secunda User Manual

(created by rudolf mittelmann 2002-03-19 - last change by rm 2002-03-19)


Content of This Page

Game Control
   Specific controls
   Automatic control dispatch
Navigation
Fight Monsters
Develop the Character to Higher Levels
Get Healing
Earn Money
Get Mana
Talk to Beings
Doors and Locks
Learn Spells and Charms
Apply Magics
Jump through Moongates
Use own Portrait Images

Game Control

   

When starting up the first time secunda asks for the language to be used (German or English).
The choosen language will be used from now on.

When you change this setting via the menu command "Language" you should retart the program and start a new game to get everything consistently in the new language.

After setting the language you can watch the introduction ("Intro") to the game background story.
You can repeat some frames of the intro or cancel it. You can view it at a later time using the menu command "Show Introduction".
In the introduction you get already the first important hints for solving the game.

When the main window of the game is opened, you start to play by selecting an adventurer and give her commands.

The game is played mainly using the (left) mouse key and two modifier keys of the computer keyboard:
Control-Key (=Ctrl-Key) and
Alternate-Key (=Alt-Key).
(This is true for the default control setting "Specific controls".)
But you can switch the control setting to the alternate method "Automatic control dispatch".
In this setting only the left mouse key and the ctrl-key are used, and there is no need for double-clicking.

Both control settings are described in detail now:

 

Game Control Setting "Specific controls":

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(Default) This is the default setting.
(You can switch the control setting in the menu "Edit" under "Game Controls".)

In this mode of secunda there are 6 different gestures to activate actions:

  1. Click on a game character in the game field - SELECT
  2. Control-click in the game field - GOTO
  3. Double-click on a game character in the game field - ACTION
  4. Alt-click in the game field - TALK
  5. Click on the portrait of a game character - SELECT
  6. Double-click on the portrait of a game character - USE

These gestures are described here:

 
 

1. Click (on a game character) in the game field

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  SELECT

A simple click on an adventurer in the game field "selects" her. Many other actions refer to the currently selected adventurer.

A simple click besides an adventurer "deselects" her. Then she is no longer selected.

The portrait image of the selected adventurer is emphasized by a yellow bark.

A simple click on a monster or other NPC does not "select" it.
Instead a short report about that being is printed to the protocol pane (lower right).

 
 

2. Control-click in the game field

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  GOTO

If there is no adventurer selected, there is no effect.

Otherwise this is the Go-To command. The selected adventurer will try to go to the clicked location.
(For adventurers with still low level of intelligence the algorithm for way finding is quite primitive, so specify simple, straight ways please!
The higher the level of intelligence of the being, the more complicated ways will be found.)

 
 

3. Double-click on a game character in the game field

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  ACTION

If there is no adventurer selected, there is no effect.

Otherwise the effect depends on the kind of tile the selected adventurer is on:

  • If she is on a shop tile, the shopping dialog will open.
    Here she can trade (buy and sell) things of almost all kind.
  • If she is on a temple tile, the temple dialog will open.
    Here she can buy spell scrolls, ask for healing (if she has enough money), or learn spells (free).
  • If she is in another kind of building, or under the sky, she can steal or take things, or put away her own things.
 
 

4. Alt-click in the game field

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  TALK

If there is no adventurer selected, there is no effect.

Otherwise the effect depends on whether there is a flying being within call or if there is another being on the same tile:

Then the talk dialog will open, and she can talk to that being.

 
 

5. Click on the portrait of a game character

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  SELECT

A simple click on the portrait image of an adventurer makes her "selected".
Many other actions refer to the selected adventurer.
In the game field this character is scrolled to the center automatically.

 
 

6. Double-click on the portrait of a game character

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  USE

Double-clicking the portrait of an adventurer opens the using dialog.
In this dialog you can put on or off clothing, armour, and weapons.
Other things available in the inventory can also "be used" from this dialog, like magic things, potions and the like.

For using the most important things there is a fast abbreviation:

For weapons, potions and already learned spells you can use the pop-up lists under the portrait image.
You preselect the next weapon, potion, or spell by choosing it in the pop-up list.

Then just when you need it you click on the small button left to the list.
Such you have convenient, timely access to important things.

 

Game Control Setting "Automatic control dispatch":

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(You can switch the control setting in the menu "Edit" under "Game Controls".)

In this mode of secunda there are 4 different gestures to activate actions:

  1. Click on a game character in the game field - SELECT
  2. Control-click in the game field - MULTI
  3. Click on the portrait of a game character - SELECT
  4. Control-click on the portrait of a game character - USE

Note: In this mode you do not need to double-click, and you do not need to use the ALT-key.
This control setting may be preferable if you have problems with double-clicks and if you like it simple.

These 4 gestures will be explained now:

 
 

1. Click (on a game character) in the game field

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  SELECT

A simple click on an adventurer in the game field "selects" her. Many other actions refer to the currently selected adventurer.

A simple click besides an adventurer "deselects" her. Then she is no longer selected.

The portrait image of the selected adventurer is emphasized by a yellow bark.

A simple click on a monster or other NPC does not "select" it.
Instead a short report about that being is printed to the protocol pane (lower right).

 
 

2. Control-click in the game field

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  MULTI

If there is no adventurer selected, there is no effect.

Otherwise the action taken depends on whether you clicked on the same tile where the selected adventurer is, or on a different tile:

2.1. Click on the same tile:

  • if another being is currently on the same tile the talk dialog opens and you can start talking.
  • if there is no other being, or at your second try:
    • If she is on a shop tile, the shopping dialog will open.
      Here she can trade (buy and sell) things of almost all kind.
    • If she is on a temple tile, the temple dialog will open.
      Here she can buy spell scrolls, ask for healing (if she has enough money), or learn spells (free).
    • If she is in another kind of building, or under the sky, she can steal or take things, or put away her own things.
  • both possibilities will be called in turn if you continue to double-click on that same tile.

2.2. Click on a different tile:

  • normally this is the Go-To command. The selected adventurer will try to go to the clicked location.
    (For adventurers with still low level of intelligence the algorithm for way finding is quite primitive, so specify simple, straight ways please!
    The higher the level of intelligence of the being, the more complicated ways will be found.)
  • but if there is a flying being (i.e. a bird) over that tile and it is within call the talk dialog will open and she can talk to that being.
 
 

3. Click on the portrait of a game character

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  SELECT

A simple click on the portrait image of an adventurer makes her "selected".
Many other actions refer to the selected adventurer.
In the game field this character is scrolled to the center automatically.

 
 

4. Control-click on the portrait of a game character

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  USE

Double-clicking the portrait of an adventurer opens the using dialog.
In this dialog you can put on or off clothing, armour, and weapons.
Other things available in the inventory can also "be used" from this dialog, like magic things, potions and the like.

For using the most important things there is a fast abbreviation:

For weapons, potions and already learned spells you can use the pop-up lists under the portrait image.
You preselect the next weapon, potion, or spell by choosing it in the pop-up list.

Then just when you need it you click on the small button left to the list.
Such you have convenient, timely access to important things.

 

Navigation

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There are several ways for navigation in the relatively large worlds of secunda.

If the checkbox "Centered View" is marked (at the bottom of the main window), the selected adventurer will be kept in the middle of the screen automatically.

Autoscrolling: If "Centered View" is not marked, you can autoscroll through the whole world. This allows for faster game play, because you can extend the visible area in the direction where you are interested next. This is especially true for higher zoom factors.
For autoscrolling you just move the mouse pointer near the border of the game field (not: to the border of the computer screen). Autoscrolling does not work when any mouse key is pressed.
The speed of autoscrolling can be adjusted by moving the mouse tighter to the border or more into the middle of the game field.

In both cases you can switch fast between the members of the active group by clicking on their portrait images.

If you move the mouse pointer over buildings or significant crossings, areas, ... often a name is displayed. If you remember these names, navigation in the maze style worlds will become much easier.

Zooming: Very important is choosing the appropriate zoom factor (50, 100, or 200 pixel size tiles) in each situation.

For learning to move in a new level the "Overview" zoom factor (50 pixel tiles) is best.
If you want to efficiently search a village for certain things you will like the "Normal" zoom factor (100 pixel tiles).
For complicate puzzles, hard fights, or trying to open locked doors, you may be better off with the "Details" zoom factor (200 pixel tiles).

Hint: When you intend to let you show something by a flying being, it is strongly recommended to switch off "Centered View" and to switch to the "Overview" zoom factor. Otherwise you will have a hard time to follow the way of your guide by autoscrolling its path (follow it with your mouse, see above).

Finally there is a powerful navigation tool available: the map of the world.
If your adventurer is lucky she can find a map somewhere. In the shops maps are rarely available, and are extraordinarily expensive.
Note that you will need some degree of intelligence or wisdom to be able to interpret the map in meaningful way...

 

Fight Monsters

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The adventurers will fight all monsters they meet, as long as they are able to fight.

The fighting is automatic (internally it is round based).

For each eliminated monster the adventurer will receive a reward (manifested in some gold coins).

The health/injury state of an adventurer is displayed graphically under her portrait image, and for the selected adventurer, also under the character in the game field.

Attention: Before trying to fight one of the super monsters you should save the game in order to be able to restore the state before the fight in case you lose.
Because in secunda an adventurer cannot die, but she can be caught under the terror of a monster for all times, or until a more clever friend will help her out...

 

Develop the Character to Higher Levels

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Each adventurer can reach higher levels of character development from time to time, i.e. after she gained enough new experience, measured in experience point (EP).

If an adventurer is ready to climb the next level she gets one attribute point. The level attribute dialog for this adventurer opens, and you can decide which attribute should be increased.

In secunda there are the following attributes:

Strength
most important for active fighting
Condition
determines besides others the maximum weight that can be carried around
Skill
increases the ability to use weapons effectively
Intelligence
essential for the maze solving (way finding), for the speed of mana gaining, and for the ability to read maps
Wisdom
the maximum amount of mana is dependent of the wisdom, and stronger spells require more mana; also good for map reading
Charisma
helps in convincing dialog partners, and especially helps a lot when dealing: you will get better offers

If you decide to not use a level point instantly it is not lost. The next time the adventurer gets a new point you can use the spare points together with the new point.

After 500 experience points (EP) your adventurer will receive the first level point.
The next one with 1000 EP, then with 2000, 3500, 5500, 8000, 11000, etc., ie. the distances (in EPs) will increase by 500 EP each time.

 

Get Healing

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   When an adventurer has lost much health by fighting or other accidents she should try to get fit again soon.
There are several possibilities:
  • In a temple you can get full healing, but this is expensive.
  • You can find or steal healing potions and then drink them (USE).
  • You can simple sleep,
    this works better if done at a safe place, i.e. inside a building.
  • Or you can apply the healing spell, if you have learned already how to do it.
 

Earn Money

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   You have two choices to earn money (gold coins):
  • Deal with found or stolen things.
    Especially the jewels to be found everywhere are suited to be sold in a shop. Not each shop pays equally well. It pays off to compare offers.
    (The same is true for buying things in shops.)
    The higher the attributs "Charisma" the better will be offers and prices.
  • Eliminate monsters.
    The more dangerous the monster, the higher the received award.
 

Get Mana

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For exercising any kind of magic your adventurer will need mana, the force of magic. Depending on wisdom and intelligence she can get more mana and can get it faster:

  • The higher the wisdom attribute, the higher is the limit of maximum amount of mana.
  • The higher the intelligence attribute, the faster the mana fills up.

Besides that you can fill up your mana by drinking the famous Master potion.
These potions can be bought in selected temples and a few shops, but are quite expensive. If you are lucky you can find some somewhere.

 

Talk to Beings

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It is highly useful to take each chance to talk to other beings (except monsters). This is often the only way to get informed about secrets, tasks and so on.

Some beings can be urged to help you, if you insist enough.
Other beings can be convinced to accompany your adventurer.
To have such a compagnion may prove useful if you intend to practise magic...

Depending on experience and situation the dialogs can evolve differently, so talk often.
The old and wise beings are the most important dialog partners of course but the simple inhabitants may have some useful information, too.

In order to begin a talk you move your character onto the same tile where your talk partner is and then you perform a TALK resp. MULTI-gesture on the same tile.

The talking dialog opens. You choose a sentence in the upper part from the list and then press the "Say!" button.

The answer is displayed after a delay in the lower part of the talking dialog. Then you continue by selecting the next sentence.

 

Doors and Locks

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There are few locked doors in secunda, and few locked floors. If the selected adventurer seems to ignore a command to go inside a building, or if things are highlighted which are not accessible in the take/steal dialog, then you should try to unlock the door first.

If the adventurer is standing in front of a locked door and performs a ACTION resp. MULTI gesture, in the take/steal dialog a new button appears: "Open/Close Door".
(Alternatively you can do this in the using dialog, gesture USE resp. USE.)
Using this button the adventurer can access the things behind the door, or can go through the door.

But if this button "Open/Close Door" is grayed out, the door is locked, and must be unlocked first using the right key.

In order to unlock the door you either use the "start using" command on the key in the using dialog, or you use the button "Lock/Unlock" in the take/steal dialog. Of course both methods only work if you have the required key in the inventory.

In the same way doors and floors can be locked again to prevent access by other beings.

 

Learn Spells and Charms

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To be able to learn a spell you must have already the corresponding spell scroll (find or steal it).

Then you will need some ingredients.
You will learn which ingredients you need when selecting the scroll in one of the dialogs which show the inventory (e.g. take/steal dialog, temple dialog, use dialog, or learn spell dialog). Then read the explanation below the inventory list.

There you also will read how many mana is needed for learning the spell.

As soon as your adventurer has everything in place (scroll, ingredients, mana), she should go into a temple or church. In the temple dialog use the "Learn Spell" button.

The learn spell dialog will open. Put the ingredients and the scroll on the altar. (Exactly and only what is really needed, otherwise it will not work!)

Then use the "+++ learn spell +++" button.
If it worked as it should the new spell appears in the inventory and in the third pop-up list under her portrait.
From now on the new spell is usable (outside of buildings, and if you have enough mana).

 

Apply Magics

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To use a spell you have learned already, just select it from the third list under the portrait image. Then press the "Spell" button left to this list.

Provided you have enough mana and you are under the open sky, the spell action will be executed.

At first there are seven different spells:

Healing Charm

restores the full health.

Invisibility Charm

makes the adventurer invisible, until she leaves a building or she applies the same charm a second time.

An invisible adventurer is not involved in fighting monsters, she can pass the usual monsters staying untouched.

Invulnerability Spell

works like a very efficient armour.
Most enemy actions will have no effect.

Magic Arrows

are far-reaching magic missiles. The efficiency is like that of a normal weapon.

Effectful against monsters. Other beings are not affected.

Lightning Spell

is a powerful lightning strike ahead. High reach and high effect against all monsters.

Effectful against monsters. Other beings are not affected.

Vanishing Charm

lets all monsters in a large area around vanish completely.
An extremely worthful magic weapon.

Effectful against monsters. Other beings are not affected.

Earthquake Spell

terribly harmful for all beings - except for the flying ones. Really far reaching, smaller worlds are affected almost completely, larger worlds are still affected to a large degree.
(Fallen inhabitants can be woken up by friendly talking to them.)

It is wise to have some good healing method at hand before applying this cruel spell: The practising wizard is affected by his own spell as well.

Good players will (and must) discover other spells. Nothing will be said about them here, though.

 

Jump through Moongates

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  activated moongate
   

In some worlds, especially in the first world of secunda, there are many moongates, but few are in functional state.

A moongate is a kind of teleporter, a device which is able to transport beings into different worlds.

When an adventurer has fulfilled all the requirements the moongate activates automatically. Only an activated moongate can be opened to let her jump to another world.
If she can open the moongate (not everybody will be able to do it), the moongate dialog opens and asks if she really wants to jump.
Only those of the active group who are standing near enough will be able to go with her. Other group members will be permanently lost.

It is never sure if there is a way back.
So it is wise to save the game before you intend to jump. Just in case...

 

Use own Portrait Images

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  alternative portrait
   

If you don't like the portrait images of the power women party you can replace them with your own images.

This will not change the names of the women, nor their appearance in the game field.

You must use images of size 128x128 pixel in JPEG format.
The name of the images must be "adv1.jpg", "adv2.jpg", ... "adv5.jpg".

In order to exchange the third image you scale your own image to 128x128, then save it in JPEG format as file "adv3.jpg".
Finally you must copy the image into the same directory which contains the game program file "secunda.jar".
(Obviously this is impossible if you play secunda from a CDROM drive.)

 

Have fun playing secunda

brought to you by
arTm & friends
Linz
Austria


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