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Quest Player Manual

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Movement - Wildreness Movement

In the wilderness, there are many different types of terrain, each of which costs a number of movement points to enter. As you travel, the cost of entering each sector is deducted from your total available movement points. Once you have insufficient movement points left to enter any more sectors, you can not move any further.

Movement in Quest


enemies will find it harder to take you by surprise. When moving fast, heavily loaded characters can get tired and you are unlikely to discover anything hidden.

Using the MOVE order, you indicate the direction you wish to travel by a series of numbers (1 to 8). Each number represents a compass direction. By putting several of these direction numbers together you get a path for your party to travel. You can if you wish move further than the area you can see but you will of course be doing this blind.

Issuing the MOVE order while in town will make you immediately leave town and start you off on your travels.Seven movement digits are the maximum allowed in one MOVE order.

If you are in the wilderness and moving to a town, rather than working out the movement code, you can use the LOCATE order. When issued in the wilderness, this will move you as far as possible towards the town you specified. Even if you don't know where the town is, one of your characters may.

RoadFieldsOpenVillageTownCity
3 Road4 Field4 Open4 Village3 Town3 City
HillsMountainJungleForestHeavy ForestSea
6 Hills7 Mountain7 Jungle5 Forest6 Heavy ForestSea
BarrenRoughDesertSwampMarshUnseen
5 Barren5 Rough5 Desert7 Swamp5 MarshUnseen



Move
M (direction numbers)

For example: M 557 will move your party south two sectors and then west one.


LOCATE TOWN

L (town number)

For example: L 43 tells your party to move towards town number 43.


WAIT AND AMBUSH

W (target)

Your party will prepare an ambush against the party or monster type indicated. If you meet the target during your turn you will start combat immediately. This order remains in effect until your next turn begins. e.g. at the end of your turn your party will lie in wait and attack the target if it passes through your current location. Should this occur, you will be told the results of the combat on your next turn.

For example: W 3222 tells your party to ambush monster group number 3222

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