Phalsberg/Manual translation

Game installation
This game requires: If you use a C128 with a 1571 drive, type: GO 64 OPEN 15,8,15,"U0>M0":CLOSE 15 Remove any cartridge or extension. Place the joystick in port 2 of the central unit. Connect and turn on the central unit and the disk reader. Insert the game disk, with the "side A" label up.
 * A central unit C64, SX64, or C128.
 * A 1541 floppy disk reader.
 * Loading

Type: LOAD "*",8,1 then press Enter.

After a few seconds, an opening image proposes you to create a new character or continue an adventure. Type Y to create a new character (or if you are playing for the first time). Type N to continue an adventure.

The disk proposes six different characters that you can utilise straight away.

The story
The small world of Kalvor is made of two continents: Primaterra and Kalimater. It was going through a peacuful age under the rule of the good king Philoxal. One day, at the end of the third millenium of the Kalvorian calendar, the selfish Blackstar, commander of the Pretorian Legion, abducted Philoxal and made himself Great Master of Kalvor.

Helped by mercenaries, he managed to get the royal attributes and he hid them around the continent.

Therefore, you will have to find back:
 * The holy crown,
 * The scarab of the ancient cities,
 * The gold sceptre.

At the beginning of the game, you are near Phalsberg, one of the cities of Primaterra, that is one of the continents of Kalvor. You have no weapon and no food.

You should find each one of the attributes, then...
 * Find Philoxal and reestablish harmony all over Kalvor.

Character creation module
When the opening image blinks and asks you: "New character?", answer by pressing Y and wait for the module to load. Verify that the joystick is in Port 2.

When the message "Insert a character disk and press the fire button" appears on screen, insert a disk (formatted or not) and press the fire button on the joystick. The screen will show the following table: The table above shows all the characteristics that we are now going to see in detail.

Attributes
Six main attributes and four minor ones are used to create a character. 🇨🇴 The six main attributes are: 🇨🇴 The four minor attributes are: 🇨🇴
 * Energy points
 * Strength
 * Defence
 * Reflexes/dexterity
 * Charisma
 * Experience points
 * Constitution
 * Life points
 * Intelligence
 * Beauty


 * C) Energy points The energy of your character can be raised to a maximum of 255. It goes down: (1) when you move; (2) depending on how many objects you carry; (3) during combats. When it gets down to zero, the character is dead.
 * D) Strength Strength (maximum 9999) steps in: (1) during combats; (2) casting a spell. There is a correlation between energy and strength. The lower the energy, the more the strength goes down. When strength gets down to zero, damage you inflict during combat gets close to zero.
 * E) Defence Defence rate (maximum 9999) allows to reduce suffered damage in combat.
 * F) Reflexes and dexterity (Maximum 9999) They step in in three occurrencies: (1) initiative in combat; (2) possibility of fleeing; (3) stealing.
 * I) Charisma Charisma (maximum 9999) is a factor of correlation in (1) an encounter (modification of the attitude coefficients of the resident); (2) a dialogue with a resident.
 * K) Experience points They can be spread between different attributes during character creation or they can be kept as a reserve that will be transferred during apprenticeships. Experience point can be earned during the game by killing some residents: life points of the resident = experience points. (Maximum 9999.)
 * G) Intelligence It determines the amount of known languages (see ). It is used to calculate charisma.
 * H) Beauty Together with intelligence, it determines charisma.
 * A,B) Constitution and life points They are used to calculate energy.
 * J) Money In Dauris, the Kalvorian currency, it allows to purchase the equipment that you need. You can earn it: (1) by selling objects; (2) by stealing; (3) by finding treasures.

By moving the joystick up, down, left and right, you can move the cursor to any cell of the table. By pressing the Fire button, you simulate a dice roll.

The first empty column is for the initial dice rolls. The rightmost column is for the adjustments. You can only use it if your experience points are more than zero.

You can see the maximum possible value for an attribute by pressing fire on it.

Furthermore, a bonus or malus is added to the maximum values according to the order of random rolls. 🇨🇴 🇨🇴

🇨🇴

Your first action consists in choosing the attribute where you wish you have as many points as possible, move the cursor to that row, and press fire.

In order of preference, repeat the operation until the column is completely filled. Once this is done, you can proceed with the adjustments.

Adjustments
Two types of adjustments are possible:
 * adjustments from experience points;
 * adjustments from class.

If your experience points are more than zero, you can place the cursor in the rightmost column in front of the attribute of your choice, and then, by pressing Fire, transfer 1 experience point to the result obtained in the left column. You can keep some experience points for later in the game.

When you are finished, press the button E on the keyboard.

Now, the name of your character is required. You character will be saved with this name (preceded by the letters EA). Type the name and press Enter.

Class selection
The choice of the class is in two steps:
 * 1) choice of race;
 * 2) choice of profession.

If you choose a Dwarf or an Elf, the class corresponds to the race. If you choose a Human, the class corresponds to the profession:
 * Warrior
 * Thief
 * Cleric
 * Magician

The following is a summary of the possible choices:

The possible choices are limited by specific thresholds:

An adjustment takes place according to each class:

In order to choose your class, move the cursor under the name of the desired race and press Fire. If you chose the Human race, proceed the same way for the four proposed professions.

Adjustments are then calculated automatically in the rightmost column.

If no choise is authorized when you have to choose a profession, bring the cursor under M and press Fire. You will go back to the main menu.

Options
After you chose your class, the main menu appears with the following options:
 * A) Restart Option that allows to create another character.
 * B) Formatting Allows to format a blank disk. Confirm with Y/N. BE CAREFUL! If you choose it by mistake, you could lose all files in the disk.
 * C) Save  Allows to save the created character on the Character Disk. Verify that it is in the good place and press Fire. The character's name is used as file name preceded by the letters EA.
 * D) End  Starts the real game.
 * E) Directory  Allows to access the list on the disk.

In order to choose any of these options, you just have to move the cursor under the desired option and press Fire.

Always remember to save your character before you proceed to load the game!

Game loading
Choose the option End from the main menu.

Description
First of all, let us see what the screen looks like:
 * Top-down view of Kalvor (upper-left window) It is a representation of the world of kalvor. Movement is done with the joystick in the four directions: North, Sud, East, West. Since the world is spherical, the surfce wraps around itself. Each tile represents 100 m [100 yards].
 * Character cursor It marks the position of the character in Kalvor.
 * Text window (bottom) The text window is where: (1) the location of the character is described; (2) commands are chosen and their results described; (3) the interactions with the residents take place.
 * Upper-right window:
 * Clock: it always shows the time. It is updated: (1) after every movement, according to the type of transportation and the nature of terrain; (2) after a period of rest; (3) after a period spent waiting.
 * Energy: the energy counter decreases: (1) after a movement; (2) after a combat; (3) after getting hurt by a trap. It increases: (1) after a period of rest; (2) after a meal; (3) after drinking; (4) after getting healed; (5) after learning from a sorcerer.
 * Day: it specifies how many days you spent in Kalvor.
 * ST = strength: it shows the character's strength.
 * EX = experience: it shows the character's experience points.
 * MO = money: amount of money owned, in Dauris. If you discover a treasure, it will be worth between 500 and 1400 Dauris.
 * X.POS = longitude: character's position on the east/west axis of Kalvor.
 * Y.POS = latitude: character's position on the north/south axis of Kalvor.


 * Menu window'' (right window)
 * MOVE = move away: option that allows the character to leave a location. In order to leave, place the cursor over MOVE using the joystick and press Fire.
 * ORDE = orders: it allows to access the list of commands. See the section.
 * QUES = question: it allows to talk with a resident. See the section.
 * AUTO = auto-load: if this option is activated, an image of the location will be automatically displayed whenever the character stops in a location.
 * VIEW = view: it plots an image of the location if the option AUTO is off. Press Fire to go back to top-down view.
 * LOG = log: it shows the text from the bottom window (up to two screens). Press Fire to show the text, press Fire again to go back to top-down view.
 * STAT = status: it shows the character status. Then, when you press Fire, it shows the carried objects, their market value and their food value (or any other bonus). Press Fire again to go back to top-down view.
 * SAVE = save: save the character's adventure, and option to continue the game. Confirm by moving the joystick and pressing Fire. Insert the Character Disk and press Fire. Once the saving procedure is completed, move the joystick sideways and press Fire to answer the question: "Continue the game?".

Types of residents
On Kalvor, every move you make may cause that you meet someone. The probability of meeting a certain type of character is not the same everywhere. The program always selects between three different types of characters. If none of the three is selected the program will select a random character (probability density Q); else the place is considered deserted (prob. density D).

EXAMPLE: Near AQUILAX LAKE there is 20% chance to meet a fisherman, 15% chance to meet an elf, 10% chance to meet a crab, 1% chance to meet a random character and finally 54% chance that the place is empty.