The Quest for the Rings Odyssey² game manual

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    You are about to become alegend in your own timeand enter an alternateworld where dreams (andnightmares) come true with

    fire-breathing reality.Special microcomputercircuitry will generate thealternate time frequenciesand dimension warpsnecessary for finite controland monitoring of youralter-presence via televisionwhile you remain

    physically secure in therelative safety of yourhome dimension.

    . 4 1 11

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    THE RING

    FULL C IRCLE

    B END S

    ITS B EGINNINGS

    TO ITS

    ENDS

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    Pro logue THE CRUCIBLE. The falling Ring pitchesend over end down the volcano'sgaping maw. It's lashed by furious whipsof fire from subterranean updrafts milesbelow. Far above, roaring kettledrums

    of thunder boomDOOMDOOM DOOOM! The Mountain shuddersanddark towers crumble into slag.Unceasing bolts of lightning flash intothe mouth of the volcano like the spearsof avenging gods. The Ring spins to arest on a white hot outcrop deepbeneath the mountain. Its color changesfrom gold to redfrom blue to

    whiteto another hue not seen beforeon earth. It is the final tempering with an intensity unmatched even bythe fires of elven smiths or the furnacesof the dwarf lords. The Essence of theRing is freed from its cocoon of arcanemetal. The earth moves. The mountaingroans. Its infernal gorge spews skyward.The eruption's unleashed fury carriesthe Essence of the Ring far from theshattered mountainand covers it witha tower of protective lava.

    THE CREATION. There are few places onearth that are shunned by every livingthing. But sometimes even mindlessl i chen know when something unspeak-able lies below. Undisturbed, theRing-spawn sleeps and dreamsbeneath its lava tower. It dreams ofWindwielders and their hurricane stormsof diamond sands and black lightning.The Windwielders use the fell elementsl i ke builder tools to carve and changethe lava tower into myriad gleamingcrystal caverns and shining blackobsidian labyrinth caves. In its birth-sleep, the Ringspawn dreams of thelesser Rings now scattered with theirpower faded. The dreams turn intonightmares. Nightmare macabre hordesleave trails of blood as they gather thelesser Rings to well fortified places ofsafekeeping. Waiting for the Ring-spawn's wakening. The eons pass. Theday comes. The Ringmaster wakes. Theland shadows.

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    TheHeroes

    You are a member of a small companyof legendary Heroes who embark onthe supremely dangerous search for theRings. You choose your own role inthe Quest. Whichever identity youchoose will provide you with potent

    weaponry. As the Warrior, you carry anenchanted sword. As the Wizard, youcast formidable spells. As the mysteriousPhantom, you can walk through walls.As the elven Changeling, you can wearthe Mirrorcloak of invisibility.

    The Heroes Computer Symbols

    A (

    THE WARRIOR is a legendary hero of the Troll lAlars

    who carries Theor's sword Bloodeateran enchanted

    blade of great power against man and demon. He is

    the heir to the Kingdom of the Seven Countries and the

    direct descendant of Flaxell and WilIowan I (12th chief-

    tain of the ArneIm Knights).

    THE WIZARD'S weapons are the old spells which he

    casts at the enemy. If an enemy falls under the Wizard's

    spell, it will be neutralized for a short period of time.

    THE PHANTOM is a spectral knightshade who will find

    no peace until all the Rings are recovered. The Phantom

    has the supernatural power to walk through walls of

    solid stone and crystal.

    THE CHANGELING is possessor of the Mirrorcloak of

    invisibility When the Mirrorcloak is worn, the Changeling

    becomes invisible and can move undetected by

    enemies. I ,

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    The Monsters

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    Computer Symbols

    The Ringmaster dispatches his dreadnightmare minions to guard the ringstreacherous Firewraths and Orcstheunspeakable Spydroth Tyrantulus-malevolent Doomwinged Bloodthirsts-and the hideous firebreathing dragonsScortha. Goldfang and Mythrog.

    THE DRAGONSScortha, Goldfang and Mythrog-

    are the largest of the hideous armoured witchworms

    which were originally thought to come from the stars.

    THE SPYDRO TH TYRANTULUS is horror and death

    incarnate. It delights in the devouring of living flesh

    which it believes will enhance its life span.

    DOOMWINGED BLOODTHIRSTS are the winged terrors

    thought by some to have given birth to the vampire

    legends. They impale their victims on their fangs.

    THE ORCS are diminutive ogres and the natural

    enemies of everything on earth. They are quite ugly,

    belligerent and malicious. They even kill for sport.

    THE FIREWRATHS are the enslaved souls of the

    dragon's past victims Their touch is death.

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    TheQuest

    The Quest begins with the Ringmastersecretly hiding the ten Rings of Powerdeep in gloomy dungeons, crystalcaverns, mysterious shifting halls andinfernoes of still molten lava. To succeedin your Quest, you must overcome

    forces of evil so awesome that yourphysical prowess must be matched byunstinting courage and supremegallantry. Unlike other games, players

    must work together as a team to outwitand outfight the Ringmaster's minionsof horror. The Ringmaster's monstrousNightmares are so powerful, it requiresclose coordination, cooperation andsometimes even personal self-sacrifice

    to capture a Ring of Power. The Heroeswin if they recover all ten of the Ringsbefore their turns run out. The Ring-master wins if they do not.

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    The

    Dungeons

    INN

    These are in castles which

    were built by men and then

    captured by the Ringmaster's

    nightmare armies.

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    S h if t in gH a ll s

    The Earth shivers unaer the

    Ringmaster's evil spell The

    very walls of the castles

    conspire to block the Heroes.

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    Crys ta lCave rns

    The Windwielders built these

    labyrinths with invisible walls

    at the Ringmaster's

    command.

    10

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    "Tread softly intounknown lands':

    Willowan I

    This section is an introduction to thedifferent capabilities of each of theHeroes and a first look at the awesomehorrors lurking in the Dark Lands. Themore time you spend familiarizing

    yourself with the elements of the game,the more chance you will surviveunspeakable danger and undertakea successful Quest for the Rings! This isthe first game of its kind, so be readyfor many unusual features.

    Take the rules one step at a timeand you will find the Quest for theRings a fascinating game of endless

    challengewhich, once learned, isnot difficult to explain to others.

    11

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    I mportant! Always be surethat the power to yourOdyssey' console is turned offbefore inserting a gamecartridge. This protects theelectronic components and

    extends the life of the unit.

    1. Insert the keyboard over-lay so that its edges fit intothe ridges at the rim of thealpha-numeric keyboard.

    2. Insert the cartridge into theslot of the Odyssey' console

    with the label of the cartridgefacing the keyboard.

    3. Turn on the power bypressing the power button onthe console. SELECT GAME willappear on your TV screen. Ifit does not, press the RESETkey on the keyboard over-

    lay. (On-screen colors mayvary according to individualTV's color adjustment.)

    4. Press RINGMASTER on thekeyboard overlay. The namesof the Heroes will travel alongthe lower part of the screen.Press the action button of theleft hand control when the

    word WARRIOR is on thescreen.The left hand control will

    now control the Warrior withthe Enchanted Sword.

    Press the action button ofthe right hand control whenthe word WIZARD is on thescreen.

    The right hand control nowmaneuvers the Wizard who

    casts magic spells.

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    Number of Rings Captured

    Warrior

    Wizard

    Dungeon Maze

    Firewraths & Orcs

    Ring

    0

    _ ALIIII.m."11.111111

    5.P r e ss D U N G E O N S o n th ekeyboard ove r lay . 6. The Warrior and the Wizardwill travel t h ro u g h t h e b l o o dr e d f o g s o f th e D a r k L a n d s t il lt h e y a r r i v e a t t h e f ir s t o f

    t h e D u n g e o n s . T h e y a rei m m e d i a te l y a t ta c k e d b y t heF i re w r a t h s a n d O r c s w h oguard t he f l ash ing R ing dee pin the dunge on .

    C a u t io n : T h e R i n g m a s t e r 'sev i l mag ic make s the Orcsa n d F i r e w r a t h s l o o k v e r y m u c hl ik e H e r o e s . T h e H e r o e s w i lla l w a y s m a k e t h e i r fi rs t a p p e a r -ance a t t he cen te r o f t hes c r e e n .

    T h e W a r r io r a n d t h e W iz a r dwork a s a t eam to cap tu re t heR i n g . A R i n g is c a p t u r e d i ft ouched by e i t her Hero an d i scons ide red a v i c to ry fo r bo th .

    T h i n g s w i ll h a p p e n f a s t. Y o umay w an t t o con ti nue read ing*6 th rough *10 f ir s t so youk n o w w h a t t o e x p e c t . 13

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    Action

    7. Controlling the Warrior.Use the joy stick of your handcontrol to maneuver the War-r ior on the screen. Push the

    joy st ick up and yo ur W arr io rwill move to the top of the

    screen. Pull the joy stick downto maneuver him to the bot-tom. Push right to go rightand left to go left.

    Press the action button toswing the sword. Theenchanted blade must makecontact with the enemy tobe effective. The point ofthe enchanted sword will

    kill Orcs and Firewraths MOSTEFFECTIVELY FROM A HEAD-ON POSIT ION. THE WE APON

    WIL L N O T MA K E C O N T A C T

    W I T H A N E N E M Y F R O M A B O V E

    O R B E L O W.

    The Warrior can use theenchanted sword to createconfusion among themonsters. If the sword touchesanother Hero, he o r she will bemagically transported out of

    the dungeon. Push the joystick controlling the trans-ported hero to the left toreturn to the dungeon. Thetransported hero will alwaysreenter the dungeon from arandom point on the righthand side of the screen.

    8. Contro lling the Wizard.Use the joy stick of your handcontrol to maneuver theWizard on the screen.

    1 4

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    Eft

    Press the action button tocast a spell. The spell mustmake contact with theenemy to be effective, BUTWILL NOT WORK ON AN ENEMYFROM ABOVE OR BELOW.

    9. Firewraths and Orcs.The Ringmaster's magicmakes the treacherous Fire-wraths and Orcs look verymuch like the Heroes on yourscreen, but the Firewraths'peculiar shambling gait andthe Orcs' lurching walk alwaysgives them away. If you areever in doubt about youridentity on the screen, pressthe action button to confirmyour location. The Warrior willfl ash a sword. The Wizard willcast a spell. Their weaponsmust touch an enemy to beeffective. AGAIN, BE CARE-

    FUL OF ENEMIES COMING ATYOU FROM ABOVE OR BELOW.YOUR WEAPON W ILL NOTREACH THEM AND YOU WILLBE CAPTURED IF TOUCHED.

    10. The Warrior and the Wizardmust fight their way to thef l ashing Ring hidden in thedepths of the dungeon. If oneof the Heroes reaches theRing, lightning will flash andvictorious trumpets will sound.If the Heroes are captured bytheir enemies, they willalways manage to maketheir escape from thedungeon. To return to theendless labyrinths ofdungeons, press DUNGEONon the keyboard overlay.

    11.Before you go on, practiceplaying the roles of theWarrior and the Wizard untilyou are proficient withtheir weapons.

    12.When you are ready to

    meet the two other Heroespress RESET on thekeyboard overlay.

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    I T13.P r e ss R IN G M A S T E R onthe keyboard overlay.14.Press the act ion but tonon the left hand control whenthe word CHANGELING istraveling across the lower part

    of the screen. The left handcontrol will now control theChangeling.

    15.Press the act ion but tonon the right hand controlwhen the word PHANTOM ison the screen. The right handcontrol will maneuver thePhantom.

    16. Press DUNGEON on the

    keyboard overlay.

    TheChangeling and the Phantomwill travel to one of thedungeons where they willi mmediately be attacked byOrcs and Firewraths.First read through to #19so you're ready for anything.

    Use the action button todon the Mirrorcloak of Invisi-bility The Changeling will thenmove at half speed invisibly.Any nearby monsters will turnaway and search elsewhere.Just don't blunder into one

    of them.

    17.Control l ing the ChangelingUse the joy stick of the handcontrol to maneuver theChangeling on the screen.

    The Changeling has noedged weapons and is mosteffective when teamed witha Wizard or Warrior.

    The Phantom can hide inwalls or even walk throughthem at half speed. He canbe an important strategicelement in the game be-cause the monsters will flockto him when he employs his

    supernatural powers andgives his companion a betterchance to get to a Ring.The Phantom CANNOT walkthrough the walls of theInfernal lnfernoes (a dungeonof eternally molten lava).

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    MIMb18. Controlling the Phantom.

    Use the joy stick tomaneuver the Phantom onthe screen.

    Press the action button topenetrate walls.

    20. Do not go any furtheruntil you are proficient atplaying the roles of theChangeling andthe Phantom.

    19. Capturing a RingA Ring is capturedwhentouched by either hero. If thePhantom and the Change-l i ng are both overcome by theOrcs and Firewraths, they willautomatically escape fromthe dungeons. To return, pressDUNGEONS on the keyboardoverlay.

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    J)0,.

    21.When you are ready toencounter the Ringmaster'smost malevolent Nightmaremonsters, press RES ET.

    22. Press RINGMASTER

    23.Enter Warr ior and Phantominto the computer by pressingthe action buttons of bothhand controls.

    24.P r e s s t h e N I G H T M A R E k e yon the keyboard overlay.

    25.The Spydroth Tyrantulus i srepelledBUT NOT KILLEDbythe Warrior's sword and theWizard's spell. The Spydrothsscruttle slowly across thescreen but will drop quicklyon an unwary Hero beneath.

    26.Doomwinged Bloodth irs tscan be temporarily subduedby the Wizard's spelland theWarrior's enchanted sword.They will back off flutter andfall when hit, but quicklyrecover to attack again. THEYCANNOT BE KILLED.

    27. Press DUNGEONS.

    28.Good luck

    29.At the end of each com-bat, press the NIGHTMAREKEYthen press DUNGEONSon the keyboard overlay.

    30.Do not go any further untilyou have encountered theNightmares with differentcombinations of Heroes.

    ( Warrior and Wizard, Wizardand Changeling, Phantomand Warrior, Warrior andWarrior, etc.).

    It is i mportant to thegrand strategy of the gamethat you see what happenswhen the Heroes travel indifferent combinations.

    Two examples:

    (1 ) The Wizard's spells canhold the Ringmaster's evils

    at bay while one of the otherHeroes slips through tothe Ring.

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    1 1

    (2)Monsters will cluster aboutthe Phantom safely hidden inthe wall of a labyrinth togive a fellow companion abetter chance of capturingaRing.

    31. Since you've survived sofar, the Dragons are readywhen you are. Dragons are

    immortal, but can be turnedback by the Warrior's en-chanted sword or momentarilyhalted by the Wizard's spell. Itis possible for the Warrior toslip by a Dragon's head. Thenif he keeps the enchantedsword up, the Dragon will turnaway.

    The Wizard can cast aspell which will stop theDragon's flame on contact.The Changeling can slip postthe monster when invisible.The Phantom is protectedfrom the Dragon when insidethe dungeon walls.

    32. If your Heroes are alreadyentered into the computer

    A. Press the DRAGON key.

    B.Then press DUNGEON.

    If your Odyssey2 has been

    turned off

    C. Press R INGMASTER.

    D.Choose your roles withthe action buttons on thehand controls.

    E.P r es s D R A G O N S .

    F.Press DUNGEONS.

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    L6

    -

    33. There are four different kinds of labyrinths within the castlesof the Dark Lands. Each is enchanted in its own way. But eventhe simplest one will change in its interior structure every timeit is brought to the screen. Explore each type by entering it intothe computer in a succession of encounters. (See Rules 21-27 toreview programming Heroes and Monsters into the computer.)

    A.The Dungeons. These are in castles which were built by menand then captured by the Ringmaster's Nightmare armies.

    Press DUNGEONS on the keyboard overlay.

    B. The Crystal Caverns. The Winctwielders but t itisti labyrinthswith invisible walls at the Ringmaster's command. The mazewill appear on the screen for a blink and then vanish. TheHeroes must travel through them by feel. They are especiallydangerous because the monsters in them can magicallysense the invisible walls and select their routes of attack

    shrewdly. The Heroes must escape by feeling their way. PressCRYSTAL CAVERNS on the keyboard overlay.

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    C. The Shifting Halls. The Earth shivers under the Ringmaster'sevil spell. The very walls of the castles conspire to block theHeroes by changing position every few seconds. The wallsalways shift to the right. Press SHIFTING HALLS on the keyboardoverlay.

    E. The Infernal Infernoes. These towers of lava are kept moltenby the Ringmaster's magic. A player coming in contact withthe flaming walls is snuffed out. Even the Phantom dares nottouch. Press INFERNOES on the keyboard overlay.

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    1 Keyboard Overlay

    Gam e Components

    1 Odyssey2Master StrategyGame Cartridge

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    Tokens

    1 Game board map

    A

    23 Castles

    a3 Dragon Monsters

    10 Rings

    1 Hourglass

    The Dungeons

    3 Nightmare Monsters

    b,4

    *1460

    1 Quest

    Noloo"

    8 Possessions'

    (Symbols on underside of Castle tokens)

    0Crystal Caverns The Internoes Shifting Halls

    23

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    The Rulesof the Game

    3 P L A Y E R V E R S I O N

    (2 players as Heroes.1 player as Ringmaster.)

    Castle Location

    A R I N G11

    ams

    4.0

    EAST

    c

    AIL INAjsi

    I. One of the players acts asthe Ringmaster The Ring-master inserts the overlay intothe alpha-numeric keyboard.

    2. The Ringmaster secretlyplaces the ten Rings at any

    of the castle locations on thegame board map. The Ring-master then places six of themonsters on top of any sixRings. Only one Ring and onemonster token may beplaced at any single location.

    : A ;

    3. The Ringmaster covers theRings with the castle tokensso that the castle is face upon the map. Ring and mon-ster tokens should be hiddenbeneath the Castle token.All remaining castle locationsare covered only by castletokens.

    4. The Ringmaster keeps thePossession tokens.

    5. The Ringmaster inserts thecartridge into the mastercontrol console.

    A.Press the power button.

    B.P r e s s R E S E T

    C. Press R IN GMAS TER

    C. The other two players eachchoose a role in the adven-ture by pressing the actionbutton on the hand controlas the character's name istraveling along the lowerpart of the screen. Bothplayers may enact the samerole or choose different roles.The Heroes will work togetherin their Quest

    24

    Th D C t l C

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    The Dungeons Crystal Caverns

    0

    4 1 1 1 1 1 : 1 1 'Shit/mg Halls The Infernoes

    6. The Hourglass token is setat one on the scale at thebottom of the game board. Itis advanced one segmentevery time the Heroes visit acastle. The Heroes decide inadvance on how many turns

    they will need to capture allten of the Rings. The standardgames are 50, 75 or 100 turns.Hint to new players: Start with100 turns. You'll need them.

    The Heroes win if they captureall ten of the Rings beforetheir turns run out. The Ring-master wins if they do not.

    The Ringmaster receives:

    4 Possession tokens/50 turns

    6 Possession tokens! 75 turns8 Possession tokens/100 turns

    7.The Heroes decide togetherwhere to enter the shadowedlands. Begin at any of the entryports indicated by the shipson the map. Place the Questtoken at the entry port.

    8. The Hourglass token is

    advanced by one. The Heroesmove their Quest token alongthe road from the port andstop at the first castle.

    9. The Ringmaster turns overthe castle token

    If no Ring is present:

    A.Press NO RING on the key-board overlay.B.On the underside of theCastle token, the Dungeons,Crystal Caverns, Shifting Hallsor the Infernoes will be indi-cated. Press appropriatelabyrinth key. (Orcs andFirewraths will always befound in every labyrinth.)

    The Heroes must fight theirway to the secret passageindicated by the arrow. TheHeroes must touch the arrow

    in order to escape. They willthen continue their journeyto another castle.

    If the Heroes are defeated,they must try again. Reenterthe NO RING key and appro-priate labyrinth key. (DO NOTPRESS RE SET!) The Hourglass isadvanced by one for eachcombat. 25

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    e10. If a Ring is present, pressappropriate labyrinth key.Ring will automatically beentered by the computer TheHeroes must fight their waythrough to it. The Ring is

    captured if it is touched byeither one of the Heroes.Lightning will flash and trum-pets will rejoice to cele-brate the Heroes' success.

    The number of Ringscaptured will be indicatedat the top of the screen.

    If a Ring is captured by eitherHero, it contributes to thestrength of both Heroes andgives them more maneuver-ability on the game board.They can go to one addi-

    tional castle location on eachturn for every captured RingVVITHOUT ADVANCING THE

    HOURGLASS*If the Heroes are defeated,

    they may:

    A.Try again.B.Move on to another castleand return later to try again.(Advance the Hourglass

    in both cases.)When a Ring is captured,

    the Ring and castle tokensare removed from the board.

    Unused bonus travelcannot be carried over tosucceeding turns.

    11. If a Ring and a Monsterare present:

    /.. Press the appropriatemonster key on the keyboardoverlay. (Ring will auto-

    matically be entered by thecomputer)B . Press appropriatelabyrinth key.

    If Heroes are defeatedthey may:

    1. Try again (AdvanceHourglass token one)A. Press appropriate monsterkeyB.Press appropriate labyrinth

    key2. Move on to another castle(Advance Hourglass token byone for each castle visited orbypassed) and return later

    If the Heroes flee a victori-ous Dragon, the Ringmastercan move the Dragon to anyadjacent castle unoccupiedby another monster Dragonsmust travel by roadnever

    by sea. (Nightmare monstersMUST remain where they are.)

    12. The Heroes may eludepursuit by making their wayback to a port at any timeand traveling by sea to a portin another sector Advancethe Hourglass one segmentfor each castle location andport passed along the way.

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    13. Possession!The Ringmaster can takepossession of either handcontrol by orally declaring"POSSESSION" The playerof that hand control MUSTrel inquish it IMMEDIAT ELY.

    The other Hero is now notonly pitted against themonstersbut also againsthis teammate who isnow possessed by theRingmaster's magic.

    If the unpossessed Herocaptures a Ring or vanquishesthe possessed Hero in com-bat, the Ringmaster loses

    the "Possession" and oneof the Possession tokens. TheHourglass is moved back byfive and the hand control isreturned to the original player(The Hourglass can nevermove back farther than 1 onthe turn scale at the bottomof the gameboard.)

    After losing all of the"Possession" tokens, the Ring-master can no longer takepossession of either of theHeroes' hand controls.

    If the possessed Hero de-feats the other Hero incombat, the Hourglass isadvanced by five and theRingmaster continues "Posses-sion" in the next combat.

    If the unpossessed Hero iscaptured by the monsters ordefeated by the possessedHero, the Ringmaster shouldleave the dungeon by touch-ing the arrow or by touching

    a monsterThe Ringmaster should

    never touch a Ring. Ifthe Ringmaster should in-advertently touch a Ring,it is credited to the Heroesand the Ringmasterloses "Possession"

    The Ringmaster can evoke"Possession" only when bothHeroes are on the screen.

    Heroes may not be pos-sessed in between combatswhen they are en route toa new location.

    The Ringmaster cannotpossess a Hero commandinga clear path (unobstructedby monsters) to a Ring oran arrow.

    If captured by one of themonsters while the unpos-sessed Hero is on the screen,the Ringmaster loses "Pos-session" but does not re-

    l i nquish a "Possession" token.If the unpossessed Hero

    is captured by a monster, theHourglass is advanced byone. The Ringmaster retains"Possession:" and the unpos-sessed Hero chooses the nextcastle location.

    14 . The Quest ends when theHeroes recover all ten of theRings or when the Hourglasssignals they have run out ofturns.

    T H E 4 A N D 5 P L A Y E R V E R S I O N

    (3 or 4 players as Heroes.1 player as Ringmaster)

    Follow the computerprogramming and rules forthe 3 player Quest. Oneplayer acts as RingmasterThe other players alternatehand controls aftereach combat.

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    T H E 2 P L A Y E R V E R S I O N

    Read the rules for the3 player Quest beforeplaying this version.

    1. Player one places the

    Rings on the board, guardsthem with monsters andsecretly hides them with thecastles.

    2.The Players will work toge-ther in their Quest. Player twowill lead the Quest by choos-ing the course on the mapWITHOUT ANY HELP fromPlayer one.

    3. Press the power button

    4. P r e s s R E S E T .

    5. Press RINGMASTER

    6. Press the action buttonsof both hand controls to

    choose roles.

    7.The play is according tothe 3 player Quest withthese exceptions:

    A. Undefeated monsters arenot free to roam the board.

    B.There is no player as Ring-master so there is no "Possession':

    1 A N D 2 P L A Y E R

    P R A C T I C E S E S S I O N S

    The computer as Ringmaster.

    I. Press the power button.

    2. P r e s s R E S E T .

    3. P r e s s S T A R T .

    4. DO NOT press RINGMASTER.

    5. Press the action buttons ofboth hand controls to chooseroles. In a one-player practicesession, choose your roles care-fully. For instance, if one ofyour heroes is the Phantom,you can divide your antago-nists by hiding the Phantominside a wall and then switch

    hand controls. Using this strat-egy, one player can actuallyrecover all ten of the Rings.

    6. The computer will play therole of the Ringmaster pro-viding virtually endless com-binations of monstersand locations.

    7.(Optional) Play against the

    clock or the Hourglass tokenon the game board.

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    The MagicOf Rings

    One of the Ring's most potent enchant-ments is its appearance in the fables,folktales and legends of peoples widelyseparated geographically at widelyseparated times.

    Wagner's Ring Cycle is based on old

    Germanic, Icelandic and Norwegianlegend.

    Luned's Ring of Invisibility was givento Owain, one of King Arthur's knights.He was also given the Ring of Ogier byMorgan Le Fay. It was a Ring of Youththat removed all infirmities from the aged.

    Of nit, a king of Lombardy, wore aRing of Invisibility which also had the

    virtue of directing a traveler to ther ight road.

    There are tales telling of Solomon'sRing of power which gave him victory

    in battle and transported him to theheavens where he learned the secretsof the universe. It also allowed him tounderstand the language of animalsand seal troublesome djinn into jars.

    Tolkien, the gifted linguist, took thirty

    years to translate only one of the fourvolumes of ancient writings which, ofcourse, led to The Lord of the Rings. It isto be hoped that the remaining threebooks will eventually be deciphered.

    Mankind's quest for rings of enchant-ment has been going on for thousandsof years. Many have been rumored yetfew finds have ever been documented.

    There have been no recent authenti-cated discoveries. This would seem toindicate that the Quest for the Rings isstill very far from over.

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    IB 3778-1 AC 9429