       
       * How To Fight : A Short Dissertation On Conduct In The Arena *       
=============================================================================

MEMORANDUM FROM: The Warriors' Guild

TO: All New Warriors.

SUBJECT: Fighting In The Arena.

1. GENERAL.

    This short text is intended to give the new Warrior enough information to
prevent bumbling about, perhaps fatally, in the Arena. It is not intended to
instill instant expertise. For advanced hints and on-going discussions of
tactics and strategy, the Warrior is referred to the international MELEE
discussion forum (echo conference) carried by an increasing number of public
and private bulletin boards who use FidoNet (tm) compatible message areas.

2. SPECIFIC.

    a) Combat Screen Information.
       Below is a representation of the MELEE combat screen.

ͻ
Status: (1)                                ǶEnemy Status: (2)               
Ƕ---Ķ
Equipment:    Armor      Helm       Shield ǶApparent Fatigue:               
ǶDegree of Wounds:               
 Shape -----        --         --          ǶHelm Shape  :   Cover:         
 Bonuses ---        --         --          ǶArmor Shape :   Cover:       
 Covering --  **   --         --          ǶShield Shape:   Cover:         
   Torso  --        ͹
   Arms   --        Block Parry Counter  BerserK  Combo Attack  Surrender
   Legs   --         
Ķ  
Status: OrigCurrent(4)  
Wounds: (3)          
Fatig.:              
͹  
                      
Ķ  
                     
                     
ͼ 
Messages: (5)                                                                

         1) In the upper left, the Warrior can find a computer monitored
display of his status. Key items to track are the Equipment coverings. When
the covering of a piece of equipment shows "0" then no covering is being
offered by that piece of equipment for that specific body part. For enhanced
equipment, bonuses will still provide coverage. The new Warrior should note
that the higher the quality of the equipment, the less likely it is to get
hacked to pieces by an opponent.

         2) In the upper right of the screen, one can find information on 
your opponent. Your opponent's name is shown so you know who you're fighting, 
in case you forget--you can only fight a person one time per day. Enemy 
status is a reflection of how much "fight" the other Warrior has in him. 
While it is weighted by how fatigued the other Warrior is, this is primarily 
a reflection of how much pain he can still endure before being bested. 
Apparent fatigue and apparent wounds show exactly what you would expect them 
to show. Your opponent's equipment shape shows how much coverage your 
opponent has remaining over the various parts of his body. For the armor, 
the three divisions are Torso, Arms and Legs. Note that these values do not 
reflect coverage by your opponent's shield, nor any armor bonuses the other 
Warrior may have as a result of equipment enhancement!

         3) In the lower left side of the screen, the player can see exactly
what his Warrior's status is. Only the current fatigue and current wounds 
will change during combat. 

         4) Dominating the right side of the screen is a graphic represen-
tation of the Arena. Warriors are limited to this space for maneuvering. 
Warriors move via the use of the numeric keypad (with NUMLOCK on). The 
Warrior will move in the direction of the arrow on the keypad. Pressing "5" 
will cause your Warrior to take a break in place (rest). If his constitution 
is good, he may regain some of his fatigue, thus gaining a second wind. Keep 
in mind that this is a very simplistic view of the combat itself. Almost ALL 
of the action takes place in your head, with the descriptions provided to 
feed your imagination.
    Along the top of Arena window are several special tactics available to 
the Warrior. These are summarized below:
               A) Block: Choosing this option ensures that no matter what 
strategy you set in your Warrior's tactics script, he will attempt to block
the next "sure hit" against him. This puts you in defensive mode, so you have
a slightly improved chance of actually blocking a hit. Solid blocks have been
known to shatter weapons; this is a function of the weapon quality.
               B) Parry: This choice causes your Warrior to attempt to parry 
the next "sure hit." The major difference between a block and a parry is that
the parry is much easier on weapons--both yours and your opponent's!
     NOTE: Attempting to block or parry an enemy's "sure hit" will throw 
     your Warrior's timing off, forcing him to sacrifice his next move.
               C) Counter: Instead of blocking or parrying, your Warrior will
attempt to counter a "sure hit." A successful counter both avoids the blow 
and actually hits your opponent, taking advantage of the inevitable lapse of
defense one incurs when throwing an attack.
     NOTE: If are not forced to use your defensive action (because your 
     opponent misses you), then your defensive status is reset to the 
     default value which is determined by your tactics script file.
               D) Berserk: This choice causes your Warrior to go berserk. 
This can be a very dangerous strategy. Berserking Warriors will then fight 
on their own (no keyboard input) until they either win, are slain, drop from 
exhaustion, or recover their wits (checks are made in accordance with the 
strategy set in the tactics script file). Berserking Warriors tend to hit a 
little harder, although their accuracy is degraded. They usually are too 
insane to bother with any kind of defense.
               E) Combo Attack: This causes your Warrior to try to slip in 
two attacks in the current round but drains fatigue very rapidly.
               F) Surrender: This choice means just what it says, but the 
new Warrior should be aware that surrender is not necessarily an easy out. 
Other Warriors can refuse your surrender and finish you off anyway. On 
occasion the wounds from a Coup de Grace are severe enough to cause permanent 
damage.

         5) Messages: Combat actions and results are displayed here.
       
ADDENDUM: If you wish to swap your primary and secondary weapons while in the
arena, you can invoke hidden command "F" for (F)lip your weapons. If you do
not have a secondary weapon on you, then the program will automatically swap
your primary weapon back into play. The most likely use for this feature is
to protect your primary weapon if it's quality is low to start with, and you
take or give a couple of good blocks, and are anxious about your weapon
shattering by just one or two more blocks or parries.


