DOX TO THE GAME `IMMORTAL` TYPED IN BY SCOOTER-SCOOPEX ------------------------------------------------------ GENERATIONS AHEAD!!!! THE MORNING SUN HEATS THE JAGGED PEAKS AS YOU FOLLOW THE FORGOTTEN ROAD DOWN TO THE VALLEY FLOOR. THE BLEACHED RUINS OF GREAT COLUMNED TEMPLES AND TOWERING CITADELS RISE FROM THE GRASSY PLAIN LIKE BONES OF SOME COLOSSAL BEAST. THIS WAS THE ANCIENT CITY OF `ERINOCH` DESTROYED BY THE DRAGONS FIRE OVER A 1000 YEARS AGO. `MORDAMIR` SPOKE OFTEN OF THIS CITY AND THE LABYRINTH BELOW.... `MORDAMIR` YOU THINK BACK TO THE DAYS WHEN YOU WERE YOUNG AND EAGER TO LEARN THE SPELLS OF SORCERY. THE OLD WIZARD `MORDAMIR` TOOK YOU IN AND PAIENTLY TAUGHT YOU THE ARTS OF MAGIC. HE TAUGHT YOU HOW TO READ THE RUNES AND UNLEASH THEIR POWER. THE POWER OF CHARMS AND FIRE. HE SHOWED YOU THE STRENGTH OF STEEL AND TAUGHT YOU TO USE YOUR WIZARDS CUNNING, `MORDAMIR` WAS YOUR MASTER, YOUR MENTOR HE WAS YOUR GUIDE DOWN THE TREACHEROUS PATH OF WIZARDRY. HE WAS YOUR FRIEND. MANY YEARS HAVE PASSED SINCE YOU LAST SAW THE OLD MAN, YOU ASSUMED HE WAS DEAD--THAT IS UNTIL A FEW NIGHTS AGO WHEN HE CALLED YOU IN A DREAM. YOU WOKE WITH AN UNEASY FEELING THAT `MORDAMIR` STILL LIVED--TRAPPED IN A BOTTOMLESS CAVERN. AND SO YOU SET OUT TO UNRAVEL THE SECRETS OF THE IMMORTAL. KEY COMMANDS: MUSIC --- ON/OFF ----- PRESS CTRL-S RESTART --- TO RESTART A GAME OR LEVEL, PRESS CTRL-R QUITTING --- REMOVE DISK FROM DRIVE. TURN OFF COMPUTER (REALLY?) GAME CONTROLS: YOU BEGIN IN THE ANTECHAMBER THAT LEADS TO LEVEL1...VITALITY IS LIFE..RUN OUT OF IT AND YER DEAD..YOU LOSE VITALITY WHEN MONSTERS INFLICT DAMAGE ON YOU, AND HAVE TO RESTART THE LEVEL OVER (SEE RESTART ABOVE) USE OF JOYSTICK TO MOVE..THIS IS THE USUAL..IE (IN DIRECTIONAL AGAIN)...TO MOVE TO THE LEFT JOYSTICK LEFT..UP MOVES YOU UP..DOWN MOVES YOU DOWN (DEAD EASY AINT IT).. COMBAT: WHEN A MONSTER ATTACKS YOU, YOU MUST FIGHT TO THE DEATH. THE BEST STRATEGY IS TO PARRY WHEN YOUR OPPONENT IS ABOUT TO STRIKE. AND ATTACK WHEN HE`S LEAVING HIMSELF OPEN. ATTACKING (PUSH FORWARD TO JAB) SLASH (PULL BACK, THEN PUSH FORWARD) PARRYING (MOVE JOYSTICK RIGHT AND LEFT) IF THE WIZARD IS FACING YOU, MOVEMENTS ARE REVERSED. FIGHTING WHEN THE WIZARD IS FACING YOU MAY BE TRICKY AT FIRST, ITS EASY THOUGH IF YOU REMEMBER TO ALWAYS MOVE THE JOYSTICK IN THE DIRECTION YOU WANT THE WIZARD TO LEAN. LEAN AWAY FROM THE MONSTERS SWING TO PARRY HIS BLOW..YOUR OPPONENT HAS TO PULL BACK BEFORE HE CAN SWING. WHEN YOU SEE HIM PULL BACK, LEAN IN THE DIRECTION HIS SWING WILL TRAVEL. USING ITEMS IN YOUR PACK: YOU CARRY A PACK WHERE YOU KEEP THE VALUABLE ITEMS YOU FIND. TO LOOK AT THE ITEMS IN YOUR PACK, PRESS `SPACEBAR` TO USE AN ITEM IN YOUR PACK, MOVE THE CURSOR TO THE ITEM AND PRESS FIRE. TO VIEW OTHER ITEMS IN YOUR PACK HIGHLIGHT `Other` AND PRESS FIRE. TO GO BACK TO THE ACTION, MOVE THE CURSOR TO A `Black Suare` AND PRESS FIRE, YOU CAN ALSO SELECT YOUR GOLD OR KEY TO GO BACK TO ACTION (DONT WORRY YOU CAN`T DROP GOLD OR KEYS) MOST ITEMS ARE ACTIVATED SIMPLY BY SELECTING THEM. A FEW, HOWEVER REUIRE ADDITIONAL COMMANDS: BLINK SPELL --- ONCE YOU HAVE SELECTED THE BLINK SPELL. PRESS FIRE TO BLINK. CARPET --- SELECT THE CARPET TO RIDE THROUGH THE AIR. SELECT AGAIN TO DEACTIVATE. FIREBALL SPELL ONCE YOU HAVE SELECTED THE FIREBALL SPELL, PRESS FIRE TO CAST A FIREBALL. PROTEAN RING SELECT THE RING TO ACTIVATE ITS MAGIC POWER. SELECTING AGAIN DEACTIVATES IT, NOTE YOU CAN`T CLIMB LADDERS WHILE IN GOBLIN FORM. DONT DROP ITEMS YOU`LL NEED LATER: SOMETIMES USING AN ITEM CONSISTS OF SETTING IT DOWN ON THE GROUND - FOR EXAMPLE, YOU USE A GEM BY SETTING IT DOWN. BE CAREFUL!. IF YOU SET AN ITEM DOWN IN THE WRONG PLACE, MAKE SURE YOU PICK IT UP AGAIN BEFORE YOU LEAVE OR YOU WONT FIND IT IN YOUR PACK. NOTE ON USING ITEMS: EACH KIND OF ITEM HAS A SPECIFIC USE - SPORES CAN ONLY BE PLANTED IN DIRT, WHILE THE TROLL RITUAL KNIFE CAN ONLY BE THROWN. YOU CAN`T CONTROL HOW AN ITEM IS USED, JUST WHEN AND WERE. MOST ITEMS ARE USEFUL ONLY IN A PARTICULAR PLACE..ONE OF THE MOST CHALLENGING PARTS OF THE GAME IS FIGURING OUT WHICH ITEM THE SITUATION DEMANDS. WHEN YOU FIRST GET AN ITEM, THERES NO WAY TO KNOW WHAT IT DOES UNTIL YOU TRY IT. YOU CAN GUESS AN ITEMS GENERAL USE..YOU WEAR RINGS, YOU DRINK POTIONS..BUT YOU CAN`T KNOW AN ITEMS MAGICAL PROPERTIES UNTIL YOU TRY IT. PAUSING THE GAME: IF YOU NEED TO PAUSE THE GAME..PRESS THE `SPACEBAR` TO BRING UP YOUR PACK..AND WHEN YOUR READY TO GO BACK INTO ACTION..ITS THE `BLACK SQUARE`..KEYS OR GOLD. THEN PRESS FIRE. GETING OUT OF PIT TRAPS: THERE ARE DEADLY PIT TRAPS IN THE LABYRINTH...IF YOU`RE NOT CAREFUL YOU MAY FIND YOURSELF HANGING BY YOUR STAFF OVER ROWS OF SHARP SPIKES. FORTUNATELY, THERE`S ALWAYS A CHANCE OF SWINGING OUT BEFORE YOUR STAFF BREAKS. TO SWING OUT GENTLY ROCK YOUR JOYSTICK BACK AND FORTH AT AN EVEN PACE. INCREASING VITALITY BY SLEEPING: PILES OF STRAW PROVIDE COMFORTABLE, SAFE PLACES TO REST AND REGAIN VITALITY, TO SLEEP, MOVE ONTO THE STRAW AND JUST STAND THERE. AFTER A MOMENT, YOU`LL LIE DOWN AND GO TO SLEEP...Pay Close Attention To Your Dreams!!!!!!!!!!!!! MAKING THE TEXT SCROLL FASTER: WHILE READING MESSAGES, YOU CAN HOLD DOWN THE `FIRE` TO MAKE THE TEXT SCROLL FASTER..YOU CAN USE THIS TO SCROLL THROUGH MESSAGES YOU HAVE ALREADY READ, BUT DONT USE IT TO AVOID READING MESSAGES ALTOGETHER..MOST MESSAGES CONTAIN IMPORTANT CLUES, YOU`LL NEED TO FINISH THE GAME. CLIMBING UP AND DOWN LADDERS: TO CLIMB UP OR DOWN A LADDER, MOVE UP TO IT AND YOU`LL AUTOMATICALLY CLIMB OR DESCEND. BE CAREFUL GOING DOWN LADDERS..MOVE ONLY TO THE SIDE OF THE OPENING WITH THE LADDER ON IT OR YOU`LL FALL TO YOUR DEATH. COMPLETING A LEVEL IN THE LABYRINTH: WHENEVER YOU COMPLETE A LEVEL, YOU GET A CERTIFICATE. WRITE DOWN YOUR CERTIFICATES AND KEEP THEM IN A SAFE PLACE. IF YOU QUIT PLAYING THE IMMORTAL, YOU`LL NEED THE CERTIFICATE LATER, SO YOU CAN START ON THE LEVEL IN WHICH YOU LEFT OFF. ONCE YOU HAVE WRITTEN THE CERTIFICATE NUMBER DOWN PRESS FIRE TO BEGIN THE NEXT LEVEL. OR QUIT AND START THE LEVEL SOME OTHER TIME USING THE CERTIFICATE. ONLY USEFUL ITEMS GO TO THE NEXT LEVEL: SOME ITEMS ONLY FUCTION ON A PARTICULAR LEVEL. BEFORE YOU DESCEND TO THE NEXT LEVEL, THE MAGIC OF THE LABYRINTH WILL REMOVE ANY ITEMS YOU DONT NEED FROM YOUR PACK. RESTARTING A GAME OR LEVEL: IF YOU DIE YOU CAN CHOOSE TO --- * RESTART THE LEVEL YOU ARE ON * GOTO THE PREVIOUS COMPLETED LEVEL * START A WHOLE NEW GAME YOU CAN ALSO RESTART A LEVEL AT ANY TIME DURING THE GAME BY PRESSING CTRL-R COPY PROTECTION: OCCASIONALLY A PICTURE OF AN ITEM WILL APPEAR AND YOU`LL BE ASKED TO ENTER A LETTER...LOOK FOR THE PICTURE IN THE MANUAL THAT MATCHES. FIND THE LETTER IN THE TABLE BESIDE THE PICTURE, TYPE IT IN AND PRESS `RETURN`..(I HAVE LEFT THIS IN--PLUS THE REQUESTED PASWORDS..IN CASE EVEN IN THE CRACKED COPY..SOMETHING IS MISSED...SCOOTER) GUIDE TO LEVEL 1: THE CANDLE FLAME LEAPS AND HISES AS YOU ENTER THE SMALL ANTECHAMBER THAT LEADS TO THE FIRST LEVEL OF THE DUNGEON, A SKULL STARES VACANTLY AT THE DANCING SHADOWS ON THE WALL, A GRIM REMINDER THAT THIS IS "no place for mortal men" AS YOU APPROACH THE TABLE, AN IMAGE OF MORDAMIR, YOUR LOST MASTER RISES EERIELY FROM THE FLAME. IT SPEAKS... MORDAMIR IS HERE, YOU WHISPER. YOU TURN TOWARD THE DOOR. `DUNRIC`...YOU THINK, ANOTHER OF MORDAMIR`S STUDENTS, NO DOUBT. THE MASTER HAS TAUGHT MANY IN HIS LIFE, THE THOUGHT THAT YOU ARE`NT THE ONLY ONE LOOKING FOR MORDAMIR COMFORTS YOU...FOR A MOMENT. "you`ll need to fight soon, so read the section on combat" GOBLIN ATTACK: THE SOUND OF CLASHING STEEL RINGS THROUGH THE AIR AS YOU ENTER THE LONG CHAMBER. BEFORE YOU LIES AN ARMOURED FIGURE - A MAN - THE BLOOD FROM HIS WOUNDS STILL COOLING BETWEEN THE TILES OF THE STONE FLOOR. TO THE RIGHT YOU HEAR A SNARL. FROM ACROSS THE ROOM A GIANT GOBLIN LUMBERS TOWARD YOU, HIS MUSCLES RIPPLING AS HE RAISES HIS MACE OVER HIS HEAD. YOU RAISE YOUR SWORD..READYING YOURSELF. DUNRIC`S SERVANT: WHO WAS THIS UNFORTUNATE YOU WONDER?..YOU SEARCH HIS BODY AND FIND A SMALL BAG CONTAINING A RING, AND A SCROLL..INSCRIBED ON THE RING IS A NAME "DUNRIC" A FIGHTER WOULDNT HAVE NEED FOR A SCROLL OR A RING, YOU THINK, THIS CAN`T BE DUNRIC..PERHAPS A SERVANT?..THE SOUND OF RENEWED BATTLE BATTLE SHAKES YOU FROM YOUR THOUGHTS, SOMEONE ELSE IS IN TROUBLE..YOU MUTTER PICKING UP YOUR STAFF. ' you can search for items just by moving to the area you want to search. if there is anything of interest in the area, a message appears telling you what it is" FIRE AT YOUR FINGERS: YOU GLANCE DOWN AT THE LEATHERY PARCHMENT SCROLL YOU`RE CLUTCHING AND REALIZE YOUR HOLDING A SPELL OF FIREBALLS, YOU STOP FOR A MOMENT. CLEARING YOUR MIND, YOU READ THE RUNES, SPEAKING THE ARCANE WORDS OUT LOUD, SLOWLY UNRAVELLING THE COILED GLYPHS AND WEAVING TOGETHER THE INCANTATION. A TINGLING POWER GATHERS AT YOUR FINGER TIPS. YOU HOLD THE ELEMENT OF FIRE. " press the SPACEBAR to look throgh your pack. Move the cursor to (3) shots and press fire." WHEN YOUR READY TO CAST A FIREBALL. PRESS THE FIRE... MORDAMIRS SERVANT: AS YOU ROUND THE CORNER, THE FRENZIED MOVEMENT OF COMBAT IMMEDIATELY CATCHES YOUR EYE, A HUGE GOBLIN, HIS HANDS WRAPPED AROUND A WICKED MACE, SWINGS FURIOUSLY AT AN EQUALLY POWERFUL HUMAN WARRIOR..THE MAN MANGES TO DEFLECT TWO BLOWS BEFORE HE FALTERS AND FALLS BACK. ITS OBVIOUS HE`S NEAR EXHAUSTION. REELING ABOUT THE GOBLIN BARES HIS TEETH AND LEAPS TOWRDS YOU, "DONT INTERFERE" HE SNARLS. YOU COULD FIGHT HIM, YOU THINK, BUT YOUR FINGERTIPS STILL ITCH WITH THE ELEMENT OF FIRE..THE WORD OF POWER SLIDES EASILY OFF YOUR TONGUE....THE FIREBALL EXPLODES ON THE GOBLIN AND HE FAALS TO THE FLOOR, YOU APPROACH THE WARRIOR. YOU MUST FIND MORDAMIR..THE WARRIOR SAYS. HANDING YOU A KEY, HE HURRIES OUT THE DOOR. THE KEY YOU DISCOVER, OPENS A NEARBY CHEST. INSIDE YOU FIND A COLLECTION OF STRANGE ITEMS: **GOLD** A POUCH FULL OF BAIT **A SACK OF SPORES** A BOTTLE CONTAINING WHAT LOOKS LIKE NORMAL WATER **AND A TATTERED MAP. YOU PLACE ALL THE ITEMS YOU NEED IN YOUR PACK, "MAY NEED THEM LATER" YOU THINK. SLINGING THE PACK OVER YOUR SHOULDER, YOU SLIP THROUGH THE UPPER DOOR. THE LIEUTENANTS TREASURE: YOU SHUT THE DOOR BEHIND YOU AND LOOK DOWN BOTH ENDS OF THE CORRIDOR, TO YOUR RIGHT YOU DISCERN THE SHADOWY OUTLINE OF ANOTHER GOBLIN. THOUGH HE`S NOTICED YOU, HE`S NOT MOVING TOWARDS YOU, YOU WHISPER, LIFTING YOUR HAND, AND THIS ONE`S FOR YOU. YOU SEARCH THE LIEUTENANT AND FIND A NOTE, A KEY AND MORE GOLD. YOU HASTILY OPEN THE NOTE. THE HAND WRITING, YOU NOTICE IN DISTINCTLY HUMAN. IT ALMOST LOOKS FAMILIAR...."BEWARE OF SHADES" YOU READ, THEY ARE DANGEROUS, INVISIBLE CREATURES THAT LIKE DARKNESS. BY FIRELIGHT THEY CAST A SHADOW BY WHICH YOU CAN DETECT AND AVOID THEM. YOU DROP THE NOTE AND STEP THROUGH THE DOOR. STONE SKULLS LINE THE WALLS OF THE CHAMBER IN WHICH YOU FIND YOURSELF. YOUR WIZARDS SENSE TELLS YOU THERE`S SOMETHING WRONG WITH THIS ROOM...BUT YOUR NOT SURE WHAT. YOU`VE SEEN THIS ROOM BEFORE..OR A PICTURE OF IT, THAT IS... YOU OPEN YOUR PACK AND PULL OUT A MUSTY TOME: THE CODEX OF THE SERPENT. (IT'S FURTHER ON IN THIS DOC) SHADES IN THE SHADOWS: YOU NARROWLY ESCAPE THE FLYING ARROWS WITH YOUR LIFE!. YOU SLAM SHUT THE DOOR BEHIND YOU AND FALL AGAINST THE WALL, CATCHING YOUR BREATH. BUT THE ROOM YOU`RE STANDING IN SEEMS DISTURBING TOO. "MORE TRAPS" YOU CURSE. YOU OPEN YOUR PACK AND TAKE OUT THE MAP YOU FOUND IN THE CHEST. THIS ROOM DOES RESEMBLE ONE OF THE ROOMS TRACED ON THE PARCHMENT. YOU NOTICE SOME CONSPICUIOS RED DOTS...THEY MUST MARK DANGER. THERE ARE RED DOTS MARKING TRAPS IN THE NEXT ROOM TOO, THESE ARE SURELY THE HALLS OF HELL, SKIRTING THE UPPER LEFT WALL, YOU MAKE YOUR WAY OVER TO THE DOOR. THE DOOR OPENS INTO A DARK ROOM. YOU NOTICE THE TORCHES ALONG THE WALLS ARE OUT, AND SUDDENLY REMEMBER THE WARNING ON THE NOTE -SHADES!-. A FIRBALL COULD LIGHT A TORCH. MOVING ALONG THE WALL, YOU SHOOT YOUR LAST FIREBALL. THE TORCH LIGHTS, AND JUST AHEAD YOU MAKE OUT THE SHADOWS OF 2 SHADES. ON THE FAR END OF THE ROOM YOU MAKE OUT SOME OBJECTS ON THE FLOOR. MIDFUL OF THE TRAPS AND SHADES, YOU CROSS THE ROOM AND PICK UP A CURIOUS AMULET AND A SPELL WITH WHICH YOU CAN CHARM WILL "O" THE WISPS..WITH YOUR EYE ON THE 2 SHADES, YOU CROSS DOWN TO THE DOOR. LOCKED!.. FORTUNATELY YOU HAVE THE KEY... BY THE LIGHT OF ETERNITY: IN THE ROOM YOU FIND A DEEP, ABRUPT CAVERN IN THE DUGEON FLOOR. WHAT TERRIBLE POWER, YOU IMAGINE, COULD BORE SUCH A HOLE THROUGH THE EARTH!. NO MAN CAN PERFORM SUCH A FEAT! THIS IS THE WORK OF A COLOSSAL BEAST. AN ANGRY BEAST... YOU NOTICE THE BEAM OF LIGHT PEAKING THROUGH THE DUNGEON WALL. THE SHAFT OF LIGHT FALLS ON A DIAL INSCRIBED ON THE FLOOR. AT THE END OF THE DIAL, EMBEDDED, ON THE FLOOR, IS A BRILLIANT JEWEL AS LARGE AS A MANS FIST. THE JEWEL AND THE SHAFT OF LIGHT YOU IMAGINE, MAKE UP A SPECIAL MECHANISM OF SOME SORT. YOUR CURIOUS ABOUT THE MECHANISM, BUT AT THE MOMENT YOU FEEL TO TIRED TO FIGURE HOW IT WORKS, YOU CROSS OVER TO A COSY PILE OF STRAW, YOU NOTICED IN THE UPPER PART OF THE ROOM. SLEEP OVERTAKES YOU QUICKLY, AND YOU DREAM. WHEN YOU AWAKE YOU STUDY THE MECHANISM MORE CLOSELY. THE SUNLIGHT NEEDS TO STRIKE THE JEWEL, THAT MUCH SEEMS OBVIOUS, EVERY YEAR THE BEAM OF LIGHT INCHES CLOSERE TO THE JEWEL. WHAT?! AT THIS RATE THE SUN WONT STRIKE THE JEWEL FOR A 1000 YEARS!..YOU DONT HAVE THAT KIND OF TIME. WHAT MORTAL DOES!! PERHAPS IF YOU COULD DEFLECT THE LIGHT?...YOU COULD FOOL THE MECHANISM...... ------------------------------------------------------------------------------ THE CODEX OF THE SERPENT ************************ LEVEL 1 I MORDAMIR, WIZARD OF THE CRIMSON KEEP. WROTE THESE NOTES FOR YOU, MY LOYAL APPRENTICES AND STUDENTS, TO EXPLAIN THE MYSTERIES OF THIS DARK LABYRINTH. TODAY I FORTH TO EXPLORE THE DRAGONS LAIR. I HOPE MY WITS ARE KEEN ENOUGH TO ESCAPE HER CUNNING AGAIN!...THUS I LEAVE THESE WORDS FOR THOSE WHO MAY HAVE TO COME AFTER ME, MAY THEY KEEP YOU FROM AN UNTIMELY END IN THIS FORSAKEN PLACE! DUNRIC---MY FAITHFUL STUDENT IN THE ART OF WIZARDRY--WILL BE THE FIRST TO COME LOOKING FOR ME. HE`S OFTEN ACCOMPANIED BY EREK, A FIGHTER ULINDOR--MY SERVANT AND BODYGUARD. UPPER LEVELS--A TRIBE OF PRIMATIVE CREATURES KNOWN AS GOBLINS, HOSTILE TO STRANGERS, BUT SEEM TO POSSESS REASON, INTELLIGENCE, AND INGENUITY WITH TOOLS. A SAFE PATH PAST THE ARROWS..I GOT THIS FAR BEFORE I SET OFF THE TRAP..DANGER PIT TRAPS..IN THE DARK ROOM THAT FOLLOWS ARE DEADLY CREATURES, INVISIBLE TO THE EYE. ONLY THEIR SHADOWS CAN BE SEEN LIGHT. KEEP A TORCH LIT AND WATCH THEIR MOVEMENTS CAREFULLY. THEY MOVE QUICKLY!..THERE ARE PIT TRAPS IN THIS ROOM AS WELL RIDDLE OF THE SUN: DEEP IN THE IMMORTAL DRAGON'S LAIR, ONCE IN ONE MILLENIUM, THE PORTAL OPENS TO THE STAIR, WHEN A SINGLE GEM MEETS THE SUN. A MECHANISM TRIPPED EVERY THOUSAND YEARS BY LIGHT.....SOMETHING SHINY LEVEL 2 FROM A TEXT I FOUND ON THE HISTORY OF THIS EVIL PLACE. AFTER A BITTER COMBAT, ARINAR THE ELVEN LORD ESCAPED THE ENEMY, BUT THROUGH HIS VEINS RAN A FATAL POISON, DRAWN FROM THE KEEN EDGE OF THE SHADOWLORD'S BLADE. ARINAR FLED OVER THE HIGH MOUNTAINS TO THE RUINED CITY OF ERINOCH, WERE HE ENTERED THE LABYRINTH IN SEARCH OF THE FABLED WATER, SAID BY MANY TO HEAL THE DEEPEST OF WOUNDS. DEEP IN THE CHILLY CAVERNS OF THE FORGOTTON LABYRINTH, THE ELVEN LORD SEARCHED DESPERATELY FOR THE FOUNTAIN. SLAYING THE EVIL MINIONS THAT DWELL IN THAT DARK PLACE WITH SOLONDUL. A GREAT SWORD OF MIGHT, BUT ON THE SECOND DAY, FOUL SLIME CREATURES CAUGHT ARINAR OFF GUARD AND STRIPPED THE FLESH FROM HIS BODY. TO THIS DAY HIS BONES AND SWORD LAY THERE STILL.... LEGENDS HAVE TOLD OF WAYFARERS BEING ATTACKED BY WILL O WISPS, I RECKONED SUCH STORIES WERE THE PRODUCTS OF CHILDISH IMAGINATIONS, BUT NOW I HAVE SEEN THESE HATEFUL CREATURES WITH MY OWN EYES, I KNOW LITTLE OF THEIR NATURE...ARE THEY INTELLIGENT?..PERHAPS THEY ARE DISEMBODIED SPIRITS OF SOME SORT, OR MAYBE CREATURES OF THE ELEMENTS, IN ANY CASE, THEY ARE EXTREMELY DANGEROUS---THEY DESPISE THE LIVING AND EAGERLY ATTACK MORTAL FLESH. MAYBE I CAN DEVISE A SPELL TO BRING THEM UNDER CONTROL.... SPORES--THE GOBLINS SOMETIMES USE THEM AS A KIND OF WEAPON, WHEN PLANTED IN SOFT DIRT, THESE SPORES PRODUCE MUSHROOMS THAT GROW TO WAIST HEIGHT IN A MATTER OF SECONDS. THE FULL GROWN MUSHROOMS IMMEDIATELY FIRE MORE SPORES IN A RADIUS OF 30 FEET. THE SPORES, IT MUST BE ADDED ARE DEADLY TO HUMANS,GOBLINS AND TROLLS. THE GOBLINS TYPICALLY CARRY THEM IN SACKS AROUND THEIR NECKS TO PROTECT THEMSELVES. THEY CAN BE RECOGNISED BY THEIR STRONG, SICKENING SMELL. YEARS AGO, WHEN SORCERER'S TOWERS STRETCHED TOWARDS THE HEAVENS AND THE HALLS OF WIZARDRY PROTECTED THE KNOWLEDGE OF THE SPHERES, THE CITY OF ERINOCH HAD NEED OF LOCKSMITHS, THE MOST CUNNING LOCKSMITH I RECALL WAS A DWARF BY THE NAME OF LINDL. HIS LOCKS NEVER INVOLVED ANYTHING AS BORING AS A SIMPLE LOCK AND KEY. LINDL'S MECHANISMS REQUIRED THE UNUSUAL--FINELY CRAFTED GEMS, BEAMS OF LIGHT, PACES AROUND AN OBJECT... LINDL PROSPERED WHILE SERVING THE WIZARDS OF ERINOCH. BUT WHEN THE DRAGON CAME OVER 1000 YEARS AGO, HIS HOUSE WAS DESTROYED AND HIS FAMILY PERISHED IN THE FLAMES. LINDL WENT QUITE MAD AFTER SEEING THE BEAST DEVASTATE HIS DREAMS, AND HE CURSED THE WIZARDS WHO UNLEASHED THE DRAGONS WRATH. HE VOWED TO SEAL OFF THE LABYRINTH FOREVER..SO THAT MEN COULD NO LONGER SEEK THE WATER. THE MAGIC DUST CAN BE THROWN TO MAKE AN IRRITABLE OLD FOOL, YOU FRIEND. THE GEMS MUST BE DROPPED IN THE HOLES. GRESH AND WISE, KING OF THE GOBLINS, KNOWS THE COMBINATION. ONE MUST DEFEAT HIM BEFORE HE`LL SPEAK. LEVEL 3 ONLY THE FIERCE MIGHT OF AN ANGRY DRAGON COULD SPLIT THE EARTH AND FORM THIS GREAT CHASM. THE CRACK CANNOT BE CROSSED BY ROPE--THE BRISK WINDS RISING FROM THE DRAGON'S LAIR MAKE IT TO DANGEROUS!. THE ONLY WAY ACROSS IS A MAGIC GATE--A TELEPORT MECHANISM--HIDDEN IN ONE OF THE ROOMS BELOW. THE SHAFT OF LIGHT ON THE OTHER SIDE IS WERE THE MAGIC GATE LEADS. TROLLS--THE SHINDRAK, AS THEY CALL THEMSELVES, RULE MUCH OF THE LOWER LEVELS. FOR THE MOST PART. THEY ARE STUPID AND QUICK TEMEPERED--SOMETHING TO TAKE ADVANTAGE OF. A TROLL WILL THROW HIS RITUAL KNIFE ONLY WHEN HE WANTS TO CHALLENGE ANOTHER TROLL TO COMBAT. PROTEUS, A GOD OF THE SEA WAS A SHAPE-CHANGER WHO COULD TRAVEL DISGUISED AS FIRE AND WILD BOARS. THIS RING WAS FORGED BY PROTEUS WHEN EARTH WAS YOUNG. IT ALLOWS THE WEARER TO TAKE THE FORM OF A GOBLIN, BEWARE SOME ARE TOO WISE TO BELIEVE ITS CHARMS. TROLL BOMB. ONE WIFF OF THESE DEVICES AND TROLLS ARE PARALYZED. RED GEMS LOOK BEST IN PURPLE LIGHT. LEVEL 4: WHEN DUNRIC INTERFERED WITH THE TROLLS BATTLE AGAINST THE GOBLINS, THEY KIDNAPPED HIS DAUGHTER, ANA. AND DRAGGED HER INTO THE LABYRINTH. AS SHE POSSESSES SOME OF HER FATHER'S SKILL IN SORCERY, SHE HAD NO TROUBLE ESCASPING THE TROLLS, BUT ON HER WAY OUT, SHE LOST A SPECIAL RING GIVEN TO HER BY HER FATHER. SOME RINGS ARE NEVER WORN ON THE BODY. LEVEL 5: THE POTION TRANSFORMS AND POISONS YOU AT THE SAME TIME. YOU WILL BENEFIT FROM ITS POWER TO SHRINK YOU. BUT YOU MUST FIND WATER AND DRINK SOON AFTERWARDS OR YOU`LL NEVER LIVE PAST THE HOUR. MANY MICE BUT FEWER MICE CAN PASS THROUGH A CRACK IN THE WALL. THIS IS THE ONLY WAY OUT AT THIS LEVEL. WORM SENSOR--THE FASTER IT CHIMES, THE GREATER YOUR DANGER. THE WEIGHT OF ONE WILL OPEN THE WAY, SET DOWN THE FOOD AND A FLYING LIZARD COULD HOLD THE DOOR. LEVEL 6: WHEN SHE REARS UP, SHE'S READY TO WEB. MOVE BACK! SHE`S MOST VULNERABLE WHEN ALL FOUR LEGS ARE ON THE GROUND. NOW IS NOT THE TIME TO IMBIBE THE SPIRITS. LEVEL 7: THE GOBLINS CRAVE THE WATER AS MUCH AS MEN, BUT HORRID WATER CREATURE GUARDS THE WAY! IF THE WATER MONSTER WERE DISTRACTED LONG ENOUGH. THE GOBLINS COULD OPEN A GATE AND THE CREATURE WOULD BE WASHED AWAY INTO THE DEEPEST UNDERGROUND SEA. ONLY A WIZARD, ADEPT AT SAILING, STANDS A CHANCE OF DISTRACTING THE MONSTER AND MAKING HIS ESCAPE. THIS IS THE FINAL STEP BEFORE ENTERING THE DRAGONS LAIR...DO WHATEVER YOU MUST TO HELP THE GOBLINS OPEN THE WAY. YOUR JOURNEY IS ALMOST COMPLETE---IF FORTUNE FINDS US, WE WILL STAND TOGETHER AGAINST THE DRAGON!!!!! .............................................................................. CODES ..... EVERY NOW AND THEN A PICTURE WILL APPEAR..IT WILL ASK FOR THE 2ND LETTER IN LINE 3 FOR EXAMPLE OF PICTURE (SWORD AND SCABBARD) (THIS WOULD BE A `Q`. TYPE IT IN AND PRESS RETURN) (PICTURE OF ) (PICTURE OF) (PICTURE OF) A WATER JUG/BOTTLE SWORD AND SCABBARD A BIBLE LINE 1 ABHIUJKL RGFHBYGN KCJGHTBF LINE 2 YUNBIOSP FJDKEXKS HDJGHYBI LINE 3 QEFHJXCI LQOPEIRI KNOJKTLE LINE 4 YVBNZOPL XUEEXZAL BXVCBNDS LINE 5 QJHDXAUI SKEJOQPE NDHEGGCF LINE 6 OCJHEBNJ KDFJCNVH DVXFSSCD LINE 7 USKXGCBV FBGHTYRU FHTGRYBG LINE 8 JDNVKIEO RIEOQPOE FVVHNJUI (PICTURE OF) (PICTURE OF) (PICTURE OF) A RING/GOLD BAND A SCROLL/PARCHMENT A KEY/KEYRING LINE 1 KLONPLKJ VSGQROTK HCJHEKJE LINE 2 NNGHBJVH GIBNUHJY KDHGGOUY LINE 3 FBRNCGDB NKJGKFJV RTUFFIFF LINE 4 FQEYUHCG HBBGHRTY PEEDCGXK LINE 5 FBJHRHFY EFQAACSX XXLLDCII LINE 6 QUEIDHJF FDCEHFGU EJSDJZXS LINE 7 KRNNDHCG BYGFUUJT KDJFHRTB LINE 8 BSFXFZCA HRRFBNCX TNBEYUQI (PICTURE OF) (PICTURE OF) A RING/DIAMOND A BAG OF MONEY LINE 1 EEIRTRTY KTKUJIHJ LINE 2 IGUJYNHK UKJNBLHG LINE 3 JGUIKJTJ KJOIPUOJ LINE 4 RHFGCCCV IKIKUJYN LINE 5 DBXHSJJN BHGBVJHV LINE 6 FHRGETDS JDCGFJOP LINE 7 SQASSGDV QJFGHGIN LINE 8 RFETXFDG TGBUIOJN THATS THEM ALL...ITS BEEN A BUSY NIGHT....THATS ORIENTAL DOX..GOLD OF THE AZTECS...SHOCKWAVE...AND IMMORTAL...LAST ONE TO DO IS `DEBUT`.....L8R