*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * * THE STANDING STONES DOCS * * * * BY * * * * THE PENGUIN * * * * WRITTEN FOR * * * * THE SOUTH POLE [312] 677-7140 * * THE SAFEHOUSE [612] 724-7066 * * THE OUTPOST [312] 441-6957 * * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CREATING A NEW KNIGHT --------------------- The five traits - virility, intellect, holiness, agility, and initial hits - describe a basic character. They signify as follows: VIRILITY: fighting strength,ability to carry gold and perform tasks that require strength INTELLECT: effectiveness in casting magical spells and performing other magic. HOLINESS: your ability to use clerical spells for such matters as examining objects that are unrecognizable. AGILITY: quickness and cleverness in getting out of the way of danger,skill at picking locks and other actions that require nimble feet and fingers. INITIAL HITS: your life index. As you are injured,your hit index declines until it hits 0. At 0 you will die. These points can be restored by finding your way out of the dungeon or using spells. COMMANDS USED WHILE EXPLORING ----------------------------- D)rop: Allows you to drop anything you do not want or need. Most things will stay where you dropped them except for gold, which everyone knows, will most likely be taken by monsters and others that inhabit the dungeon. E)nd and save game: If you wish to end the game at any point in the dungeon, do so with this feature. Note: If the machine is turned off your knight will perish. Perished knights may be reincarnated but at a heavy cost in gold,magic and experience points. Make sure to end the game with this command and not the "OFF" switch! R)est: Allows your knight to breathe easy for a while, to recover from temporary blindness or the like. Beware though, monsters do not rest and will still attack you if you are resting. T)hrow a spell: This command allows you to use a magic spell, whether it be in combat or just travelling along. If there is any doubt of what spells you have at your disposal, press [RETURN] to see what spells you can use, then T)hrow the correct one. U)se a scroll or potion: This command allows you to use any magical items that you possess. Such items may be used but once and if the magic they have is not used before you come up from the dungeon,it will vanish uselessly. MOTION COMMANDS --------------- I - move forward J - turn left K - turn right L - turn around [CONTROL] Combines with any of the above keys will move you through a door. Be certain to use this command to go through doors; otherwise you will hit your nose on the wood and weaken you a small amount. You can test for hidden doors by using this command on what seem to be walls. COMMANDS WHEN ENCOUNTERED BY MONSTERS ------------------------------------- [ESC]: Reminds you of the commands at your disposal. G)reet: This command shows the monsters that you are friendly and do not want to fight. It's similar to waving or smiling. A small gift also may help to avoid an encounter. B)ribe: Monster may be bribed with gold or magical items (potions,scrolls...). Monsters on the higher (upper) levels usually are satisfied with gold,but as you trek deeper into the dungeon, the mosters demand more. F)ight: When greetings or bribes fail you must fight. Be victorious!! You have one more option at your disposal and that is to try and run. Since you cannot run forward (the monster is blocking your path) you must turn around or left or right. COMBAT SPELLS ------------- Remember, spells may kill an entire group of monsters or do sufficient damage to easily kill them with a swordstroke, but some spells can also backfire. 1) Fireburst and 2) Lightning Bolt: These spells inflict damage in proportion to your experience points. The fireball is rather potent but can be used but once during a single adventure trip. Lightning Bolts are weaker than firebursts but may be used whenever magic spells are available to you. Beware: these bolts have a good chance of backfiring! The more experienced you are,the less chance there is of the spell backfiring. 3) Sleep, 4) Kitchen Sink, 5) Charm, 6) Flaming Arrow, 7) Light Candle, 8) Pray, 9) Hold, 10) Dispell, and 11) Datspell: Each of these spells inflict varying amounts of damage depending on the nature of the enemy. PEACEFUL SPELLS --------------- P)asswall: allows you to pass a wall in front of you,but be careful: if there is not a corridor or room beyond the wall, you will be embedded in solid rock! L)ight: This spell cures blindness. The more severe the blinding, the more L)ight spells will need to be cast before you are cured. S)trength: This spell temporarily increases your strength. This can be good for carrying more gold or fighting better. I)nvisibility: This spell allows you to make yourself invisible to most monsters. Eventually this spell wears off. More than one may be cast if longer I)nvisibility is desired. C)ure Paralysis: This spell makes your limbs healthy again. H)eal wounds: Restores some of your hit points each time this spell is used. D)ivine Guidance: Similar to praying. When this spell is invoked,the gods may help you or they may not. N)eutralize Poison: Removes the effects of poison. T)eleport: This spell will transport you from any one location on a level to another. Tell the gods exactly where you wish to go. Make sure you do not teleport into a stone wall. J)ump Plane: Allows you to move up or down through levels in the dungeon. You are placed randomly on the new level. Also there is a 10% chance that this spell will put you where you do not want to go. E)therealness: With this spell you can move through walls and monsters cannot find you. Unfortunately you cannot carry any gold with you. And it wears off gradually. B)less: If this spell is successful, you are given the blessing of the gods for a short period of time. With the blessing, you are harder to hurt and more powerful. MAGICAL OBJECTS --------------- Potions: Potions can perform a variety of actions such as curing poison or imparting strength. You have the option to taste it first. The effects of the liquids wear off gradually,so don't place too much faith in their long-range power. Scrolls: Scrolls allow you to cast spells during the dungeon trip in which they are used. Chests: Though a chest is not magical itself,it is almost always protected by magic. Chests should be ransacked for their gold and other magical items. Books: Books are rare but they have the incredible ability to change your basic characteristics or may give you experience points. Books cannot be carried. They must be used or not. If you do find one and not decide to use it, it will stay where it's at unless some other adventurer finds it. Books may be used but once. Rings: You can only wear 2 rings at once. If a third ring is found and you wish to pick it up, one of the other rings must be D)ropped. Rings bring many things. Helmets and Shields: These are always lucky finds,for they are never cursed and always protect the wearer. Swords and Armor: These can help you in attacking monsters and defending yourself, but if they are cursed they shall weaken you sorely. Cursed items may not be dropped but they may be exorcised at an Oasis. No expense should be spared in removing a cursed item from yourself. Be alert for the famous sword Excalibur and the wondrous Mithril Armor. They would be lucky finds for your quest. OASES ----- Oases are refuges for weary knights. Here you can heal your wounds without using precious spells (very costly) or you may decide to participate in a game of chance or bet on some races. EXORCISING A CURSED WEAPON -------------------------- Whatever the price is, a weapon that is cursed should be exorcised at any price. Exorcising is also done at an Oases. THE GOAL: THE GRAIL ------------------- Your ultimate goal is to discover the Grail that the evil Kormath has stolen. DUNGEON MASTER OPTIONS ---------------------- From the main menu, choose P)lay the Dungeon Master and observe your choices: C)lean Up the Knight File: Allows you to remove unwanted characters. R)e-initialize the Dungeon: Completely clean the labyrinth and redistribute magic and monsters as it cleans. E)dit Password: Allows the Dungeon Master to keep his/her own password safe from prying eyes. P)urge Old Messages: destroy all old notes that are scattered about the labyrinth which are not addressed to living characters. *** NOTE *** TAKE SPECIAL CARE NOT TO ELIMINATE A KNIGHT CARRYING THE GRAIL. IF THIS HAPPENS THE GRAIL WILL BE LOST COMPLETELY. REINITIALIZING THE DUNGEON WILL BE THE ONLY RECOURSE. OTHER OPTIONS ------------- From the main menu: L)ist all the characters: useful for recalling who exists and how many experience points each knight has required. Hall of Fame members will be displayed in inverse video. The list may contain up to 16 knights at once. D)isplay the Hall of Fame: Shows Kormath's Hall of Fame, containing all who have successfully retrieved the Grail. FROM THE SPECIAL OPTIONS MENU ----------------------------- Before you enter the dungeon, certain things can be changed: R)ename: change your character's name U)pdate password: re-disguise your password. E)xterminate: If the shame of failure has overwhelmed you, you may remove your character here. S)ound: toggle on/off, either play in silence or with the pleasure of hearing groans and wails. C)ontinuous Update: toggle on/off; unless you wish to venture forth in ignorance of your condition, do not use this option. K)ey: changes the I-J-K-M cluster to the W-A-S-Z cluster. -------------------------------------- DON'T FORGET---> THE SOUTH POLE -------------------------------------- STANDING STONES BY ELECTRONIC ARTS -------------------------------------- WRITTEN BY P. SCHMUCKAL & DAN SOMMERS -------------------------------------- MORE SOFTDOCS SOON FROM THE PENGUIN! -------------------------------------- THE PENGUIN --------------------------------------