SKID ROW presents QUEST for GLORY II: TRIAL by FIRE Technical Manual Page 1 follows: --------------- Table of Contents What is Quest for Glory? .................. 2 Creating a Character ...................... 2 The Story thus Far ........................ 6 Living in this Crazy World ................ 7 Combat .................................... 9 How to Read this Manual All Systems ............................... 12 Amiga ..................................... 16 All Systems - How to Play ................. 16 Trial by Fire Menus ....................... 18 Communicating with Quest for Glory ........ 21 Interacting with Quest for Glory .......... 23 Page 2 follows: --------------- WHAT IS QUEST FOR GLORY? Quest for Glory combines the character development and combat of fantasy role-playing games with the basic adventure game concept of exploring and solving its puzzles. Trial by Fire is the second Quest for Glory scenario. The essence of role-playing is that you must try to think as your character would when faced with a dilemma. In Quest for Glory II, you can choose from three basic character types - the strong fighter, the mysterious magician, or the wily thief. Each has the same goal: to find Arus al-Din and restore him to the rank of Emir of Raseir. Each character will, however, set about accomplishing that goal in a different way. The magician may use spells to overcome some obstacles, but might not survive a pitched battle with a monster. The thief must find a crafty way around the same problem that the fighter or magic user would approach directly. Experience can be a tremendous asset to you as a hero. Your attributes will improve as you play the game. Tasks that are beyond your ability early on may become less difficult as your skills improve. Conversation is a very important element of Trial by Fire. You will meet many strange people and creatures in Shapeir. To learn about your surroundings and your quest, it will be necessary to speak with everyone you meet. Like your character, the beings you meet will have distinct personalities, and their skill and knowledge may lie in different areas. You'll want to ask specific questions, and find out all you can. Every hero must deal with his share of foul and ferocious monsters. If you want to be a hero, you'll have to fight or avoid them, as they don't tend to favor discussion. Each battle you fight with provide you with valuable experience, and many victories will yield treasure that you will need to buy food and equipment. A hero's life isn't always serious, though. Between desperate encounters with terrible monsters and life-and-death decisions lie many light-hearted, humorous and downright silly moments. Shapeir is a strange place with a multi-faceted personality, as you will soon see. Creating a Character Before beginning your adventure, you'll choose from three basic character types - The Fighter, The Magic User, or The Thief. Your selection will determine much about the sorts of obstacles you will encounter, and the means by which you will over- Page 3 follows: --------------- come them. Choose CREATE CHARACTER from the starting screen. You will see the character selection screen. Choose the highlighted character from the character selection screen by pressing [ENTER] key or by pointing with your mouse and clicking (multi-button mouse users will use the left button). First of all, you can import your character from Quest for Glory I. If you are like me and didn't finish it, you can create a new character. The choices you have are Fighter, Magic-User and Thief. Importing a Character From Spielburg If you successfully completed Quest For Glory I: So You Want To Be A Hero, your hero can travel to Shapeir by magic carpet and once again help you defeat evil. Locate the diskette on which you saved your hero after the QFGI victory celebration. Load Trial By Fire, insert the saved hero diskette into a drive and choose IMPORT CHARACTER. A file selector box will appear on the screen, listing the files on the disk in drive A:. If your Hero is in another disk or directory, choose CHANGE DIRECTORY. Use your mouse or [Arrow] keys to highlight the name of the file containing your saved Hero, then click on the Import box or press [ENTER]. To go back to the initial selection screen, choose CANCEL, or press [ENTER]. Each type of character comes with its own set of skills and abilities, some specific to the character type, some common to all three. Every type has pre-assigned point values for appropriate abilities. In addition, you will begin the game with a 50 point 'pool' to assign to the areas in which you wish your character to be strongest (see Assigning Skill Points, below). After you have chosen a character, you must name it. You may type in any name you like. The Fighter: The Fighter depends upon his skill with weapons, his strength and his vitality to survive the rigors of life as a Hero. His weapon is his sword, and his best defense is his shield. We recommend that you play a Fighter if this is your first Quest for Glory adventure. The Magic-User: The Magic User must rely upon his intelligence and the successful casting of magic spells. He can best protect himself by avoiding close combat. Page 4 follows: --------------- The Thief: The Thief counts on his skills, stealth, and agility. His weapon of choice is the dagger, and he prefers to throw it from a distance. He can best defend himself in combat by dodging. Assigning Skill Points To highlight a skill, use the mouse cursor or the up and down [Arrow] keys. To assign points to a skill, press the right [Arrow] key. Each time the right [Arrow] key is pressed, 5 points will be assigned to the highlighted skill. Press the left [Arrow] key to subtract 5 points from a skill. (You may not reduce skill points below the original value of that skill.) For 'fine tuning' use the [+] and [-] keys to add or subtract one point at a time. To attain a skill not normally available to your character type (such as lock-picking for a fighter), choose the desired skill from the skill menu and assign points using the procedure described above. Acquiring a new skill costs 10 points, which means the minimum skill level of 5 will require 15 points from the 'Points Available' pool. These will be assigned automatically. Page 5 follows: --------------- Points for Health, Stamina or Magic cannot be changed by you directly. The values for these attributes will change automatically as you gain experience, suffer damage and modify certain skills. Strength is important in performing physical activities, especially combat. The Fighter must be strong to be effective. Intelligence will enable the Magic User to succesfully learn and cast spells, and will benefit all characters when engaged in mental activities, such as out-thinking opponents in combat, or trying to think effectively. Agility is important during combat, and vital to lock-picking and stealth. The Thief cannot prosper without high agility. Vitality determines how much damage a character can sustain, and how quickly he will recover from damage and strenuous physical activity. High vitality is particularly useful to the Fighter. Luck can aid you in many subtle and mysterious ways, and is especially important to the Thief. Honor aids your interactions with those characters who live their lives by a code of honor. Honor points must be earned - they can not be assigned directly. Skills: Weapon Skill determines the character's ability to land a successful blow in combat. Parry is the ability to block an opponent's blow using a wepon or shield. Dodge is a skill used to avoid a blow by ducking or sidestepping it. Stealth is the art of moving quietly and discreetly, taking advantage of shadows and other camouflage when sneaking around. Pick Locks is the skill that allows a character to triumph over locked doors, chests, etc. A lock pick of thief's tool kit is necessary to use this skill. Throw determines your character's aptitude for throwing and accurately hitting a target with a small object such as a rock or a dagger. Climb is the skill that allows a character to scale difficult surfaces. Magic is the basic skill required to learn and cast magical spells. Communication is the skill of putting your thoughts in order and expressing your self effectively to others. Page 6 follows: --------------- Each character also posseses attributes that are set automatically based on certain skills and abilities: Health Points gauge the amount of damage a character can suffer before he will die. Stamina Points determine how much energy a character has to perform physical activities. When Stamina points are low, the character is tired. He will fight less effectively, and may be injured more easily. Magic Points measure the amount of mana or magical energy a character has, and therefore how much magic he can perform. When magic points are gone, the character will be unable to cast spells. Skills and abilities improve with practice. The skills your character exercises frequently will improve more rapidly, while those left unused will remain fixed at their original levels. Your character can only advance in skills in which he has at least five points. The Story Thus Far... You begin Trial By Fire flush with the success of your last adventure (as depicted in Quest for Glory I: So You Wan To Be A Hero). As you recall, you arrived in Spielburg with little but your Famous Adventurers' Correspondence School diploma. But now you are the Hero of Spielburg, having defeated the brigands and driven Baba Yaga from the valley. You also made many important friends, including the Archmage Erasmus (and his faithful companion Fenrus), and the Baron Stefan von Spielburg. Your friendship with the Kattas Shema and Shameen, and Abdulla Doo the Merchant, has led to your current quest. You are now riding with Abdulla and the Kattas on the merchant's magical carpet, recovered from the briagand's stolen treasures. After a long and harrowing journey, you at last arrive in the magnificent city of Shapeir. Unfortunately, just when you thought you could take a well-earned rest, you discover that Shapeir has problems of its own. A Hero is needed here, too! Now you must become your character, and learn to think as he would, use his unique skills to experience the land of Shapeir, and be a Hero on your Quest for Glory. Page 7 follows: --------------- Living in this Crazy World Just as in real life, there are basic things a person must do to stay alive. You will need to eat a couple of meals each day. If you are carrying food, you'll eat automatically, but try not to run out of rations. Be especially careful not to run out of water. In the desert, water is life itself. You'll also need a certain amount of rest or sleep to regain Health, Stamina and Magic points. Without rest or sleep you will use these points quickly. Sleep is best accomplished in the safety of an inn. Also, as in real life, basic necessities often cost money. To earn money, you can fulfill a quest (thereby obtaining a reward), or defeat a wealthy monster. The thief has other options. The coin of the realm of Shapeir is unlike that of Spielburg. Here, 100 brass centimes= 1 golden dinar. Supplies such as food, equipment, magical spells and healing points can be purchased from the local merchants. You will carry most of your equipment in a backpack. The amount you can carry is determined by your strength and the weight of the equipment. If for some reason you are in a hurry (a monster on your tail, or some such thing), type run to move more quickly. Don't run too far though, or you'll soon become tired. Type walk to resume walking normally. Characters with points assigned to STEALTH can also sneak when appropriate. Finding Your Way Around Shapeir The city of Shapeir, in contrast to the quaint Alpine village of Spielburg, is an ancient and thriving metropolis. Many first-time visitors find Shapeir's dense maze of streets and alleyways almost overwhelming. Outside the gates is the seemingly endless Shapeir Desert. The keys to keeping yourself oriented in this vast realm are proper use of a map and compass, taking advantage of such clues as street signs and the knowledge of local citizens. The Map Purchasing a map in the game will help your character find his way around the streets of Shapeir without getting hopelessly lost. Once your character has a map, you can type "use map" anywhere in the streets and plazas of Shapeir. Then, simply place your cursor on a map location, click the mouse button or press [ENTER], and your character Page 8 follows: --------------- will walk directly there (unless, of course, something gets in his way). Until you have visited a location (such as a particular shop), it will not show up on the map. As you explore the city, you will discover more places and your map will become more useful. It's better than getting lost. To exit the map, press [ESC]. The Compass A compass is a very useful item for navigating the trackless desert, or even finding your way around town. Street Signs Even natives of Shapeir sometimes need a reminder as to where they are going and which way they are heading. (Wizards in particular are notorious for having dificulty in this area.) For this reason, street signs are prominently posted at all major intersections and in the plazas. Plaza signs also often include direction symbols. Asking Directions One way to find locations you haven't visited yet is to talk to the locals. A clear, concise set of directions may be your reward. (Of course, that rather depends on whom you ask!) The Saurus and Desert Travel Distances in the desert can be deceiving, and it is easy to lose your way. A well-trained desert Saurus purchased from a reliable dealer can mean the difference between exploring the desert in comfort and death from sunstroke or dehydration. Whether you are walking or riding, never travel in the desert without a full waterskin. Night travel is also a good way to avoid the desert blazing sun. Winning the Game When you complete Quest for Glory II successfully, you will be given the opportunity to save your character for use in Quest for Glory III: Shadows of Darkness. You will be asked to insert a formatted, writeable disk. Save this disk, as it will allow you to begin Shadows of Darkness with your character from Trial by Fire. Page 9 follows: --------------- Talking to Other Characters You will meet many strange beings in Shapeir - some human, some otherwise. Most of them know things that you don't. By speaking with them you can gain some of that knowledge. Everyone you meet will understand sentences in which you ask about something in their areas of expertise. You might ask about magic when speaking with the Astrologer or the Enchantress, or ask about heroes when you visit the Adventurer's Guild Hall. You'll want to jot down anything that seems important, as your conversations will provide you with most of the clues you'll need to save the land and once more prove your worth as a Hero. Many of the replies to your queries will suggest additional questions to ask, or lead you to others who can provide you with useful information. For example, when you ask Shameen about his inn, you will learn of the poet Omar. Combat The world is full of monsters and villains, and if you want to stay alive long enough to become a Hero, you really ought to learn to how to fight them. A clash will occur any time a monster comes near enough to strike your character, or when you type fight. Combat can take place in the room where you encounter a monster (allowing more movement and strategy), or the screen may change to a close-up view of the monster. When you encounter a monster, you will need to react quickly. You can throw daggers or cast an appropriate spell while the monster is still at a distance, or you can type fight to engage in battle. While in combat, you can cast some spells, but you won't have time to use healing or other potions. In Quest for Glory II combat, you can Attack, Parry, Dodge, or Cast spells (assuming your character has the appropriate skills). All combat moves are made with the numeric keypad (see chart). In general, the top row of keys (7, 8, and 9) represent Attacks, the middle row (4, 5, and 6) represent Parries, and the bottom row (1, 2, and 3) cause your character to Dodge. A Swing is a powerful blow that generally does more damage than a Thrust. However, it takes slightly longer, giving your opponent a better chance to defend himself. Choose a High Swing or Low Swing to take advantage of weaknesses in your opponent's defense. Page 10 follows: ---------------- The direct Thrust is faster and harder to defend against, but leaves the attacker more open to a counterthrust. Use a Thrust when accuracy is more important than damage, as against a fast-moving but lightly- armored opponent. All attacks benefit from careful planning and timing. Parry or Dodge your opponent's attacks while preparing your next blow. Attacking too quickly will make you tire rapidly, and you will not hit as often as when you delay your thrusts. The Parry, most often practiced by Fighters, is the art of blocking your opponent's attack with your weapon or shield. Parrying is quicker than dodging, and less tiring, but must be timed properly to stop the enemy attack. Dodging is the art of physically avoiding your opponent's attacks. It is the only defensive skill available to most Theives and Magic Users, and can also be crucial to Fighters when facing a clearly more dangerous opponent. Watch your enemy carefully - anticipate his moves, and choose the proper Dodge accordingly. Spells which may ordinarliy be used in close combat include: Flame Dart, Force Bolt, Zap, and Dazzle. When in doubt, Run Away (but watch your backside!) Numberic Keyboard Keys: 7- Swing High 8- Thrust 9- Swing Low 4- High Parry 5- Middle Parry 6- Low Parry 1- Dodge Left 2- Dodge Back 3- Dodge Right In terms of combat strategies, timing and defense are both important in Quest for Glory II. Try to strike when your opponent is 'open'. and anticipate his attacks to better defend yourself. If you feel that the situation has gotten out of hand, you can type escape, or press [CTRL-E] to retreat. Many battles can be avoided, and it might be wise at time to do so. Combat, how- Page 11 follows: ---------------- ever, is one of the best ways for an aspiring Hero to practice and improve skills. Each time you defeat a monster, you'll gain valuable experience that will increase your chances in future battles. Remember, always search the body of your opponent after winning a battle, for some creatures carry money or other useful items. In most cases, Status Bars are displayed during combat, keeping you informed of Health, Stamina and Mana (magic energy) points for your character. As you become injured, Health points diminish. You will use Stamina points as you work hard at fighting or using your skills. When Stamina points are depleted, energy is drawn from Health. When Health points are gone, the character is dead. A Health bar is also displayed for your opponent, to show how badly it is injured. Your opponent's Stamina is not displayed, since it would not be obvious to you during combat. Thief Skills Thief characters have two special skills: 'Pick Locks' and 'Stealth.' To use these skills type pick lock to gain entrance to a locked door, or sneak to move quietly. When you are finished 'sneaking,' type walk to resume walking normally. Magic A Magic User begins the game with several spells. For a thorough discussion of these spells and their effects, see the Famous Adventurer's Correspondence School Manual, pages 5-8. The spells he possesses will be listed in his inventory. Also listed will be the number of Magic Points needed to cast a spell, and the level of skill the character has in each spell. His spell casting will improve with practice. To use a spell, type cast (or press [CTRL-C]), then type the name of the spell. Targeting Spells In Trial by Fire some spells must be targeted. If you cast such a spell, a targeting cursor will apppear onscreen. The targeting cursor is in the shape of crosshairs. Use the mouse or [Arrow] keys to move the cursor to where you want to cast the spell, then click your left mouse button or press [ENTER]. The spell's success will depend on your skill in magic in general, and your skill with that spell in particular. Practice pays. Page 12 follows: ---------------- How to Read this Manual Throughout this manual we will use the following ways of representing information: MENU COMMANDS will be capitalized. Example: SAVE, RESTORE, QUIT, PAUSE GAME Typed commands will appear as bold type. Examples: 'type: ask about shapeir' 'type: cd \sierra' Portions of the command line not meant to be typed will not appear in bold type. For example, in the line 'type: cd \sierra', 'type:' should not be typed. [Keystrokes] will appear in brackets setting them off from the surrounding text. The brackets are not keystrokes and should not be typed. Examples: [Spacebar], [Tab], [PageUp] Two or more keys that should be pressed at the same time will be separated by a hyphen (-). This hyphen is not a keystroke, and should not be typed. Examples: 'Press [CTRL-I] to view your inventory.' The terms 'disk', 'floppy disk', and 'diskette' are used interchangeably to refer to either 3.5" or 5.25" external data storage disks. The term 'hard disk' is used to refer to a fixed, no-removable data storage disk. ALL SYSTEMS ----------- PLEASE NOTE: If there is a README file on your game diskette, it may contain important information and instructions that were not available at the time the documentation and other materials for this game were printed. Failure to review the README file before installing the program may result in unexpected consequences during the installation and/or running of the program. GETTING STARTED: DISKETTE DRIVES It is always advisable to make back-ups of your master program diskettes to increase the life of the masters and guard against accidents. Follow your computer's instructions to make copies of all game diskettes. Page 13 follows: ---------------- If you will be playing from diskettes rather than a hard disk, you will also want to format a blank diskette for saving games. In fact, saving games to diskettes is a good idea, even if you are playing the game from your hard disk. Follow your computer's instructions to format a blank diskette and keep it handy for saving your game as you play. For some helpful tips on saving games, see the 'Saving Your Game' (Page 22) and 'Interacting with Quest for Glory' (Page 23) sections of this manual. When installing your program, you may be prompted to insert a 'Drivers' disk. If you receive this prompt, please examine your disks and insert the disk marked 'Drivers' and press [ENTER], so that the appropriate drivers will be loaded. Some games do not include a separate 'Drivers' disk. Page 16 follows: ---------------- AMIGA ----- INSTALLING THE GAME NOTE: RENAME your copies of all game disks to remove the words 'COPY OF' from the disk name. If the words 'COPY OF' are not removed from the disk names of ALL the copies, the system will continue to ask for the original disk, and will not run the game. 1. Boot your system with Workbench, and double-click on the INSTALL icon. 2. Follow the on-screen prompts, choosing your selection with the mouse by clicking once on the item. 3. You will be asked if you wish to install the game on your hard disk. If you do NOT wish the game to be installed on your hard disk, select NO. If you want to install the game on your hard disk, select YES. 4. Using your mouse, select which hard disk you wish to install the game onto. 5. Follow the on-screen prompts to complete the installation. LOADING INSTRUCTIONS From Floppy Diskettes: 1. If you have less than 1 megabyte of memory for your Amiga, disconnect any external drives while your system is off. 2. Insert Disk #1 into drive DF0:. 3. Turn on your system. From Hard Disk: 1. Load Workbench and double-click on your hard disk icon. 2. Double-click on the SIERRA drawer. 3. Double-click on the drawer for the desired Sierra game. 4. Double-click on the game icon. Page 17 follows: ---------------- ALL SYSTEMS ----------- HOW TO PLAY MOVING YOUR HERO You may move your character on the screen with the [Arrow] keys, the numeric keypad, or the mouse. To halt your character's steps with the keypad, press the number 5, or press the last used direction key again. Do not attempt to move the character to start and stop continuously, resulting in very slow progress. Using the mouse, position the arrow to where you want the character to move, then click the left mouse button. Cursor Keys: Up Arrow - UP Down Arrow - DOWN Left Arrow - LEFT Right Arrow - RIGHT Numeric Keypad: 7 - NW 8 - N 9 - NE 4 - W 5 - STOP 6 - E 1 - SW 2 - S 3 - SE SPECIAL CURSORS Quest for Glory II uses special mouse cursors during certain modes of play. The shape of each cursor shows you what actions are available to your character at that time. If you are not using a mouse to play, the special cursor will usually appear in the lower right corner of the screen to inform you of the current mode. Dagger - When you see this cursor, you can move your character and/or type commands. Face - When you see this cursor, you can neither move your character nor type commands. Page 18 follows: ---------------- Shield - This cursor is for aiming targeted spells or when throwing something (see Targeting Spells, page 11). You will see this cursor then you cast a spell that must be targeted. Move the cursor to the place onscreen where you want to aim a spell. TRIAL BY FIRE MENUS When you press [ESC], a menu bar will appear at the top of your screen with several menus that can be opened to show the command choices available to you. Use the left and right [Arrow] keys to open a menu, and the up and down [Arrow] keys to highlight items within a menu. If the menu choice opens a screen with two or more choices, use the [Tab] key to move between the choices. Press [ENTER] to select a highlighted command. Press [ESC] to return to the game without choosing a command. Menu........................Shortcut Command Keys Sierra Menu About Quest for Glory II..... [Ctrl-G] Help......................... [F1] Silly Clowns................. [Ctrl-Y] File Menu Save Game.................... [F5] Restore Game................. [F7] Restart Game................. [F9] Quit......................... [Ctrl-Q] Page 19 follows: ---------------- Game Menu Faster Animation............. + Normal Animation............. = Slower Animation............. - Sound Volume................. [Ctrl-V] Turn Sound on/off............ [F2] Arcade Difficulty............ [F4] Game Detail.................. [F6] Game Time Scale.............. [F8] Action Menu Cast Spell................... [Ctrl-C] Fight........................ [Ctrl-F] Escape....................... [Ctrl-E] Pause Game................... [Ctrl-p] Repeat Last Command.......... [F3] Information Menu Inventory.................... [Ctrl-I]/[Tab] Character.................... [Ctrl-S] Time/Day..................... [Ctrl-D] Ask About.................... [Ctrl-A] Tell About................... [Ctrl-T] Look At...................... [Ctrl-L] Read Map..................... [Ctrl-R] Compass Heading.............. [Ctrl-H]/[Backspace] OTHER SHORTCUT KEYS [Spacebar]...................... Repeat last command [Shift-Click]................... Look At Page 20 follows: ---------------- SHIFT-CLICK* is a feature that will allow you to 'look' at a person or object using your mouse. Place the mouse arrow on the desired person or object, then hold down the [SHIFT] key and press the mouse button. You will now receive a descriptive message. * Please note: Multi-button mouse users should use the RIGHT mouse button, and need not press [SHIFT]. GAME SPEED CONTROL At times it may be useful to slow down the speed of the game animation in order to negotiate a trcky section, or observe something more carefully. At other times, you may wish to speed up game actions. In Quest for Glory II, animation speed is controlled by the [+] and [-] keys, or by selecting a choice from the Speed menu, using the mouse or [Arrow] keys. GAME TIME SCALE You can adjust the speed at which days and nights pass in the game by choosing GAME TIME SCALE from the Game menu. GAME DETAIL If your computer system is running the game too slowly, you may want to adjust the amount of nonessential animation in the game. At the beginning of the game, Game Detail will be automatically set at the best level for your system's speed. This level will be shown on the Game Details screen as OPTIMAL. You can adjust the detail level at any time during game play by choosing Game Detail and making another selection from the Game Detail Screen. NOTE: WE DO NOT RECOMMEND SETTING THE DETAIL LEVEL HIGHER THAN THE OPTIMAL LEVEL FOR YOUR SYSTEM. ARCADE LEVEL You can set the difficulty level of arcade sequences (combat and skill-based puzzles) using the ARCADE LEVEL option in the Action menu. USING THE MOUSE (optional) Your mouse will be useful to you in moving your character, and in learning about your surroundings. To move your character using the mouse, position the arrow to where you want the charcter to move, then click the left mouse button. In many scenes, you can find out about a person or object by using the [SHIFT-CLICK] feature described above. Page 21 follows: ---------------- EXAMPLES OF COMMON COMMANDS Communicating with Quest for Glory II Many characters in the game will have information of one kind or another for you. To talk with a character, type: ask about [character, subject or object] (for example: ask about the brigands) or press [CTRL-A], then type [character, subject or object]. Using a mouse, choose the menu command ask about. Try different approaches, and remember : talk to everyone you meet! You may encounter objects you need along the way. To take an object, type: take [object]. For example, take the note. You will need to use the objects you acquire as you explore. You can try different things such as typing: use the [object], or give the [object] to [character]. Different approaches to a puzzle may bring about a different outcome. Pay close attention to details. To examine objects, type look at the [object], (for example: look at the table), or press [CTRL-L], then type the name of the object. Using a mouse you can also use the 'Shift-Click' feature described above. To get a general description of the current room or scene, type look, or use your mouse to choose LOOK from the menu. RETYPING COMMANDS If you wish to repeat a command select REPEAT LAST COMMAND from the ACTION menu or press the [CPACEBAR] or [F3]. INVENTORY/SPELL LIST If you wish to see the items you are carrying and/or the magic spells you have, select INVENTORY from the Action menu, press [CTRL-I], or press the [TAB] key. You will see a list of the items you are carrying and the spells (if any). An asterisk (*) will appear next to any spell that is currently active. Press [ENTER] or [ESC] to resume play. PAUSING THE GAME If you wish to pause the game, select PAUSE from the Action menu, press [Ctrl-P] or [ESC] or [ENTER] to resume play. Page 22 follows: ---------------- SAVING YOUR GAME If you wish to save your game, select SAVE from the File menu, or type save, or press [F5]. To allow for errors in judgement and creative exploration, we recommend that you frequently save your game in progress, and that you save several different games from different points as you play. You will always want to save your game before encountering potentially dangerous situations. You should also save your game after you have made significant progress. Please note: If you're playing from diskettes, you must have a separate formatted diskette ready before you can save a game. If you choose to save games to your hard disk, we suggest you create one or more saved game directories or folders on your hard disk. See your computer's instructions for creating directories or folders. You may name your saved games using the standard English phrases. For example, if you are standing by a fountain, you might call your game 'standing by fountain', or simply 'fountain'. RESTORING YOUR GAME Select RETORE from the File menu, or type retore, or press [F7]. You will be prompted to select the game you wish to restore. (On a single drive system, you will be prompted to insert your save game disk.) Highlight the desired game and select RESTORE. If the game you wish to restore is in a different directory, select CHANGE DIRECTORY. Please note: If you do not have a mouse, use the [TAB] key to toggle between RESTORE and CHANGE DIRECTORY. QUITTING YOUR GAME If you wish to stop playing, select QUIT from the File menu, or type quit, or press [CTRL-Q]. RESTARTING THE GAME If you wish to restart your game at any time during play, select RESTART from the file menu, or type restart, or press [F9] key. The game will begin at the opening scroll. Page 23 follows: ---------------- INTERACTING WITH QUEST FOR GLORY II You can generally interact with the game by simple commands consisting of as little as a noun and a verb. For instance, the command sit in the chair can be shortened to sit chair, or even sit. Unless otherwise directed, follow all typed commands with [ENTER]. A message window will appear after you enter each command, and at other times during the game. When you have read the message, press [ENTER] to remove the window and resume play. Trial by Fire understands many common verbs. Here are some you might try: ASK CLOSE FIGHT MOUNT RIDE STAND BARGAIN DISMOUNT GET MOVE RUN TELL BET DRINK GIVE OIL SEARCH THANK BUY DROP GO OPEN SHOW THROW CAST EAT JUMP PICK SIT USE CLIMB ESCAPE LOOK READ SNEAK WALK LOOK everywhere. Thoroughly explore your surroundings. Open doors and drawers, lookunder things and behind things for valuable objects and clues. Look closely at all objects you encounter or you may miss important details. EXPLORE each area of the game very carefully. Search every area of Shapeir. Be careful! There are many hazards awaiting you! DRAW A MAP as you progress through the game. Make a note of each area you visit, and include information about objects found there and dangerous areas nearby. If you miss an area, you may miss an important clue. ASK ABOUT anything you think a character might know. This is by far the best way to learn what is really going on in Shapeir. But use discretion! Some characters will be friendly and helpful. They may give you valuable information and advice. Others may mislead you. Page 24 follows: ---------------- Some Common Things to Ask About: Shapeir Raseir Rumor Money Elemental Monster Weather Name Magic Sultan Emir Guild GET objects you think you will need. You will come across a number of objects that may be of use to you later, but don't overload your character. The amount that you can carry will vary depending on your strength. You can see an inventory of items on hand by pressing the TAB key at any time. USE the items you have picked up to solve problems in the game, or to help you to make progress and discover more clues. BE CAREFUL, and remain alert at all times - disaster may strike in the most unlikely of places. DON'T GET DISCOURAGED. If you come to an obstacle that seems insurmountable, don't despair. Spend some time exploring another area, and come back later. Every problem in the game has at least one solution, and some have more than one. Sometimes solving a problem one way will make it harder to solve the next one, and sometimes it will make it easier. If you get stuck, you might try backtracking to an ealier point in the game, then choosing a different path. SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW ========================================================================= SKID ROW presents QUEST for GLORY II Famous Adventurer's Correspondence School ADVANCED ADVENTURING COURSE So you had to be a Hero? Now that you've been on your own in the real world of high- powered adventuring, you have probably discovered that there is more to this hero business than was covered in your Famous Adventurer's Correspondence School Handbook. (After all, why should we tell you everything at once when we can make big bucks selling you additional manuals?) In your everday Quest for Glory, you are bound to encounter situations of such magnitude and unbelievable stress that you probably say to yourself, "Maybe I should have taken the Famous Accountants' Correspondence Course, instead." Relax. We here at the Famous Adventurer's Correspondence School have the information you need. For just 10 golds, plus 25 silvers shipping and handling, we will send you your free copy of the Famous Adventurers' Correspondence School's "Advanced Adventuring Manual". This manual will help you survive the everyday stress and strain of marauding monsters, malicious magic, and corporate managers to achieve the acme of your adventuring activities. You, too, can become an "Advanced Adventurer". Guaranteed, or double your money back (minus shipping and handling charges). FAMOUS ADVENTURER'S CORRESPONDENCE SCHOOL 12345 Aerris Way Silmaria Table of Contents How to be an Advanced Adventurer What is an Advanced Adventurer? ................................... 1 Combat Careers .................................................... 3 Advanced Magic Using .............................................. 5 Wizard's Institute of Technology .................................. 5 Occult Occupations ................................................ 6 Basic Spell Usage ................................................. 7 Advanced Spell Usage .............................................. 8 Advanced Thieving Techniques ...................................... 9 Purloiner's Positions ............................................. 10 Professional Adventuring Organizations ............................ 11 Special Southern Supplement ....................................... 13 Page 1 follows: --------------- How to be an ADVANCED Adventurer What is an Advanced Adventurer? When an adventurer becomes bored with bravery, fatigued with fighting, or ho-hummed about heroics, it's time to start thinking upward mobility. You're in the hero business now, and you can't just rest on your laurels. You must explore strange new worlds, seek out new life and new civilizations. A hero must boldly go where no man (or woman) has gone before - and come back alive. Advanced Fighting Now that you've mastered the basics of combat - the thrusty thrust, the brash slash, the ordinary parry, and the hodge-podge dodge - it's time to discuss the backbone of battle, the essence of the fracas, the gist of the joust, the peanut butter and jelly of true pugnacity - Strategy and Tactics. As the Old Adventurer would put it: " You got to know when to fight'em Know when to be polite to'em, Know when to dodge away and know when to run You've got to practice fighting Any time you're able, 'Cause there ain't (sic) no time for practice, When the monsters come." Now it is true that some people confuse strategy with tactics, and vice versa. Here is a simple mnemonic to help you keep straight which one is which: "If it is prophylactic and emphatically didactic, then it's not tactic." Page 3 follows: --------------- Combat Careers Career Paths for the Successful Fighter Warlord Hero Paladin Career Paths for the Not-Quite-So-Successful Fighter Combat Instructor Security Guard Babysitter Warlord This is the perfect job for the aggressive, gung-ho type fighter. If you have the moxie for mayhem, the obsession for aggression, the resolution for revolution, and a few friends, then you, too, can have a successful career in pillaging and looting. Imagine yourself at the head of an entire army, storming the countryside and leaving only havoc in your wake. If you love the smell of naphtha in the morning, this is the job for you. Remember - it's "Loot before pillage, sack before burn". Hero To be a Hero is, of course, one of the preferred occupations for Fighters of all times and climes. Receiving the adulation of a grateful peasantry (and often as not a few members of the fairer - which which is to say, preferred - sex) can do wonders for your ego. The more substantial rewards from those of means can also be very useful when it comes time to advance one's education and career with our marvellous Famous Adventurers' Correspondence School supplementary materials. Page 4 follows: --------------- Paladin The Paladin is the Goody-Two-Shoes of champions and the Dudley-Do- Right of defenders. The job is clearly not for everyone. If you are willing to be bold for no gold, risk your name without acclaim and campaign without gain, this could be the occupation for your emulation. A Paladin is a hero's hero (and he can have him). Frankly, Paladins constantly become involved in extremely dangerous quests like slaying Dragons, and rarely survive long enough (or earn enough) to pruchase our all-important F.A.C.S. pamphlets. Combat Instructor It has often been said that "Those who can, do, while those who teach, survive." Of course, this is generally repeated only by those who have never taught. Combat instructors, Drill Sergeants, Samurai Sensei and others of their ilk have two great advantages over most members of the violent vocations - they collect steady pay, and eventually Social Security. Security Guard If you have pangs about pain, misgivings over martyrdom, and are terrified of torture, then the more modest monotony of being a watchman may be for you. The security guard's life is fairly free of strife, but sadly susceptible to extinction by ennui. Babysitter There are few jobs more dangerous, or less rewarding, than that of the Combat Nanny. On the whole, you're better off charging Dragons than changing diapers. Page 5 follows: --------------- Advanced Magic Using Having mastered the basics of magic and gained skill in a few spells, it comes the time for a fledging Thaumaturge to figure out what he (or she) wants to do with him-(or her-) self. It is all very well and good going around impressing the rubes with a few trivial gestures of your hands, or broiling a few brigands with your Flame Darts, but merely showing off your magic is hardly the be-all, end-all for a professional. Besides, it doesn't pay particularly well. Now is the time to go beyond what you learned in Spellcasting 101. If you are tired of low-paying jobs with no security, you need to quest for glory. You, too, can be upwardly mobile! It's time to start learning some real magic. The best way to improve the status of your spells is to travel to a place where Wizards congregate. Through the city of Shapeir travel many experienced magic users on their way to the Wizard's Institute of Technocery. This city is thus a good source for advanced scrolls. Whether you wish to commit to the study and time it takes to become a true Wizard, or just pick up a few incantations, a journey to Shapeir is definitely a step up the magical corporate ladder. Wizard's Institute of Technology The Wizard's Institute of Technocery, or WIT, is the ultimate University of the Occult. Within its ivory towers, the aspiring Wizard can learn the inner nature of magic. Of course, it takes time, dedication, and a true love of learning to master the many mysteries, to become the complete conjuror. Naturally, the Wizards of WIT do not wish to be found by any riff- raff of a would-be wonder-worker. After all, any yahoo can do hoodoo, but WIT's hallowed halls are reserved for the few, the proud, the elite - the true Wizards. While the entrance to WIT is reputed to be in Shapeir, the Institute itself is said to exist on another plane. The entrance is well-hidden from all but those meant to find it. If you are among them, careful application of your knowledge should soon point the way. Before you can become a full-fledged student, you will be given a series of entrance examinations. Failure is not held against you - as long as you are willing to try again. These trials are a learning experience in themselves. Page 6 follows: --------------- Occult Occupations Career Paths for the Successful Magic User Royal Magician Wizard Archmage Career Paths for the Not-Quite-So-Successful Magic User Court Jester Computer Programmer Corporate Magician Royal Magician While perhaps not the most prestigious of possible professions for the profound prestidigitator, the position of palace performer is preferable to pecuniary paupacy. More precisely, it pays. Wizard Weigher of wonders, theorist of thaumaturgy, mediator on mysteries, the wandering Wizard is a savant of sorcery, a watcher of weird, and an academician of enchantments. Delving deep in mystical manuscripts, the Wizard seeks to know the True Meaning of Life, the Universe, and how to do the voodoo that the Zulu do to you. Archmage The Archmage is the epitome of Power. the elite of enchanters, the creme de la creme of conjurers, the nonpareil of necromancers. Archmages are pretty hot stuff, in fact. Court Jester Whilst not as dignified as some of the other occupations. Court Jesters, Stage Magicians and street entertainers have one thing that makes them the envy of other professions - an audience. Having someone to appreciate the subtle spin- Page 7 follows: --------------- ning of a spell, the incalculable incoherence of your incantations, or just to laugh at your jokes, is well worth the price you pay in prestige. Computer Programmer Just because you are incompetent at incantations, klutzy at conjurations, or a dud at divination does not mean you can't work magic. You, too, can have a successful career in computer programming. Just send away to our Famous Computer Programmer's Correspondence School for further details. Corporate Manager If you prefer the power of the pretty bureaucrat - having people constantly wait upon you, passign down directives on Wednesday which must be completed by Tuesday, and sitting in an air-conditioned office while less clever Magic Users are flame-broiling fiends in the hot Summer sun - then the job of Corporate Manager is for you. Let others do your work for you. Even the simplest Calm spell is more sufficient to make friends and influence people, encouraging those of lesser ability (such as Computer Programmers) to work long hours of unpaid overtime on your behalf. Basic Spell Usage The more skill a Magic User has with a spell, the greater the effect and duration of the spell. Calm This was developed for avoiding awkward situations, such as physical combat. It relaxes the natural aggressive tendencies of things in the area of the spell for a short duration. Once in actual combat, however, it is ineffective. A calmed opponent will just calmly eat you. With advanced skills in this spell, it is possible to calm even non- living things. Dazzle Erasmus's Razzle Dazzle produces a bright flash of magic which temporarily blinds an opponent. This, of course, presupposes that the opponent has eyes. Detect Magic This spell is used to perceive an aura of magical power which surrounds objects which have had spells cast upon them. It can also be used to find invisible creatures and things. Page 8 follows: --------------- Flame Dart This offensive spell projects a ball of magical fire towards an object. Open This intially is useful fo unlocking simple locks, but can be used to open doors when the caster is sufficiently skilled. Unfortunately, it will not affect most magical locks or doors, or those doors barred on the other side. Trigger R. Roger's Reactivating Ritual, or "Trigger", is used to 'set off' operating magical spells already cast upon some object. Thus a Magic User can avoid damage from magical traps. Trigger can sometimes be used to both 'turn on' and 'turn off' certain spells. Zap The Leyden's Latent 'Lectrical Discharge spell, or 'Zap', allows a caster to place magical energy upon a weapon. This is released when the weapon strikes an opponent, increasing the amount of damage. Advanced Spell Usage Force Bolt Aronson's Arcane Arbalest of Action and Reaction, or 'Force Bolt', is a magical globe of energy which is used to push against something in the distance. Becasue it can 'bounce' off an object, it can be used against things not in direct line of sight. When properly aimed, a Force Bolt can be made to bounce several times before releasing all of its energy. It may be used as an offensive spell. Levitate Ellen's Enchanted Elevator, or 'Levitate', spell allows the spell caster to move up and down at will. This is ideal for getting the book you need off the top shelf of your library or for dusting the top of your refrigerator. This spell continually drains the caster's Spell Points while in use. Reversal Kirkov's Cosmic Karma Cookies or 'Reversal' reflects offensive spells back upon the caster. Cast this spell before entering magical combat. It should be noted that when two opposing Magic Users both use this spell, the results can be very dangerous to spectators. Page 9 follows: --------------- Advanced Thieving Techniques Warning: If you have not studied the F.A.C.S. Cutpurses' Curriculum, do NOT read this section! This contains classified, top-secret information for Theieves' eyes only. You have your toolkit and the skill to unlock the securest safe, the stealth to sneak by the surliest security guards, and the dexterity to direct your dagger to your desired destination. You practice daily; honing your skills every chance you get to create that finely tuned machine that is your body. Now it is time to talk about the tools of the trade. Rope - In the words of the immortal Sam 'the Man' Ganges, "You gotta scope the rope if you wanta cope." Oil - This is often overlooked as an essential part of the thief's equipment, but it happens to be very handy. Squeaky hinges on cabinets and doors can create the creak that causes the cops to capture a crook. Oiling hinges reduces the noise considerably. Oil is also useful for moving heavy objects. Thief Sign - The recognition signal used among Thieves is one of the most closely-held secrets of the Consolidated Thieves' Guilds. But you are a Thief, right? No peeking now, the rest of you! O.K. To make the top-secret Thieves' sign, first place your thumb upon your nose with the hand held perpendicular to your face, and the fingers outspread. Then wiggle your fingers while focusing your eyes upon your thumb and patting your belly with your free hand. You should make the sign whenever you believe yourself to be in the presence of a fellow practitioner. However, you should be aware that not all politicians will recognize this symbol - some of them are scabs. Improvisation - There does come a time when even the best of thieves gets caught without his equipment, and he really needs to open a lock. True, you may be standing before a locked door at the dead-end of a corridor of the castle of the black prince who has sworn an oath to torture all thieves, with his two neanderthal guards marching towards you, only to discover that you left your lockpick in the shirt that you sent to the laundry this morning, but it is very important in this sort of situation not to panic. Analyse the situation. Is the door simply latched on the other side? If so, a simple insertion of your Thieves' Guild card should flip the latch. Is the door unlockable with a skeleton key? Then any thin, metal probe such as the pin that was in the black prince's feathered hat which you just happen to find in Page 10 follows: ---------------- your backpack can be used to click the lock. Is the door firmly bolted on the other side and does it resist all your attempts at breaking it down? Then put the hat of the black prince on your head covering most of your face, stroll towards the guards, give them a lecture about their appearance, telling them not to slouch, letting them know that you will not tolerate sloppiness, and then push on past, leaving them to think that the black prince has poor taste in clothes combinations. All you need is a little imagination, and you can get through any situation. Purloiner's Positions Career Paths for the Successful Thief Playboy Chief Thief Godfather Career Paths for the Not-Quite-So-Successful Thief Tax Accountant Politician CEO Playboy What thief can't imagine himself (or herself) in a fancy oceanside resort, gambling and gallivanting by day with beautiful (or handsome) members of the opposite (or whatever) sex unable to keep their hands off you, and steathily sneaking by night into the cabins of the rich tourists and accumulating more wealth to fritter away the next day? Chief Thief Rising to the head of the of the Thieves' Guild is high status in this workaday world. To gain this coveted position, it is important to have contacts. Be sure to impress any Chief Thieves you meet and go out of your way to demonstrate your talents. Remember, it's not who you know, it's whether they know you. Page 11 follows: ---------------- Godfather To really become a Godfather, it helps to have plenty of relatives. You must learn to use bad grammar and mumble when you speak. Above all, be generous. If someone has something you want, make him an offer he can't refuse. Tax Accountant If you think juggling figures and balancing budgets doesn't take a lot of agility, try it someday. For a real test of agility, try balancing two sets of books! Politician It's a dirty job, but somebody's got to do it. CEO See politician. Professional Adventuring Organizations Adventurer's Guild This place is where adventurers can get together, relax, and chat about monsters. It is a good place to catch up with the local gossip and to learn about local employment situations. Be sure to sign in when you first enter a strange town to give yourself official Adventurer Status. Otherwise, the locals might mistake you for a vagrant and have you arrested. It's an easy mistake. Eternal Order of Fighter (EOF) This organization is for real Heroes. This means no pansy Magic Users or slimy Thief scum will be admitted. Only the best and the baddest can join the 'Eternal Order of Fighters'. You got to have true grit and heavy mettle. We're glad you're bad and we're keen you're mean. "EOF - The Guts, The Glory, The Greatest!" Membership by invitation only. Thieves' Guild This benevolent organization provides a thief with the comfort of a home away from home. Where else can you relax in public knowing noone is looking through the Wanted ads for you? Where else can you be certain the jolly Page 12 follows: ---------------- stranger next to you is attempting to pick your pocket? How else can you be bailed out of a strange jail? The way to locate the local Theives' Guild is to contact a local thief by use of the Thieves' Sign. Once you have found the guild and identified yourself, it is not uncommon to be asked to prove your identity. A simple test is often given to prove your worth to the organization. Accomplishing this trial will improve your position in the guild. Failing the test will earn you the rank of 'convict.' It is recommended that you do not fail. Page 13 follows: ---------------- Special Southern Supplement The Land of Shapeir Shapeir is a small Sultanate in the South. It consists of two major mountain ranges surrounding a desert of sand dunes. Its climate is arid and extremely hot in the Summer. It has two major cities: the capital, Shapeir, in the north, and Raseir in the south. Shapeir's principal income is from imports and exports as it is along a major trade route. It is noted for its exotic scenery and fascinating bazaars. Background and History The twin citied were built around Katta settlements (see Sentients of Shapeir) protected by mountain barriers. Magical springs which never run dry create the central fountains of the cities. Both Raseir and Shapeir were designed as mirrored cities, with the Sultan's Palace in Shapeir, and the Amir's in Raseir. Some thousand years ago, a Marid called Iblis (see Djinn) attempted to rule the world and turn all men to slaves. He created a city in the desert and tried to summon the Djinn to his side. The Sultan Suleiman bin Daoud in turn summoned all the magical Djinn he could bind, and a great war occured. Iblis was defeated and bound into the form of a statue. Ruins remain near Raseir of what is now called the 'Forbidden City.' The Sultan is the absolute ruler of the realm. The current Sultan, Haruan alRashid, is noted for his wisdom and judgement. The Emir is the governor of Raseir. During the past year, The Emir of Raseir is rumored to have disappeared, and there have been diquieting tales about the current political situation. Page 14 follows: ---------------- Desert Survival Water - Without it, you are just a heap of bones covered with sand. It is best to carry several waterskins when traveling in the desert. Water is available in the cities and at occasional oasis. Saurus - The friend you can depend upon for roaming the dunes. This creature makes an excellent mount. It is fearless, loyal, and quick to defend its master against monsters. It is obedient and willing to go wherever its master wishes. Most critically, it can always find its way back to the place where it is stabled, so it never gets lost. A properly trained Saurus will understand such simple commands as "go home," "Stay," and "Get off my foot." Your Saurus - Don't leave town without it. Caravans - For long distance travel of any sort, it is best to join a caravan. Money The basic coin of the realm is the Dinar, a gold coin equal in value to the gold coin of Spielburg. The people of Shapeir also use centimes, which are small brass disks. The current rate of exchange is one silver to ten centimes, and ten silvers (or one gold) to one dinar. When visiting the city of Shapeir, it is wisest to first seek out a Money Changer, who will exchange your coins. This person will usually retain a small percentage as an exchange fee. Sentients of Shapeir There are several intelligent races associated with this region. Humans Humans are a relatively new race to this area. They created the cities and towns which occasionally dot the landscape of Shapeir. Gnomes Small humanoids with a frivolous outlook on life. Gnomes, as always, go anywhere they choose to go in order to have fun. Since mankind seems to be the butt of many of their jokes, wherever humans congest, Gnomes are pests, as they frequently know magic. If you become the victim of one of their practical jokes, it is best to grin and bear it. Katta Katta are small feline-like humanoids which have adapted well to dealing with human society. They resided for centuries in the region around where Raseir was built., but are now found throughout the Southern regions. They are gifted artisans and talented merchants. Page 16 follows: ---------------- Centaurs Half horse and half human, the Centaurs roam the deserts of Shapeir in nomadic herds. They make excellent guides for this region, since they take pride in knowing the desert like the tips of their tails. Centaurs are extremely honorable, but have no sense of humor. They do not get along well with Gnomes. Liontaurs The Liontaur looks like a cross between a human and a lion. They reside primarily to the south of Shapeir in their great kingdoms of Tarna. Occasionally a young male will wander into the Shapeir lands. Liontaurs are fierce fighters and very proud, so it is best not to annoy them. The Land of Enchantment When Shapeir is called the 'land of enchantment', it is not simply a motto. There are many magical beings residing here. Djinn Djinn and their relatives, the Djinn, Shaitan, Ifreet and Marid, are magical creatures of high intelligence found primarily around the lands of the Shapeir. They are all shape-changers, but most frequently take man-like forms. They are occasionally found trapped in items such as bottles and rings. Releasing a Djinni from such an item can be very dangerous. Djann take the shape of animals, live in the mountainous areas, and are seldom seen. Djinn are commonly associated with air. Tales are told of wishes being granted to whomever releases a Djinn from an item. Tales are also told of the Djinn destroying the one who released him. Shaitan prefer to live around streams and running water. As this is an extremely arid region, Shaitan are extremely rare. Ifreet are fiery creatures that prefer the remote dunes of the desert. Marid are the most powerful of all the Djinn. Page 18 follows: ---------------- Enchanted Creatures Much of the magic in Shapeir has to do with shape-changing. It is not uncommon for humans to be turned into animals, animals into humans, and snakes into Trademark Lawyers. It is wise to be wary around Wizards and Djinn to avoid this occupational hazard. Endemic Monsters of the Desert Regions Creatures endemic to the desert regions have one outstanding characteristic - they are tough to kill. The evolutionary reasons for this are rather obvious. A monster, as always, is defined as "that which attacks before asking questions". Jackalman Jackalmen are jackal-like humanoids that revel in packs. They are cunning and prefer to attack things previously wounded. Brigand Desert brigands roam the desert in search of unwary travelers to waylay. They are tough fighters and experts at desert survival. Tribes of brigands occasionally band together to attack caravans. Griffin The griffin is a highly intelligent creature which seldom attacks humans. However, this cross between an eagle and a lion is a ferocious fighter, and is extremely tough. it is difficult to kill, and will retreat from battle if seriously injured. Once its anger has been aroused, however, it will not forget an enemy. Griffins can be found nesting on the rocky ledges of the mountains surrounding the desert regions. Terrorsaurus This is an extremely quick-footed creature well adapted for racing down and disemboweling prey with the deadly claws upon its hind feet. Like most species of sauruses, this one is not noted for its brains. Moose The rare southern desert Moose, a benevolent and fraternal creature, is frequently found congregating in groups around a drinking hole. It is extremely dangerous to approach at such a time, since you will probably be forced to wear a silly hat and be dunked into the pool. It is also advised to avoid the stampede when the Moose discover that the only thing to drink is water. Page 20 follows: ---------------- Scorpion The giant black desert Scorpion is one of the deadliest creatures upon the sands. Its claws are capable of inflicting deep wounds. The tail has a stinger which contains a deadly poison. One sting brings death to the one stung. Anti-venom pills are available, but are of no avail against multiple stings. Unless a fighter has an extremely good defense against the tail, he or she should avoid this monster. Retreat from combat usually means a stab in the back. Magical Creatures Elementals Elementals are created by magical spells placed upon the primal elements of Earth, Air, Water, Pizza and Fire (Some theoreticians suggest that there are only four real elements, but most modern scholars agree that fireis undoubtedly a basic element). The Elementals have the characteristics of their associated element. Masikh This distant relative of the Djinn is frightening and dangerous to encounter. It is invisible, distinguished only by the movement in the sands and the fearful reactions of animals in their vicinity. Ghouls Supernatural creatures of the undead which prey upon the living. The very touch of one's claws has a chilling effect upon the victim similar to frostbite. The more wounds the ghoul makes, the more the victim's movements are slowed, until he finally collapses. It is best to avoid damage from Ghouls entirely. SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW