clip (20)
12 - 5.56mm Clip (30)
13 - 7.62mm Clip (5)
14 - 7.62mm Clip (18)
15 - 7.62mm Clip (30)
16 - 9mm Clip (13)
17 - 9mm Clip (30)
18 - 9mm Clip (40)
19 - Shotgun Shells
1A - Grenade
1B - Plastic Explosives
1C - TNT
1D - Gas Balloons
1E - Flamethrower
1F - Napalm Cannister
20 - Machete
21 - Meat Cleaver
22 - Carving Knife
23 - Cane Knife
24 - Scalpel
25 - Pool Cue
26 - Garcia Sunday Vest
27 - Shagreen Vest
28 - Shagreen suit
29 - Leather Vest
2A - Leather Suit
2B - Flak Vest
2C - Flak Suit
2D - Rad Suit
2E - Obeah Necklace
2F - Kevlar Vest
30 - Kevlar Suit
31 - Leather Cap
32 - Riot Helmet
33 - Kevlar Derby
34 - Flo's Chapeau
35 - Strongbox Key
36 - Jewelry
37 - Canteen
38 - Canteen, Sea Water
39 - Empty Canteen
3A - Vial of Sea Water
3B - Empty Vial
3C - DeSoto Rum
3D - DeSoto's XXX Finest
3E - Chateau Pierrot
3F - Empty Bottle
40 - Bottle of Sea Water
41 - Broken Bottle
42 - Brewhoe Nostrum
43 - Voodoo Tonic
44 - Voodoo Elixir
45 - Voodoo Cologne
46 - Guard's Journal
47 - Imelda's Letters
48 - Mario's Diary
49 - DeSoto Vault Key
4A - Clown Master Key
4B - Red Key
4C - Black Key
4D - Garcia's Key
4E - Van Gogh painting
4F - Pollack painting
50 - Ojnab painting
51 - Velvet Elvis
52 - Bust of Beethoven
53 - Mutant Badge
54 - Clown Make up
55 - Silverware
56 - Spark Plug
57 - Bandage
58 - 50' Rope
59 - .38 Police Special
5A - Remington 700 Rifle
5B - M16A1 Assault Rifl
5C - MAC10
5D - Shovel
5E - Mechanic Toolkit
5F - Electronics Tools
60 - Obeah Talisman
61 - DeSoto Amulet
62 - Miami PD Badge
63 - Vial, Healing Water
64 - Vial, Sea Water
65 - Vial, alcohol
66 - Canteen, Heal Water
67 - Canteen, alcohol
68 - Bottle, Heal Water
69 - Bottle of alcohol
6A - Bottle, blue tap
6B - Bottle, green tap
6C - Bottle, violet tap
6D - Canteen, blue tap
6E - Canteen, green tap
6F - Canteen, violet tap
70 - Vial, blue tap
71 - Vial, green tap
72 - Vial, violet tap
73 - Imelda's brooch
74 - Personal Radio
75 - Rubber Boots
#
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Monday, January 01, 1990
This is an ooooooold solution I once wrote.
[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]
I IIIIII II
III II II
IIIII II IIIIII
III III II II
IIII IIIIIIII II
AIH: Australian Institute of Hackers
presents
CURSE OF THE AZURE BONDS
solution by DARK FiBER
[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]
0. INTROD.
If you loved Pool then you'll love Curse even more. Its a big improvement
over Pool and it even has a FIX command. Some encounters are not listed as its
too much piss farten around to see if an encounter is random or set.
PARTY CONSTRUCTION.
For this game I used the following brave adventurers; Dwarven Male
FighterThief, Human Female Paladin, Human Male Cleric, Human Male Cleric,
Human Female Mage, Human Male Mage. Avoid using multi-class characters, while
they are good to start with it takes too long to build up good magicians and
clerics which you need. I chose to use human classes over other classes as
they are supposed to have unlimited advancement, but of course this is not so
in this game. Make sure you have a female in your party as she will be very
handy later on in the game.
When constructing a party you should seriously consider including a Paladin
as they have Protection From Evil spells around them, can turn undead, heal,
cure and cast clerical spells at higher levels.
Fighters: Only good when they are of Dwarven make. They get Hit Point bonuses
if they have a constitution of 17+. They can use any armour and weild most
weapons.
Paladins: Only humands can be Paladins. Great character type. Can Heal, Cure,
Turn undead and cast clerical spells once they reach a high level. They have
Protection from Evil spells permenantly cast opon them. They can wear any
armour and weild most weapons.
Rangers: Kind of like a hybrid clericmagician for plants. Most spells have
something to do with nature. I think they are a shit class to be used in
Curse, but that is my opinion (of which there is a lot through out this
file.) They get HP bonuses with a constitution of 17+ and they can use most
weapons and armour.
Clerics: No party should be without one. Can do the churchy type spells.
Oopps, prayers I should say. They are excellent healers and not much else.
They do not have to find or buy prayers in order to know them. All spells in
there grimoire are there opon level advancement. They can use most armour
and some weapons.
Magicians: Pretty much like Gods on two legs, especially the very high level
ones. These guys do the destructive stuff and leave the healing crap to the
clerics. Major drawback is that they can wear no armour and weak weapons
like daggers, darts and saffs. (You have to stock them up on Bracers, rings
of protection and cloaks of displacement and stuff like that.)
Thievs: The extraperceptionary characters, they can detect traps and pick
locks, hide in the shadows, etc... They can only use one handed weapons and
leather armour. You never know when one might come in handy (As some folk
found out in Pool when tackling Cadornas Textile House ];-)
Beware also of falling into the Human Class Change trap. While it sounds
great there are some drawbacks that you should have noted assuming you read the
manual carefully.
1. You can't use the skills of the previous class until the current class
level surpasses the previous class level by one. EG: FighterCleric must
have a cleric level of one higher than the fighter, so it must be like 9/10
or 10/11.
2. Dual class magicians can't cast spells while wearing armour. So its not
much point in having a FighterMagician. But you can have a FighterCleric.
3. Its not worth changing class as it takes a long time to build up your
characters again to a higher level than the previous class.
4. Until your second class level surpasses your first class level you do not
gain hit points, even though you can still advance levels.
SAVING
Make use of your saved game spots, Its good to make the first save in the
list your start save, that is every time you set foot in a new maze save
immediatly and then use your other save spots as intermediate spots.
** P.S. This game took me a while to map, and I'm bloody glad the mazes are
not as complex as the Bards Tale or Wizardry series.....
MAPS
This solution only covers the main maps to complete the game, as such the
Tower of Oxam is not included. But if you want to find it go to DaggerFalls
and search the area. You will find a Magic Shop which sells goods cheaper than
anywhere else. The shopkeeper will tell you where the tower is. Its tough,
home of the High Imperceptor (Zhents) as well as the Mulmaster beholder corps.
There is a mega big battle with rackshasa, hell hounds and beholders so
beware.....
1. TILVERTON : 1 Level Town, 1 Level Thieves Guild
Ahhh, waking up in Tilverton, the sleepy Cormyrian town just south of
Shadowdale you realise sombody put a bit of body art in blue decorative tatts
on your arms, and in Alias' tracks (If you have read the book you basically
know what to do.) you must find out about the tatts and how to get rid of them.
Maybe a priest can cast a remove curse spell? Maybe you should just booze up
at the pub and sleep like a bear in winter. Our story begins......
Tool up at the shop, then go visit the priest. Have a booze up at the pub
then go visit Filani the Sage and tell the truth. Go back to the inn, rest,
heal, memorise and save. Now try and leave and you should run into Giogioni
Wyvernspur doing another good impersonation of King Azoun. Shit on the guards,
and then shit on another wave. Now head for the nearest alley and follow the
thief.
Go through the Tilverton thieves guild and go to the treasure room, Here you
will get some dust (Its Dust of Dissappearance), you should save this for the
end fight (Unless of course you are a masochist). Now make your way to one of
the exits.
LEGEND:
-- OR | = Wall....
D OR DD = Door....
S OR SS = Secret Door....
T OR TT = Trap....
# OR ## = Inacessable parts....
= OR == = Rubble or ruins....
< OR >
/ OR / = ONE WAY WALLS ALLOWABLE DIRECTION WITH ARROWS
ONE WAY DOORS ALLOWABLE DIRECTION WITH ARROWS
NB: When I draw my maps out on graph paper I always try and start at the bottom
of the paper..... So the N,S,E,W sign does not always have N at the top...
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
15 D 10 | | | |
+ + + + + + + + +--+DD+--+ + + + + +
14 D 10 | | | D |
+--+--+--+ + + + + + + + +DD+--+--+--+--+
13 | | |8 | | | |
+ + + + + +DD+--+--+ + + + + + + + +
12 | 7 7 D | 11 D | |
+--+DD+--+ + + +--+--+ + + +DD+--+--+DD+--+
11 | | | | | |
+--+--+--+--+ + + + +--+--+--+ + +--+--+ +
10 | | | D9 | | | D12 | |
+ + + + + + + + + + + + + + + + +
9 | | | | | | | | | | | |
+ + + + + + +--+--+DD+--+DD+ +DD+--+--+DD+
8 |6 D D | | | D | |
+ + + + + + +--+--+ + + + + + + + +
7 | | | | | | | | | | | |
+ + + + + + + + + + + + +--+--+DD+--+
6 | | | | | | D | | |
+--+--+--+DD+ + + + + +--+--+DD+ + + + +
5 | 5 D | D4 | D | | |
+--+--+--+--+ + + + + + + + + +DD+--+DD+ N
4 | | 4 | | | | | | |
+DD+--+--+ + + +--+DD+ +--+--+--+DD+ + + + |
3 |3 3 D | D | | | | W <-+-> E
+ + + + + +--+DD+--+ + + + + + +DD+--+ |
2 | | | D1 | | | | | | S
+--+--+--+ + +--+ +--+DD+--+DD+--+--+--+ + +
1 D 10 | D D | | | | |
+ + + + + +--+ +--+ + + + + + +--+DD+
0 D 10 | D D | | | | |
+--+--+--+--+--+--+--+--+--+--+DD+--+--+--+SS+--+
13 13
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 = Game Start Room
2 = Wild dreaming man
3 = Arms and Armour Shop
4 = Pub
5 = Priest
6 = Healer
7 = Shop
8 = Training Hall
9 = Filani
10 = King AzounGiogioni fight (After you visit Filani)
11 = Tilverton Guildmaster, big fight with thieves
12 = Treasure Room
13 = Tilverton Sewers
2. TILVERTON SEWERS : 1 Level sewer
Starting at 0,4 Make your way up through the sewers stopping off at all the
points on the map. The trolls and Neo-Otyugh are tough battles. If you need
to advance, then stop off at the secret Thievs Guild Training Hall. When you
meet the Knight of Myth Drannor tell him that you are either a friend of the
princess or that you have allegience to no one. (I think that was an option),
either way he should let you pass.
10 11
+--+--+DD+--+--+DD+
47 | | | |
+ + + +--+ +--+
46 | | | | |
+ + + + + + +
45 | | | D |
+ + +--+DD+ +--+
44 | | |
+DD+--+--+--+--+ +
43 | | D | |
+ + +--+--+--+ +
42 | | D9 |
+ + + +--+--+--+
41 | | | | |
+DD+--+ +--+ + +
40 | | | |
+ + +--+ + +--+
39 | | | | |
+ + +--+ +DD+ +
38 | S | |
+--+--+ +--+ + +
37 | | |
+DD+--+ +DD+--+--+
36 | | |
+ + +--+--+--+ +
35 | 8 D 8 D7 |
+ + + + + + +
34 | | | |
+--+--+DD+--+--+ +
33 | | | |
+ + + + +--+ +
32 | D | |
+DD+--+--+--+DD+--+
31 | |
+ + + +--+--+
30 | 4 | D |
+DD+DD+ +--+--+
29 | | |
+ +--+--+--+ +
28 | D | |
+--+--+--+ + +
27 | 6 | | |
+ + +DD+DD+DD+
26 | | |
+DD+--+ +--+--+
25 | | | |
+ +--+ + + +
24 | | | |
+ +--+ +DD+--+
23 | | |
+--+DD+--+--+ +
22 | | | |
+ +--+--+ + +
21 | D | D |
+ +--+ +--+ +
20 | | D | |
+--+DD+ + + +
19 | | | |
+ +--+ +--+ +
18 | | | |
+ + +DD+--+DD+
17 | | | |
+ + + + + +
16 | | | |
+--+--+DD+--+--+--+--+
15 | |3 |
+ + +DD+--+ +
14 | D 5 D |
+DD+DD+--+--+ +
13 | |
+ + +--+--+--+
12 | | D |
+ + + + + +
11 | | | |
+ + +--+--+DD+
10 | D | |
+--+--+DD+--+--+
9 | 3 |
+DD+--+--+ +--+
8 | | |4 D |
+ + + + + +
7 | | D | |
+ +--+--+ +--+
6 | D | |
+--+ + +--+ +
5 | D | D |
+--+ +--+--+ +
4 | | | |
+ +DD+ + +--+
3 | | 2 | D |
+ +--+ + + +
2 | | | | | S
+ +DD+--+ +--+ |
1 | | | | E <-+-> W
+ + + +--+ + |
0 | | | | |
+DD+--+--+--+DD+ N
1 1
0 1 2 3 4
1 = To Tilverton Thieves Guild
2 = Journal Entry
3 = Cloth
4 = Fire Knives Check Point
5 = Otyugh
6 = Neo Otyugh + Otyugh + Items
7 = Symbol
8 = Trolls
9 = Knight of Myth Drannor NPC
10 = To Fire Knives Hideout at Abandoned Checkpoint
11 = To Fire Knives Hideout
3. FIRE KNIVES GUILD : 1 Level Thieves Guild
This place has a few secret doors, somtimes the door appears on one side of
the wall, but not on the other side. There is also one one-way door that I
know of. This place is pretty easy as there are few battles, and then they
only consist of 6 or 8 Fire Knives. Make your way to point 1 and wait for the
blades to stop, now continue on to point 2 and interrogate the nice
co-operative folks for some information. At point 3 attack to gain the
surprise and rescue the cleric, friend to the Knight of Myth Drannor. Go to
point 4 for some information, then on to point 5, 6, 7 and 8. Save your game,
get healed and spelled up. Now enter the door to point 9 and face the leader
of the Fire Knives, Princess Naccacia (I think she is a thief by trade) and the
Wyvenspur fop, Giogi. Slaughter the thieves and the Zhentish fiend and watch
the ending. See the bond dissappear? Now you have to kill the other masters
of your bonds.....
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
15 | | | S8 | |
+DD+ + + + + + + + + + + + + + + +
14 | | | | | | |
+ +--+--+SS+ + + + + + + +--+ + + + +
13 | D5 | | 7 |8 | D9 |
+ + + + +--+--+--+DD+--+DD+--+ + + + + +
12 | | | 6 | |
+DD+--+--+--+ +--+DD+--+DD+--+--+--+--+--+--+--+
11 | D | | | | | |
+ + +DD+DD+--+ + + + + + + + + + + +
10 | | | D D D | | |
+ + + + + + + +--+--+--+--+ + + + + +
9 | | S | < D | D |
+--+--+ +--+--+SS+--+ + + + +--+DD+ +--+DD+
8 | | D | |
+ +--+--+--+SS+--+ +DD+--+--+DD+--+--+--+ + +
7 | D | | | | | |
+ + + + + + +DD+--+--+--+ + + + + + +
6 | | D | | | D4 4 |
+ +DD+--+ + + + + + + + + + +--+DD+--+ S
5 | | | | | D D | |
+ + + +--+DD+--+DD+--+DD+--+ + + + + + + E <-+-> W
4 | S D | | | |
+ + + +--+--+ +--+DD+--+--+--+--+DD+--+ + + |
3 | | | D | | | | | N
+SS+--+DD+ + + + + + + + + + + +--+DD+
2 | | | | |2 D 3 | |
+ + + +DD+--+DD+--+--+DD+ + + + +--+ + +
1 | | | | | | | |
+ + + + + + + + + +--+DD+--+DD+DD+ + +
0 | | | | D | |
+--+--+--+--+DD+--+--+DD+--+--+--+--+--+--+--+--+
1 1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 = Enterence to Sewers
2 = Twirling Blades
3 = Frozen People (Interrogation)
4 = Torture Room
5 = Information
6 = Fire Knife check point
7 = Hospital
8 = Armoury
9 = Fire Knife Guildmaster fight.
4. OVERLAND MAP.
This is the first time you will be going overland, and because you can go in
many directions I'll give you some general advice. Go to all the places on the
map. At this stage DO NOT ENTER Yulash, Zhentil Keep or Hap just yet. Go to
all the towns pubs and listen to gossip. Travel by the wilderness and the
roads to discover some locations, items, and fights. Travel around the
overland gaining experience until your characters are around level 7 or 8.
Go to the Standing stone where a mysterious mentor will direct you to go
towards Hap. Make sure you are fully healed up.
5. VILLAGE OF HAP : 1 Level small village
This is where you will run into lots of Dark Elf patrols. Don't take any
Dark Elf equipment as it disintergrates in sunlight, so don't be caught
weaponless or armourless. Go to location 3 and meet Akbar Bel Akash the
greengrocer (he he he) and allow him to join the party. Walk around town and
fight about 7 or 8 Dark Elf patrols using location 3 as a base. After you have
killed of the patrols head for the barn, which is location number 4. Here you
will meet the Efreet and about 3 Dark Elves. Kill them and you will get a map
that will lead you to the cave of Hap.
+--+--+--+--+--+--+
14 | |##|
+ + + + + + +
13 | |##|
+ + + + + + +
12 | 4 |##|
+--+--+DD+--+--+--+
11 1 D | |
+--+--+ + + + +
10 | | D2 |
+ + + + +--+--+
9 | 2 D D 1
+--+--+ +--+--+--+
8 | | | |
+ +--+ + + + +
7 |2 | D3 |
+DD+ + + + + +
6 1 D | 3 |
+--+--+ +--+DD+--+
5 | | D 1
+ + + + +--+--+
4 | 2D D2 |
+--+DD+--+ + + +
3 | | | 2 |
+ + +--+ +--+DD+
2 | 2D D 1
+--+--+ + +--+--+
1  
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