Spherical Contents: Loading Instructions......................................... 1 The Legend of Pulgram and Wuron.............................. 3 Spherical - Description...................................... 10 The main menu................................................ 11 The magic sticks............................................. 15 The book of the seven Sages.................................. 15 The Stones................................................... 16 Doors and amulets............................................ 16 Diamonds..................................................... 17 Hour-glass................................................... 17 Decater...................................................... 18 Scroll....................................................... 18 Document..................................................... 18 Graviation................................................... 19 Wand......................................................... 19 Helping hand................................................. 20 Timestop..................................................... 20 Magic Lantern................................................ 21 Sparkler..................................................... 21 Credits...................................................... 22 LOADING INSTRUCTIONS C64 Disk Insert the disk into the disk drive and type LOAD"*",8,1 and press RETURN. The program will start automatically. C64 Cassette Insert the cassette on side 1 and rewind the tape to the beginning. Press the SHIFT and RUN-STOP keys simultaneously. Then press PLAY on your tape recorder. The program starts automatically. Atari ST Insert disk into disk drive A: and press RESET button. The program will start automatically. 1 Amiga Turn your computer off and on (get rid of any viruses!). When the "workbench" screen appears, insert disk into disk drive df0. The program will start automatically. PC Start your machine with your current version of DOS. When you are at the command prompt, type readme (ENTER) to get full loading instructions. 2 The Legend of Pulgram and Wuron This story takes place in a land far beyond our imagination. In a world long forgotten. In a world where the destiny of all human beings, elves and other life forms was very much in the hands of the druids and magicians (and their different moods) of that period. At this time the land was split into three parts - Taljenhort, Khorndal and Kendron. While the human race in Taljenhort pursued their daily chores, work and plans (which often included warring against others), the dwarves made themselves comfortable in their wonderful homes in the south of the land - Kendron. Of the third part of the land - Khorndal - there were many rumours. Very few people actually knew anything about this country, the exact location was not known, nor the life forms living there. Rumours about Khorndal were frequently swopped, rumours of bewitched fairy spirits, of seas of bottomless depth, of terrible creatures, at the mention of which one's flesh would creep, and of castles built long ago of blood, death and huge stones fromt he sacred mountains of Jargo. From time to time expeditions were sent out from Kendron as well as Taljenhort to investigate the many rumors about Khorndal. However, no real information was written in the chronicles of 3 that time, as the expeditions were never again seen or heard of after passing the swamps of darkness - the border between Taljenhort and Khorndal. In the course of time, the humans and dwarves began to engage their interests in other things - things like war! The tiniest conflict was often the cause of a break out in war - there really was nothing else to do in this land by fight. Some years later, the race of elves was again sighted in the woods surrounding Kendron, and they associated with the dwarves. For a long time, the elves had not been heard of, and had been forgotten about - most people believing that they had become extinct. One of these elves, an elf at the best of age by the name of Pulgram, was looked upon by his people as the one to bring back glory and honour. It was also he who first suggested that the elven folk should arise out of hiding and discard their banishment to the forests, a punishment spoken at least one hundred years previously. The elves and dwarves were not natural comrades but the legendary bitterness that had always seemed to exist between the two races was slowly beginning to fade. An important turning point in history occurred when, although not helping the dwarves directly in winning their war against the humans, they supplied knowledge of nature that until then, no one had ever known of. 4 Pulgram made friends with Wuron, the dwarven magician, and often the two sat 'till late in the night in Wuron's "brown study room" discussing the higher sciences in great detail. They had, after some time come to the conclusion that a great occurrence lay ahead, an incident which would be of huge importance to all living creatures... They had observed the constellations and studies the behaviour of animals, dug about in old writings and documents, and read the old phrophecies. After many months of study, Pulgram found a possible trace to the problem. A dusty, ancient document in the great library of Taljenhort seemed to be the key to all secrets - but how on earth could they get to the library of Taljenhort - with a long and tedious war raging between men and dwarves, with no end in sight? Pulgram and Wuron decided to dare the adventurous journey to Taljenhort to find and study the mysterious document. The curtain of darkness revealed bit by bit that evil had returned once more to earth. The centre of this evil force was regarded by the two friends to be located in (you guessed it) Khorndal above which the dark clouds of wickedness had begun to gather. 5 Not much is known about the journey of the two to Taljenhort. Even the chronicles of Kendron do not contain information on this part of the adventure. The only thing mentioned is that the two had made use of black magic, although both knew that the use of such was punishable with the death penalty. Several rumours spread about the two friends, one being that there had been two peculiar figures seen in the libraries of Taljenhort, another that a corpulent dwarf had been beheaded after being caught breaking into the holy rooms of the temple, and that his friend with the long, pointed ears had vanished into the swamps. No doubt Wuron and Pulgram found what they were looking for. Today it is believed that they had been looking for the document of Quarol, a wise magician who had witnessed the birth of the earth and who came from the stars. In that writing a starball is mentioned, a ball containing a power beyond imagination, and that Quarol had hidden it to prevent it falling into the wrong hands. The saga of Quarol also mentions that Quarol had used the starball in banishing evil from the face of the earth. Nevertheless, Wuron and Pulgram were of the belief that Quarol had only partially succeeded in doing this. Mrs. Gargl, Wuron's cleaning woman, maintained that she had sometimes heard him saying something about "the dark swamps" and 6 that "evil had been awakened again". Mrs. Gargl, however, was of the opinion that Wuron was only boasting agains. The price demanded by the starball for its use was practically the same as the penalty for using black magic. In using the starball's energy, the user had in turn to give his life to join the inner sanctum of it - to become part of the starball itself. Later prophets all over the world regarded Wuron and Pulgram to be in rank with the greatest martyrs of all time because they had averted a huge danger from the world. Many years later, as Pulgram's house was being pulled down, the remains of a diary were found behind a large cupboard. This is the first time that the readable entries have been published: 5. Decade: "... I know that we are perhaps making a mistake that we will later regret, but only we are able to stop this evil. There's no one except my dear friend and I who have the knowledge and courage to..." 12. Decade: "... there is no longer any doubt - Quarol had not succeeded..." 23. Decade: "... Wuron is of the opinion that the starball is the only remaining hope. Until now I haven't been sure, but the welfare of all living creatures lies in our hands - what shall I do? Oh help..." 7 The last and also the longest diary entry was written in the 26 Decade. 26. Decade: "... and so I have a great horror for this adventure, but I also know that there is no other hope. If Wuron and myself don't do something against this eveil we will all have to live under the tyranny of Mirgal. - He is no longer asleep and is becomming stronger day by day. In a few months he will control the world. We love our people too much to allow this! It is our task to stop Mirgal, to banish him once again again into the realms of dreams forever, while he's still weak. Time is slowly running out, but he still has not reached his greatest strength. "The task is difficult - to find Mirgal's castle and the room of the Dragon. I pray that his servants be not awakened.. Wait, I hear the knock at my door - the sign. The time has come, Wuron waits... May Rangor and Elsbeth be with us and help us on our quest..." Later information tells us that Mirgal was a legendary dragon who lived 10,000 years ago beyond the swamps of Khorndal. More I cannot tell you of this story, but let's hope that Rangor, The God of Dwarves and Elsbeth, The Goddess of Elves and keeper of the Inner Light, helped our two friends on their quest. I don't even know if this story is true, but if you see an elf or a dwarf somewhere, just don't 8 forget to ask him about Wuron and Pulgram. You may believe that there are no longer dwarves or elves on earth today - but I wouldn't think like that. Just go and look in the woods, listen to the birds and maybe you'll hear whispering voices telling of long forgotten events... 9 SPHERICAL - DESCRIPTION As you have most certainly learned from the background story, in this game you have to accompany a magic starball through the rooms of the dragon's castle. You do this by preparing the ball's passage magically, thus directing it onto a certain field. Only then may you enter the next room. There are some important displays around the playscreen, which will be of help to you: |-----------------------------------------------------------------| | | | | | | | | | _ |-----------------------------------------------------| _ | | ) ( | \ | / | | | | |(___)|--| \ | / |----| | | | | _ | | \ D / | | (_) | | ) ( | | A \ / F | | _ | |(___)|--| \--------------------/ | | | | | | | C |----| | | | | ___ | | (_) | |(___)|--| | | |(___)|--| B | | |(___)|--| | | | | | | | 12 |-- E G | | | | / | | | |------/----------------------------------------------| | |-----|--||--||--||-----------------------------------------------| A) These two bottles show you the amount of magic power that keep the starball on this plane of existence. In case there is no power left, the ball will return into your parallel dimension. B) These stones show you the number of time doors still remaining. If you should find yourself in a hopeless situation, you only have to press ESC in order to be put back into the time when you entered the room. C) This display shows you your current wealth. On the opposite side you will make out - in case you look - an identical display for the second hero. D) This display gives you the number of the room in which you currently are. Rumour has it, that there are more than a hundred rooms, each changing completely according to the number of people entering, be that one or two. E) This is the clock givin you the exact time 10 when the starball is set in motion. This time can be affected by an hour-glass. F) These test-tubes show you the amount of energy the hero is left with - in the upper display for the first hero and in the lower display for the second hero. You lose energy when touching monsters or stepping in acid. You must leave the castle when having lost all energy. G) These small bottles show the number of red bottles which you have collected. You will find out exactly what initiates the effects of the bottles under "magic aids." When entering the dragon's castle, you find yourself in the entrance hall. There you will discover eight switches of a rather magic sort which are described by the Seven Sages of the Country as follows: F1: One Player: If you want to go on the adventure simply as a wizard, this is the right key for you! Be sure that a magic device called "joystick" is plugged into your computer. When using a demonic device called "IBM PC", you may as well control the magic of your hero by typing about on the magic keyboard. 11 F2: Two Players: If you should need a helping hand, you can take your best friend with you by pressing this key. In this case two magic sticks are needed. If two people enter the castle, it is changed in a magic sort of fashion. If two people try to overcome the dragon, this task is of course more difficult to manage. F3: Training: This key gives you the opportunity to practise wizardry. When pressing F3, you enter an empty hall where you may then practise your witchcraft to your heart's delight! F4: Magic Aids: In case you are not familiar with the magic devides in the castle, you will find some important explanations here, but keep in mind what some people say: Not all is mentioned here! Additionally, the Sages of the Country teach that there is the possibility to skip rooms and find hidden halls. 12 F5: Program Information: By pressing this key you will receive some insight into knowledge about a parallel dimension, which up until now nobody could ever understand. Nevertheless, this insight should prove worthwhile, for under this key you will be informed about all the other keys that you will need during the game. F6: Give Password: There are old and legendary documents, on which powerful spells are written. These should prove useful in teleporting into the hall in the castle in which the magic scroll was found. With this key you are able to activate one of the magic words, taking you immediately into the desired hall. F7: Music Menu: You will hear odd noises in the halls of the castle. Very strange indeed, but by pressing this key you will find yourself in a position to influence the noises in such a way that they will appear as lovely tunes. Play areound with this key, and it will prove a pleasure for your ears. 13 F8: Start Demo: This key calls a crystal ball onto the screen. By using this crystal ball you may take a look into halls you might perhaps enter some time in the future. Learn from the information this magic artifact gives you, because it will be of help to you on your further way. 14 The Magic Sticks: Only after seven hundred and seventy seven years was it possible to discover all functions of the legendary magic sticks. Stick left/right takes the wizard in the corresponding direction. By pressing stick upwards, he most certainly and surprisingly jumps! You may combine that with the left/right movement, thus making it possible to jump across wide chasms. When pressing the stick button, the magi is called to life, after which a stone appears. The stone will appear on the same height as the wizard. Only when pushing the stick downwards at the same time as pressing, will it appear below the wizard. Experienced magic stick wielders may bewitch a stone onto their screen even while jumping or falling. When using sparklers in the later course of the game, you can let the sparkler drift about on the screen by pressing the stick button for longer periods. If you repeat that action, the sparkler will return to you. The Book of the Seven Sages: The Seven Sages of the Country have written a book, which gives some account of what will happen in the castle. Unfortunately, you can't rely on everything in this book, because the Ancienti Sources - out of which the Seven Sages took their information - are of magical nature, and magic is often a tricky king of thing... 15 The Stones: There are stones of various sorts in the castle. Some are solid and will stubbornly refuse to be bewitched away; others are weaker and will disappear when magic is used. Another sort of stone produces acid that you shouldn't touch, but in general you can walk on stones of every sort. Doors and Amulets: These doors are no ordinary doors. In every one of them you will find a magic diamond of one or the other colour. If you find an amulet of the same colour, all doors of the corresponding color will be opened in the course of time. Rumour has it, that some rooms in the castle should be opened at the correct moment, otherwise they will be of no use to you. 16 Diamonds: Wealth has always been the dream of everybody. Of course, you want to live in comfort after you have overcome the castle and the dangers lurking there. The value of each diamond is determined by its colour and shape. The Sages say, that there are diamonds not worth being collected, and that magic is needed in order to determine the true value of a gemstone. Hour-Glass: The magic which is necessary to keep the starball steady decreases in the course of time. You can strengthen the magic power by use of the hour-glass, which will give you more time to prepare a certain room for carrying the starball into the next one. 17 Decanter: Together with his energy a wizard loses his life, as the Sages say. With the draught in the decanter you can revitalize yourself and encounter the dangers of the castle with new strength. Scroll: These ancient scrolls contain an ancient magic which will give you the strength to jump further than ever before. When casting the spell, your wizard is filled with fresh power. Rumour has it, that these scrolls never lie around at random, but always have their purpose. Document: Yes, you are right; this actually is one of the powerful documents containing the most powerful magic of all! Remember the word of power very well; you find it on the yellowed 18 page. This word is very useful indeed for new efforts to master this castle. Gravitation: Unknown people have constructed these switches. Unknown possibilities are hidden within them. When moving one of these switches with magic, gravitation changes, but only for the starball! Rumour has it, that some switches change gravitation in only one direction, whereas others switch it this way and that by turns. Wand: A wizard called Yarmak left these wands behind in order to use them later on returning to the castle. A wand makes it possible to go directly into the next room by using its magic. Until today, only Yarmak knows how to handle these wands! 19 Helping Hand: This red bottle really has it! When drinking the liquid in it, you will, for a short time have the power to destroy all evil things in a room. Where the monsters vanish to, or how it works remains a secret, because most experiments done with the bottle failed with the researchers vanished themselves! Timestop: A green liquid - contained in a small bottle - makes the impossible possible: Time stands still (Gosh!). Even though this effect remains only a short "time", it has helped many a hero! Abuse of this form of magic nowadays leads to punishment, because most of all thieves make use of it in order to rob their victims during the time-standstill. 20 Magic Lantern: When you rub this lantern, you will be surprised to learn that NO genie arrives! On the contrary, you will be, for a short time, invulnerable. Even the evil eyes won't have the power to harm you as long as the effect lasts. The military people of a while lot of countries have been trying to construct a duplicate of this lantern every since, but up until now fortunately to no avail. Sparkler: This strange artifact is of unknown origin. When using the sparkler, a ball from another plane of existence suddenly appears, then circles around you and destroys all monsters trying to get near you. When the sparkler is burned down, the ball vanishes. When using two sparklers, the ball is able to drift around to its heart's delight. 21 Now you have all knowledge collected by generations. Make use of it in order to defeat the dragon, thus putting an end to the threat of eveil 22 ============================================================================= Spherical docs are brought to you by The Southern Star for M.A.A.D.