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