COMPLETE SHADOW KEEP SOFTDOCS BY TRILLIUM These docs originally came in a 1-9 series of files, but for BBS purposes, it had to be compiled into one large file. Look for the pack that will circulate around the pirate world. Till Next Time.. the Zodiac Written by: the Zodiac (c) COPYRIGHT 1984 ZODIAC SOFTDOCS INC. <=<=<=<=<=<=<=<=<=<=>=>=>=>=>=>=>=>=>=> BACKGROUND ---------- Many years ago, an evil began to spread across the land. It was centered in the "Shadowkeep", the home of the powerful wizard, Nacomedon. The demon, Dal'Brad, had imprisoned Nacromeden in a crystal, and held his captive deep in the tower while he wrought the e evil madness. This evil spread until it reached the borders of the four races of the earth. Roos, Thalidars, Zhis'ta and Humans alike were threatened by the wretched evil that was spreading from the tower. A few adventurers were sent forth from each civilization, determined to put a stop to the evil and perhaps acquire a small fortune at the same time. Roos, hardy explorers of great physical endurance; Thalidars, masters of the ancient art often known as magic; Zhis'ta, agile and shrewd warriors from birth; Humans, intelligent leaders with a knack for getting in trouble -- all joined together to fight the demons in the "Shadowkeep". Alas, it was not enough. Each was defeated in turn. There was time for just one more group of brave adventures. One more party of heroes was needed to topple the cruel and harmless obelisk that was the "Shadowkeep". We call on you, our last and most able chance, to accept the challenge -- to assemble your party, approach the Keep, and, if your spirit is able, rid the tower of its malicious tenant. *** Preparing For The Encounter *** Before beginning the quest to free the wizard Nacomedon, assemble the following: Supplied Herewith: ------------------ * The Program Disk side "A" * Three Scenario Disks sides B,C,D Supplied By The Adventurer: --------------------------- * Four blank disks, each to become a copy of one of the four Disk Sides for future games. * An optional Fifth Blank Disk, to become a "Save Game/Character Backup Disk", hereafter referred to as a "Save Disk". This will be used for recreated lost adventures and adventurers. Then the brave adventurer must complete four small tasks: 1. Instead the Program Disk Side "A". Turn on your Apple. 2. Playing the game permanently alters the disks you are using. Therefore, copy each Disk Side onto your Four Blank Disks. Do this by selecting "C" for the "Creating a Playable Disk". The computer will respond. "Be Forwarded: This process will destroy any other data on your Four Blank Disks!" 3. Create your Save Disk. This is your only chance to do this. Give an "I" for the option about "Initializing Save Game/ Character Backup Disk". 4. Begin your Quest! Enter "S", and keep your wits about you! *** Finding Your Adventurers *** Here at the Lonley Inn, the mysterious proprietor will greet you and ask your name. He is a friendly sort, curious about your band of adventurers and egad for your business. He has run this Inn on the edge of the Shadowkeep for many years, unexplaindly protected from the evil of Dal'Brad that lurks so close to his door. Before selecting your band from among the many visitors at the Inn, pause and consider the importance of assembling a balanced and able group of adventureres. Up to twenty different characters may be registered with the innkeeper, and from this gathering you will create a band of nine, all who must harmonize and support each other. As you register your team, the proprietor will ask a series of questions about each member, questions that concern their race, profession, and gender. As the details are recorded onto the register, the resulting attributes of each individual are open for you reinspection. * Characters may be any name, in length up to twelve letters w/ no spaces or numerals. The Four Great Races of Roo, Thalidar, Roo, and Human each possess their own qualities and quirks. Within each race, males are stronger than females, though females if a race have a higher dexterity.... Adventurers are trained in one of the five professions: WARRIORS: Sturdy masters of the mace and broadsword; at least four per party is a sound grouping. MONKS: Wise and insightful, agile and vigorous. RUNEMAGES: Possessors of the Runes of Power; can Decipher glyphs that baffle others. SHADOWMAGES: Draw their power from shadow. NECROMANCERS: Seek power over what is most feared-death.. The innkeeper records the background of each adventurer in his log. It is acknowledge that race, gender, and profession determine a character's attributes. But, of course, all individuals bring strengths and weaknesses that exceed those of their positions, the proprietor thus allows extra value to be distributed among any adventurer's attributes, in any or all of the six areas: STRENGTH: How much an individual can carry and the amount of damage he can inflict in combat. INTELLIGENCE: How many spells a character can learn, and how quickly he can learn new ones. DEXTERITY: The agility of a character -- the ability to move quickly and leap out of (or into) danger. The most dexterous individual moves first in a fight. POWER: The ability to focus magical energies. Power is drained by magic, restored by rest. A character with no power will not live. LEADERSHIP: Force of personality. The character with the most leadership will be declared leader of the party. HIT POINTS: The ability to withstand the physical damage. Hit points are restored by the rest or healing arts, and, as with power, are necessary in order to live. Once new adventurers have been registered, review or rename veteran characters from past adventures. Also, recreate any whose souls were saved on the Save Disk. Select this option from the list, name the character whose life and spirit should be restored. Welcome the adventurer back into the party. Finally, gather the party, selecting you to nine of the most able and ready. The mission ahead in not for the dull of mind or the frail of spirit. *** Beginning The Quest *** The adventurers must prepare for the journey to the Keep. They may give equipment and supplies to each other, and though other means prepare themselves. They may also visit Raddath. An enigmatic, pan-dimensional creature. Raddath will offer his wares and wisdom to the party. He has felt the evil of the Keep and thus will give his aid in any way he can. Raddath buys and sells magic and goods, and can heal damage, drain poison, and even revive a character killed while in the Keep. He is not, however, given over to charity. Raddath has no aversion to acquiring a fortune while helping destroy the Keep. Futher Note - While Raddath is skilled in magic, he offers on guarantees of the effectiveness of his cures. No refunds. The final preparation may be to order the party. Sound organization is essential within the confines of the Keep. Take this opportunity, it may be your last. The road of the Keep is short, but it wears long on the soul of the hero who walks it.... (Of course, if you have become faint of heart, no one will stop you from abandoning the quest now. If you leave this place, you may never see it again...) *** Within The Tower *** While approaching the Keep, and within it, instruct the adventurers with precision and clarity. (i.e.) RALPH GET THE TORCH EZEKIEL CAST THE LUMINANCE SPELL NAOMI GET THE TORCH AND GIVE IT TO REBB REBB LIGHT THE TORCH AND PREPARE THE SWORD NAOMI WEAR THE ARMOR THEN READY THE MACE DAGMAR PUT THE WAND OF TRAVEL IN THE CHEST Any command not directed to the certain character will inspire the leader of the party to respond. The party as a whole will move following basic commands: F or FORWARD L or LEFT (Turn left) R or RIGHT (Turn right) B or BACKWARD (Step back) Explore the Keep thoroughly, and exercise caution: OPEN DOOR CLOSE DOOR LISTEN Inhabitants will occasionally allow you to address them, which you should do in either of the following ways. Do this before they lop your head off: ASK SILDRA WHERE THE GOLD IS = "SILDRA WHERE IS THE GOLD" From time to time, assess the damage inflicted on fellow adventurers. LOOK PARTY (gives members' hit points) STATS ROLF CONDITION LOOK NAOMI Magical healing is possible through the aid of Raddath. If a visit to him is impossible, characters may use any magic they possess, but at the expense of some power. The adventurers can investigate and acquire objects while in the Keep: SEARCH (some characters will find hidden objects more quickly that others) LOOK SCROLL MORDOR GET SCROLL FANNIE GET SCROLL ZOORA GET ALL GET GREAT SWORD AND READY IT If an adventurer has too heavy a load, something will need to be dropped. The amount they can carry depends on their strength. DROP THE BASTERD SWORD DROP ALL BUT THE TORCH MERCER DROP ALL (except items prepared for combat) Or, the adventurer might simply give the object away. MYRA GIVE ROBERT THE GEM OF CHANCE GIVE THE SOGGY STICK TO BILL You might wish to let one object hold another. OPEN THE BOX AND PUT THE GOLD INSIDE AND CLOSE BOX PUT ROCK IN HOLE PLACE GOLD ON THE TABLE Find out what an object can do by using or examining it. USE THE FUNNY ROCK EXAMINE THE FUNNY ROCK If you have a particular use in mind, and a certain target, state those. SMASH THE ALTER WITH THE BREAKER BAR ATTACK THE CORD WITH THE GREAT SWORD Light is require to explore the dark, dank Keep. Without a littorch (or a light spell), searching will be impossible. (Combat will be possible but difficult; there would be no warning at the approach of monsters). Any illumination will serve the entire group, but will eventually extinguish, becoming a soggy stick or used up spell. It is advisable to have several sources of light at any given time. LIGHT TORCH ZEKE CAST THE LUMINANCE SPELL *** Magic *** Rely on the power of magic; above all else, it will be your key to success. Though all may cast spells within the Keep, many have the capacity to learn no more than a scant or so. Power and training determine one's triumph while using this ancient art. Mage's, with exceptionally learned backgrounds, begin the journey with knowledge of a small number of spells. Raddath has acquired many others, which he makes available for sale to the hopeful adventurer. As all may cast spells, so will all feel the effects of the task. After casting a spell, even the most powerful magician weakens, and eventually must restore powers with sleep. Monitors the loss of an adventurer. Up to two spells or magical artifacts may be active at any one time. INVOKE RING OF LIFE AND CAST THE FORTRESS SPELL Discover more about spell you acquire by reading or learning them. READ BOOK OF DARKNESS LEARN DEATH SPELL GET HEAL SCROLL, LEARN IT, CAST IT A scroll that is successfully learned becomes a spell that may be cast. The scroll will vanish once it has been learned. Mere mortals are limited in the number of spells they may know. When one's memory is full and the spell cannot be learned, a spell must be forgotten. FORGET DEATH SPELL Once a spell has been forgotten, only another scroll will grant a new opportunity to acquire the spell. Ready the magical artifacts as you prepared other weaponry. READY SOULEATHER SWORD Learning magical spells is sufficient preparation for use. Watch for podiums while in the Keep. Through these devices you and you band of adventurers may quickly transport to another level of the Tower. The indications needed to operate these mysterious devices are always changing. Finally, the halls of the Keep are laced with spells that bind, hide, or hinder. Doors are often sealed with spells of warding, released only by the journey before you. The password that are known: SAFTEY LAIR PASS FRIEND HOME Be apprised of the possibility of other passwords; and hope that if you are unsuccessful in vanquishing the demons from the Keep, that you will at least return to tell your successors what you learned. *** Combat *** Successful warriors approach combat with weapons, equipment, and magic in readiness. An adventurer would do well to have equipment prepared for both Attack and Parry. READY BASTARD SWORD PREPARE GREAT SHIELD WEAR SCALE MAIL At a sign of combat, the party will, at your command, negotiate, flee, or remain to fight. When you mobilize the ranks and determine the course of action, you may assign each member to attack, parry, cast spells, change places, prepare equipment, or, of course, thing. When assigning adventurers to their tasks, consider the skills that they might posses due to heritage and profession. These skills might cause them to perform some tasks better that others. Before combat, gain information on a member's skill as such: EXAMINE ELLA The skills: ATTACK: Skills necessary to land a blow on an enemy. PARRY: Success with a character can avoid or deflect a blow. MAGIC: Technical proficiency in casting magic. OPEN: The ability to open sealed or locked objects. SEARCH: The aptitude for finding hidden objects. If combat has worsened the condition of the party, change positions to preserve life and limb. Enter: ORDER And, as weariness sets in, allow the few remaining good spirits in the Keep to restore your band's energy. Rest for up to ten hours, the resume the journey. One hit point and a unit of power is restored to each character for every hour of sleep. SLEEP FOR 3 HOURS Beware: Monsters can sense when a party is asleep and unprepared for attack. A blow while asleep can be far worse than the extremes of combat. Consider the use of certain spells that will conceal the sleeping party from marauding monsters. Or, perhaps choose a safer course: sleep outside the confines of the Keep. *** Saving An Adventure/And Restoring It Later *** When perils strike and the fate of the party is in jeopardy, preserve the spirit of the adventure onto the disk we have named "Save Disk" (See Part I). This way, if the situation later becomes hopeless, you may send the party back in time to the earlier conditions, as recorded on the Save Disk. This is also useful if you must interrupt the quest. Recorded the adventure and later return. To save the adventure, enter: SAVE You will then need to insert the Save Disk. If you have a second drive, place the Save Disk there. The program will ask you to assign a number to the version of the adventure you are saving. Make a note of the number you give, and then the conditions of the adventure. The computer will alert you when the adventure has been successfully saved and you may proceed. Up to 15 games may be saved onto your Save Disk. When you are ready to restore: RESTORE As before, insert the Save Disk, and, finally, give the number of the adventure you wish to restore. *** Addenda: Lore Useful To The Serious Adventurer *** A. MAP-MAKING ************* Let your mind be occupied by the fight itself, and not with the trivia of your whereabouts. Have at hand numerous sheets of gridded parchment, for map-making. On these sheets, record the halls, the room, the sairs and floors of the Keep. Mark every step, and note the local conditions. Beware that the monsters are devious, and may cause walls to shift and doors to vanish. Do not baffled or hindered, but merely reorder your party and press on. B. WEAPONS & EQUIPMENT ********************** Able adventurer will make use of a variety of weapons, but will choose wisely from the lot, knowing the characteristics and powers of each piece. ATTACK WEAPONS AND EQUIPMENT AXE: Battle axes are such as this, far larger than those for chopping wood, are also far more destructive. BASTARD SWORD: So named for its middling size, it reaches four feet. BREAKER BAR: Pry open chests, closed door, and other obstacles that require sturdy leverage. BROARD SWORD: Commonly seen, and measuring three feet. GREAT SWORD: Stretching a full six feet, few enemies escape death when struck by this interment. KINSLAYER SWORD: A deadly weapon because of its enchantment. One uses this at the price of some power. MACE: Of classic proportions, the deadly spiked ball is attached to the stout handle. QUARTER STAFF: Tough wooden poles, four and a half feet, fend off aggressors from the user. SOGGY STICK: The remnants of a torch that has extinguished; a crude but often effective weapon. SOULEATER SWORD: Delivers injuries that devastate the victim. One uses this weapon at the price of some power. TORCH: One torch will provide sufficient light for the entire party, and will last for several moves. VALKHAM SWORD: Will fell a monster in a single blow. Immensely powerful, but at the cost of power to the user. DEFENSIVE EQUIPMENT ------------------- MEDIUM SHIELD: The rectangular shield of half the height of a human tapers to a point at the bottom. GREAT SHIELD: Nearly of a warrior's stature, the sides curve out slightly and protect well. ARMOR ----- LEATHER ARMOR: The simplest and lightest form of armor, made of sturdy sewn leather. PLATE ARMOR: The wearer must be of great physical strength to wear the heaviest of mail, but will be protected for the effort. RUNNIC ARMOR: Magical armor of plate construction which augments a user's defenses. STUDDED MAIL: Heavier leather is reinforce with studs of metal, more protective for the wearer. SCALE MAIL: Metallic links of overlap, links overlap, lending a reptilian look to the garment. Protection is greater than from the studded mail. CHAIN MAIL: Interwoven metal loops afford better coverage than the most protective of the armors, having absorbed so much magic from prior wearers. SILVER MAIL: The most protective of armors, having absorbed so much magic from prior wearers. C. MAGICAL SPELLS ***************** ATTACK SPELLS ------------- FLAME: Torches a single creatures. THRUST: Attacks a creature as does the Flame, but is more effective and of a higher price. FIREBALL: Brings effect upon an entire group, thus is quite useful. SUNBURST: A spell with exceptional power, it can work against entire groups and can slay Demons as well. FREEZE: Locks its single target into inactivity, for a short time. STASIS: Like the Freeze spell but for groups of the enemy. DEFENSE SPELLS -------------- PROTECT: Defends its caster from an enemy's blows. GUARDIANS: Cousins of the Protect spell, but stronger. BARRIER: The invisible shield stands between the party and its attackers. SANCTUARY: More powerful kin to the Barrier spell. WARD: Protects the caster from the enemy. FORTRESS: Of similar type as the Ward spell, yet protects the group. ENHANCEMENT SPELLS ------------------ LUMINANCE: A magical torch. REVEAL: Akin to LUMINANCE, but of longer duration. HEAL: Soothes and heals those who receive its application; hit points are restored. HASTE: Heightened dexterity is the gift, for a short time. SPELLS OF THE COLLEGE OF NECROMANCY ----------------------------------- ZOMBIE: Animation a dead adventurer, restoring double the hit points but rendering the individual severely disabled. If such a character leaves the Tower, he will dissolve and can never return. DEATH: The victim will be drained of life when this potent spell is cast. DECAY: A group a enemies will suffer dreadfully at the hands of this unpleasant magic. DISSOLVE: Excises a single foe from this reality. MAIM: Wholly unpleasant, and to be cast against a group of opponents. REVIVE: Return to life an adventurer killed within the Keep. SPELLS OF THE COLLEGE OF RUNE MAGIC ----------------------------------- CANTRIP: This spell doubles the potency of objects, but only for a price. CURE: Damage to a character will be cured, no matter how grim the condition. FEAR: Plunge a foe into paralyzing fear for a short time. FIRE: Ignites a group of monsters. PERCEIVE: Cast this spell to obtain a clue about the surroundings. SLAY: Destroy creatures outright. SPELLS OF THE COLLEGE OF SHADOW MAGIC ------------------------------------- DARKFIRE: Inflicts damage on any creature. ILLUSION: The target of this spell will ignore the entire party. MOONFIRE: The spell will blind the foe in its path, and thus render it less dangerous. SHIFT: Instantly transports the group to a safe place. STARFLARE: A huge and terrifying ball of flame which annihilates all creatures in the way. TWILIGHT: Cause monsters to become blinding to the presence of the adventurers, bad pass by without noticing them. D. MAGICAL ARTIFACTS ******************** AMMULET OF EVIL: Single foes may be attacked by the magic of this black necklace. BLACK CRYSTAL: Protects the user from the blows of the enemy. BLACK RING: Passed down from the Necromancers, this is endowed with the power to transform a creatures into a zombie. BOOK OF DARKNESS: One who reads this tome will know the dark, and everything it contains. BOOK OF NOTES: Perhaps the notebook of Nacomedon himself, the reader will glean and answer or two. BOOK OF OPENING: Its powers can open those things that are closed and locked. CHALICE OF AWE: A young enchantress once owned the chalice, and used it to rescue those who were caught in the Land of Darkness before their time. CULDROM'S WAND: The namesake of the wizard Gorwyther's aggressive apprentice, this wand will attack numerous enemies at once. DEVIL'S GEM: Perhaps the storehouse for the soul of a Great Demon (Such creatures commonly safekept their souls in gems). ELDRITCH STAFF: The user of this slender pole may seek advice from the gods. FUNNY ROCK: With a rock such as this, dexterity can be a trait of even the clumsiest Roo. GEM OF CHANGE: Herein lies the power of movement; thus may user transport the a party to a safer place. GEM OF DARKNESS: When invoked man able shield against an enemy's blows. GLOVES OF GOLD: These strength-giving article were fashioned inside a volcano, and thus will withstand great heat. HAMMER: Powers to enchant came to this tool through its creator, a goblin Master Smith and mags. RAGGAD CLOAK: Remain hidden from monsters while wearing this garment. RING OF LIFE: Will resurrect a fallen adventurer. ROD OF POWER: The user may enhance his magical abilities through the use of this artice. ROGARTH'S STAFF: The mighty wizard that crafted this staff controlled vast armies of gargoyles though its use. A supremely powerful artifact. SALVE OF AID: Restore lost hit points with the unguent. SHADOW CLOAK: Takes the blows of an enemy, sparing the user from the assault. SLIVER HELM: Once owned by the MageKing Tehrien of Yarr, this magical cap can deflect blows from weapons. The visor will preserve the eyes from the blindness in the face of spells or fire. SMEDLY'S STICK: At the hands of an angry and evil knight, the unfortunate Smedly and his kin were transformed into sticks such as this one. These can transport your party to a safe place, no matter how distant. STAFF OF POWER: Boots the ability to cast spells, but only temporarily. STAFF OF QUIET: Advances the user's chances of dodging blows. SUN AMULET: Silently and invisibility, the party may pass predatory monsters, when the artifact is used. WAND OF TRAVEL: The wielder of this wand will be ignored by the enemy, even in the heaviest of combat. E. CREATURES ************ BARGUEST: Wolf-like and adept at magic. The Barguest prefers to guard places of power, such as temples and castles, and comes to its duties at the call of magic. Its lack of armor should not be confused with a physical frailty. BROLLACHAN: Two eyes, a grinning mouth, and shapeless substance -- that is all. Evolved from horrible creatures in the deepest unexplored marshlands, the Brollachan is difficult to destroy with conventional weaponry. At the lack of a proper spell, adventurers should flee. COCKATRICE: A thoroughly evil creature composed of the head, wings, and feet of a large fighting cock. Its body is covered with scales, and it has a long, barbed serpent's tail. DEMON: A large humanoid of terrifying appearance. Eyes cast an evil gleam above protruding fangs, and the black body is often winged, with a red glow as if from flame. Enchanted or mundane weapons often fail, for the Demon is near impossible to destroy. FACHAN: Bizarre and feathered, this foul creature resemble the trunk of a disease tree. One arm sprouts from the middle of its chest. Its lone eye stares from the middle of its head. It prefers to batter its foes, and jumps from place to place on its single leg. FOUL FROND: This green plant-like creature has a bite of poison that can lay flat an adventurer in quick order. When its enemy succeeds in cutting it down, it may leave behinds a silver rose. GARGOYLE: Short, propelled by bat-like wings, and possessing a spiked tail, spurred elbows, and a horned head. The gargoyle is physically tough with rough, stone like skin. Its magical powers are keen, though the creature is not well-armored. GHOST: Quick and troublesome, the residual life force of a once living creature, ghosts can be bitter about their plight and thus quite unpleasant. An unfortunate death from before may have bound this creature to a single spot. GOBLIN: Puny and dirty, ugly and irritating. Goblins often dress in tattered, cast-off clothing and have little to distinguish them. HUMAN: The best if traits can turn the most sour. A small number of these adaptable bipeds have turned to evil, and have used their knowledge is armor and civilization to aid the realm of Dal'brad. Humans can adopt a negotiative stance, but be worry of traitors and falsehood. VENOMOUS SHEEP: Small and innocent in appearance, these mindless, fanged creatures can inject a powerful poison which has no antidote. They display great aggression. OGRE: Physically strong but unmagical, the ogre is second cousin to the Troll. Its dark skin coloring is tinged with red. RED CAP: Evil creatures that thrive when residing on sites of great bloodshed. Their terms of service allow them to wet there caps with the blood of their victims. STOOR WORM: A large, slow, python like creature with a dragon's head may often be found keeping guard over treasures. After constricting an adventurer's armor and shattering it, the Worm will batteries victim. TROLL: A weaker relative to the OGRE, but nonetheless tough in physical battle. This hideous humanoid has dark, scaly skin and misshapen eyes. They dislike sunlight; the dark has invaded their core and has made them cunning and evil. WIGHT: Like the GHOST, often has an unearthly tie to a grave. They are slow to act possibly due to the rotting corpses they inhabit. Their great magical power makes them difficult adversaries. ZHIS'TA: A hatred of evil has turned into a love of it. When ZHIS'TA become part of the evil realm. ********* End of the Project 64 etext of the Shadow Keep documentation. *********