******************************** *** GEARHEAD QUICK START *** ******************************** There are two things which really separate GearHead from most other ASCII-based RPGs. First, movement is somewhat more complex. Second, you get to pilot giant robots. Movement in GearHead is a bit more complex than it is in most other roguelikes, but once you get used to it I hope you'll enjoy it. Your character has direction, speed, and altitude. These three values are shown in the navigational display, on the left hand side of the character info window. The display should look something like this: + <- Direction Indicator G 0 <- Altitude Indicator S = ^----------- Speed Indicator The arrow indicates direction; in this case the character is facing NorthEast. The number at the center of the arrow indicates altitude. If the number is grey, it means the character is standing at that specified height. If the number is blue, it means the character is standing at that depth underwater. Finally, speed is indicated by the letters "G" and "S". If "G" is highlighted the character is moving, while if "S" is highlighted the character is standing still. There are two ways to move your character. The first method is similar to most other roguelikes- use the arrow keys or the numeric keypad to walk in any of the eight basic directions. The second method is called "turtle movement"- use the "[" and "]" keys to rotate your character, "=" to walk and "+" to run. ************************* ************************** *** BASIC MOVEMENT *** *** TURTLE MOVEMENT *** ************************* ************************** 7 8 9 + Run = Walk 4 6 [ ] Rotate 1 2 3 ******************************* *** INFORMATION OVERLOAD *** ******************************* Creating a first character in GearHead may be a daunting task. There are loads of options to choose from, eight stats to balance, and thirty skills to decide between. There should be a number of characters already located in the SaveGame directory. These are the ones that I've used during play testing, so they should all be fairly experienced. If you don't want to make up your own character right away you can start by playing with these. If you do want to create a character, my advice is to decide between being good at personal scale combat or being good at mecha scale combat. Stick a lot of points into the appropriate defense (either Dodge or Mecha Piloting) and at least one of the attack skills. This should help you survive until you gain enough experience points to start broadening your abilities. ************************* ********************** ******************** *** PERSONAL COMBAT *** *** MECHA COMBAT *** *** ALL COMBAT *** ************************* ********************** ******************** Small Arms Mecha Gunnery Initiative Heavy Weapons Mecha Artillery Vitality Armed Combat Mecha Weapons Spot Weakness Martial Arts Mecha Fighting Dodge Mecha Piloting If your character is good at personal combat, the first thing you'll probably want to do in Hogye is visit KiRin MegaMart. Here you can buy all kinds of weapons and armor. Once you are fully equipped, head down into the mines to gain some experience. It's been rumored that when the mine closed a lot of heavy machinery got left behind. If you can make it to the fifth level of the mines, you'll find out just how heavy that equipment was... If your character is good at mecha combat, the first thing you'll probably want to do is obtain a mecha. You can't just find one lying around in the street, you know. Fortunately there are a number of kind people in Hogye (and at least one not so kind person) who will give you a mecha for free. Head to Mecha Sporch and talk to the proprietor; say that you want to compete in the arena, but that you don't own a mecha. He'll tell you what to do.