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S T R A T E G I C SIMULATIONS, INC.

AH

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I. T H E SHARD O F S P R I N G
F o r t w o c e n t u r i e s , as t h e r e s t o f t h e
l a n d lay b a k i n g i n t h e d e s e r t s u n o r
freezing
in the winter wind, the small
island of Ymros enjoyed a n eternal s p r i n g
The enchanted Shard of Spring a
p i e c e o f t h e LifeStone, h a d e x e r t e d Its
m a g i c a l p o w e r s . C r e a t e d by t h e Red
Sorcerer, t h e S h a r d b r o u g h t s p r i n g t i m e
for as l o n g a s i t r e m a i n e d o n t h e i s l a n d .
T h e S h a r d was k e p t i n a s m a l l c r y s t a l
s h r i n e i n t h e forest. T h r e e y e a r s ago,
a cold wind blew across the land; in the
deepest darkness, a fearsome creature
visited the island. In the m o r n i n g a
h u n t e r passing the Qreen Shrine, f o u n d
t h e crystal s h a t t e r e d a n d t h e S h a r d g o n e .
T h e n e x t day, a t a l l m a n i n b e g g a r s '
rags gained entrance t o the palace; n o
o n e k n o w s how. He b r o u g h t t h i s g r i m

H.

message to the King: "Siriadne, m y


master, has t a k e n possession of the
S h a r d o f S p r i n g . She d e m a n d s t h a t t h e
p e o p l e o f y o u r l a n d pay t r i b u t e t o h e r
a t t h e T o w e r o f Ralith. I f y o u refuse, t h e
Shard will be destroyed a n d Ymros will
b e c o m e a n icy w a s t e l a n d . "
F r o m t h a t t i m e u n t i l now, t h e p e o p l e
of Y m r o s have p a i d t r i b u t e to Siriadne,
o f f e r i n g g o l d , food, a n d sacrifices. T h e y
lack wealth a n d grow hungry; despair
paints the beautiful landscape with a
b l a c k n e s s t h a t c a n c o m e o n l y from
the heart.
Arise, a d v e n t u r e r s ; save t h e l a n d o f
Y m r o s from u t t e r d e s o l a t i o n . A n y o n e
w h o can rescue the Shard of Spring
from its evil c a p t o r w i l l b e a h e r o for a l l
time to c o m e ...

INTRODUCTION

A. L O A D I N G T H E G A M E
A p p l e I I + . H e . l i e : B o o t t h e SHARD O F
S P R i r t Q s t a r t e r d i s k ( f r o n t side).
The title page of the starter disk includes two instructions: "Insert game disk
a n d h i t a key o r h i t A' t o a l t e r n a t e c h a r acter set (Gothic
n o r m a l ) " . Press A'
t o c h a n g e t h e t e x t style from G o t h i c t o
n o r m a l o r vice versa. I n s e r t t h e g a m e d i s k
( b a c k side) a n d p r e s s a n y key.
T h e n , if y o u have n o t m a d e y o u r
own g a m e disk, insert the original g a m e
d i s k ( b a c k side), a n d p r e s s M t o m a k e
your own g a m e disk. Follow the instruc-

tions o n the screen. R e m e m b e r to press


<RETURn> each t i m e you insert a disk.
The c o m p u t e r will format a b l a n k disk
a n d t h e n r e a d a n d w r i t e u n t i l y o u have a
c o m p l e t e d g a m e disk. As the g a m e proceeds, u o u m a y m a k e a b a c k u p of your
g a m e d i s k by u s i n g t h e ( M ) a k e g a m e d i s k
c o m m a n d ; insert your own g a m e disk
to be d u p l i c a t e d instead of the original
g a m e disk.
B. S A V I N G T H E G A M E
T h e c o m m a n d " S " saves t h e g a m e t o t h e
g a m e d i s k . You m a y u s e t h i s c o m m a n d
except when in camp, town, or combat.

III. T H E GAME B E G I N S
A. C O M M U N I C A T I N G W I T H T H E
COMPUTER
Each m e n u indicates the c o m m a n d s to
b e u s e d . Press t h e l e t t e r i n d i c a t e d ; m o s t
o f t e n it is t h e first l e t t e r o f t h e w o r d .
A o n e - k e y s t r o k e is u s u a l l y s u f f i c i e n t .
However, s o m e t i m e s it is n e c e s s a r y t o
f o l l o w t h e key s t r o k e w i t h < R E T U R n > . T h e
< E S C > key m a y b e u s e d t o e x i t a c o u r s e
1

of action in m o s t situations. R e m e m b e r
that this o p t i o n may be available to you
even if it is n o t n o t e d o n t h e s c r e e n o r i n
t h e i n s t r u c t i o n s t h a t follow.
Carefully n o t e t h e m e t h o d o f m o v e m e n t i n T H E SHARD O F S P R i n G . O n t h e
s c r e e n , t h e c h a r a c t e r is s e e n f a c i n g away
from y o u ( n o r t h ) , t o w a r d s y o u ( s o u t h ) , t o
t h e left (west), o r t o t h e r i g h t (east). T h e

f i g h t e r h o l d s h i s s w o r d i n h i s right h a n d ,
a n d the collar o f his coat can be seen
f r o m t h e front. W h i l e w a l k i n g o u t s i d e o r
w a l k i n g i n s i d e o f a d u n g e o n , u s e t h e following commands:
Turn counter-clockwise;
e g if y o u are f a c i n g away
( u p ) a n d w a n t t o face
t h e left, p r e s s t h i s lefta r r o w key.

Turn clockwise.

/
<RETUFy>l>

Doad party and go adventuring: Y o u


are asked t o type t h e n u m b e r (1-5) o f t h e
party y o u choose t o send o u t o n advent u r e s . T h e r e is a p r e - c r e a t e d p a r t y # 5
available if y o u wish t o bypass character
creation a n d go directly to the game.

Oharacter utilities:

T h i s c o m m a n d is
used t o create the party o f adventurers.
See t h e n e x t s e c t i o n f o r a d e t a i l e d explanation.

R)estore dungeons:

Turn around.
Move f o r w a r d .

B . MAIN M E N U
T h e S h a r d o f S p r i n g c a n s t o r e u p t o five
p a r t i e s o f a d v e n t u r e r s a t o n e t i m e . After a
p a r t y is c r e a t e d a n d n u m b e r e d , n o a d d i t i o n a l c h a r a c t e r s m a y j o i n t h a t party. To
play with o t h e r characters, a new party
m u s t be created. When you insert the
g a m e d i s k a n d p r e s s a n y key, t h e m a i n
m e n u appears o n the title page.

Many special enc o u n t e r s are f o u n d only once d u r i n g the


course o f a game. To reset these encounters w h e n starting a new game, this c o m m a n d m u s t be used. Instructions are
g i v e n w h e n t h e c o m m a n d is c h o s e n .

M)ake game disk:

Follow the instructions o n the screen to m a k e a new g a m e


disk. You may also create a b a c k u p g a m e
disk containing your characters j u s t in
case y o u d a m a g e y o u r o r i g i n a l g a m e d i s k .
Insert your g a m e disk instead of the
master game disk to be duplicated.

Choose:
L)oad party a n d go adventuring
O h a r a c t e r Utilities
R)estore d u n g e o n s
M)ake g a m e disk

IV. C H A R A C T E R S
A. C H A R A C T E R U T I L I T I E S
The character utilities are used to create
individual characters a n d to form parties
c o n s i s t i n g o f 1-5 o f t h e s e c h a r a c t e r s . O n l y
a party, n o t a n i n d i v i d u a l c h a r a c t e r , m a y
be sent o u t o n adventures i n t h e l a n d o f
Ymros.
You m a y list the characters already
c r e a t e d , create a n e w character, o r r e m o v e
a c h a r a c t e r . Y o u m a y d i s b a n d a party,
f o r m a p a r t y o r receive i n f o r m a t i o n a b o u t
a party. For t h o s e o f y o u w h o w i s h t o g o
directly to the game, a ready-to-go party
# 5 h a s b e e n p r e - c r e a t e d . S i m p l y p r e s s 'V
and then '5' in the m a i n m e n u .
T h e m e n u is d i v i d e d i n t o t h e " c h a r acter" a n d the "party" options.

Character
Utilities
*Cf1ARACTERS*
Create
Remove
List
* PARTIES*
Disband
Join
Information
Choice:
ESC t o e x i t

CHARACTERS
O r e a t e : C r e a t e a c h a r a c t e r . T h i s is described in detail in the next section.
Rjemove:
disk.

Delete a character f r o m the

L ) i s t : O b t a i n a list o f a l l o f t h e c h a r a c t e r s
stored o n the disk ( m a x i m u m of 25).
PARTIES
D ) i s b a n d : Destroy a n e x i s t i n g party. When
a p a r t y is d i s b a n d e d , e a c h o f its m e m b e r s
l o s e s a l l o f h i s a c q u i r e d g o o d s , food,
blessings, a n d place in time, b u t n o t his
own possessions. This c o m m a n d d o e s
n o t delete the characters from the disk;
y o u m a y use t h e m i n a n e w party.
J ) o i n : T o r m a p a r t y o f f r o m o n e t o five o f
the created characters. A m a x i m u m o f
five p a r t i e s m a y b e c r e a t e d . Each character m u s t have been created p r i o r to
j o i n i n g a party. Mo c h a r a c t e r m a y be i n
m o r e t h a n o n e p a r t y a t a t i m e . Y o u are
a s k e d for t h e n u m b e r o f t h e p a r t y a n d t h e
n a m e s o f the characters to be i n c l u d e d in
i t Press < R E T U R r i > w h e n y o u h a v e entered as m a n y as y o u want i n c l u d e d in t h e
party.
I ) n f o : D i s p l a y a list o f t h e c h a r a c t e r s
c u r r e n t l y i n a party. Y o u a r e a s k e d for t h e
n u m b e r of the part>'you wish to examine.
< E S C > : Exit t h e C h a r a c t e r U t i l i t i e s a n d
return to the m a i n menu.

B. C R E A T i n C A CHARACTER

CLASSES
W a r r i o r : W a r r i o r s are fighters. Each d w a r f
a n d t r o l l is a w a r r i o r a n d m a y u s e a n y
w e a p o n for w h i c h i t h a s t h e s k i l l a s w e l l a s
a n y type o f a r m o r . W a r r i o r s u s u a l l y have
m o r e h i t p o i n t s t h a n w i z a r d s . S k i l l s refer
t o use o f w e a p o n s , t o h u n t i n g , a n d t o
other abilities helpful to wanderers
W i z a r d : W i z a r d s a r e s p e l l casters. Each
e l f a n d g n o m e is a w i z a r d a n d h a s S p e l l
P o i n t s w i t h w h i c h t o cast spells. A w i z a r d
may use no better weapon t h a n a dagger
a n d no better a r m o r than cloth. The skills
o f w i z a r d s a r e b a s e d o n S p e l l Runes a n d
v a r i o u s Lore.
TRAITS
A c h a r a c t e r is d e f i n e d b y t h e f o l l o w i n g s e t
of traits: speed, strength, intellect, endurance, s k i l l i n a t t a c k , level o f t o u g h n e s s , h i t
p o i n t s , s p e l l p o i n t s , a n d e x p e r i e n c e . Each
is g i v e n a s t a t i s t i c a l value.
S p e e d : D e t e r m i n e s h o w fast t h e chara c t e r m o v e s a n d h o w o f t e n it c a n m o v e
a n d attack in one r o u n d o f c o m b a t
Strengtli: Determines the a m o u n t of
d a m a g e the character can do.
Intellect: Determines the n u m b e r and
c o m p l e x i t y o f s k i l l s t h a t m a y be c h o s e n
for t h e c h a r a c t e r a n d t h e n u m b e r o f S p e l l
P o i n t s h a d by a w i z a r d .
E n d u r a n c e : Determines how m u c h damage t h e c h a r a c t e r c a n s u s t a i n a n d h o w
m a n y h i t p o i n t s will b e g a i n e d w h e n a
level is m a d e .

Each o f t h e s t a t i s t i c s i n d i c a t i n g a characteristic has a n initial value of 12, with 7


u n d e r s t o o d t o be a b o u t average. Each
value c a n n o t go a b o v e 2 0 w i t h o u t m a g i c a l
aid, a n d it c a n never go b e l o w 3.

T h e r e a r e five races: H u m a a D w a r f T r o l l
Elf a n d Q n o m e . Each r a c e h a s b o t h a d v a n t a g e s a n d d i s a d v a n t a g e s as i n d i c a t e d
i n t h e c h a r t below.

S k i l l : D e t e r m i n e s h o w well t h e c h a r a c t e r
can attack with weapons and when unarmed.

Each c h a r a c t e r h a s i n d i v i d u a l TRAITS a n d
S K I L L S as w e l l as t h e a t t r i b u t e s o f h i s
RACE a n d CLASS. T h e s e a r e g i v e n i n
statistical ratings.

RACES

Wizard

Qnome

Warrior
Wizard

Troll
Elf

Choice
Warrior

Human
Dwarf

CLASS

RACE

B o n u s SKILLS

none
Berserking
Axe
Armored Skin
I t e m Lore
Weapon Lore
Spirit Runes

RACIAL nODIFIERS

+ 2 Spd, + 2 I n t + 2 S k
+ 1 Str, - 3 I n t + 3 E n d
- 3 Spd, -1-5 Str, - 5 I n t + 5 E n d
S p d , - 3 Str, -1-3 I n t - 3 E n d , - 2 Sk

-1-5

+2 S p d , - 2 Str, + 5 I n t - 2 S k

As t h e s t a t i s t i c a l v a l u e s a r e b e i n g
r o l l e d , y o u are given t h r e e " t u r n s " i n w h i c h
you may choose to reroll none, some, or
all o f t h e c u r r e n t v a l u e s . You s h o u l d r e r o l l
a n y w i t h v a l u e s u n d e r 6.
Enter the n u m b e r s o f the traits you
choose to reroll (1-5) a n d press <ESC>.
T h e t h i r d r e r o l l i n g is final, a n d t h e n t h e
racial m o d i f i e r s s h o w n in the c h a r t o n
p a g e 3 are a p p l i e d .
In a d d i t i o n t o t h e a b o v e r a t i n g s , e a c h
character has the following traits:
Level: Determines the toughness of the
character. Each c h a r a c t e r b e g i n s at level 1.
Experience may result in a character movi n g u p a level, g a i n i n g H i t Points, S p e l l
Points, a n d skills, a n d h a v i n g h i s s t a t i s t i c s
change.
Hit P o i n t s : Determines the a m o u n t of
d a m a g e a character may sustain before
d e a t h . Each h i t r e d u c e s H i t Points, b u t
m a y b e h e a l e d by m a g i c o r s l e e p i n g .
W h e n H i t P o i n t s a r e d o w n t o 0, y o u are
dead. The Hit Point value c a n n o t exceed a
m a x i m u m , w h i c h i n i t i a l l y is e q u a l t o endurance.
S p e l l P o i n t s : Determines the magical
power. A n u m b e r o f S p e l l P o i n t s are u s e d
e a c h t i m e a s p e l l is cast. S p e l l P o i n t s m a y
be r e g a i n e d by s l e e p i n g .
E x p e r i e n c e : D e t e r m i n e s w h e n a level is
g a i n e d . E x p e r i e n c e is a c q u i r e d by k i l l i n g
monsters.

WARRIOR S K I L L S
S w o r d ( 2 ) : A l l s o r t s o f s w o r d s m a y be
used. D a g g e r s m a y be u s e d by a n y o n e ,
b u t a sword c a n n o t be used w i t h o u t this
skill.
A x e ( 2 ) : . ^ e s m a y be u s e d .
n a c e ( 1 ) : Maces a n d m o r n i n g s t a r s m a y
be u s e d .
K a r a t e (2): Using only his hands may
inflict g r e a t d a m a g e ; t h i s b e c o m e s q u i t e
s i g n i f i c a n t as t h e c h a r a c t e r g a i n s i n s k i l l .
D a r k V i s i o n (2): This allows the party to
see a g r e a t e r d i s t a n c e t h a n t h e i r l i g h t
s o u r c e n o r m a l l y w o u l d a l l o w w h i l e traveli n g t h r o u g h d u n g e o n s . T h e p a r t y sees
w i t h a t o r c h a n d even in t o t a l d a r k n e s s .
T a c t i c s (2): The character can identify
which m e m b e r of the party each m o n s t e r
is g o i n g after.
A r m o r e d S k i n ( 4 ) : T h i s p r o v i d e s a very
t h i c k layer o f s k i n t h a t a d d s a n a u t o m a t i c
2 points to the character's a r m o r (bare
s k i n is a s g o o d a s l e a t h e r a r m o r ) .
B e r s e r k i n g (3): This greatly increases
the chance of m a k i n g a critical hit in
combat.
H u n t i n g (2): This allows a character,
w h i l e t r a v e l l i n g o u t s i d e , t o leave c a m p t o
h u n t for f o o d . T h i s c a n a l l o w l o n g excursions into the land without dependence
o n t h e n e a r e s t t o w n for f o o d .

Netal R u n e s ( 5 ) : The art of creating a n d


u s i n g Metal. You m a y use t h e f o l l o w i n g
s p e l l s : Sword, Chains, Death Blade,
Break
Bonds,
Strength,
a n d Armor.
This prov i d e s p o w e r b o t h i n offense a n d d e f e n s e .
T h e C h a i n s s p e l l is r i v a l e d o n l y by t h e
Freeze s p e l l in b i n d i n g lore.

O n l y a wise w a r r i o r m a y be p r o f i c i e n t
w i t h a l l k i n d s o f w e a p o n s . You m a y save
i n t e l l e c t p o i n t s for l a t e r use. T h e n , as y o u
gain Intellect, c h o o s e a d d i t i o n a l skills.
Each o f t h e t w o c l a s s e s (WARRIORS
a n d WIZARDS) h a s its o w n set o f s k i l l s .
The n u m b e r in parentheses indicates the
cost o f the skill.

Fire R u n e s (5): The art of s u m m o n i n g


a n d m a n i p u l a t i n g Fire. W i t h t h i s s k i l l , a
character may use any o f the following
s p e l l s : Column
of Fire, Flame Strike,
Fire
Storm,
Melt, Flame
Shield,
and
Magic
Torch. T h e Rune o f Fire is t h e m o s t powerful for d a m a g e a n d offensive p u r p o s e s ,
b u t is w e a k for defense.

The c o m p u t e r displays a n u m b e r e d
list o f s k i l l s . Press t h e n u m b e r o f t h e s k i l l
y o u w a n t . (To r e m o v e it, p r e s s t h e n u m b e r
again.) Be s u r e t o p r e s s t h e s p a c e b a r t o
look at b o t h pages of skills. Skills with a
" + " b e f o r e t h e m are g i v e n a u t o m a t i c a l l y
w i t h t h e race c h o s e n . S k i l l s w i t h a n " * "
before t h e m are t h o s e y o u have s e l e c t e d .

WIZARDLY S K I L L S

SKILLS
T H E SHARD O F SPRlFiQ a l l o w s y o u t o fully
define y o u r character t h r o u g h the use o f
s k i l l s . Each s k i l l c o s t s a n u m b e r o f p o i n t s .
You m a y a s s i g n o n l y s k i l l s w h o s e t o t a l
point cost does n o t exceed your intellect.

P e r s u a s i v e n e s s (2): This lowers the cost


o f i t e m s b o u g h t by t h e party, b u t d o e s n o t
affect h e a l i n g c o s t s .

W e a p o n L o r e (2): This provides knowledge of various weapons a n d a r m a m e n t s .


The character m a y identify i t e m s o f this
sort that you find o n your adventures.

Monster L o r e (2): This provides knowledge o f t h e strengths a n d weaknesses


of the monsters found i n Ymros. T h e
character m a y determine each monster's
s t r e n g t h , i n t e l l e c t , s k i l l , a r m o r , a n d weapon in combat.

I c e R u n e s ( 5 ) : T h e a r t o f s u m m o n i n g Ice.
A character m a y use t h e following spells:
liail Storm, Chill Slow, Freeze, Ice Shield,
a n d Crystalight
T h e Freeze s p e l l is t h e
m o s t p o w e r f u l b i n d i n g s p e l l w h i l e t h e Hail
S t o r m is a powerful m a s s d a m a g e spell.

Potion L o r e (2): This provides knowledge o f miscellaneous magical items a n d


items found in dungeons.

Wind R u n e s (5): The art of manipulating


t h e W i n d . T h e c h a r a c t e r m a y u s e t h e foll o w i n g s p e l l s : Tempest,
Still Air, Wings of
Victory, Wings, Freedom,
Wind WalK a n d
Breath
of Life. T h e s e a r e m u l t i - p u r p o s e
spella T h i s covers healing, mass damage,
a n d t h e only teleport spell.

Spirit R u n e s (4): The art of controlling


the Spirit. T h e character m a y use t h e
f o l l o w i n g s p e l l s : Spirit
Wrack,
Weaken,
Clumsiness,
Heal, Resurrect,
Cure
Poison,
Transference,
a n d Sanctuary.
This deals
with what we w o u l d call h e a l i n g a n d morale. T h e W i n d R u n e s a l s o c o n t a i n a b i t o f
this knowledge.

P r i e s t l i o o d ( 3 ) : T h e d i v i n e a r t o f disp e l l i n g v a r i o u s f o r m s o f u n d e a d s u c h as
skeletons, zombies, a n d wraiths.
rtAMES
After s e l e c t i n g t h e t r a i t s , y o u a r e a s k e d t o
n a m e t h e character. T h e n a m e m u s t be
i n c a p i t a l l e t t e r s , b e g i n w i t h a letter, a n d
contain n o m o r e t h a n t e n letters.

V. T H E GAME E L E M E N T S
A. SFELIvS
S p e l l s d e p e n d o n t h e five E l e m e n t s o f
M a t u r e : Fire, M e t a l , W i n d , Ice, a n d S p i r i t .
Each o f these is associated w i t h a b o d y o f
magical knowledge.
Spells m a y be cast o n a creature o r
c h a r a c t e r r e g a r d l e s s o f its p o s i t i o n o n t h e
battlefield.
W h e n y o u c a s t y o u r w i z a r d ' s spell, y o u
a r e a s k e d for t h e n u m b e r o f S p e l l P o i n t s
y o u w i s h t o p u t i n t o t h e spell. T h e power
o f a l l s p e l l s c a s t b y a w i z a r d varies. M a n y
s p e l l s h a v e a m i n i m u m S p e l l P o i n t req u i r e m e n t , b u t e a c h o f these, t o o , h a s a
greater chance o f success if m o r e power
is p u t i n t o i t .
MASS DAMAGE S P E L L S , e.g HaiL S t o r m ,
a n d T e m p e s t , affect a 5 X 5 area. W h e n
y o u m o v e t h e p o i n t e r i n c o m b a t , place it
on the center o f the s t o r m . Any m o n s t e r
o r c h a r a c t e r i n t h e a r e a affected w i l l t a k e
damage. Because o f the lengthy incantat i o n o f t h e s e s p e l l s , t h e y m a y n o t b e cast
in t h e first r o u n d o f b a t t l e . D a m a g e s p e l l s
work randomly.
BINDING S P E L L S , e.g. C h a i n s , Freeze,
a n d S t i l l Air, k e e p a m o n s t e r o r c h a r a c t e r

from t a k i n g a n y a c t i o n u n t i l t h e m a g i c
b i n d i n g is b r o k e n . T h i s o c c u r s i n a Healer's S h o p p e o r w h e n t h e a p p r o p r i a t e s p e l l
is c a s t T h e m o r e p o w e r u s e d i n t h e b i n d i n g t h e harder it is t o break. T h e m e a s u r e
o f t h i s p o w e r is c a l l e d t h e B i n d i n g Level.
Binding spells d o n o t w o r k randomly;
they are based o n m u l t i p l e s o f t h e m i n i m u m cost r e q u i r e m e n t
For e x a m p l e , c o n s i d e r C h a i n s . T h e
m i n i m u m c o s t r e q u i r e m e n t for C h a i n s i s
10. If the wizard p u t s 1 0 t o 1 9 p o i n t s into
t h e s p e l t t h e v i c t i m w i l l h a v e a level 1
C h a i n s effect o n h i m ( C h a i n 1). I f i n s t e a d
the wizard puts i n 40, t h e victim has a
C h a i n IV. I n b r e a k i n g t h e b i n d i n g w i t h
Break Bonds, Melt or F r e e d o m a n equal
a m o u n t o f power m u s t b e used. Therefore, i n t h i s case, a C h a i n IV s p e l l r e q u i r e s
a B r e a k B o n d s IV t o b e effective. If a character h a s b e e n b o u n d , t h e level o f b i n d i n g
is g i v e n w h e n y o u I n s p e c t i n C a m p .
T h e chance o f a t t a i n i n g a successful
binding depends o n the strength of the
v i c t i m a n d t h e level o f t h e b i n d i n g s p e l l .
It is f u t i l e t o c a s t a b i n d i n g s p e l l o n a
strong creature without using a substantial a m o u n t o f power.

Spells t h a t increase strength or speed


o n l y l a s t for t h e d u r a t i o n o f c o m b a t Healing a n d b i n d i n g spells are p e r m a n e n t
THE SPELLS
T h e n u m b e r i n p a r e n t h e s e s after e a c h
spell n a m e in the following list indicates a
m i n i m u m Spell Point cost.

B r e a t h o f L i f e ( 5 ) : A h e a l i n g s p e l l n o t as
p o w e r f u l as t h e o n e f o u n d i n t h e S p i r i t
Runes.
ICE RUNES
Hail S t o r m (7): A mass d a m a g e spell.
C h i l l (1): Chills t h e enemy, decreasing its
chance to hit.
S l o w (3): Slows the e n e m y d o w n .
spell.

C o l u m n of F i r e (1): The m o s t powerful


of the single d a m a g e spells.

F r e e z e (9): The m o s t powerful b i n d i n g

FIRE RUNES

I c e S h i e l d (3): A protection spell.

S p i r i t W r a c k ( 2 0 ) : Potent death spell.

Melt ( 1 1 ) : Breaks t h e b i n d i n g power o f a


Freeze s p e l l .

SPIRIT RUNES

F i r e S t o r m (10): A potent d a m a g e spell.

cient t h a n its c o u n t e r p a r t . Magic Torch.

F l a m e S t r i k e (16): The m o s t powerful


death spell, b u t has a greater m i n i m u m
r e q u i r e m e n t than Death Blade.

F l a m e S h i e l d (4): A relatively weak protection spell that protects f r o m physical


attacks.
Magic T o r c h (2): Provides light while
adventuring in the dungeon. The a m o u n t
o f l i g h t is d e t e r m i n e d by t h e p o w e r t h e
wizard puts into it.
METAL RUNES
S w o r d (2): A powerful d a m a g e spell.
C h a i n s (10): A b i n d i n g spell. The easiest
of these to break.
D e a t h B l a d e (15): Death spell.
S t r e n g t h (1): Increases the strength of
the recipient.
Break B o n d s (11):
b o u n d in Chains.
Armor
spell.

(2):

Frees a

A very p o w e r f u l

character
protection

WIND R U N E S
T e m p e s t (6): An easy-to-cast mass d a m age s p e l l .
Still A i r (11): A b i n d i n g spell.
W i n g s of Victory (1): Increases the morale o f t h e r e c i p i e n t t h u s r a i s i n g h i s s k i l l
in c o m b a t .
Wings (4):

Increases speed. Does not

t a k e effect u n t i l t h e n e x t r o u n d o f c o m b a t
F r e e d o m ( 1 3 ) : N e g a t e s t h e effects o f a
Still A i r s p e l l .
W i n d Walk (10): Teleports the party to a
p l a c e o f safety. T h i s is t h e o n l y s p e l l w i t h
a constant Spell Point c o s t

C i y s t a L i g h t ( 2 ) : A l i g h t s p e l l m o r e effi-

W e a k e n (1): Decreases strength.


C l u m s i n e s s (2): Decreases skill.
H e a l (1): C o m m o n healing spell.
R e s u r r e c t (25): Brings a dead character
b a c k t o life. C a n n o t b e u s e d i n c o m b a t .
Chance o f success d e p e n d s o n power p u t
into it.
C u r e P o i s o n (9): Chance of success
depends on the power put into it; b u t this
spell usually works, even with o n l y nine
Spell Points.
T r a n s f e r e n c e (3): Transfers Spell Points
fi-om o n e w i z a r d t o a n o t h e r .
S a n c t u a r y (3): A n aura of peace works
as a p r o t e c t i v e s p e l l .
B. M A G I C A L I T E M S
M a n y m a g i c a l i t e m s , i n s u c h f o r m s as
r i n g s , staves, a n d p o t i o n s , c a n b e f o u n d
o n Ymros. These use magical power w h e n
used a n d eventually break. Potions may
be used only once.
Magical items provide all the magical
p o w e r n e c e s s a r y for t h e s p e l l s .
Magical i t e m s m a y b e used by warriors
as w e l l as w i z a r d s .
C. OTHER ITEMS
T h e r e are m a n y i t e m s t o b e f o u n d i n T H E
SHARD OF SPRiriQ; t h i s r u l e b o o k d o e s
n o t p r o v i d e a list o f a l l o f t h e m .
C o s t s o f t h e i t e m s m a y vary f r o m t o w n
to town a n d from shop t o s ho p within the
same town.
The brief lists o n the next page are
suggestive, n o t c o m p r e h e n s i v e .
6

ITEM

WEAPONS
ITEM
MAXIMUM
DAMAGE

Dagger
S m a l l axe
Short sword
Mace
M o r n i n g star
Broad sword
B a t t l e axe
2-handed sword

3
4
6
6
7
8
10
12

COST

2
6
15
13
20
30
65
100

Cloth
Leather
Chain
Scale
Plate

ARMOR
PROTECTION

1
2
3
4
5

COST

5
10
20
75
200

MISCELLANEOUS ITEMS
ITEM

COST

Torch
OH L a n t e r n

2
10

VI. O U T S I D E
T i m e is a n i m p o r t a n t e l e m e n t . While walki n g o u t s i d e , y o u r field o f v i s i o n e x p a n d s
o r n a r r o w s as t h e s u n s rises a n d sets. At
n i g h t y o u are f o r c e d t o s l e e p If y o u h a v e
n o t a l r e a d y d o n e so. T h e c a l e n d a r c o n sists o f 2 6 - h o u r days, 3 4 - d a y m o n t h s ,
a n d 2 2 - m o n t h years. T h e year b e g i n s w i t h
the Month of the Spirit a n d ends with the
Month of the Comet.

/
<RETURr>l>

While o u t s i d e , y o u r c h a r a c t e r m a y be
f a c i n g away f r o m y o u ( n o r t h ) , t o w a r d s y o u
( s o u t h ) , t o t h e left (west), o r t o t h e r i g h t
(east). T h e fighter's s w o r d is In h i s r i g h t
h a n d . F r o m t h e ft-ont t h e c o l l a r o f h i s c o a t
can be seen.

Turn around.
Move f o r w a r d . M o v e m e n t
t h r o u g h h i l l s is a t d o u b l e
m o v e m e n t rate. To p a s s
through s o m e doors, you
n e e d keys w h i c h c a n be
f o u n d In t h e d u n g e o n s .

Display the party order


and the time.

Q o t o c a m p . W h e n in
camp, you can e q u i p
c h a r a c t e r s , see t h e i r statistics, etc. (See IX. CAMP
for details.)

The following c o m m a n d s are to be used.


S

Turn counter-clockwise;
e.g. if y o u are f a c i n g away
( n o r t h o r up) a n d c h o o s e
t o face left, p r e s s t h i s
l e f t - a r r o w key.
Turn clockwise.

Save g a m e . You m a y save


t h e g a m e e x c e p t w h e n In
camp, town, or combat.
After s a v i n g t h e g a m e ,
y o u m a y c o n t i n u e t o play.
It Is w i s e t o save t h e
g a m e often.

VII. COMBAT
While w a n d e r i n g o u t s i d e o r i n d u n g e o n s ,
y o u m a y be a t t a c k e d by r a n d o m b a n d s o f
m o n s t e r s . If a t t a c k e d , y o u a r e p l a c e d o n a
b a t t l e f i e l d t h a t Is a b l o w u p o f t h e a r e a y o u
w e r e In w h e n y o u w e r e a t t a c k e d .
T h e field is b o r d e r e d by e x i t d o t s .
Touching one of these dots allows you
t o r u n a n d t u r n s It i n t o a n e x i t f o n t ( f o u r

o p p o s i n g a r r o w s ) . You, also, m a y r u n
t h r o u g h a door. F r o m t h e n on, all remaining characters m u s t run through the same
e x i t font. T h i s is t o k e e p t h e p a r t y f r o m
s p l i t t i n g up.
I n T H E SHARD OF SPRIMQ, a r m o r
r e a l i s t i c a l l y a b s o r b s d a m a g e d o n e t o Its
wearer instead of decreasing his chance

o f b e i n g h i t . For e x a m p l e , i f a
fighter
w e a r i n g p l a t e m a i l is h i t f o r ? d a m a g e , h e
o n l y t a k e s 2. T h e r e f o r e , it is p o s s i b l e t o
hit s o m e o n e a n d yet d o n o d a m a g e , the
a r m o r itself having absorbed all of the
damage.
In combat, m o n s t e r s a n d characters
m o v e in t h e o r d e r o f t h e i r s p e e d r a t i n g s ,
fi-om t h e h i g h e s t first t o t h e l o w e s t last.
Each a c t i o n i n c o m b a t t a k e s a c e r t a i n
n u m b e r o f M o v e m e n t Points. A c h a r a c t e r
has Movement Points equal to his Speed.
The actions and their m o v e m e n t point
costs are shown in the following chart.
KEY

COST

<RETURn>

Move f o r w a r d i n w h a t ever d i r e c t i o n t h e
c h a r a c t e r is facing. A n
arrow at the upperright of the display
window also indicates
the direction.
T u r n counter-clockwise
Turn clockwise.
Turn around.

<ESC>

ACTION

Use a n i t e m . (See V. B.
MAGICAL ITEMS a n d
C O T H E R ITEMS for
information.) This
c o m m a n d allows you
t o use a n i t e m o r d r i n k
a p o t i o n . Mote: A p o tion may be d r u n k by
the character h o l d ing it "tossing" it to
a n o t h e r character,
w h o d r i n k s it.
3*

C O S T ACTION

Attack object in front


of your character with
r e a d i e d w e a p o n . A +5
t o h i t is a w a r d e d w h e n
a t t a c k i n g from b e h i n d .
An attacker has a
slight chance of d o i n g
damage, indicated
by t h e w o r d " h a c k s "
i n s t e a d o f " h i t s " . If t h i s
h a p p e n s , it m e a n s
struck an unusually
well-aimed shot and
are b e i n g a w a r d e d
double damage.
(Berserkers are g o o d
at this.)
3*

C a s t a s p e l l . (SeeV. A.
SPELLS for t h e des c r i p t i o n . ) Y o u are
asked the n u m b e r of
s p e l l p o i n t s t o be p u t
into the spell. Then,
a c u r s o r a p p e a r s Move
thecursor(l,J,K,M)to
w h e r e y o u w i s h t o cast
the spell a n d press
t h e < SPACE BAR>.

This allows a priest to


attempt to dispel
undead.

n/A T h i s a l l o w s y o u t o
locate everyone o n
the b o a r d a n d check
t h e statistics. Pressing
'?" inverses the chara c t e r w h o s e t u r n i t is
and prints his name,
strength, intellect,
skill, speed, a r m o r
and weapon, a n d tells
w h e t h e r h e is b o u n d
o r p o i s o n e d . Press
"
" and ' - " to
move t h r o u g h the list
of characters a n d
monsters, a n d press
< R E T U R r i > t o exit.
You a r e t o l d t h e m o n s t e r s statistics only if
the e x a m i n i n g character has Monster
Lore. If he h a s Tactics,
h e is t o l d w h o e a c h
m o n s t e r is m o s t l i k e l y
t o g o after.
ri/A T o g g l e s t h e s o u n d
on/off
*

Ends the turn of the


individual character

* A u t o m a t i c a l l y e n d s t u r n after a c t i o n regardless of how m a n y Movement Points


remain.
8

VIII. TOWTJ
While in town, you may perform various
activities in the buildings: shoppes, healers, taverns, inns, guilds. If your party
includes a character with Persuasiveness,
the cost to you is decreased slightly.
A description of the buildings, activities, procedures, and costs follows:
S h o p p e s : Shoppes sell weapons, armor,
magic, or torches. Enter the letter of the
item you wish to buy and then the number
of the character to whom it is to be given.
The word " m o r e " appears if there is more
in the shop than can be listed on the
screen at one time. Use the - and
keys to page through long lists. Various
shops may carry a given item. Shop
around within a town and in other towns
for the best bargain.
Healers: Here you may heal damage,
poison, unbind, and resurrect characters.
Healing costs are determined per point.
Poison has a straight fee. Unbinding depends on the level of binding.

Resurrection depends on the level of


the character. These costs are not affected
by Persuasiveness.
Taverns: Here you may buy provisions
and talk to other adventurers. Each tavern
has clues essential to the game.
i n n s : You may sleep here. To sleep at the
Inn costs money, in contrast to setting up
camps somewhere in the plains. However,
you gain 2 hit points and 10 spell points
per day of sleep and may sleep many days
in a row, which is helpful after completing
a hazardous quest. The price includes
meals.
G u i l d s : There are a few wizards' and
fighters' guilds scattered about. A character with the required amount of experience may be trained for his next level, but
only in a guild of the appropriate class.
There is no cost for the training. To exit
the town and return to the outside, press
<ESC>.

IX. CAMP
While moving through the outside, you
may set up camp whenever you choose
by pressing "C". There you may print a
hard copy of your characters, sleep, inspect a character, cast a healing spell,
reorder your party, trade items, drop
items, equip a character, hunt, identify
items, or use items.

Inspect: Inspect a character. There are


three pages of information the character's 1) statistics and hit points, 2) skills,
and 3) inventory (an arrow points to each
equipped item). To return to the camp
menu after any page, press <ESC>. To
bypass the skills list, press any key. To get
a printout, press "P".

Use the following commands:

O a s t a s p e l l : A wizard may cast a camp


spell, such as Heal, Wind Walk, or Magic
Torch.

P)rint characters: Make a hardcopy of


one or all of your characters. The date
and the current time in Ymros are given
on the printout.
S)leep: Sleep is required each day. As
you sleep, each character eats one point
of Provisions, gains 1 Hit Point, and 5
Spell Points. Since you cannot sleep in
bright daylight, you wake at dawn. Warning! A poisoned character loses 1 point
per hour; sleeping 8 hours could be fatal.
A character who does not eat because of
lack of food loses 1 hit point.
9

R)eorder: Change the order in which the


members of your party are walking. Your
characters are seen on a 3 X 3 grid.
T)rade: Trade items from one character
to another. Equipped weapons and armor
must be unequipped before being traded.
Each character may hold up to 10 items.
D) rop: Get rid of an unwanted item. Once
dropped, an item cannot be recovered.
E) quip: Ready a character with armor
and weapon. Daggers may be used by

anyone. A character may be readied with


any other weapon only if he has the required skill. To equip with nothing, enter
"0". Be sure to equip after purchasing
new weapons and armor.
H)unt: A character with the Hunting skill
may attempt to hunt once per day. If the
hunt is successful, you are told and you
gain some provisions.
Ddentiiy: A wnzard with the proper skill

may identify items once per day. The


wizard must have the item; trade it to h i m
first. Different items may require different
areas of knowledge.
U)se item: Use any item, such as a torch,
lantern, magical item, or potion.
< E S C > : Exit camp. If you are too tired,
you may not leave camp. The computer
notifies you. Use the Sleep option to overcome the tiredness.

X. HINTS ON GAME PLAY


A party of 4 or 5 characters is probably
the o p t i m u m . Two wizards and two fighters are a m i n i m u m .

Keep a good record of the clues you


find on your adventures. Forgetting a clue
could cause trouble later.

You begin play on the west half of Ymros.


Since the encounters on the east half are
much tougher, wait until you gain a level
or so before moving too far to the east.

Don't be afraid to let your wizards fight.


They are especially effective against other
wizards. Like your wizards, the enemy wizards have daggers only. Fighting should
not be too risky, and it can be helpful
when your fighters are busy with the
tougher monsters.

When casting spells, try to play on a


monster's weaknesses. Casting a Weakness spell on an ogre only may put him in
the realm of human strength, but casting
a Chill spell on the already clumsy monster is very effective. Don't restrict your
spell casting to storm spells and Column
of Fire. Wise use of the other spells can be
much more effective.
Start looking for a guild after completing your first dungeon. Fighters' guilds
are fairly common, but don't plan to find
a wizards' guild too soon.
Save your gold to help pay for future
resurrections. Make sure that you always
have gold remaining after buying new
items.

If you have an Apple He, keep your


CAPS LXDCK on. Many game functions do
not recognize lower case characters as
commands.
Save the game often. That way, if anything goes wrong, you can continue from
a recent point.
Keep away from places where the monsters are too tough for you. If your party
members are falling right and left, leave
immediately. Either search for an adventure that isn't as demanding or j u s t wander the island a bit longer.

CREDITS
Qame Design: C r a i g Roth and David Starlt
Qame Development: C h u c k Kroegel and Keith Brors
Playtesters: Arlon Harris, Mike Musser, J i m McPherson,
R u s Smith, Paul Murray, a n d Brian L a u
Rulebook Editing: L e o n a Billings
Customized Disk Operating System (Apple version): Roland Gustafsson
Art & Graphic Design: L o u i s H s u Saekow, Kathiyn Lee. and David Boudreau
Typesetting: Abra l y p e and Kathryn L e e
Printing: A&a Printers and Lithographers

10

APPENDIX
EXPERIENCE LEVELS
Experience Needed For Next Level
ABSOLUTE

INCREASE
FROM LAST L E V E L

300
700
1,100
1,800
2,800
4,600
7,500
12,600
21,600
37,700
66,400
118,000
210,800
377,600
677,600
1,217,500
2,189,300
3,938,200
7,086,100
12,752,200

200
400
400
700
1,000
1,800
2,900
5,100
9,000
16,100
28,700
51,600
92,800
166,800
300,000
539,900
971,800
1,748,900
3,147,900
5,666,100

LEVEL

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

MINIMUM S P E L L POINTS
Fire R u n e s

Metal R u n e s

Column of Tire 1
Flame Strike
16
10
Fire Storm
Melt
11
4
Flame Shield
3
Magic Torch

Sword
Chains
Death Blade
Strength
Break Bonds
Armor

Ice Runes

Wind R u n e s
Tempest
6
11
Still Air
Wings of Victory 1
4
Wings
Freedom
13
10
Wind Walk
Breath of Life
5

Hail Storm
Chill
Slow
Freeze
ice Shield
CrystaLight

EFFECTS OF SPEED

11

MOVES
MAX.

MAX. rco. o r
ATTACKS

3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10

1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6

7
1
3
9
3
2

Spirit R u n e s
Spirit Wrack
Weaken
Clumsiness
Heal

20
1
2
1

Resurrect
Cure Poison
Transference
Sanctuary

STATISTICS TABLES

SPEED
MAX.

2
10
15
1
11
2

BONUS DAMAGE BY STRENGTH


3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

-2
-2
-1
-1
0
0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6

25
9
3
3

% CHANCE O F P R I E S T D I S P E L L I N G
MONSTER L E V E L
INT

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61
64
68
72

3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61
64
68

3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61
64

3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61

MAX. S. P. GAIN P E R L E V E L
FOR WIZARDS

10

-3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57

3
7
10
14
18
21
25
28
32
36
39
43
46
50
54


3
7 3
10 7 3

14
18
21
25
28
32
36
39
43
46
50

10
14
18
21
25
28
32
36
39
43
46

7
10
14
18
21
25
28
32
36
39
43

3
7
10
14
18
21
25
28
32
36
39

MAX. H. P. GAIN P E R L E V E L
ENDURANCE

MAX-FIQHTER

MAX-WIZARD

3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

3
3
4
5
5
6
7
7
8
9
9
10
11
11
12
13
13
14

2
2
3
3
4
4
4
5
5
6
6
7
7
7
8
8
9
9

INTELLECT

MAX. S . P . G A I N

3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

3
4
4
5
5
6
6
7
8
8
9
9
10
10
11
11
12

% CHANCE TO HIT B Y S K I L L
SKILL

% T O HIT

% FROM BEHIND

3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

12
16
20
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80

24
28
32
36
40
44
48
52
56
60
64
68
72
76
80
84
88
92

RACE ADVANTAGES/DISADVANTAGES
RACE

CLASS

BONUS S K I L L S

RACIAL MODIFIERS

Human
Dwarf

Choice
Warrior

+2 Spd, +2 I n t +2 Sk
+1 Str, - 3 Int, +3 End

Troll
Elf

Warrior
Wizard

Qnome

Wizard

Mone
Berserking
Axe
Armored Skin
Item Lore
Weapon Lore
Spirit Runes

- 3 Spd, +5 Str, - 5 Int, +5 End


+5 Spd, - 3 Str, +3 Int, - 3 End, - 2 Sk
+2 Spd, - 2 Str, +5 Int, - 2 Sk
12

KEY

COMBAT OPTIONS

COST

M/A T h i s a l l o w s y o u to
locate everyone o n the
board a n d c h e c k the
statistics. P r e s s i n g " ? '
inverses the character

C O S T ACTIOn

<RETUm>

Move forward in whate v e r d i r e c t i o n the c h a r a c t e r is facing. A n a r r o w


a t the u p p e r - r i g h t of
the d i s p l a y w i n d o w a l s o
i n d i c a t e s the d i r e c t i o n .

Turn counter-clockwise.

Turn clockwise.

Turn around.
A t t a c k o b j e c t in front o f
y o u r c h a r a c t e r with
r e a d i e d w e a p o n . A -h3
to hit Is a w a r d e d w h e n
a t t a c k i n g from b e h i n d .
An attacker h a s a slight
c h a n c e of doing d a m age, i n d i c a t e d by t h e
word " h a c k s " instead of
" h i t s " . If t h i s h a p p e n s ,
it m e a n s s t r u c k a n u n usually well-aimed shot
and are being awarded
double d a m a g e . (Bers e r k e r s are good at
this.)

3*

3*

3'

C a s t a s p e l l . ( S e e V. A.
S P E L L S for t h e d e s c r i p tion.) You a r e a s k e d t h e
n u m b e r of spell points
to b e p u t into t h e s p e l l .
Then a cursor appears.
Move the c u r s o r (I, J , K,
M) to w h e r e y o u y o u
w i s h to c a s t t h e s p e l l
and p r e s s the < S P A C E
BAE^.
U s e a n i t e m . ( S e e V. B.
MAQICAL I T E M S a n d C.
O T H E R I T E M S for information.) T h i s c o m m a n d
a l l o w s y o u to u s e a n
item o r drink a potion,
riote: A p o t i o n m a y b e
d r u n k by t h e c h a r a c t e r
h o l d i n g it " t o s s e d " it
to a n o t h e r c h a r a c t e r ,
w h o d r i n k s it.
T h i s a l l o w s a p r i e s t to
a t t e m p t to d i s p e l
undead.

* A u t o m a t i c a l l y e n d s t u r n after a c t i o n
regardless of how m a n y Movement Points
remain.

ACTION

w h o s e t u r n it is a n d
prints his name.
s t r e n g t h , intellect, skill.
speed, a r m o r a n d weapon, a n d tells whether
h e is b o u n d o r p o i soned. Press " and
" - - " to m o v e t h r o u g h
t h e list o f c h a r a c t e r s
and monsters, and
p r e s s < R E T U R r ( > to
exit. Y o u a r e told t h e
m o n s t e r ' s statistics only
if the e x a m i n i n g c h a r acter h a s Monster Lore.
If h e h a s T a c t i c s , h e i s
told w h o e a c h m o n s t e r
is m o s t likely to g o after

n/A T o g g l e s t h e s o u n d
on/off.

<ESO

E n d s t h e t u r n of t h e
individual c h a r a c t e r

O U T S I D E OPTIONS
KEY

ACTION

Ttirn c o u n t e r - c l o c k w i s e ;
e.g. if y o u a r e f a c i n g a w a y
( n o r t h o r up) a n d c h o o s e
to face left, p r e s s t h i s lefta r r o w key.
-

/
<RETURri>

Turn clockwise.
Turn around.
Move forward. M o v e m e n t
t h r o u g h h i l l s is a t d o u b l e
m o v e m e n t rate. T o p a s s
through s o m e doors, you
need keys which can be
f o u n d in t h e d u n g e o n s .

Q o to c a m p . W h e n in c a m p ,
you can equip characters,
s e e their statistics, etc.
( S e e IX. C A M P for details.)

Display the party order a n d


the time.

Save game. You may save


t h e g a m e e x c e p t w h e n in
c a m p , town, o r c o m b a t .
After s a v i n g t h e g a m e , y o u
m a y c o n t i n u e to play. It i s
w i s e to s a v e the g a m e often.

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