-------------------------------------------------------------------------- ____ ____ ___ ____ ____ ___ ____ ___ ____ / / / / / / / / / / / / / / / / / / / /___/ / / /___ /___/ /___/ / / /___/ /__/ /__ / / /\ / / / / /\ / / / / / / / / / \ /___/ /___ / / \ /__/ / / / /___ / -------------------------------------------------------------------------- SKID ROW...SKID ROW...SKID ROW...SKID ROW...SKID ROW...SKID ROW...SKID ROW.... ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + THIS TIME WE GIVE YOU THE DOX TO [ DARK SPYRE] TYPED BY SCOOTER. + ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ RIGHT BEFORE WE START..THIS GAME HAD 17 PAGES OF TOTAL GARBAGE AT THE START WHICH I HAVE TOTALLY BYPASSED..IT WAS TWOODLE SO I`VE LEFT IT OUT... THE TASK AT HAND - DARK SPYRE ----------------------------- IT HAS BEEN SEVERAL YEARS SINCE THE GREAT BATTLE AT THE `VALLEY OFTEARS`. THE GODS OF THE 3 WAYS,`WAR`.`MAGIC` AND `INTELLECT` HAVE BROUGHT FORTH FROM THE ASHEN GROUND `DARKSPYRE`.. THE FINAL TEST OF MANKIND. NOT A SINGLE CHAMPION HAS RETURNED FROM THE SPIRALLING,STRUCTURE,PORTENDING THAT NO ONE HAS SUCCEEDED IN PASSING THE TRIALS AND TESTS THAT LIE WITHIN. SINCE YOUR CHARACTER HAS SHOWN THE ABILITY TO QUICKLY LEARN THE BASIC ARTS OF MAGIC AND WAR,AND ALSO BEING CLEAR OF MIND,POSSESING A NATURAL TALENT TO THINK QUICKLY AND COME UP WITH SOLUTIONS,HE OR SHE IS THE NEXT CHOSEN CHAMPION. ONCE `DARKSPYRE` IS ENTERED,THE CHAMPION SHOULD THOROUGHLY EXPLORE EACH LEVEL. CREATURES MUST BE FOUGHT,BOTH WITH -MELEE WEAPONS- AND MAGIC, AND TRAPS MUST BE ESCAPED. MANY PUZZLES BAR THE CHAMPIONS PATH,ONLY HIS INTELLECT WILL HELP HIM PASS. TO PROCRESS FROM ONE LEVEL TO ANOTHER, A `GATEWAY` MUST BE FOUND AND ENTERED. ONCE AN INDIVIDUAL PASSES THROUGH THIS INTERDIMENSIONAL DOORWAY,THERE`S NO TURNING BACK. SOMEWHERE WITHIN THE EVER CHANGING HALLS OF `DARKSPYRE`,LIE 5 UNIQUE RUNES OF POWER.EACH REPRESENTS A SINGLE CHARACTERISTIC IN THE CREATION OF MANKIND... STRENGTH,AGILITY,ENDURANCE,ACCURACY AND TALENT. ONCE ALL 5 STONES HAVE BEEN FOUND,IT IS TIME TO ENTER,ONE BY ONE,THE LEVELS OF THE `THREE`. EACH OF WHICH WAS CREATED BY ONE OF THE GODS,FASHIONED AFTER THE CELESTIAL BEING`S SPECIFIC SPHERE OF CONTROL. THESE ARE THE FINAL TESTS IN WHICH THE CHAMPION MUST PROVE THAT E CAN USE THAT WHICH HE LEARNED IN HIS QUEST THROUGH `DARKSPYRE`. BEFORE ENTERING THE FINAL 3 LEVELS,THE CHARACTER NEEDS THE 5 RUNES TO UNLOCK 5 MAGICAL PORTS,BEHIND EACH,THERE IS A SPECIAL GIFT LEFT BY THE GODS TO AID THE CHARACTER IN THE FINAL MOMENTS OF THE ADVENTURE. THESE ITEMS POSSESS SUCH MAGICAL POWER,IT IS BEYOND THE COMPRHESSION OF MOST MORTAL MEN AND WOMEN. IF NO CHAMPION OVERCOMES `DARKSPYRE` WITHIN THE NEXT 300 YEARS,THE WORLD SHALL BE DESTROYED BY LIGHTNING AND FIRE,AND A NEW ONE SHALL BE FORMED. THE ERA OF MANKIND WILL BE NOTHING MORE THAN A BRIEF MEMORY IN THE HISTORY OF TIME.BUT,IF ONE CAN PROVE MANKIND WORTHY OF EXISTENCE,THE GODS SHALL GRANT UPON THEM THE GIFT OF LIFE,THE RIGHT TO LIVE WITHOUT THE FURTHER INTERFERENCE OF CELESTIAL INFLUENCE. THE CHAMPION WHO SUCCEEDS SHALL BE REMEMBERED FOR AGES TO COME!.THOUGH TIME RUNS SHORT,200 YEARS HAVE PASSED,10 CHAMPIONS HAVE FALLEN,AND NOW ITS YOUR TURN...... THE CHARACTER - A TALE OF CHAMPIONS - ------------------------------------- A CHARACTER MUST BE FIRST CREATED BEFORE YOU CAN BEGIN PLAYING THE GAME.INLIKE MANY OTHER ROLE PLAYING GAMES,THE CHARACTER GENERATOR IN `DARKSPYRE` IS IMPLEMENTED IN A STORY TELLING FASHION WITH THE CHARACTER YOU ARE CREATING THE FOCAL POINT OF THE STORY. AS THE STORY UNFOLDS, YOU`RE ASKING QUESTIONS AND MAKING DECISIONS. THE ANSWERS TO THES DETERMINES THE CHARACTERS STRENGTHS,WEAKNESSES AND INITIAL CAPABILITIES. RIGHT OR LEFT HANDED. --------------------- THROUGHOUT THE GAME,YOU CAN PUT OBJECTS,WEAPONS,SHIELDS ECT...IN BOTH THE CHARACTERS RIGHT OR LEFT HANDS. FOR THIS REASON,YOUR ASKED IF THE CHARACTER IS RIGHT OR LEFT HANDED. THIS IS MOST IMPORTANT IN HAND-TO-HAND COMBAT SITUATIONS,BECAUSE THE CHARACTER IS ABLE TO WIELD A WEAPON MORE EFFECTIVELY IN HIS PRE-DOMINAT HAND. MALE AND FEMALE CHARACTERS. --------------------------- A CHARACTER CAN EITHER BE MALE OR FEMALE. THE FEMALE CHARACTER SUFFERS NO PENALTIES AND ARE TREATED THE SAME AS MALE CHARACTERS,EXCEPT,OF COURSE,FOR THE GRAPHICS USED WITHIN THE GAME.THE GRAPHIC REPRESENTATION OF THE CHARACTER WILL MATCH THE CHOSEN SEX OF THAT CHARACTER. ATTRIBUTES - THE STUFF CHARACTERS ARE MADE OF. ---------------------------------------------- THERE ARE 6 ATTRIBUTES(ALSO REFERRED TO AS CHARACTERISTICS) SED IN CREATING A CHARACTER. THROUGHOUT THE GAME,EACH OF THESE ATTRIBUTES PLAY AN IMPORTANT PART IN HOW THE CHARACTER IS INFLUENCED BY VARIOUS CIRCUMSTANCES. AN ATTRIBUTE CAN NEVER EXCEED 20, UNLESS BY SOME MAGICAL MEANS. THE ATTRIBUTES ARE: STRENGTH - THIS ATTRIBUTE REPRESENTS THE CHARACTERS PHYSICAL STRENGTH IT AFFECTS THINGS SUCH AS: * THE AMOUNT OF DAMAGE INFLICTED BY WEAPONS IN HAND-TO-HAND COMBAT * THE INITIAL HIT POINTS THE CHARACTER BEGINS THE GAME WITH * THE AMOUNT OF WEIGHT IN KILOGRAMS THE CHARACTER CAN CARRY WITHOUT BEING ENCUMBERED. AGILITY - THIS CHARACTER DETERMINES HOW QUICKLY AND PROFICENTLY THE CHARACTER CAN PERFORM AN ACTION. IT PRIMARILY INFLUENCES HOW FAST THE CHARACTER CAN MOVE. ENDURANCE - THIS IS THE CHARACTERS ABILITY TO PERFORM ACTIONS OVER A LONG PERIOD OF TIME WITHPOUT BEING TIRED. IT INFLUENCES THINGS SUCH AS: * HOW MANY HIT POINTS THE CHARACTER BEGINS THE GAME WITH (ALONG WITH STRENGTH) * HOW LONG THE CHARACTER CAN FIGHT OR PERFORM STRENUOUS ACTIONS,SUCH AS CARRYING EXCESSIVE WEIGHT,WITHOUT EXPERIENCING FATIGUE. TALENT - THIS IS THE CHARACTERS NATURAL BORN ABILITY TO UNDERSTAND THE WORKINGS OF MAGIC AND CASTING SPELLS. A TALENTED CHARACTER CAN LEARN SPELLS AND READSCROLLS MUCH QUICKER THAN THOSE WHO ARE NOT AS TALENTED. POWER - THIS ATTRIBUTE REPRESENTS HOW EFFECTIVELY THE CHARACTER CAN CAST SPELLS. A HIGHER SPELL POWER RATING MEANS THE CHARACTER IS CAPABLE OF CASTING MORE POWERFUL AND LONGER LASTING SPELLS. ROLLING THE DICE - GENERATING ATTRIBUTES. ----------------------------------------- THERE ARE SEVERAL METHODS OF GENERATING YOUR CHARACTERISTICS,YOU ARE ABLE TO CHOOSE THE METHOD THAT BEST SUITS YOUR PREFERENCES. THE VARIOUS METHODS ARE: METHOD 1 (THE QUICK METHOD) - ALL THE NUMBERS ARE GENERATED AND ASSIGNED TO THE ATTRIBUTES BY THE COMPUTER. ALTHOUGH THIS IS THE FASTEST METHOD OF GENERATING CHARACTERISTICS, IT OFFERS THE LEAST AMOUNT OF CONTROL. METHOD 2 (THE ASSIGN METHOD) - A POOL OF POINTS IS GENERATED. THESE POINTS CAN THEN BE ASSIGNED TO THE ATTRIBUTES IN ANY FASHION,UNTIL THE POOL IS EXHAUSTED. A SINGLE ATTRIBUTE CANNOT BE ASSIGNED MORE THAN 20 POINTS. THIS METHOD ALLOWS COMPLETE CONTROL OVER SETTING UP THE ATTRIBUTES, BUT DOESNT PRODUCE THE RARE EXCEPTIONAL CHARACTERS THAT ARE SOMETIMES GENERATED IN `METHOD 1`. METHOD 3 (THE BASE ASSIGN METHOD) - THIS METHOD IS A COMBINATION OF METHODS 1 AND 2. THE COMPUTER GENERATES AND ASSIGNS A CERTAIN NUMBER OF POINTS TO THE ATTRIBUTES,AS WELL AS GENERATING A SMALLER POOL OF POINTS. THE POOL OF POINTS CAN THEN BE ASSIGNED TO THE ATTRIBUTES OF THE PLAYER. QUICKSTART CHARACTERS. ---------------------- THOUGH MANY GAME PLAYERS ENJOY THE PROCESS OF CREATING THEIR OWN CHARACTERS,THERE ARE THOSE THAT VIEW THIS PROCESS AS A DELAY FROM GETTING IMMEDIATELY INVOLVED IN THE GAME.FOR THIS REASON,YOU CAN OPT TO BYPASS THE CHARACTER GENERATOR,AND PLAY THE GAME WITH A CHAMPION THATS INSTANTLY CREATED BY THE COMPUTER. THE ONLY THING YOU HAVE TO DO IS GIVE THY CHAMPION A NAME. WEAPON PROFICIENCIES AND MAGIC SKILL CLASSES. --------------------------------------------- ONCE THE CHARACTERS ATTRIBUTES HAVE BEEN GENERATED,YOU MUST THEN CHOOSE AN INITIAL MAGIC SKILL CLASS. AN INITIAL WEAPON PROFICIENCY CLASS IS RANDOMLY ASSIGNED TO THE CHARACTER BY THE COMPUTER. WEAPON PROFICIENCY CLASSES REPRESENT HOW SKILLED THE CHARACTER IS IN USING A WEAPON FROM THAT CLASS. THE MORE A CHARACTER USES A WEAPON,THE BETTER HE BECOMES AT USING WEAPONS FROM THAT SPECIFIC PROFICIENCY CLASS. IT PROBABLY ISNT A GOOD IDEA TO RELY HEAVILY ON A SINGLE CLASS OF WEAPONS. YOU MAY FIND AT LATER STAGES IN THE GAME,THAT THE CHAMPION HAS LOST HIS PREFERRED WEAPON OR IT HAS BROCKEN, AND THERE ARE NO WEAPONS CLOSE BY THAT EXIST IN THAT CLASS. YOU WOULD THEN FIND THE CHARACTER USING A WEAPON THAT HE`S NOT VERY SKILLED AT WIELDING. THE WEAPON PROFICIENCY CLASSES IN THE GAME ARE: 2 HANDED WEAPONS - IT REQUIRES BOTH HANDS TO WIELD THE WEAPONS FROM THIS CLASS. THEY ARE LARGER AND HEAVIER WEAPONS CAPABLE OF DOING MORE DAMAGE THAN SMALLER AND LIGHTER WEAPONS, SOME EXAMPLES ARE THE `CLAYMORE` OR `GREAT SCYTHE` LONG EDGED WEAPONS - THESE ARE VARIOUS SWORDS THAT REQUIRE ONLY 1 HAND TO WIELD.SOME WEAPONS IN THIS CLASS ARE THE LONGSWORD AND SCIMITAR. SHORT EDGED WEAPONS - WEAPONS FROM THIS CLASS ARE ALSO SWORDS,BUT THEY ARE SOMEWHAT SHORTER,LIGHTER,AND SMALLER THAN THIER LONG EDGED COUNTERPARTS. SOME EXAMPLES ARE THE `SHORT SWORD` AND `DAGGER`. CLUBBING AND HACKING WEAPONS - MEMBERS OF THIS CLASS ARE USED BY SWINGING OR CLUBBING AT THE ENEMY. SOME EXAMPLES ARE THE `WAR AXE` AND MACE`. POLE ARMS - THIS CLASS INCLUDES ALL THRUSTING WEAPONS SUCH AS THE `SPEAR` OR `TRIDENT`. WEAPONS FROM THIS CLASS ALSO REQUIRE BOTH OF THE CHARACTERS HANDS. SMALL THROWN WEAPONS - THESE ARE WEAPONS SUCH AS THE `THROWING KNIFE` OR `THROWING AXE`, WHICH ARE NOT MEANT TO BE USED IN CLOSE QUARTERS COMBAT. THEY ARE EXTREMELY BALANCED AND INTENDED TO BE HURLED AT AN OPPONENT. PROJECTILE WEAPONS - THIS PROFICIENCY CLASS REPRESENTS ALL WEAPONS THAT SHOOT A PROJECTILE,SUCH AS THE `LIGHT CROSSBOW`. TO AVOID HAVING A GREAT NUMBER OF FAIRLY USELESS SPELLS BY THE END OF THE GAME,`DARKSPYRE` ARE SET UP IN A TIERED FORMAT. THIS MEANS THAT AS A CHARACTER INCREASES IN SKILL AT USING A SPECIFIC TYPE OF MAGIC,THE SPELL IN THAT MAGICAL CLASS TRANSFORMS INTO A MORE USEFUL VERSION OF THE SAME BASIC SPELL. THERE ARE 6 DIFFERENT TYPES OF MAGIC THE CHARACTER HAS AT HIS DISPOSAL,THESE ARE: WIZARDRY - THESE ARE OFFENSIVE SPELLS THAT A CHARACTER CAN USE TO ATTACK HIS ENEMIES. CONJURATION - THESE ARE SPELLS USED TO SUMMON THE AID OF OTHER WORLDLY BEINGS AND CREATURES. ENCHANTMENT - THESE ARE PROTECTIVE SPELLS THE CHARACTER CAN USE IN HIS/HER DEFENSE. HEALING - SPELLS FROM THIS CLASS ARE USED TO HEAL WOUNDS AND RESTORE LOST ABILITIES OR LESSENED ATTRIBUTES. DIVINATION - THESE ARE INFORMATIVE SPELLS THAT HELP THE CHARACTER DURING THE TESTS AND TRIALS OF `DARKSPYRE` SORCERY - THESE ARE MISCELLANEOUS SPELLS THAT EFFECT THE OBJECTS AND ENVIROMENT SURROUDING THE CHARACTER. HIT POINTS. ----------- THE CHARACTER IS GIVEN AN INITIAL AMOUNT OF HIT POINTS. HIT POINTS REPRESENT THE AMOUNT OF DAMAGE THE CHARACTERS CAN SUBSTAIN IN COMBAT. ONCE THE CHARACTERS HIT POINTS REACH ZERO (0) HE HAS DIED. THE CHARACTERS BEGINNING NUMBER OF POINTS ARE CALCULATED BY ADDING HIS `STRENGTH` AND `ENDURANCE` POINTS PLUS A RANDOM NUMBER. * STRENGTH + ENDURANCE + RANDOM NUMBER = HIT POINTS. THROUGHOUT THE COURSE OF THE GAME,THE CHARACTER WILL FIND WAYS TO BOTH PERMANTLY AND TEMPORARILY INCREASE HIS HIT POINTS. SPELL POWER POINTS. ------------------- A SECOND RATING THE CHARACTER IS GIVEN,IS SPELL POINTS, SPELL POINTS REPRESENT THE AMOUNT OF MAGICAL ENERGY THE CHARACTER CAN CURRENTLY EXPEND. EACH TIME A SPELL IS CAST, IT WILL DRAIN A PORTION OF THE CHARACTERS SPELL POINTS. IF THE CHARACTER DOENT HAVE THE PROPER AMOUNT NEEDED TO CAST A SPELL, THEN THE SPELL CANNOT BE USED. THE AMOUNT OF SPELL POINTS REQUIRED TO CAST A SPELL VARIES GREATLY, AND DEPENDS ON THE TYPE OF SPELL AND AT WHAT MAGIC SKILL LEVEL IS BEING CAST AT. INITIAL SPELL POINTS ARE GENERATED BY ADDING THE CHARACTERS `TALENT` AND `POWER` PLUS A RANDOM NUMBER. * TALENT + POWER + RANDOM NUMBER = SPELL POINTS. THE CHARACTER WILL FIND WAYS IN THE GAME TO TEMPORARILY INCREASE HIS SPELL POINTS, SPELL POINTS CAN NEVER EXCEED 100, NOT EVEN THROUGH THE USE OF MAGIC. ONCE YOU HAVE COMPLETED GENERATING YOUR CHARACTER, IT IS TIME TO BEGIN THE GAME. THE BST OF LUCK!. ARMOUR,SHIELDS AND HELMETS. --------------------------- WHILE EXPLORING `DARKSPYRE`,YOU WILL FIND IT NECESSARY TO EQUIP THE CHARACTER WITH THE VARIOUS TYPES OF ARMOUR SCATTERED THROUGH OUT `DARKSPYRE`. FROM SIMPLE ANIMAL FURS,TO ELABORATE SUITS OF FINELY CRAFTED PLATE MAIL,ARMOUR SUSTAINS DAMAGE THAT WOULD OTHERWISE BE INFLICTED UPON THE CHARACTER. NOTE: ARMOUR IN NO WAY EFFECTS THE OPPONENTS CHANCE OF HITTING OR MISSING THE CHARACTER WITH AN ATTACK. AS ARMOUR BECOMES MORE AND MORE BATTLE WORN,IT BECOMES LESS EFFECTIVE AS ITS PROMARY PURPOSE.`PROTECTION`. SOME ARMOUR TYPES CAN BE REDUCED TO AN ALMOST USELESS STATE,WHEREAS PLATE MAIL,THOUGH BEATEN AND BATTERED,ALWAYS OFFERS A CERTAIN DEGREE OF PROTECTION. A DESCRIPTIVE ARMOUR RATING SYSTEM IS PROVIDED THAT ENABLES YOU TO DETERMINE THE PROTECTIVE VALUE OF THE ARMOUR THE CHARACTER IS WEARING. THIS RATING IS DISPLAYED WITH THE NAME OF THE ARMOUR WHEN IT IS DISPLAYED ON THE CHARACTER SCREEN. THE RATINGS, FROM THE LEAST EFFECTIVE TO THE MOST EFFECTIVE ARMOUR PROTECTION,ARE: 1) UNARMOURED...2) WELL CLAD...3)SAFE GUARDED...4) WELL PROTECTED...5)STOUTLY CLAD...6) RUGGED...7) MIGHTY...8) SHIELDED...9) REINFORCED...10) FORTIFIED 11) IRON CLAD... 12) STEEL PLATED...13) UNYEILDING...14) IMPERVIOUS... 15) INVINCIBLE VARIOUS HELMETS AND SHIELDS CAN ALSO BE DISCOVERED. WHEN DONNED BY THE CHARACTER, THEY OFFER ADDED PROTECTION AGAINST ATTACKS. A SHIELD CAN EVEN BE USED AS WOULD A CLUBBING WEAPON IN HAND TO HAND COMBAT. THE MOST DEADLY VARIETY OF THESE ARE ADORNED WITH ARMOUR PIERCING SPIKES, AND ARE LARGE AND OF GREAT WEIGHT.SHIELDS,LIKE ARMOUR,BECOME WEAKENED THROUGH CONTINUOUS USE, WHILE THE STURDIER VARIETIES OFFER MORE PROTECTION,THEY CAN ALSO WITHSTAND MORE ABUSE. HELMETS ONLY PROVIDE MINIMAL PROTECTION,AND EVEN WHEN BEATEN AND DENTED,ALWWAYS PROVIDE THAT SMALL AMOUNT OF ADDED PROTECTION. THE WEAPONS OF WAR. ------------------- ALL OF THE WEAPONS IN THE GAME OFFER FROM 1 TO 3 TYPES OF ATTACKS,BASED ON THE WEAPONS DESIGN. SOME ATTACKS CAN BE EXECUTED QUITE QUICKLY,WHILE OTHER MANOUVERS ARE A LITTLE MORE COMPLEX, AND WHEN WEILDING A LARGER AND HEAVIER WEAPON,TAKE LONGER TO ATTACK WITH. AS THE CHARACTER BECOMES MORE PROFICIENT IN THE USE OF A WEAPON,ATTACKS CAN BE MADE WITH GRATER EFFECTIVENESS.ALSO,SOME ATTACKS MAY BE REPLACED BY ONE THAT ONLY A SKILLED WARRIOR IS CAPABLE OF PEFORMING IN COMBAT. IT HAS BEEN THE ILL FATE OF MANY,TO HAVE A WEAPON BREAK IN THE HEAT OF COMBAT, EVEN THE FINEST CRAFTSMANSHIP CAN ONLY WITHSTAND SO MUCH ABUSE.THEREFORE,ITS A GOOD IDEA TO HAVE A SECONDARY WEAPON CLOSE AT HAND. SOME WARRIORS EVEN SURRENDER THE ADDED PROTECTION OF A SHIELD AND FIGHT WITH WEAPONS IN BOTH HANDS. A FORTUNATE FEW, MAY EVEN COME UPON WEAPONS EMPOWERED WITH MAGICAL PROPERTIES. THESE SWORDS OF POWER ARE RARE INDEED, SAID TO BE MADE FROM SPECIAL ALLOYS AND GIFTED WITH SPECIAL CAPABILITIES,MAGICAL, WEAPONS ARE LIGHT AS A FEATHER AND SUPERBLY BALANCED. DENIZENS OF `DARKSPYRE` ----------------------- THE TWISTING CORRIDORS AND SHADOW LADEN ROOMS OF `DARKSPYRE` ARE OCCUPIED BY CREATIONS OF ALL SORTS. GIVEN LIFE BY THE GODS OF `WAR`,`MAGIC` AND `INTELLECT`, AND PLACED WITHIN `DARKSPYRE` AS A PART OF THE CHAMPIONS TEST. THESE CREATURES WERE NOT ALL CREATED EQUAL,SOME MOVE WITH BLINDING SPEED,OTHERS AT A SLOW CRAWL,WEAPONS ARE USED BY SOME,POWERFUL MAGIC BY OTHERS,WHILE MANY ARE ARMED ONLY WITH SHARPENED CLAWS OR FANGS. THE GREATEST WARRIOR KNOWS HIS OPPONENTS WELL, WHILE THE OBSERVANT WARRIOR WILL TAKE NOTICE OF ENEMYS STRENGTHS AND WEAKNESS. WHEN ENGAGING AN OPPONENT FOR THE FIRST TIME,TACTICS SHOULD BE DEVELOPED.,should you fight with a sword or a bolt of flame? the animals strenght lies in numbers,perhaps the creature is slow and can be defeated at a distance with a crossbow?, the animals tough hide repels the sword edge,how about a blow from an axe?. IT IS THE QUESTIONS SUCH AS THESE,THAT SHOULD BE ASKED WHEN FIGHTING A NEW OPPONENT. THE NEXT TIME YOU MEET IN MORTAL COMBAT,IT WILL BE THE CHARACTER THAT HAS THE UPPER HAND. AND REMEMBER,HACK AND SLASH TECHNIQUES ARE NOT ALWAYS THE SOLUTION. TRAPS AND PUZZLES - LOOK BEFORE YOU STEP ----------------- ALL OF THE DANGERS THAT AWAIT THE CHARACTER IN `DARKSPYRE` ARE NOT MADE OF MORTAL FLESH, THE GOD OF `INTELLECT` WISHES TO SEE BRAINS AS WELL AS BRAWN. WHILE TRAVELLING THROUGH `DARKSPYRE` THE CHARACTER WILL COME ACROSS MANY DEVICES THAT MAY TRIGGER TRAPS,OPEN SEALED DOORS,OR TELEPORT HIM OR HER ELSEWHERE. THE BEST WAY TO LEARN, IS THROUGH EXPERIENCE, IT WOULD`NT BE FUN IF WE TOLD YOU EXACTLY WHAT TO LOOK FOR WOULD IT? WHEN FIRST ENCOUNTERED, A TRAP OR DEVICE IS IN ITS SIMPLEST FORM.THIS IS DONE TO GIVE YOU AN IDEA OF THE MECHANICS BEHIND THE TRAP OR DEVICE.HOWEVER,LATER ON,THE SAME TRAPS AND DEVICES ARE USED IN DIFFERENT WAYS,AND IN DIFFERENT COMBINATIONS. SO ALWAYS EXPECT THE UNEXPECTED AND LEARN FROM YOUR MISTAKES!,AT FIRST,PULLING THE CHAIN MAY SIMPLY OPEN THE DOOR ACROSS THE HALL.LATER YOU MAY BE ENGULFED BY A POISON GAS SPEWED FORTH FROM SOME UNKNOWN SOURCE. DONT BE DISCOURAGED,THERE`S ALWAYS A REASON BEHIND SOMETHING THAT HAPPENS. THERE`S NOTHING IN THE GAME THAT HAPPENS `JUST BECUSE`,IN WHICH YOU HAVE NO CHANCE TO THWART THE FINAL OUTCOME. AS IN THE ABOVE EXAMPLE,PERHAPS THE POISON GAS CAME FROM TINY OBSCURE HOLES IN THE WALL THAT YOU DIDNT NOTICE FIRST. WELL,NEXT TIME YOU COME ACROSS A PULLABLE CHAIN NEXT TO SMALL HOLES IN THE WALL,BE PREPARED!. OBJECTS. -------- THERE ARE A VARIETY OF OBJECTS THE CHARACTER CAN FIND AND USE,THESE OBJECTS RANGE FROM KEYS,POTIONS AND TOKENS,TO THE RUNES OF POWER. SOME OBJECTS MAY BE FOUND ON THE GROUND,WHILE OTHERS ARE SOMETIMES DROPPED BY A CREATURE WHEN IT IS DESTROYED. ALL OBJECTS MUST BE PLACED IN THE CHARACTERS HANDS BEFORE IT CAN BE USED. ONCE PLACED IN A HAND,THE AVAILABLE ACTIONS THAT ACCOMPANY THE OBJECT WILL APPEAR IN THE MENU SELECTIONS TO THE RIGHT OF THE CHARACTERS GRAPHIC REPRESENTATION ON THE CHARACTER SCREEN. FOR EXAMPLE A SPELL ON A SCROLL CAN BE CAST. A POTION QUAFFED OR A MAGIC SPHERE HURLED. EACH OBJECT HAS THREE GRAPHIC REPRESENTIONS,ONE FOR WHEN ITS DISPLAYED ON THE 3D OVERHEAD MAP, ANOTHER FOR THE INVENTORY BLOCKS,AND A THIRD FOR WHEN ITS PLACED IN THE CHARACTERS HAND. PICKING UP AND DROPPING OBJECTS IS COVERED IN THE TECHNICAL SUPPLEMENT. POTIONS. -------- IT SHOULD BE NOTED THAT NOT ONLY CAN POTIONS BE FOUND ON LEVELS,BUT THEY CAN ALSO BE CREATED FROM SOME SELECT OBJECTS BY USING A LIQUEFY SPELL.POTIONS BESTOW UPON A RECIPIENT A VARIETY OF EFFECTS,SOME TEMPORARY AND SOME PERMANENT. ITS BEST TO KEEEP TRACK OF WHAT POTIONS DO!. SCROLLS. -------- ALL OF THE SPELLS IN THE GAME,ARE INITIALLY FOUND ON SCROLLS. A GOOD MANY OF THESE SPELLS,BUT NOT ALL,CAN BE PERMANTLY TRANSFERRED INTO YOUR SPELLBOOK. ONCE A SCROLL IS USED,WETHER THE SPELL IS CAST OR PUT INTO A SPELLBOOK,IT WILL TURN TO DUST. ENCUMBERANCE ------------ THE CHARACTER IS CAPABLE OF CARRYING ONLY SO MUCH WEIGHT BEFORE HE BEGINS TO FATIGUE. AS THE CHARACTER BEGINS TO TIRE,HE WILL MOVE AND REACT SLOWER. THE 2 ATTRIBUTES THAT EFFECT HOW MUCH THE CHARACTER CAN CARRY AND HOW QUICKLY HE TIRES IS STRENGTH AND ENDURANCE. THERE ARE TIMES WHEN YOU WOULD LIKE TO CARRY ALONG ALL TYPES OF EXTRA ARMOUR AND AN ARSENAL OF EXTRA WEAPONS,BUT THIS ISNT POSSIBLE.CHOOSE WHAT YOU WISH TO CARRY WISELY. POSION. ------- THOUGH MANY WARRIORS SEE NO HONOUR IN ITS USE,NO ONE CAN DENY ITS EFFECTIVENESS.MANY TIMES,YOU MAY FIND THE CHARACTER IN A POISON CLOUD OR STRUCK WITH A WEAPON LACED WITH VENOM.ONCE THE POISON ENTERS A SYSTEM,IT CONTINUES TO CAUSE DAMAGE UNTIL THE CHARACTER EITHER DIES OR THE POISON IS COUNTERACTED WITH MAGIC OR AN ANTIDOTE. THE GAMING ENVIROMENT - LET THE GAME BEGIN --------------------- `DARKSPYRE` IS A REAL TIME ROLE PLAYING GAME PLAYED FROM 2 SCREENS,THE 3D OVERHEAD MAP AND THE CHARACTER SCREEN. REAL TIME MEANS THAT EVERYTHING IS HAPPENING INSTANTANEOUS, THERE ARE NO BREAKS IN THE GAME PLAY, LIKE IN A MENU DRIVEN GAME,PORTIONS OF BOTH THE 3D OVERHEAD SCREEN AND THE CHARACTER SCREEN ARE DISPLAYED AT THE SAME TIME. THIS PREVENTS THE NEED TO GO FROM ONE SCREEN TO ANOTHER AMIDST GAME PLAY. ALL OF THE IMPORTANT ICONS AND CHARACTER INFORMATION IS DIPLAYED AT THE TOP OF THE SCREEN. THIS ALLOWS YOU TO HAVE THE TOP PORTION OF THE CHARACTER SCREEN VISIBLE,WHILE WANDERING ABOUT ON THE 3D OVERHEAD MAP. THE CHARACTER SCREEN CAN BE MOVED UP TO REDUCE THE SIZE OF THE MAP, AND INCREASE THE AMOUNT OF THE CHARACTER SCREEN SHOWN. THE 3D OVER HEAD MAP. --------------------- THE 3D OVERHEAD MAP IS USED TO DISPLAY THE LEVEL OF `DARKSPYRE` CURRENTLY BEING EXPLORED. THE OUTER FRINGES OF EACH LEVEL ARE SURROUNDED BY STARS, THIS AREA CAN NEVER BE VENTURED INTO,IT IS SOLELY TO INFORM YOU THAT YOU ARE ON THE EDGE OF THE MAP, TO GET FROM ONE LEVEL OF `DARKSPYRE` TO ANOTHER,YOU MUST FIND THE GATEWAY AND ENTER IT. ONCE THE CHARACTER LEAVES A LEVL,THERE IS NO TURNING BACK,SO MAKE SURE YOU HAVE EXPLORED AS MUCH OF THE LEVEL AS POSSIBLE.OF COURSE,THERE ARE THOSE CIRCUMSTANCES THAT LEAVE NO OTHER OPTION OTHER THAN A QUICK EXIT!. THE CHARACTER SCREEN -------------------- YOU WILL FIND ALL THE NEEDED INFORMATION AND GAME PLAY ICONS ON THE CHARACTER SCREEN THE CHARACTER SCREEN CONSISTS OF THE FOLLOWING: * AT THE TOP OF THE SCREEN IS AN AREA WHERE ALL TEXT MESSAGES ARE DISPLAYED. * BELOW THIS,AND TO THE LEFT,IS A GRAPHIC REPRESENTATION OF THE CHARACTER.AT THE TOP OF THIS PICTURE IS THE CURRENT CHARACTER`S CURRENT HIT POINT RATING. WHEN YOU WISH TO PUT SOMETHING ON THE CHARACTER OR IN HIS HANDS,IT IS DONE ON THE REPRESENTATION. A HELMET IS PUT UPON THE HEAD,ARMOUR IS PUT UPON THE BODY, A NECKLACE IS PLACED AROUND THE THROAT,AND MOST OBJECTS ARE PLACED IN THE CHARACTERS HANDS. * TO THE RIGHT OF THE CHARACTER REPRESNTATION,ARE MENU SELECTIONS FOR OBJECTS IN THE LEFT AND RIGHT HANDS,AND SPELLS THE CHARACTER HAS CURRENTLY MEMORISED. * ALSO TO THE RIGHT,BUT JUST BELOW THE MENU SELECTIONS, ARE THE CHARACTERS INVENTORY BOXES. WHEN YOU WISH FOR THE CHARACTER TO CARRY AN ITEM,IT IS PLACED INTO ONE OF THE INVENTORY BOXES. THE NUMBER OF BOXES CARRIED CAN NEVER EXCEED THE AMOUNT OF BOXES AVAILABLE. THEREFORE, AT TIMES, YOU MAY FIND IT HARD CHOOSING WHAT THE CHARACTER SHOULD TAKE ALONG AND WHAT TO LEAVE BEHIND. * IN THE BOTTOM LEFT HAND PORTION OF THE SCREEN,IS A SMALL WINDOW WITH THREE ICONS AT THE BOTTOM, THE WINDOW IS USED TO DISPLAY THE CURRENT STATUS OF THE CHARACTERS `ATTRIBUTES`,`WEAPON PROFICIENCES` AND `MAGIC SKILL`. SINCE ONLY ONE GROUP OF THESE CAN BE DISPLAYED AT A TIME,THERE ARE 3 ICONS USED TO SWITCH BETWEEN THE INFORMATION BEING DISPLAYED. * IN THE LOWER LEFT HAND PORTION OF THE SCREEN, IS ANOTHER STATUS WINDOW THAT DISPLAYS THE CHARCTERS HIT POINTS,SPELL POINTS,AND ENCUMBERANCE STATUS. THESE ARE REPRESENTED BY BARS,WHICH INCREASE OR DECREASE IN LENGTH AS THE CHARACTER USES SPELL POINTS,TAKES DAMAGE OR PICKS UP MORE OBJECTS. * AT THE VERY BOTTOM LEFT HAND PART OF THE SCREEN IS A SMALL SCROLL THAT PRINTS OUT THE NAME,WEIGHT, AND CONDITION OF OBJECTS IN THE CHARACTERS INVENTORY. THIS INFORMATION IS AUTOMATICALLY DISPLAYED WHEN AN OBJECT IS CHOSEN. IT IS HERE, THAT AN ARMOURS PROTECTIVE RATING IS DISPLAYED. RUNES OF POWER. --------------- IN ADDITION TO THE 5 SPECIAL RUNESTONES THAT REPRESENT THE 5 BASIC CHARACTERS OF MAN, THERE ARE 20 OTHER SYMBOLS OF POWER. EACH IS ENDOWED WITH A CERTAIN MAGICAL TRAIT REMINISCENT OF ITS SYMBOLIC REPRESENTATION. NORSE ENGLISH NORSE ENGLISH ----- ------- ----- ------- URAZ STRENGTH WUNJO CHARM OTHILIA SEVERANCE FEHU WEALTH ANSUZ OMENS RAIDO QUEST GEBO ALLIANCE HAGALAZ PROGRESS MANNAZ ILLUSIONS LAGUZ PROGRESS ALGIT PROTECTION EHWAZ AGILITY EIHWAZ ACCURACY BERKANA ENHANCEMENT INGUZ TALENT ODIN HIDDEN NAUTHIZ FORCE SOWELU UNITY PERTH INITIATION ISA STAGNANT TEIWAZ ENDURANCE DAGAZ DISCOVERY KENO OPENING THURISAZ GATEWAY JERA SUSTANANCE THE HALL OF CHAMPIONS --------------------- BESIDE EACH NAME ENTERED INTO THE HALL,IS A SCORING SYSTEM THAT LETS YOU KNOW HOW WELL YOU`VE DONE. THE CHARACTER EARNS POINTS FOR DOING ALMOST `EVERYTHING-,DESTROYING CREATURES,GAINING WEAPON PROFICIENCES AND MAGIC SKILLS,FINDING OBJECTS,PASSING FROM ONE LEVEL TO THE NEXT,AND SO ON. DARK SPYRE - AMIGA SUPPLEMENT - ------------------------------- F8 - INFORMATION:DISPLAY SCORE,LEVEL LOCATION, AND SOUND STATUS - - (MINUS) SCROLL CHARACTER SHEET UP + - (PLUS) SCROLL CHARACTER SHEET DOWN T - TAKE:TAKE ITEM CHARACTER IS STANDING ON P - PAUSE:PAUSE GAME. PRESS P AGAIN TO RETURN TO PLAY A - ATTRIBUTES:DISPLAY ATTRIBUTES ON CHARACTER SHEET W - WEAPONS PROFS:DISPLAY WEAPON PROFICIENCY ON CHARACTER SHEET S - MAGIC PROF: DISPLAY MAGIC PROFICIENCEY ON CHARACTER SHEET ESC - ABORT SAVE:ABORT SAVE SCREEN WITHOUT SAVING ESC - ABORT RESTORE: ABORT RESTORE SCREEN WITHOUT RESTORING ENTER- TOGGLE SWITCH;TOGGLE A SWITCH ON THE GROUND TO MOVE THE FIGURE UP,USE THE NUMBERED KEYS 1-9 ON THE `KEYPAD`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`ENTER` KEY. TO USE A KEY IN A KEY HOLE OR TO PLACE AN OBJECT IN A HOLE SIMPLY DROP THE KEY OR OBJECT IN THE KEYHOLE OR HOLE RESPECTIVELY. ON THE BOTTOM OF THE CHARACTER SHEET THERE ARE 3 PICTURES,ONE OF YOUR CHARACTERS,ONE OF A WEAPON,AND ONE OF MAGIC; CLICKING THE LMB ON THESE WILL DISPLAY YOUR CHARACTERS ATTRIBUTES,WEAPON PROFICIENCES,AND MAGIC PROFICIENCES,RESPECTIVELY. ON THE BOTTOM OF THE CHARACTER SHEET THERE ARE 3 OTHER PICTURES THESE ARE `RESTORE GAME` OPTION,`PAUSE` GAME OPTION,`DISPLAY INFORMATION` THESE WILL PERFORM 3 RELEVANT TASKS WHEN CLICKED ON WITH THE LMB. SAVING A GAME ------------- YOU `CANNOT` SAVE YOUR GAME IN `DARKSPYRE` AT ANY TIME. YOU MUST INVOKE THE `RAIDO` RUNE(THAT IS THE ONE WITH `R` ON IT) TO SAVE THE GAME. EACH `RAIDO` RUNE WILL ALLOW YOU TO SAVE YOUR GAME ONLY `ONCE`. DECIDING WHEN TO SAVE YOUR GAME IN `DARKSPYRE` IS OF STRATEGIC IMPORTANCE. YOU WILLUSUALLY BE ABLE TO FOND ONE R`AIDO` RUNE ON EVERY LEVEL BUT IT MAY BE IN A DIFFICULT POSITIONS`. TO INVOKE A RUNE JUST PLACE THE RUNE IN ONE OF THE HANDS OF YOUR CHARACTER AND CLICK LMB ON `INVOKE` ON THE MENU SECTION.(CHARACTER SHEET) TO ABORT TITLE SEQUENCE HOLD DOWN THE SOACEBAR WHILE THE INITIAL 3 TEXT MESSAGES ARE ON THE SCREEN . INITIALLY THERE WILL BE NO SPELLS IN YOUR SPELL BOOK(WHICH YOU MUST FIND ON THE FIRST LEVEL). TO PUT SPELLS IN YOUR SPELL BOOK,JUST PICK UP THE SCROLL BOOK THEN PLACE IT ON TOP OF YOUR SPELL BOOK AND CLICK LMB. -------------------------------------------------------------------------- ____ ____ ___ ____ ____ ___ ____ ___ ____ / / / / / / / / / / / / / / / / / / / /___/ / / /___ /___/ /___/ / / /___/ /__/ /__ / / /\ / / / / /\ / / / / / / / / / \ /___/ /___ / / \ /__/ / / / /___ / --------------------------------------------------------------------------