THE SUMMONING
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CONTENTS
PRELUDE ...................................1
An Enemy of Dreams ........................1
THE GAMING ENVIRONMENT ....................29
The 3-D Overhead Map ......................29
The Character Screen ......................30
Text Message Bar ......................30
Poison ................................30
Confusion .............................30
Lightning Shield ......................30
Fire Shield ...........................31
Battle Rage ............................31
Your Character's Body .....................31
Your Character's Portrait .................31
Hit Point Sums ...........................31
Spell Point Sums ..........................31
Encumbrance ...............................31
Right-hand Action Icons ...................32
Left-hand Action Icons ....................32
Spell Icons ...............................32
Character Inventory Slots .................32
Status Block ..............................32
Icons .....................................32
Rating Statistics .........................33
GAME PLAY INFORMATION .....................34
Mouse Instructions ........................34
NPCs ..................................35
Hidden Keywords .......................37
Keyboard Controls .........................37
Keyboard Commands .....................39
Other Keyboard Commands ...............39
Keyboard-only Operations ..................38
Disk and Game Option Menu .......... .....40
Saving and Restoring the Game........40
Printing Out NPC Text ...................40
Printing Out Maps .......................41
The Magnify Option ......................41
Containers ..............................41
Spellcasting ............................42
THE CHARACTER GENERATOR ......... .........43
Male and Female Characters ..............43
Attributes ..............................43
Strength ................................43
Agility .................................43
Endurance ...............................43
Accuracy ................................44
Talent ..................................44
Power ...................................44
Generating the Attributes ...............44
Method # I ..............................44
Method #2 ...............................44
Method #3 ...............................44
Weapon Proficiency ......................45
Edged Weapons ...........................45
Clubbing and Hacking Weapons ...........45
Pole Arms ...............................45
Projectile Weapons ......................45
Magic Skill Classes .....................46
Wizardry ................................46
Sorcery .................................46
Healing .................................46
Enchantment .............................46
Hit Points ..............................46
Spell Power Points ........................46
Experience Points .........................47
ARMOR, SHIELDS, AND HELMS .................48
THE WEAPONS OF WAR ........................49
DENIZENS OF THE SUMMONING .................50
The Bestiary ............................50
Assassin ................................51
Ball Lightning ..........................51
Bat, Giant ..............................51
Centaur .................................52
Creeper .................................52
Crustacean ..............................52
Cyclops .................................53
Eel, Giant ..............................53
Fire Giant ..............................53
Fly Trap, Giant .........................54
Gazer ...................................54
Ghoul .. ................................55
Griffin .................................55
Harpy ...................................55
Hag .....................................56
Hellcat .................................56
Hell Hound ..............................56
]ester ..................................57
Mercenary ...............................57
Messenger ...............................58
Minotaur ................................58
Phoenix .................................58
Poison Bubbles, Giant ...................59
Renegade Mage ...........................59
Samurai .................................59
Shadow Weaver's Guard .....................60
Skeleton ..................................60
Spectre ...................................6O
Spider, Giant .............................61
Stone Golem ...............................61
Will-O-Wisp ...............................61
TRAPS AND PUZZLES .........................62
Keyholes ..................................62
Object Holes ..............................63
Levers ....................................63
Pressure Plates ...........................63
Rolling Balls .............................63
Runestone Floor Spaces ....................64
Magic Mouths ..............................64
Teleporters ...............................64
Special Floor Areas .......................64
Doors .....................................65
OBJECTS ...................................66
Potions ...................................66
Jera Potion ...........................66
Teihwaz Potion ........................66
Algit Potion ..........................66
Isa Potion ............................67
Dr Jo Jo's Snake Oil ..................67
Poison ................................67
Amulets .................................67
ENCUMBRANCE ...............................68
RUNES OF POWER ............................69
NPC INTERACTION ...........................71
Print Feature .............................71
AUTO-MAPPING ..............................72
THE MAGIC SYSTEM ..........................73
Spells ....................................73
Wizardry ..............................74
Flame Arrow ...........................74
Poison Gas ............................74
Fireball ..............................74
Four-direction Fireball ...............74
Bounce Fireball .......................74
Lightning Bolt ........................74
Battle Rage ...........................75
Sorcery ...............................75
Kano ..................................75
Sight .................................75
Magic Wall ............................75
Swiftness .............................76
Zap Away ..............................76
Teleport ..............................76
Dispel ................................76
Invisibility ..........................76
Gateway ...............................77
Mending ...............................77
Enchantment ...........................77
Freeze ................................77
Fire Shield ..........................77
Lightning Shield ......................77
Weapon Skill ..........................78
Magic skill ...........................78
Shape Change ..........................78
Alteration ............................78
Healing ...............................78
Liquefy ...............................78
Cure Poison ...........................78
Restore ...............................79
Heal ..................................79
DESIGNER'S NOTES ..........................80
APPENDIX ..................................83
Weapon Proficiency ........................83
Ratings/Magic Skill Ratings ...............83
Experience Pointsrfities ..................83
Keyboard Commands .........................84
Other Keyboard Commands ...................84
Rune Stones and Their Powers ..............85
Hand Gestures and Spells ..................87
Teleport Maze .............................89
Level Layout Map ..........................90
------ PRELUDE ------
An Enemy of Dreams
Many candles lit the hall. Sconce after sconce, flame upon
flame, they burned in rank and regiment within a broad
space. Some stood in rows, others about stanchions; yet
others shone alone, fixed high in the stonework like quiet
sentinels of light.
As evening fell, a wind began
to penetrate the hall. It came
through slits in the stones where
archers watched, fighting past
oaken gates no battering ram
might hope to win, and with
each chill gust, the flames of
candle and hearth could be seen
to falter. They wavered, as did
the hearts of the citizens and
soldiers, the mages and diplo-
mats who huddled, waiting,
cursing from time to time while
they ate, or prayed, or bent to
sharpen a spear beneath a can-
dle's guttering light.
A murmur began to pass
through the gathered crowd, and
they drew back. A procession
neared. Torches, brilliant and
smoking, held high by Council
guards, cut a path through the
assembly, shepherding between
them a score of soldiers and
noble lords.
Those nearest the procession
began to cheer. Others soon spied
the new face among the marchers,
and they too lent their voices to
the growing excitement. Here
marched their savior, some eager
voices said, coming at the head of
this midnight parade.
"This dress does not fit," said
a commanding, female voice.
"You accepted the honor,"
came the reply. "Where is the
crown 7"
"I left it..
"You are impossible. You must
wear the crown. And that, it's so
gaudy! Give the necklace here!
Quickly--"
"No!"
A cry of trumpets stilled the
voices to silence.
There was a creak of iron
hinges. Then, half as wide as a
castle gate, a door opened in the
hall. The eastern half of the
palace began to glow.
It filled with a wondrous
yellow light, as if the sun of
summer days had come to save
those gathered about. And
beyond the source of the light, a
great room awaited.
Here, magic held sway, provid-
ing fight for the Council, and
warmth for that body of mages
and diplomats who had ruled An
Laeytroeb for nearly a century
now. It comforted them, those
leaders about to seat within their
number a new lord, an equal
above equals: their acknowledged
master, harbinger, and queen.
lairus entered first. He knew
the way, and though old, his pur-
ple robes together with the
jeweled headpiece lent an air of
great authority to his march.
Behind him, taking measured
steps, her eyes level and full of
fire, came Rowena.
Inside, the Council awaited.
They were twelve, seated about
a circular table which rested on a
dais above the floor. In one cor-
ner of the room hung a great,
crystal sphere. Rowena recog-
nized it at once as the Orb of
Knowing.
Without ceremony, she took
her measure of the Council,
judging each of them who sat
before her without waiting to be
judged. Robes of regal blue,
hoods lined in gold and threaded
with silver filament, noble faces
looking out; none of it fooled
Rowena or gave her cause for
awe. What she saw were
defeated men.
After all, not a single Lord
among them would have
accepted her as leader, before
this present war, this disastrous
conflict of theirs with Shadow
Weaver.
"Dishonor not these
ancient and valued
halls, whose stones are
stained by the blood of
better men. They who
died to build this king-
dom were champions!"
She touched a piece on her
necklace, for luck. Gentlemen,"
said Rowena, "in times of peace
there is no more noble leader-
ship than what I see before me
now: modesty, a quiet stillness,
the humility and temperate era-
son of the Council."
Her voice grew stern, com-
manding. "But when the trumpet
sounds to battle, you, all of you,
must imitate the actions of the
lion, not the doe! Put fire to your
blood; let your backs be straight;
send your hands grasping for
your swords. Disguise this fair
and female nature of yours with
overwhelming rage!"
With a smile, Rowena
moved to the Orb qf
Knowing. As she did so
a vibration began,
building between her
and the sphere.
She paused, and though her
words had cut through a
shocked stillness, Rowena stood
perfectly at ease. Let them see
her as strength built upon
strength, a goddess come to
lead. The tight perfection of her
dress aided the illusion, she had
to admit, as did the braiding of
her hair, side to side, in the style
of the most ancient witches.
She had only refused the
crown, for they must see
strength from her heart and not
in a circlet of gold about her
head.
"Summon up your breath and
spirit," Rowena continued. "Let
your souls reach their full
height, honored princes of
Whitney and Laeytroeb. Oh, you
noblest sons of warring fathers,
whose grandfathers and their
wives fought side by side in ages
past, follow me!
"Dishonor not these ancient
and valued halls, whose stones
lay stained by the blood of better
men. They who died to build this
kingdom were champions. They
were of your kin and kind, and
they need no introduction. But
you, all of you, seem content to
forget their sacrifice.
"Unless," Rowena stressed
her words, pausing artfully,
"unless now, you swear on your
honor and summon up your
wills with mine. Swear to me
that you are worthy of your
ancestors, and with me lead
those bloodied and beaten souls
outside these do, ors. For there is
not one of them so small that he
does not keep a noble fire in his
heart.
"! see them waiting, not as
defeated men, but warriors, dogs
of war straining to be set from
the leash. Swear that you will
follow that spirit. Follow me, and
by the gods I promise you a vic-
tory of the like your enemies
have never seen!"
All twelve rose as if a single
man. They pulled back their
hoods. They bowed.
It was an extraordinary sight.
To all appearance the woman
before them was no better than a
girl, a woman of twenty sum-
mers who might command any
man in love, but whose battle
strength had stirred them all.
There was about Rowena a
reserved force. She came to them
with no resume of heroic deeds,
having led no armies, nor
crushed any evils of which they
knew. And yet not a single man
nor woman in the kingdom
could say they had not heard her
name.
A river of command seemed to
flow outward from her, engulfing
all those who beheld her. It came
as a natural power, like light, or
heat, and all that was best in
men saw fit to cooperate with it,
as simple as obeying the will of
gravity. It was as if the events of
a day did not happen to her, but
that where Rowena moved, the
events of an age were like to fol-
low.
"How did you know?" asked
the leader of the twelve. He
addressed his question to Jairus,
their greatest mage and advisor.
"When I journeyed to the
east," answered Jairus, "I first
saw her teaching outside a tem-
ple wall. Even with what we
knew, I thought it best to ask for
a demonstration. Perhaps I
thought I could engage her in a
contest of wills. But as I drew
closer I knew it would be unnec-
essary. She conquered where she
stood, or walked, or sat, or in
whatever thing she did."
Jairus paused, stroking fingers
across the length of his chin as
he considered, with racing heart,
the woman at his side. When he
continued, it was to say: "She is
our one and only hope."
"I agree," said a telepathic
Councilman. "Brothers, I have
looked into her soul. Neither did
she resist, nor offer evidence of
anything beyond a brave heart
and a magic most true and pow-
erful. She is no spy of Shadow
Weaver's. Instead, as the Orb
proclaimed, she comes to us
most welcome. She is our savior
and queen."
"I agree," said Jairus. "I too
have had the opportunity to test
her soul, on our journey here..
With a smile, Rowena moved
to the Orb of Knowing. As she
did so a vibration began, build-
ing between her and the sphere.
It was invisible, noticeable only
to the most adept in the room,
and yet it linked Rowena to the
Orb along lines of magic as old
as the world.
"Gentlemen," she said. "We
begin." She raised her hands
above her head, palms upward, a
movement which came naturally
to her, while above, as she knew
it must, the sphere came to life.
"So this is the Orb of
Knowing, that harbinger and
foreteller which showed me to
you," said Rowena. "I'd heard of
it in my youth. I never dreamed I
might so easily...." She allowed
her words to trail. Her face grew
stern, while above her, clouds
and flashing scenes began to
swirl within the sphere.
"All time is an arch," said
Rowena, "through which shines
an untraveled world: the truth.
See it, my gentles, and do not
despair!.
Images of a black and lonely
island appeared.
Here was a desolate place.
Rocks lay everywhere, as if, in a
rage, the gods had shattered a
mountain and left its corpse to
lie upon the sea. Yet by ones and
twos, aboard rafts, or cast away
from good boats passing near,
the dregs of the earth found
their way to this unpromising
land.
They came to escape, to slip
away from sentences of death, or
to settle far from honest men.
They were brigands, outcasts, and
those more vile than names might
tell. And all their journeys ended
at a single point: the island.
Years passed and their num-
bers grew, until finally those
upon the island organized, and
in organizing drew themselves
up into a company and estab-
lishment of criminals.
Then the raids began.
Cities and towns along the
coast gained a new fear, for in
the night came sleek boats, and
with them a flash of knives
beneath the moon.
As season followed season,
the raids grew in intensity and
skill, with each thrust of the
brigand Horde falling deeper into
the mainland. At last the voices
of the dying reached as far as
the Council. There, no less
swiftly, they were followed by a
great wailing sent up by the wid-
ows of the slain.
The Count raised a fleet to
oppose the Horde, lords joining
together in the armor of battle, and
the men marching side by side,
singing to the boats while flags
snapped brightly above the sight.
And warriors filled each ship with
the noise and stink of war.
When the appointed day and
hour arrived, the Council's fleet
set sail.
(A shudder passed through
Rowena as she watched.)
No man of that fleet crossed
blades with the enemy. No cap-
tain gave his call to arms.
Instead, as they approached the
island of the brigands, they saw,
through scudding mists, a sight
to chill their bones.
Where only barren rock had
been reported, now a vast citadel
rose beneath the clouds, while
great mountains girded the place
like walls laid down by the will
of the gods. And before this bas-
tion of stone, stretching out to
the sea, lay a labyrinth of intri-
cate design. Here was a maze of
traps and dangers sufficient to
slow any assault.
As if at once, a great and
despairing groan arose from the
men of the lead ship. Soon it
was followed by other and more
terrible cries as the fleet closed
within easy sight.
From the fleet, but a few sur-
vivors returned to tell the
Council of their defeat. As they
told it, scorn and self-contempt,
shame piled on shame, were all
too little to describe their plight,
for the many ships, the great
fleet of the Council, its armies,
weapons, and supplies -- all had
been destroyed by a fearsome
magic in the sea.
The only enemy fought that
day was death, and, for the most
part, death had won.
When next seen, the brigands
were an army. They came down
upon the mainland in their own
squadron of ships, and with
them came a leader to drive ter-
ror through the hearts of men.
Here, for the first time, was
Shadow Weaver.
"All time is an
arch, "said Rowena,
"through which shines
an untraveled world:
the truth. See it, my
gentles, and do not
despair!"
It had been his magic that
sank the fleet, the spells of his
hand turning ships to broken
toys, and drowning before his
island home the Council's entire
fleet, and will, and righteous
strength.
Shadow Weaver. They
watched his image clarify in the
Orb of Knowing.
If possible, Rowena's gaze
grew more brilliant, her eyes
becoming wider, and of a deeper
blue than they had been before.
To those nearest, she seemed to
be looking out through eyes of
precious stone, their aspect
turned hard and immutable in
the instant Shadow Weaver
appeared.
The evil mage rode a
charger into a breach
in the castle wall.
Black cloak and mask
adorned him. Yet .the
mask seemed a part of
the man, and the cloak
swirled behind him as
easy as flowing hair,
and when he shouted
to his men they
followed.
Yet Rowena remained in con-
trol, and when she came down
upon the figure, focusing him as
tightly in the orb as might be
done, all was as if seen from the
eye of a descending hawk.
"Here he is," said Rowena.
"From the battle for the castle of
Etenkral. Two summers past."
The evil mage rode a charger
into a breach in the castle wall.
Black cloak and mask adorned
him. Yet the mask seemed a part
of the man, and the cloak
swirled behind him as easy as
flowing hair, and when he
shouted to his men they fol-
lowed. Into the breach they
roared, into wind, flame, and the
rising music of blade upon
blade.
Though hundreds of the brig-
ands died, hundreds more
remained, and each man came at
his best pace to shout the name
of the dark one, and to count
himself blessed if he died within
sight of his mounted king.
"Look at him," said Rowena.
"Man, ordinary man, is at the
mercy of events. Floods and
lightning take his soul, he trem-
bles at the violence of his
neighbors. But this man, he
shares the life of all that terri-
ties. He is an expression of the
same laws which control the
tides and the moon, numbers
and realities."
"Unstoppable," said one of
the Council.
"By all but me," replied
Rowena. "How wonderful, the
two of us! Two such spirits alive
at once, in the same age, and
with no choice for it but a con-
test of wills!"
"When will you tell us how?"
asked lairus. "When will we
know?"
Rowena dropped her hands.
The sphere went dark.
"Tomorrow. It will be tomorrow,"
she said. "For now I want quar-
ters, food, the plans and
disposition of all men-at-arms.
These I want immediately. Then
tomorrow, at this same hour, we
will meet again."
Rowena watched Jairus as he
directed the placement of dishes
upon the table, his gifted attention
to each portion of browned and
golden pheasant, his delight at a
taste of the Council's best wine.
After a rush of servants and
serving wenches, they sat
together in the palatial quarters
provided her. They ate.
"You are more the diplomat,"
said Rowena, "than am I. No
doubt it explains the size of your
stomach, the bags beneath your
eye s."
"A cruel tongue," Jairus
responded. "But direct, accurate,
and sorely needed in these
halls." He speared a steaming
potato with his fork, bringing it
carefully before his lips. "Some
of what is before you may be too
generously heated. Be careful,
my dear. Perhaps you should
remember who brought you
before the Council.
Rowena narrowed her gaze. "I
remember."
"Then a simple question, an
honest query for honest
tongues," said Jairus. "Do you
believe you could have even
come before the Council, let
alone as their preordained sav-
ior, without my doing?" He
pulled apart a succulent leg of
meat; he chewed.
"No," Rowena answered. "I
can appear threatening, without
the proper introduction." She
paused, placing a morsel of food
in her mouth. "To be honest, I
would never have thought to
raise an army, as Shadow
Weaver has done. Nor would I
have conceived to place myself
in opposition to him, without
you. An honest question then,
for honest tongues; now having
brought me here, what do you
want out of me?"
"My reasons are entirely self-
interested," replied Jairus. He
sipped at a heady wine. "If
Shadow Weaver wins, it is
unlikely I can be of service to
him, and more likely I shall
spend the rest of my days in
some great agony of torture. It
therefore befits that I should
run, or fight. Yet, however old or
out of shape I may appear, I have
never run."
"Then I take it," said Rowend,
"I am the weapon you have
found for your fight."
"In part, yes," Jairus admired.
"I believe you can lead us
against the evil. There is also the
matter of your magical
strength."
"You wish to learn?"
"Yes. Whatever a child of such
gifts may teach," said lairus.
"There is also this force about
you. So natural and overwhelm-
ing an aura of command."
"Which, if you possessed it,
might give you control of the
Council."
"But not replace you," said
lairus. He threw his hands wide,
palms up, and smiled. "And
finally," he laughed, "there is
your beauty. Old I am, and weak
in many ways. But whatever has
been dulled in me, by time,
awakens when I see you. Your
dancing shape, your haunting
gaze, they stir a magic all their
own." lairus forked another
steaming bite before his lips.
"Charming," said Rowena.
"But, honest woman to honest
man, you would find my charms
more difficult to swallow than a
hot potato. More true to the
result, they would kill you. This,
because I am as direct in love as
in war."
"The necklace," Jairus whis-
pered.
"What?" Rowena asked. She
gasped toward her breast, feel-
ing for the necklace of gold, and
once finding it, letting her fin-
gers run across its many small
runes and inscriptions.
"Yes, I recognize the piece,"
said lairus. "You stole it from the
temple where I found you. Didn't
you? I've searched for it. I've
spent years --"
"They knew not what they
had," Rowena interrupted.
"And do you," asked lairus,
"now that you possess it?"
"In all its particulars, no,"
Rowena admitted. "But I feel the
strength of the thing." She
dropped her voice to a whisper.
"What will you tell me, freely"
"I tell you, freely, that it
belonged to a most ancient and
evil witch, the sorceress
Chesschantra. She was the one
who betrayed our kingdom in
the days of Lord Borel and the
Gods of the Three Ways. This
bauble kept her young, for an
age more than she deserved."
Rowena smiled. "Then it will
keep me young?."
"No," said Jairus. "It will make
me young[ We, together, will
explore its powers to that benefit,
and securing such ability I will
transform myself into a more
vital form." He spoke quickly,
excitedly. "We will then join, man
and wife, king and queen to this
kingdom, sweeping aside the
Shadow Weaver, the Council, and
any who may oppose us."
Rowena fingered the necklace,
considering lairus' often "And if
I refuse?.
"I will have what I want," he
replied.
They looked into each other's
eyes, and in that meeting,
strength came against strength.
One harbored a power as direct
as day, while the other took sub-
tier advantages, those of
position and experience.
"I must sleep on it," said
Rowena. "And take this, my one
last and honest thought; I will
consider your request. Now leave
me." She sat back in her jeweled
chair as if suddenly exhausted.
"And still there are maps to
study, and plans to review before
I sleep."
Wax dripped from her candle,
hitting in soft splashes against a
parchment of battle plans. Even
as she attempted to concentrate,
the room grew dark. It became a
dose and weary place, and
within moments, the rigors of
her day having caught up with
her, Rowena fell asleep.
The dream began.
Rowena entered it as if the
lapse from consciousness to
fantasy were immediate, and
soon she found herself sus-
pended, bodiless, a witness to
the pain below.
"Father!" screamed a child.
The girl fought, pushing against
spears held close and leaving
blood upon more than a single
Wax dripped from
her candle, hitting in
swifit splashes against
a parchment of battle
plans. Even as
she attempted to
concentrate, the room
grew dark.
blade, while one soldier, step-
ping toward her, came on
through the ring of weapons. He
reached out with a fist to
slap her, hard, and the child fell.
"Abigail" screamed a
woman. It was the mother "Get
away!"
The woman's hair lay braided,
side to side, in the style of the
most ancient witches. About her
throat hung a necklace of golden
pieces, and in her eyes burned a
remarkable, unyielding flame.
In turning a hand, just so, the
mother stole one soldier's
breath. With a word, she slew
another, his throat torn by an
invisible blade. Others closed.
Combining their powers, mages
and warlocks hoped to subdue
the woman's tricks.
"The plan is cunning "
said the Chief Artisan
of War, he of the
Council known as
Khatl. He stood tall,
well-muscled and
dressed in a leather
armor decorated by
the gleam of a dagger
strapped across
the front.
Fighting past ethereal
alefences, one man caught the
mother's gaze (and went blind
instantly), while two others trem-
bled with fear as they worked, on
their bellies, to grasp the ankles
of the witch. Above them a pow-
erful magician joined battle with
blades of lightning in the air,
until at last and working together,
they clasped her in irons.
The chains jangled. They grew
warm and stretched taut, making
all the sounds of restraining a
violent power. But resistance
meant nothing. Here was a metal
to hold magic at bay. Working
quickly, the guards applied a
smaller, second set of bonds to
Abigail.
The girl watched strength flee
from her mother, as if blood
poured from a mortal wound.
And in the deepest recesses of
Rowena's heart, pain grew upon
pain as she watched. She
became richly, serenely aware of
the young girl's terror, seeing
from her own vantage how
weary was the mother, and how
unutterably frightened became
the mind of a child no more than
fourteen summers old.
"Father!" screamed the girl,
once more.
"She mistakes you for Lord
Borel," said the captain of the
guard.
"She mistakes no one,"
replied the mother. "She was
well loved by him, and calls to
his memory. You were all loved
by Borel. You should all be
ashamed."
"Fool!" charged the captain.
"He brought the enemy upon
us," said another.
"Or did you, Lady, behind his
back?" asked the captain. "Well,
Borel is dead, and the three gods
defeated. Time now to dear out
all spies, miscreants, saboteurs,
plotters, villainy, fiends, mon-
sters, rogues, curs, and betrayers
-- stop me, Lady, when you
hear your name."
'Ahhh!, The woman
screamed, a crystal, icy exhala-
tion of grief, comparable only to
the howl of wolves in the north-
ernmost reaches of the world.
"Take it and its issue," said
the captain, forring his words
from between clenched teeth.
"Take them from this place!"
For Rowena, the grief and cold
of the moment flowed through
her, becoming blood and breath
and a terror in the night, her true
body beginning to rock in its
chair, one arm flailing out across
the table and forcing aside all
maps and books in its path.
The dream ended. In starts
and fits it flew from her mind.
Yet before it had faded com-
pletely, she recognized in the
corner of her thoughts an island,
the place of volcanic desolation
to which the mother and child of
the dream were taken. There
they were freed from the magi-
cal bonds and left to live out the
rest of their lives, alone.
Rowena awoke bathed in
sweat, and terrified. For long
moments, she could not shake
the notion that she, now, sat in
some lonely exile, worse than
dreams.
"The plan is cunning," said
the Chief Artisan of War, he of
the Council known as Khail. He
stood tall, well-muscled, and
dressed in a leather armor deco-
rated by the gleam of a dagger
strapped across the front. Before
them on the round table lay
three parchments, each marked
in swirls and arrows of fresh
ink. A dozen pairs of eyes
looked on, and before them, ges-
turing with urgent motions from
map to map, stood Rowena.
"But will it win?" asked
another.
"No," said Khail. Behind him,
Jairus coughed nervously into
cupped hands.
"No indeed," said Rowena. All
at once she knew Khail to be
right. The work of the previous
evening was nothing, or, at best,
little more than a beginning.
Grimacing, wiping a hand
across her pale forehead, the
feeling of the dream upon her
once again, she turned, and in
turning caught sight of it. The
Orb of Knowing waited for her
across the room.
"Was it an omen, then," she
asked in whispers, "the dream?"
Then, her voice rising, moving .
back toward its heights of confi-
dence, Rowena continued. She
returned to the maps. "They will
smash us here, and here, within
four-score days. The castle will
fall one month later, to the day."
"A month, perhaps two, and
longer than we would have had
otherwise," said Khail. "I can
think of no better, but is this
all?"
"No," said Rowena. "It is a
start. The rest falls to the will of
a single champion, not yet cho-
sen. Watch."
She stepped to the Orb of
Knowing. She raised her hands,
palms upward, and began.
"Here is our history, here lies
our due, herein awaits a weapon
for our present war." Light and
shadow swirled through the
sphere above her, stabilizing a
moment later upon an image
most frightening and terrible.
A valley lay dead, a wasteland
stripped of forest and opened to
the howling wind. Battle and
conflagration were but moments
past, and of sounds, there were
but two: the rush of the wind,
and a wailing of women. An
army of women were moving
down from the villages. They
crossed the dying embers to find
their dead.
At first the mothers and
daughters could not be certain if
they imagined the movement, or
if the trembling beneath them
was real, holding in its restless
vibration some new danger,
some terrible purpose. Then it
came. All eyes turned toward the
center of the rumbling. They saw
it rise.
From the center of the ashen
land, a tower rose. Its sides
sloped to a steepled top. It
became a spire.
The land stopped its shaking,
but the tower remained. It
waited there, and as the 'widows
of the slain and the daughters of
the slain stood before this
unholy structure, and as they
watched, three forms retreated to
within its walls.
"A god of magic, a god of war,
and a god of intellect," said
Rowena. "They haft to us, these
images, from a history almost
legend. Remember, how these
gods came to conquer man;
remember how the armies of one
lord held them at bay; remember
the tower.
"Within that dark spire, the
three gods hoped to heal their
magic and their wounds, eventu-
ally to return for battle. But Lord
Borel, having forced retreat upon
them, had no heart to lend them
the very time they might need to
re-emerge. Alone, he ventured
into the tower. Alone, he did bat-
fie with the gods."
Alarmed by the proceedings,
lairus moved forward. Though
his hands shook, visibly, he saw
fit to interrupt.
"Are you unaware of the his-
tory?" he asked, looking to the
images within the sphere. He
blessed himself. "Borel was the
traitor who brought the anger of
the Three upon us. He incurred
their wrath by his eager
demands."
"Watch, and be silent,"
Rowena ordered.
"He died in that tower," said
Khail, "the first of the champions."
"Yes," agreed Rowena, smiling.
"And for it his love was banished,
his daughter banished. But others
followed. Many brave men and
women followed in the years to
come, until one championed all
the tricks within the tower and
brought it crashing down.
"Today mankind is faced with
a new threat. The armies of
Shadow Weaver cross the land."
Rowena spread her fingers,
watching the play of light within
the sphere as it became a series
of faces, visages of the men and
women, champions all, who had
marched off to die within the
tower of the three gods. At last a
single image remained. Rowena
identified the countenance as
that of the final champion.
"All that is in my heart, soul,
and experience tells me this; we
need a new champion. All that is
in my heart and soul tells me it
From the center of the
ashen land a tower
rose. Its sides sloped to
a steepled top. It
became a spire.
must be someone with the one
quality I do not possess. It must
be a descendant of that last and
winning warrior, the one who
brought the dark spire down."
"What goal would you set for
such a man?" asked Jairus.
"spy, saboteur, adventurer,
assassin, champion," Rowena
answered. "He will be all these
and more. While we hold the
Shadow Weaver, battling him to
a halt at each pass and river
crossing, the champion will
make his way behind the lines.
There he must find the clues to
aid our victory."
A collective sigh escaped the
Council Jairus nodded first, then
Khail, and afterward a dozen
heads bowed in unison and in
assent.
"You, "he whispered,
"are one that, head-
strong with your own
desires and seeing
omens in every dream,
will lead us to ruin."
He pulled the necklace
taut. "Remember who
lain."
"The summoning bled you,"
Jairus observed. He lent his
shoulder to Rowena and helped
her to order her steps. He shep-
herded her past curious guards
and into the quiet of her room.
Drawing shallow, quick
breaths, her brow furrowed and
pale, almost as if a fever burned
behind it, Rowena collapsed
upon the bed. She coughed.
"It was not part of the bar-
gain," Jairus continued. "You
never told me --"
"Conditions change," said
Rowena, interrupting. "We must
.. we must be flexible. I had a
dream last night. I saw the witch
Chesschantra and her daughter
Abigail. It was the day they
were banished from the land,
and I took it as an omen."
"To find and teleport some
country oaf within these walls?"
"Yes!" said Rowena. "That oaf
is the direct descendant of the
champion who saved us all. He
is blood and kindred flesh to
that memorable knight who
struck the tower down! This oaf,
no less than a stem of that victo-
rious stock, will, oaf-like, in
oafish fashion, oafishly bring
our enemy curled and bleeding
to his knees. His oaflshness, as
you may call it, will, if I am
right, burn away the shadows in
our Weaver's eyes and, like a
thousand oaflsh suns, blind him
to his soul! Fate will have no
less."
"He knows no weapons," said
Jairus.
"We will teach him."
"He knows little magic," said
Jairus.
"Details," insisted Rowena.
"You and Khail go and attend to
them."
Leaning forward across the
bed, Jairus entwined his fingers
through the necklace about
Rowena's throat.
"You," he whispered, "are one
that, headstrong with your own
desires and seeing omens in
every dream, will lead us to
ruin." He pulled the necklace
taut. "Remember who I am."
"I remember that," Rowena
answered. "And I remember what
you want." She searched inside
herself. She felt for what strength
might oppose Jairus in this
moment, and none remained. She
would have to bluff.
"Gentle Jairus," Rowena said.
"This war with Shadow Weaver
has new angles every day. And
like the dream, I cannot believe
this necklace came to me by
chance --"
"Came to you," Jairus inter-
rupted. "You stole the thing!"
"As would you have, if you'd
found it first," Rowena said. "Now
understand this; it possesses
power, but how much and how we
will need it to destroy Shadow
Weaver, I do not yet know!"
"It is a necklace of youth,"
said Jairus. His wrinkled, blood-
less fingers pulled it close, their
nearness like a breath of ice
upon Rowena's throat. "It kept
Chesschantra young."
"No, not a necklace of youth,"
said Rowena. "It is a necklace of
time!.
Dismissing Jairus from her
room, Rowena fell quickly into
slumber. The finding and tele-
porting of the champion to their
castle had played her out. She
slept. She recovered.
She dreamed.
While Chesschantra wove
spells throughout the interior of
the island, transforming pillars
to hardwood trees, making
glades, and coaxing springs to
life, the powers of a lifetime at
their peak, her daughter (she
whose name meant "my father is
joy") watched with a most care-
ful and discerning eye.
"Allow me, Mother," said the
girl. "I've been watching you."
And from the curling of
Abigail's fingers, a rain com-
posed of swords, shields, maces,
and armor flew from the sky.
Pieces struck stone and grass,
hurtling past with such abandon
that Chesschantra threw herself
to the ground as a pickax tum-
bled by. She arose laughing.
"Such hatred and such
power!" Chesschantra fleareed.
"One day you will shout, and the
world shall tremble at the
sound."
"A world that hates my
father's name," said Abigail,
"deserves to tremble." Then she
smiled. It was a teenager's
delighted smile. "Teach me
more."
"Teach you," said
Chesschantra. "You are already
almost beyond teaching. You
could be the daughter of a god,
young Abigail."
"Lord Borel is father enough,"
said the girl. "Well loved and
loving. I tell you, mother, I will
remember him always."
Upon awakening, Rowena
ordered the servants to bring her
a mirror. Hours passed. For it
took hours and many permis-
sions to secure the particular
mirror Rowena wanted. When it
arrived from a nearby temple,
they placed it in the brightest
part of the room, at the foot of
her bed and facing outward
toward the hall.
It was not magical, but valu-
able, perhaps the only .
full-length looking glass in the
land. Within its frame of gold
and silver filigree, Rowena stud-
ied herself. The dreams had
taken their toll.
Her eyes seemed weakened,
harboring dark circles beneath
their squint. Her movements
were unsteady. It was as though
all the fire and power of her
majesty had been doused in that
cover of sweaty sheets still lay-
ing on the bed.
She raised a hand to her eyes.
It glowed. By slow prudence and
through soft degrees, she
worked to restore her beauty.
"What is keeping you?" asked
lairus. He entered her quarters
in a huff and dosed the door.
"We find ourselves busily train-
ing your oaf while our armies
engage Shadow Weaver at the
pass of Ivers, near Whitney. The
whole castle will lose heart if
you do not show yourself." He
stroked at his chin, impatiently.
"I am scared, Jairus," said
Rowena. "The dreams continue.
And I do not know if they are
omens, or sent to destroy me"
For the first time, lairus put
his arm about Rowena, gently
and as a comfort. He held her as
he imagined he might have, held
a child of his own, had such a
one as he ever married to pro-
duce an heir. He smiled.
"Take them as omens," said
lairus. "There is a strength in you
no enemy may overcome. If you
are faint for the moment, then it
is the weakness of the sun on a
cloudy day. In time your true
nature will bum through to light
the world again. I'm sure of it."
"In the meantime, I will make
this mirror my friend and study
my appearance day to day,"
said Rowena. "We must show
no weakness to the world, you
and I."
That day and for many days
thereafter, Rowena worked with
the champion. She laid hands
upon his bare chest, and there,
inside his heart, she sensed a
spark of magic. His flesh
descended from a line of mages,
of that Rowena could be certain,
and so her task became one of
awakening abilities already
waiting within.
Together, she and Jairus
taught him the art of casting
spells, leading him, step by step,
though the ancient arts, of visu-
alization, and of the proper hand
motions, each of which repre-
sented a different kind of magic.
By combining different motions,
he might successfully call upon
different spells. And when his
time was not. thus engaged in
supernatural lessons, Khail and
the finest swordsmen and com-
batants in the castle pushed
their champion to the limits of
his physical strength.
Like a true champion, he
learned well, complained little,
and day by day grew all the more
used to the idea of sacrificing
himself for the common good.
Still, at night, Rowena lay tor-
tured by her dreams.
Images of Chesschantra and
Abigail, of Lord Borel and the
tower, of the God of Magic and
his two companions filled her
dreaded nights.
And each morning, upon
awakening, Rowena faced the
mirror. There, standing before
her at the foot of her bed, she
watched her image grow darker
in the silvered light. Her strength
waned visibly. She looked worse,
and found that it took longer
with each new day to repair the
damage.
"I am scared Jatrus, "
said Rowena. "The
dreams continue. And I
do not know if they are
omens, or sent to l
destroy me."
In desperation she removed
her necklace, hiding it carefully,
almost hoping some undear
tectable curse lay upon it and
that this might, at last, prove the
cause of her hated dreams.
Rowena placed the piece
within a hollow above her door,
in a spot she carved out with the
last bit of magic she could man-
age for the day. Yet that night
the dreams continued.
"We are losing," said Khail.
He stood squarely at the head of
the training field, his armor
dulled by blood and battle, his
jaw set in grim defiance. The
horse that had brought him in
from Ivers paced nervously
behind him with its mouth
foaming; its sides were slick
with sweat.
For Rowena recognition
came instantly, before
she examined the
slanted eyes, the ebony
skullcap with its side-
shields extending
downward to chiseled
cheeks, the broad
well-muscled chest and
the fingers thin as
bone, she knew; here
lay the God of Magic,
a golden necklace
about his throat.
"Were my latest orders carried
out?" asked Rowena. She
walked toward Khail, the cham-
pion at her side, the lather's chest
heaving as he drew deep breaths
in recovery from a mock battle
but moments past.
"We followed them, Lady,"
Khail answered. "We followed
today's orders, and your com-
mands of yesterday, and of the
day before. By my heart, you
make the worse of it with each
new decision."
"You dare say this[ " said
Rowena.
"You've changed from the
original plan, Lady," said Khail.
"And my men die for the privi-
lege."
"Only I can save this castle["
"Tell it to the dead," said
Khail. "Your failure has brought
the enemy within a day's
march !"
Anger sparked, and a hand of
silken grace flew, startling in its
speed as Rowena slapped Khail,
her contact no less cutting than
the vicious look she threw him.
The first blow he, took. But, all in
an instant of fiery response,
Khafi caught Rowena's second
blow and let fly his own gloved
hand. He hit Rowena above the
cheek and the young witch fell.
Her thoughts fell with her,
entering at first: upon a black-
ness and then upon a dream.
She saw Chesschantra, that
ancient witch and Lord Borel's
lover, this time without Abigail
and in a time before the tower's
rise, before the war with the
three gods, and before her
daughter's birth.
In the recesses of a castle the
witch lay upon a couch of fine
leathers, her soft words reaching
out to soothe the most remark-
able of creatures by her side.
For Rowena recognition came
instantly, before she examined
the slanted eyes, the ebony
skullcap with its side-shields
extending downward to chiseled
cheeks, the broad, well-muscled
chest and the fingers thin as
bone, she knew; here lay the
God of Magic, a golden necklace
about his throat.
Chesschantra smiled, loosing
her hair from its braids. As she
spoke, she caressed the great
one's chest, working delicately
until her fingers intertwined the
necklace of golden pieces, until
her gaze fell longingly upon each
rune-inscribed piece.
As if aware of Rowena's pres-
ence, the great witch turned,
looking directly toward the posi-
tion Rowena's consciousness
seemed to occupy, and there,
across a tremendous span of
years, their gazes met. A puz-
zled look passed across
Chesschantra's features, for she
could detect nothing more than
an aberrant breeze, a touch of
some unknown breath. Still, the
great witch laughed, and for
Rowena, there appeared in the
other's eyes a measure of such
treachery and cunning that it
shook Rowena from her dream.
It hurled her from this past of
long-dead images and back to a
present where her face still
throbbed from Khail's blow.
Behind her eyes, she could
still see Chesschantra laughing
at her.
"My apologies, Lady," said
Khail.
The champion helped Rowena
to stand, while two guards held
Khail at bay, and a score more of
the castle's men-at-arms rushed
in to protect her from the threat.
"Let him go," Rowena
ordered. "And you will have my
apologies, General. I know, now,
that the dreams, the omens I
have taken for true revelations
were but the devil's work. They
fought to confuse my judgment,
and they won."
"Lady" asked Khail. 4
"Shadow Weaver did his bat-
ties in my sleep," Rowena
explained. She drew herself up,
shaking off the pain, trying with
all her will to hold back any fur-
ther words of despair. "My
orders to you, Khail, my choices
of how to train our young cham-
pion, all of them were influenced
by a mind that counts itself our
most dreaded enemy!"
"The enemy is almost upon
us," said Jairus. "Every remain-
ing man is within the castle
walls, and Khail stands before
them like a silent shadow. He
has lost his will. I doubt now
that even the curses we have
laid for traps and the cloaks of
magic we have used to hide this
place can hold for much longer."
"Don't bother me," said
Rowena. They stood in the
Council room alone, with
Rowena having positioned her-
self beneath the Orb of Knowing.
She raised her palms upward
and images began to play within
the sphere.
"The people need you," said
Jairus, "to rouse them in their
defense. They cry out with
despair."
Voices, the movement of cata-
pults and wagons, a host of
mingled, confusing sounds fil-
mred through the great doors. It
was the rush before the storm.
"He fooled me," said Rowena.
"He had me from the first. Each
night a new dream changed my
plans, each battle order contami-
nated by his messages within.
Even my training of our cham-
pion was warped, I fear, and
shaped to some unknown plan."
"Are you telling me," asked
Jairus, "that you've trained the
champion to do Shadow
Weaver's bidding?"
"Not consciously," Rowena
answered. "But he may yet take
actions to end us all."
Within the sphere, images of
Chesschantra and Abigail
began to clarify, and from them,
in a truth she hoped would prove
sharper than her dreams,
Rowena looked for possibilities
and answers. What had hap-
pened in those long gone days,
and why had the Shadow
Weaver chosen their pains to
taunt her dreams?
For mother and daughter on
the island, years passed, season
after season fading into silence,
into the quiet between two peo-
ple who know no others, have no
news, and wait together in some
far, lost corner of the world.
Then came the ships.
At first, reflexively,,
Chesschantta smiled and called
to Abigail. Together they ven-
tured toward the breakers near
the sea, their arms pointing out-
ward to puffed sails, ships
rushing in toward the island's
bay. Their voices became as
giddy as might a pair of young
gifts' at some warrior's approach.
But here were no good tidings,
no friends having braved the sea
to rescue the long lost pail
Chesschantra caught their
thoughts; she explored the emo-
tions wafting in on a breeze
from the sea.
Murderers and magicians
manned those boats, warlords
and brigands gleefully rushing
toward an island whose only
treasure stood above the shore,
watching their approach. In-their
thoughts they held no less a plan
than to find and enslave
Chesschantra, bending the will
of so powerful a witch to their
own. And in their dreams, for
their ultimate endeavor, they
intended to conquer the world.
In the first days Chesschantra
and Abigail worked to conceal
themselves, but while the magic
of cloak and stealth was easy to
maintain for a time, it became
laborious to hold. And outside,
the warlords persisted in their
search, using their own probing
sorcery.
At last there was nothing for
it but battle.
"You must go now," said
Chesschantra at the height of the
turmoil, when it became dear
her powers could protect them
no longer. "I will send you
away!"
"No," Abigail answered.
"We stand together!"
But as lightning and fire
cracked heavily against her
magic shield, Chesschantra knew
but a single option remained to
them.
In the first
Chesschantra and
Abigail worked to
conceal themselves,
but while the magic of
cloak and stealth was
easy to maintain for
a time, it became
laborious to hold.
With a final burst of magic,
the witch released her soul,
expanding outward in con-
sciousness and power, all the ,-
will and fire of her life released
in a single instance as if from
the shattering of a magic.
In that second, the mountains
rained down upon them, falling
in blocks of shattered, granite
hail while a hot and sulfurous
wind blew through every rift and
fall of dust. It was a breath of
scalding heat, and it crossed the
island in a rush. Raiders died,
their magicians abandoning
them to their fate, feebly trying
to protect themselves with weak-
ened shields of magic, the whole
of the island raising up to crush
and burn them all.
'?f we lose today,"
said Rowena, "then we
alone should bear the
shame. But if we win,
then to our small band
goes the greater share
of glory"
But for Abigail, the scene
faded about her, a calm will
gathering her up, holding her
within its thoughts. This was the
soul of Chesschantra, and it tele-
potted the girl away to safety. It
set her down far and away, in
the world of men.
There Abigail grew in
remembrance of her parents, of
Borel and of Chesschantra,
always perfecting her skills with
magic, and patiently making her
way in the world.
Years passed, and though
Abigail learned many tongues
and traveled in the course of
time to many lands, she
remained young, always young,
with only her hatred to keep her
company. It festered inside her, a
hatred of the world which turned
Abigail, season by season,
from the gentle daughter of
Chesschantra into an enemy of
all life and living and joy.
"A sad tale," observed lairus.
"But we have our own invasion
to deal with. There, don't you
hear that ram at the castle
gate?"
"I must have time to think,"
said Rowena. But Jairus grabbed
her by the hand and pulled her
insistently aside.
"Where is the necklace?" he
asked. "Please, only give me that
one small miracle, allow me to
become young enough for battle.
We may yet fight off the evil
one. Oh, let me deferld your
honor, at least that!"
"Perhaps you're right,"
Rowena said. "Follow me."
Outside warriors stood in ids-
array, their captains terrified to
the point of inaction while a bat-
tearing ram continued to shake
their castle's gate.
"If only one in a hundred of
our dead might rise," said a woe-
ful voice. "If only their swords
might swing with ours today."
"Who says so?" asked
Rowena. She stepped forward,
and grasping the pulleys of a
catapult, drew herself to stand
up along one beam of the heavy
device. "My general, Khail? No,
great soldier, ask not for one
man more!" She raised her
voice, projecting it for all to hear.
"If we lose today," said
Rowena, "then we alone should
bear the shame. But if we win,
then to our small band goes the
greater share of glory!
"Wish not for one more sol-
dier to join our side," she said,
"for I am starved for glory, and I
would not give up that share of
it a single, extra man might take.
Instead, Khail, proclaim this
through my army; he who has
no stomach for this fight may
leave. Yes, let him depart with
gold in his purse for ransom,
and a cheer for Shadow Weaver
ready on his lips, for I will not
fight in that man's company who
is afraid to die with us.
"Listen, brave souls! He that
outlives this fight and brings a
triumph to our side will know
this day as he knows the first
morn of spring or the Feast of
Champions. He will call it Victory
Day, and yearly on the eve of
this great anniversary, he will
prepare a feast for his neighbors
and tell them 'tomorrow is
Victory Day.' Then he will bare
his chest, or roll up his sleeves
and say to all: 'these scars I
gained on that great day.'
"Old men forget, but he'll
remember what feats he did that
day, and with each yearly feast
our names will grow, bright in
his thoughts and fresh on the
tongues of those about. Then
never, I promise you, shall a
Victory Day go by, from this day
to the ending of the world, but
we shall be remembered[
"Know this, all of you, that
warriors born in future years will
think themselves cursed they
were not here, and each of them
will hold still his tongue, and sit
in shame, while any man speaks
that fought with us upon this
Victory Day["
"My Lady," said Khail. "The
gate is about to give, and
Shadow Weaver is upon us!"
"Then let him come," cried
Rowena. "Open the gate! Let our
arrows fly, and may the gods be
with us all["
"Open the gate[ " ordered
Khail. About him a thousand
voices took up the cry, and a
thousand battle-ready hearts
surged forward as one.
When the halves of the gate
parted, a shocked silence filled
the courtyard. For there was
nothing there, neither ghost, nor
horse, nor even the gleam of a
single blade in the hand of one
enemy soldier.
"We've been tricked!" cried a
man near the gate. Then, all in a
single motion, the warrior who
cried out drew his sword and
pointed it to the rear of their
lines. "Behind us. They come by
magic!"
A spot of darkness, jagged on
the outside, circular, grew all in
the instant of its magical inva-
sion from the size of a nut to a
span equal to that of the casfie's
gate. And from it, behind
Rowena's men, poured the
armies of Shadow Weaver.
It was as if a sea wall had
rushed through. Men on charg-
ers, pike-men, and archers made
up the body Of the attack, their
rush so close they seemed a sin-
gle thing, a black wave, violent
and unstoppable, while the glint
from their weapons shone like
foam upon a crashing sea.
Beneath that first wave fell a
hundred of Rowena's men. Then
the catapults, quickly turned,
cracked in response. Her archers
reformed their lines and fired.
They let loose their shafts in
ordered ranks. Volley followed
volley, until death dosed the sky
with arrows, and arrows rattled
down upon the enemy in waves
and showers of death.
Horses died, their terrified,
animal screams mixing with the
shocked cries of men, the thud.
of catapults, and the dashing of
steel blades. Explosions rocked
the stone walls. Magic was
everywhere. Shields crumpled
and faces turned their expres-
sions into nightmare masks of
death, all in the first wave of
attack when the bodies of the
dead and dying came to pile up
before the magic gate, blocking it
as surely as if oaken doors had
been dosed upon it.
"Now," Rowena said as she
grabbed Jairus by the sleeve.
"The necklace. I have a plan."
But the old man fell as if his
limbs had suddenly been
replaced by works of straw, and
as he crumpled to the ground
Rowena saw the crossbow bolt
which had taken him just below
the heart.
She reached down, and with a
trembling hand she closed
Jairus' eyes. To Rowena's left,
Khail was faltering now, his.
sword a twisted fragment of
metal holding an enemy but a
handbreadth from his already
bleeding throat.
Rowena turned and ran for
her quarters. If any hope
remained, it rested there.
She skirted warriors locked in
battle. When a hand came
roughly to her shoulder, she let
her knees buckle, and in falling
Rowena found time and art
enough to twist two fingers just
so, sending an invisible blade
deep into her assailant's ribs.
She almost dispatched a sec-
ond man, before realizing it was
the champion racing to her side.
"Lady," he said, looking
about. "Time is short."
In that instant Rowena was a
woman that, having failed at all
her plans, her advisors dead, her
armies falling and dying about
her, knew only fear. She seemed
dazed.
"Lady," the champion said
again. "You must transport me
away, as we discussed. Even if
you lose here, I may yet be able
to destroy him!"
"Then come," said Rowena.
Together they made their way
back to the Council hall, the
many angled roofs of the palace
already aflame above them.
Two of Shadow Weaver's men
intercepted them in a smoky cor-
ridor. Weighed down with stolen
loot, they were no match for the
champion's sword as it flashed,
cutting away their loot and their
lives.
Once in the Council Hall,
Rowena outfitted the champion
with a set of meager supplies:
items of magic, parchments of
instruction, a few days of food
and water wrapped up in a
leather kit. Then she stepped
beneath the Orb of Knowing.
"I am teleporting you to a spe-
cial location just inside the
labyrinth on Shadow Weaver's
island. There you'll find an old
man who is a friend." The last
words came to Rowena uncon-
sciously, unknowing (were they
"To victory, "said
the champion. "For my
Lady and the Council."
He raised his sword
'in salute.
true). "He will aid you at the
start." The room grew dark with
smoke, and still the clatter of
blades grew near. There was no
more time.
"To victory," said the cham-
pion. "For my Lady and me
Council." He raised his sword in
salute. '
Rowena dosed her eyes for
but a second. The teleportation
seemed almost effortless, easy,
for the champion smiled and was
gone, but it was the ease of cut-
ting open one's wrists, releasing
life and blood in the bargain.
The act drained her, danger-
ously. And still much work
remained.
"The game is over,"
said Shadow Weaver.
"Don't you remember
who you are? Oh, I
suppose not, "he
laughed "Ill had left
you with a sure mem-
ory these fools would
have seen it, even with
their probes."
As Rowena made her way to
her quarters, the battle receded
into the distance. Smoke became
less in the corridors, shouts
seemed muffled, and those that
did come to her might have been
orders barked to racing squads
of men. She heard neither the
dash of swords nor the fiery
eruption of magic blasts. Could it
mean they were winning, or had
they already lost?
Upon first rushing through
the door, she reached above the
threshold; she reached into her
secret place. The necklace was
still there, and Rowena brought
it down.
"That," said a commanding
voice, "is of no use now!"
Rowena spun around, turning,
her teeth bared. She was ready
to greet the speaker of those
words with whatever force she
might still possess. It was him!
Standing at the foot of her bed,
facing her directly, his dark form
haloed in silver light; it was the
dark lord.
"The game is over," said
Shadow Weaver. "Don't you
remember who you are? Oh, I
suppose not," he laughed. "If I
had left you with a sure memory,
these fools would have seen it,
even with their feeble probes."
"I have the necklace," said
Rowena. She began to work her
sense of magic a Fnong the many,
golden runes. Faltering in fear,
her hands agleam with sweat,
she wove and worked an invisi-
ble pattern in the necklace such
as only desperation might try.
"And the champion is gone."
"Yes, to do my work, I hope,"
said Shadow Weaver. He too was
doing something with his hands,
but in the strange, silvered light,
and in her fear, Rowena could
not clearly make it out. "Now,
you will remember, and the
game be done!"
"You sent the dreams,"
Rowena challenged.
"Yes, to guide and to remind
you," the dark form replied. "But
as the dreams were mine to wield,
so are you, and you will yield to
me now! You and I are --"
"No!" Rowena screamed. And
with that scream, that wretched,
woeful cry, she turned inward
with despair and crumpled,
falling to her knees. But the
waves of fear which crashed
upon her barren soul failed to
extinguish one last brash and
daring flame. With everything
she had left, with every strength
and spark of angry will, Rowena
loosed the full magic of the
necklace against her foe.
A blossom like the birth of the
sun engulfed them both. It
spread in the instant of its cre-
ation to compound and confuse
the moment, the hour, the day,
and the year in which it hap-
pened, mixing them as it went,
mixing up time, engulfing all the
land and souls and events in its
path.
Time reversed. It settled. It
began again.
Here was the only victory
good men might grasp from their
first encounter with the Shadow
Weaver, a triumph of second
chances, a victory well enough to
start the game again.
Candles lit the hall. There
were many ....
THE GAMING ENVIRONMENT
THE SUMMONING is a true "real
time" role playing adventure
played from two screens, the 3-D
overhead map and the character
screen. The term "real time"
means that everything in the
game is happening instanta-
neously with no breaks in game
play. Portions of both the 3-D
overhead screen and the charac-
ter screen are displayed at one
time. This prevents the need to
switch from one screen to
another during game play.
All of the important icons and
character information are ids-
played on the top portion of the
character screen. This allows you
to have the top of the character
screen visible, while your char-
acter moves on the 3-D overhead
map. The character screen can
then be moved up to reduce the
size of the 3-D overhead map,
increasing the amount of the
character screen that is shown.
The 3=D Overhead Map
The 3=D overhead map portion of
the screen is used to display the
map of the game upon which your
character moves around. The
maps are displayed in an over-
head three-quarter perspective.
CHARACTER SCREEN
The Character Screen
All game play icons and perti-
nent information are displayed
on the character screen.
Text Message Bar
This is where various text is ids-
played while you are playing the
game. In addition, there are cer-
tain instances when small icons
will appear to the far right-hand
side of the text message bar.
These icons are used to repre-
sent current outside effects
influencing your character.
Poison
This icon means that your char-
acter is poisoned. It is displayed
as a green square with a skull in
the center.
Confusion
This icon means that your char-
acter is confused. It is displayed
as a square with a question
mark in the center.
Lightning Shield
This icon means that your char-
acter is currently protected by a
magical Lightning Shield. It is
displayed as a blue square with
a lightning bolt in the center.
continues. ..
Fire Shield
This icon means that your char-
acter is currently protected by a
Fire Shield. It is displayed as a
yellow square with a flame in
the center.
Battle Rage
This icon means that your char-
acter is currently in a state of
battle rage. It is displayed as a
red square with a sword in the
center.
Your Character's Body
This is located in the lower left-
hand corner of the character
screen. When you wish to use an
object, it must be placed in its
appropriate place upon this fig-
ure. Objects are placed as
follows:
HEAD helmets, hats
MAIN
BODY armor, cloaks,
various do thing
NECK amulets, necklaces
FEET boots, sandals,
various foot gear
HANDS majority of objects
that your character
can use
BACK quiver
Your Character's Portrait
This is a picture (portrait) which
represents your character
throughout the game. To memo-
rize a spell you must click on the
picture of your character's face.
Hit Point Status
Hit points are represented by a
sword with its tip pointing to the
bottom of the screen. As your
character takes damage, the
sword's blade turns red, starting
from the tip. Your character dies
when the entire blade of the
sword has turned red.
Spell Point Status
Spell points are represented by a
staff with a crystal globe on the
top. As your character expends
spell points, the staff's wood
turns to stone, starting from the
bottom.
Encumbrance
Encumbrance is displayed as a
sack between the sword and staff
used to represent hit points and
spell points. As your character
carries more and more weight,
the sack becomes fuller. You will
know when your character has
become encumbered because the
outside of the sack (now in its
fullest state) flashes red.
It is also possible to call up a
numerical representation of your
character's hit points, spell
points, encumbrance and armor
class. This is done by clicking on
the space between the sword and
staff (to the right of your charac-
ter's portrait). The information is
displayed in the message area at
the top of the character screen.
Right-hand Action Icons
Action icons used to display the
available actions of an object
when it is placed in your charac-
ter's right hand.
Left-hand Action Icons
Action icons used to display the
available actions of an object
when it is placed in your charac-
ter's left hand.
Spell Icons
These are icons used to display
the spells that you have memo-
rized.
When more than one type of
spell is memorized, a small num-
ber is displayed in the upper
left-hand corner of the icons
used to cast spells.
For example, let us assume your
character has three different
wizardry spells memorized: one
Fire Arrow, three Fireballs, and
four Lightning Bolts. When the
spell icon displays the Fire
Arrow spell (ready to cast) no
number is displayed because
only one Fire Arrow is memo-
rized. If you change the icon to
the Fireball spell there will be a
small 3 in the upper left-hand
corner of the icon because three
of the spells have been memo-
rized. And if you change the
icon to the Lightning Bolt, a 4 is
displayed.
Character Inventory Slots
These appear as shelves cut into
the back stone wall of the char-
acter sheet. These slots consist
of five rows of four, allowing
your character to carry a total of
twenty objects without the use of
chests or sacks. When you want
your character to carry an item,
it must be placed somewhere in
his inventory slots or on the
character figure.
Status Block
The status block is the large blue
gem in the bottom right-hand
corner of the character screen.
This area is used to display vari-
ous information.
When an object is chosen (the
picture of the object replaces the
white pointer) information about
that object is displayed in the
large blue gem. likewise, if you
put a container in the action
hand, the container's inventory
slots are displayed.
Icons
For users that have a three but-
ton mouse, the primary attack
(represented by the leftmost icon
in the top three object action
icons) is tagged to the middle
button.
Continues...
To quit the game, first dick on
the disk icon in the status block.
This displays the Disk/Game
Options window. Click on the
"quit" selection to quit out of
the game.
To pause the game using the
mouse, dick the disk icon
displayed in the status block.
This displays the game options
window, effectively pausing
the game.
Rating Statistics
These are depicted by the large
green gem. It displays your char-
acter's attributes, magic skill
ratings, or weapon proficiency
ratings.
You can switch between the
attribute, magic skill, and
weapon proficiency information
by clicking on the green gem, or
using the appropriate keyboard
commands.
GAME PLAY INFORMATION
The following information
explains the basic "how to play"
operations for THE SUMMONING On
an IBM PC or compatible
machine.
Additional system-specific
information can be found on
THE SUMMONING data card that is
included with your copy of the
game.
Mouse Instructions
To move your character with the
mouse, move the mouse pointer
to the edge of the screen in the
direction that you wish your
character to move and press the
left mouse button. Your charac-
ter attempts to walk in that
direction as long as the left but-
ton is pressed.
When you want your character
to move, be careful that the
mouse pointer is not placed on
top of a Non-Player Character's
(NPC) icon. In this case, the
pointer becomes the interaction
bubble, and pressing the left
mouse button talks with that
NPC.
To move the character sheet up
and down, move the mouse
pointer off of the map and onto
the empty area at the top of the
character sheet (this is the area
above your character's face,
inventory shelves, and action
icons). This is the same area
where various messages print
out. Press the left mouse button
and drag the character sheet to
the desired position.
The character screen cannot be
pulled all the way to the bottom
of the computer screen. At its
lowest position (approximately
1/3 of the entire screen) you can
still view the action icons, the
magic spell icons, and a portion
of your character's inventory
blocks.
To perform an action with an
object in one of your character's
hands or to cast a memorized
spell, left-click on that action's
icon to initiate it.
To pick an object up off of the
map, position your character
directly over the object and dick
the left mouse button with the
cursor directly on your character.
The mouse pointer transform
into the object you have picked
up. To place the object in your
inventory or onto your character,
move the mouse to the place
where you want to put the object
and click the left mouse button.
To drop an item, pick it off of
your character's figure or from
the inventory blocks, move the
cursor on top of your character
Continues...
on the map, and press the left
mouse button. The item is
dropped where your character is
standing.
Special Note --
The right mouse button
may be used to swiftly transfer
objects from the map into
your character's inventory. If
the mouse cursor is the shape
of an object, pressing the right
mouse button attempts to
place that object into your
character's inventory. If the
mouse cursor is shaped like a
white arrow (the normal
mouse pointer) and your
character is standing on the
object, pressing the right
mouse button tries to pick up
the object and immediately
place it into one of you char-
acter's inventory blocks.
If your character has no ave-
able inventory blocks, this
shortcut will not work.
NPCs
In order to interact with an NPC,
position the mouse pointer over
the top of the NPC's icon on the
3-D overhead map. The mouse
pointer transforms into an inter-
action bubble. Press the left
mouse button to talk to that
NPC.
There are three windows
involved in the interaction
process:
1. The NPC interaction window
displays a picture of the NPC and
the text he or she is saying.
All keywords in the NPC text are
underlined.
2. Your character's response
window. This appears after a
keyword has been selected. The
response window contains the
picture of your character and a
question based on the keyword
that you have chosen.
This part of the interaction
process was added to give the
feel of conversation taking place
between your character and an
NPC. In addition, the question
usually helps you to better
understand the NPC's reply to a
certain keyword. Not all key-
words have a response attached
to them, so there are times, after
a keyword is chosen, that the
NPC's reply is immediately ids-
played. 4
3. This is the keyword window
in which a picture of your char-
acter is displayed with a list of
keywords and a text area in
which you can type in hidden
keywords.
At the end of a conversation the
keyword "BYE" appears in the
keyword window. Choosing the
"BYE" keyword returns you to
the map. You may also type
NPC Interaction Window
"BYE" to end a conversation
early. Also, at any time during a
conversation you may press the
ESC key or the right mouse but-
ton to end the conversation.
In order to select a keyword
using the mouse you can:
1. Position the mouse pointer on
the underlined keyword in the
NPC text displayed in the NPC
interaction window, and press
the left mouse button.
2. Position the mouse anywhere
on the screen, other than on the
underlined keywords in the text,
and press the left mouse button.
This displays the keyword win-
dow. To select a keyword in this
window, position the mouse
pointer on the desired keyword
and press the left mouse button.
At any time you desire, interac-
tion with an NPC can be canceled
by pressing the right mouse but-
ton, or by pressing the ESC key.
Continues...
Hidden Keywords
In addition to the keywords
included in an NPC's conversa-
tional text, select NPCs have
"hidden keywords." These hid-
den keywords never come up in
regular conversation with the
NPC. You learn of hidden key-
words by interacting with some
other NPC.
For example, let us say your
character runs into a thief or
brigand who knows of another
NPC that you may have inter-
acted with. This thief or brigand
may say to you, "The next time
you speak to Eldren (an elven
NPC) be sure to ask him about '
the dark sword."
Now either the word "dark" or
"sword" could be the hidden
keyword. The next time you
encounter this Eldren be sure to
type in the hidden keywords
'dark' and 'sword' at the key-
word window. This could lead to
a whole new tree of conversa-
tional text!
Keyboard Controls
In order to move your character
on the map, you can use the
number keys 1-9 on the keypad.
The available action icons asso-
ciated with an object in your
character's hands are tagged to
the number keys 1--6 (at the top
of the keyboard). The numbers
1-3 represent the available
actions of the top row of three
object action icons (1: the left-
most icon in the upper three).
The numbers 4--6 represent the
three bottom object action icons
(4: the leftmost icon of the bot-
tom three).
The function keys F1-F4 are
tagged to the memorized spell
icons located in the upper right-
hand corner of the character
screen.
F1 -- Wizardry (the upper-left
spell icon).
F2 -- Sorcery (the upper-right
spell icon).
F3- Enchantment (the lower-
left spell icon).
F4 -- Healing (the lower-right
spell icon).
While interacting with an NPC
you can use the up and down
arrow keys to move the highlight
up and down the list of key-
words listed in the keyword
window. In addition, you must
use the keyboard to type in hid-
den keywords while interacting
with a character that you think
may have a hidden keyword.
There is a second method of
choosing a keyword with the
keyboard. While the NPC inter-
action window is displayed, the
keywords in the text are under-
lined. You may select a keyword
by pressing the first letter of that
keyword.
A complete list of the keyboard
commands available at ALL
times can be found on page 39.
Keyboard-only Operations
These keys are available only
when you are not using the
mouse or the joystick.
The spacebar toggles control
from moving the character on
the screen to manipulating
objects in your character's
inventory. Pressing the spacebar
enables you to move the white
arrow pointer on the inventory
portion of the character sheet.
The arrow keys on the keypad
are then used to move this
pointer around the inventory
boxes and onto the character .fig-
Ure. Pressing Enter while the
pointer is over an item changes
the shape of the pointer to the
shape of the selected item. You
may then move that item to a
new place. Also, when the
pointer changes to look like an
object, information pertaining to
that object is displayed in the
large blue gem located in the
lower right-hand corner of the
character screen (which can only
be seen if the character screen is
pulled to the top of the screen).
To return control to moving your
character's figure on the map,
press the spacebar again.
You may place an item onto your
character's 'figure by selecting
that item, moving the pointer
over to your character's figure,
and pressing Enter. Notice that
placing an item in your charac-
ter's hands changes his or her
current action selection.
To drop an object, position the
pointer over the item to be
dropped, and press the D key.
Remember to press the spacebar
if you wish to return control to
moving your character on the
map. To pick up an item on the
map, press the T key while your
character stands on top of the
object. The T key may be used
when playing with the mouse as
well.
Keyboard Commands
NUMERIC KEYPAD
- (Minus) scrolls the character sheet up
+ (Plus) scrolls the character sheet down
Shift - Minus moves character sheet to top most position
Shift - Plus (or 5) moves character sheet to lowest position
Other Keyboard Commands
Alt-Q ......... quit game (exit to DOS)
Alt-A ........ terminate current game
Alt-C ......... re-centers the character on the screen
F9 ............. toggles sound ON/OFF
P ............... pause game
C ............... converse with nearest NPC or magic mouth
T ............... take item your character is standing on
0 ............... game options (including Save/Restore)
1,2,3 ......... top row of hand icons (use)
4,5,6 ......... bottom row of hand icons (use)
F1, F2,
F3, F4 ........ cast spell (Wizardry, Sorcery, Enchantment, Healing)
Alt-F1 ,F2,
F3, F4 ........ cycles through multiple spells memorized in a single class of
spells
V ............... version information
? ............... displays character statistics
Alt-T ......... displays time
A ............... displays attributes in the green gem on character sheet
W .............. displays weapon abilities in the green gem on the character
sheet
S ............... displays spell abilities in the green gem on the character
sheet
F10 ........... displays spell memorization screen
Return ....... attempts to toggle lever character is standing on
Disk and Game
Option Menus
Disk Option Menu Contents:
SAVE Save the current
game
RESTORE Restore a saved
game
DELETE-SAVE Delete an old
saved game
CHANGE Change the name
of an old saved
game to a new
name
GAME Go to the game
options menu
Game Option Menu Contents:
PRINTER Turn conversation
printing on or off
MAGNIFY Turn magnify
mode on or off
TEXT Turn battle text on
or off
START Start a new game
OUIT Quit the game and
return to DOS
DISK Go to the disk
options menu
Saving and Restoring
the Game
When playing on a hard drive,
games are saved into the saves
directory. If you like, you may
save your game in a different
directory or onto a different drive.
You may save and restore the
game at any point. If using a
mouse, dick on the disk icon in
the large blue gem in the lower
right-hand corner of the charac-
ter screen (or press the 0 key).
This brings up the Disk/Game
Options screen. From here you
can save or restore the game.
There are an unlimited number
of possible save positions. You
are limited only by the amount
of space on your hard drive or
by the number of floppies you
wish to use for saved games.
Printing Out NPC Text
In order to allow you to look
over the various interactions that
you have had with NPCs, a print
text option is provided. Text can
only be printed while you are
playing the game.
There is a print on/off selection
on the game options screen.
When in the on position the text
shall be printed (provided your
printer is on and set up correctly).
You can turn this option on and
off at any point in the game.
Continues...
Printing Out Maps
Not only can you print out all of
the text in the game, but you can
also print a layout of the map
that your character is currently
exploring. The print map option
can be of great assistance to you
in making your way through the
many large and complex mazes
and levels.
If you have used the palimpsest
to display a map, you may print
out the map from the auto-map
screen by pressing the F1 key.
Please make sure that your
printer is on and set up to print
before you attempt to print out a
map.
Also, the maps that are printed
are not angled like their counter-
parts in the game. You will
notice this when you use the
palimpsest, because the map is
displayed at an angle.
The Magnify Option
A game option called Magnify is
provided. This feature allows
you to con figure the game so
that objects are always displayed
in their larger form.
If the Magnify option is set on,
the Sight spell is not needed.
Containers
Some objects in
act as containers, allowing you
to place other objects inside of
them. Some examples of con-
miners in the game are quivers,
sacks, and chests.
To place an item into a container,
select the object and place it on
top of the container that you
want to put the object into. This
can be done whether the con-
miner is in your character's hand
or in one of the inventory
blocks.
To see the items inside a con-
miner, it must be placed in your
character's left hand, his action
hand. A picture of the container
and its accompanying inventory
blocks is then displayed in the
large blue gem in the lower
right-hand corner of the charac-
ter screen.
Not just any object can be placed
in a container. For example,
common sense would tell you
that you cannot a war axe
into a quiver.
Note that if you attempt to put
an object into a container while
it is in the character's inventory
or on the character figure, and
the object is too big or the con-
miner is full, the object is
swapped with the container.
Spellcasting
A spell must be memorized
before it can be cast. In order to
memorize a spell, place the
mouse pointer over the face of
your character on the character
screen and press the left mouse
button. From the keyboard,
press the F10 key. Once this is
done, the character sheet is
automatically pulled down as
low as it can go, and the 3-D
overhead map is replaced with a
screen that allows you to memo-
rize a spell.
It should be noted that while
memorizing a spell, everything
in the game is halted. The
process of channeling magical
energy is considered instanta-
neous. Therefore, do not hesitate
to memorize a spell in the heat
of combat, for once initiated,
combat shall be stopped until
you have memorized a spell and
returned back to the 3-D over-
head map.
/
The spell memorization screen
displays the hand movements
needed to cast spells. When a
hand movement is chosen it
appears in the rectangular area
beneath the hand movement ids-
play. Choose the hand movement
combination that you desire.
Then dick on the rectangular
area in which your chosen hand
movement combination appears
(or press the Enter key if using
the keyboard). If you have cho-
sen the correct combination of
hand movements for the spell
that you were trying to create, it
will be memorized. If a spell is
properly memorized, the repre-
sentation of that spell is
displayed in the appropriate cast
spell icon in the upper-right cor-
ner of the character sheet.
At the beginning of the game
you will notice that there are
only two or three hand move-
ments displayed on the spell
memorization screen. These
hand movements are the ones
needed to cast the first spell that
you are given by Rowena. This
spell varies depending on the
magic class skill that you chose
during the character generator.
As you find scrolls with new
spells and are taught spells by
NPCs, additional hand movements
are automatically added to the
ones you started the game with.
Before you can begin playing T.E
Suwvtosro, you must first create
a character. The character genera-
tor is implemented in an
animated storytelling fashion
with the character you are creat-
ing the focal point of the story. As
the story unfolds, you are asked
to make decisions. The choices
that you make determine your
character's strengths, weaknesses
and initial capabilities.
Male and Female
Characters
The character that you create can
be either male or female. THE
is designed so that a
female character is treated the
same as a male character, suffer-
ing no penalties or drawbacks.
The sex of the character is auto-
matically taken into account
when a face is chosen to repre-
sent your character.
Attributes
There are six attributes (also
referred to as characteristics)
used in creating your character.
Throughout the game, each of
these attributes plays an impor-
tant role in how your character is
influenced by certain situations.
While generating a character, an
attribute can never exceed 20.
This is not true in the actual
game, where magical objects can
be found that magically enhance
your character's attributes.
The attributes used to create your
character are:
Strength
This attribute represents your
character's physical strength. It
influences things such as:
The amount of damage your
character can inflict in hand-to-
hand combat.
The initial hit points your charac-
ter has at the start of the game.
The amount of weight, in kilo-
grams, your character can carry
without becoming encumbered.
Ag tio
This attribute determines how
quickly and proficiency your
character can perform an action.
Most importantly, it is your char-
acter's Agility also deter-
mines how fast he can move.
Endurance
This attribute represents your
character's ability to perform
actions over a long period of time
without becoming fired.
Endurance also influences such
things as:
The initial hit points that your
character has at the start of the
game.
How long your character can fight
in combat or perform strenuous
actions, such as carrying exces-
sive weight, without experiencing
fatigue.
Accuracy
This attribute measures your
character's natural ability to hit a
target at a distance with a thrown
weapon or projectile, such as an
arrow.
It is important to note that the
Accuracy attribute also affects the
amount of damage inflicted by
projectile weapons. A character
with a very high Accuracy inflicts
much more damage with a pro-
jectile weapon than a character
with a fairly low Accuracy
attribute.
Talent
This attribute represents your
character's innate ability to
understand the workings of
magic and the casting of spells. It
influences how quickly your
character learns new spells.
It is important to note that the
Talent attribute also determines
the number of spells your charac-
ter can memorize in any one spell
class category.
Power
Power determines how effective a
spell is once it is cast. A higher
Power attribute means the char-
acter is capable of casting more
powerful and longer-lasting
spells.
Generating the Attributes
There are several methods of
generating your character's
attributes, This gives you the
chance to select a method that
best suites your preferences,
Method # 1 - Random
Attributes
All of the numbers for your char-
acter's attributes are generated
and assigned by the computer.
Although this is the fastest
method of generating a character,
it offers the least amount of con-
trol.
Method #2 - Allocate
Attributes
A "pool" of points is randomly
generated by the computer. You
can then assign these points,
until the "pool" is exhausted, to
your character's attributes in any
fashion that you desire. As noted
before, no single attribute can
exceed 20. This method gives you
complete control over setting up
your character's attributes.
Method #3 - Base
Attributes with Allocation
This method is a combination of
methods # 1 and #2. The com-
putter generates and assigns a
certain number of points to your
character's attributes. In add-
tion, a small "pool" of points is
also generated. The "pool" of
points can than be assigned to
Continues...
your character's attributes in any
fashion that you desire.
weapon Proficiency
Once you have generated the
attributes of your character, you
must choose an initial weapon
proficiency.
Weapon proficiency classes rep-
resent how skilled your character
is at using weapons from that
weapon proficiency class. The
more your character uses a
weapon from a proficiency class,
the better he becomes at using
all of the weapons that are
included in that specific weapon
proficiency category.
It probably is not a good idea to
rely heavily upon weapons from a
single weapon proficiency class.
Your character's weapons will
break (as noted by the weapon
flashing when breakage occurs)
from the burden of heavy combat,
and he may not have a weapon
dose by that exists in the profi-
ciency class that he has
consistently favored. You would
then find your character at a ids-
advantage, because he might
have to use a weapon that he is
not very apt at wielding.
There are four weapon proficiency
classes in the game. They are:
Edged weapons
This weapon proficiency is rep-
resented on the character screen
by a sword. Weapons in this
class include all types of swords,
including single and two-handed
blades. Some examples are the
short-bladed, single-edged fal-
chion, and the heavy and more
powerful broadsword.
Hackirt Weapons
This weapon proficiency class is
represented on the character
screen by an axe. Weapons of
this class are wielded by swing-
ing or clubbing at the target.
Some examples are the powerful
flanged mace and the war axe.
Pole Arms
This weapon proficiency class is
represented on the character
screen as a spear. Weapons from
this class include all weapons
attached to a wooden pole of 4'
or more, such as a spear or
glaive. All of the weapons in this
class require both of your char-
acter's hands in order to use the
weapon.
Projectile Weapons
This weapon proficiency class is
represented on the character
screen by a bow. Projectile
weapons, such as the bow or a
throwing knife, are not used in
close quarter melees. Instead,
they are used against opponents
at a distance.
Magic Skill Classes
There are four magic skill classes
in the game that you must
choose from. They are:
wizardry
These are offensive spells that
your character can use u3 attack
his enemies.
Sorcery
These are miscellaneous spells
that affect the environment sur-
rounding your character.
Enchantment
These are spells that in some
way can be used to protect your
character.
Healing
Spells from this class are ori-
ented toward healing your
character.
To avoid having a great number
of fairly useless spells by the end
of the game, the magic spells in
are set up in a
tiered format. This means that as
your character increases in skill
at casting a specific type of
magic, spells in that specific
magic class transform into more
powerful versions of the same
spell.
Hit Points
Hit points represent the amount
of damage your character can
sustain before he or she is slain.
At the beginning of the game
your character is assigned an
initial amount of hit points. Your
character's starting hit point rat-
ing is calculated by adding his or
her Strength and Endurance
points to a base of 20 points.
Strength + Endurance + 20:
Character's initial hit points
Throughout the course of the
game, your character gains hit
points each time he or she
increases a level of experience.
Spell Power Points
Another rating your character is
assigned is spell power points.
These points represent the
amount of magical energy your
character is currently capable of
expending. Each time a spell is
cast, it drains a portion of your
character's spell points. If your
character does not have the
proper amount of power to cast a
spell, it will not cast successfully.
The initial spell power rating of
your character is calculated in a
similar fashion as his or her hit
points. Your character's Talent
and Power attributes are added
to a base number of 20.
Talent + Power + 20 = Char-
acter's initial spell power points
Like hit points, your character
gains more permanent spell
power points as he increases in
levels of experience.
continues...
Spell power is expended when-
ever your character casts a spell.
The more advanced spells
require more energy to cast than
the simpler ones. Spell power
points slowly regenerate as time
passes, and there are several
objects that restore spent spell
power.
Experience Points
As your character progresses
through the game, he or she
earns experience points. These
experience points are earned in a
number of ways. Almost any-
thing your character does
successfully, from slaying crea-
tures and solving puzzles to
helping friendly NPCs, is
rewarded with experience points.
As your character earns experi-
ence points, he or she increases
in experience levels. Each time
your character earns enough
experience points to increase a
level, he or she receives add-
tional hit points and spell power
points.
Each time your character increases
a level, he or she is awarded add-
tional hit points and spell power
points. These additions get larger
as your character achieves higher
levels of experience. The only way
that your character can achieve
level 12 is by successfully com-
pleting the game.
The number of experience points
needed to increase in levels of
experience are shown in the
table below.
Experience Points/Titles
0 -- 499 .............. Level 1: Wayfarer
500 -- 999 ........... Level 2: Freebooter
1,000-1,999 .............. Level 3: Campaigner
2,000 -- 3,999 .............. Level 4: Partisan
4,000 -- 7,999 .............. Level 5: Keeper
8,000-15,999 .............. Level 6: Sentinel
6,000 -- 31,999 .............Level 7: Gallant
32,000 -- 63,999 .............Level 8: Cavalier
64,000-127,999 .............. Level 9: Warder
128,000 -- 255,999 ...........Level 10: Hero
256,000 -- 599,999 ...........Level 11: Champion
600,000 + .............. Level 12: Vanquisher
ARMOR, SHIELDS, AND HELMS
During this adventure you will
find it necessary to equip your
character with various types of
armor and protective gear.
Armor sustains damage in battle
that would otherwise be inflicted
upon your character.
In THE SUMMONING, armor can
become damaged. As your char-
acter's armor becomes
battle-worn, it becomes less and
less effective at its primary pur-
pose -- protection!
There are a variety of helmets
and shields scattered throughout
the game. When worn by your
character, they also offer protec-
tion against attacks.
A shield can even be used as a
clubbing and hacking weapon in
hand-to-hand combat situations.
The most deadly of these are
large and of great weight, and
some are even adorned with
armor-piercing spikes. Shields
also become weakened through
continuous use. While the larger
shields offer more protection
than the smaller designs, they
can also withstand more abuse.
Helms do not provide your char-
acter with nearly as much
protection as armor or shields,
but they are very important
nonetheless. In addition to better
protecting your character, some
helms are also enchanted with
magical powers.
THE WEAPONS OF WAR
Throughout the course of his-
tory, man has developed a great
variety of weapons. Each was
developed with a particular func-
tion in mind. For example, the
falchion is a type of short sword
with a wide blade and single
razor-sharp edge. This weapon
was designed for speed in dose-
quarter melee. It lacks the weight
and power of heavier blades, but
is a most effective hack-and-
slash weapon.
All weapons offer one or two
types of attacks. These attacks
are based on the weapon's
design. With some weapons,
attacks can be executed quite
swiftly, while more complex
maneuvers take longer. As your
character becomes more profi-
cient in the use of a weapon,
attacks with that weapon
become more effective.
It has been the ill fate of many to
have their weapons break in the
heat of battle. Even the finest
craftsmanship can only with-
stand so much abuse. Therefore,
it is a good idea for your charac-
ter to have a secondary weapon
at hand. Some warriors have
even been 'known to forego the
added protection of a shield in
order to fight with a weapon in
both their right and left hands.
If fate looks kindly upon your
character, he may come across
one of several weapons empow-
ered with unique .magical
properties. These weapons of
power are rare indeed, said to be
forged from special metals and
gifted with special abilities.
Weapons of such nature are
often light as a feather and
superbly balanced.
DENIZENS OF THE SUMMONING
During your character's quest
through the twisting corridors
and shadowed rooms of Shadow
Weaver's labyrinth and citadel,
he or she encounters creatures of
all sorts. These creatures are not
all created equal; some move
with blinding speed and others
at a slow crawl. Weapons are
used by some, powerful magic
by others, and a select few are
armed only with sharpened
claws and fangs.
To ensure a normal mortal life
span your character is going to
have to get to know his oppo-
nents. Be very observant and
take notice of a particular crea-
ture's strengths and weaknesses.
When your character engages a
new opponent for the first time,
tactics should be developed:
Should your character fight with
steel or magic? Perhaps the crea-
ture is slow, and can be slain at
a distance with a bow? Is the
creature's strength in numbers?
If so, can your character separate
them and engage them one-on-
one? Perhaps a creature's tough
hide turns aside the edge of a
blade, but how about the crush-
ing blow of an axe?
It is questions such as these that
should be considered when your
character combats his enemies.
And remember, hack-and-slash
techniques are not always the
solution.
The Bestiary
The following section is provided
to offer you a general description
of the many creatures that your
character encounters.
R should be noted-
Not everyone may want to
read the descriptions that fol-
low. Contained within them is
information that may give
your character an advantage
over his opponents.
While some find this informa-
tion useful, veteran game
players may find that it takes
away from the challenge of
the game.
Creatures await...
Assassin
The assassin is a human who has dedicated his or her life
to the art of killing. Assassins do not abide by the strict
codes of the warrior, so their blades are often tainted with poison.
Unlike fighters, they do not rely on physical strength. Instead, they
favor agility and finesse, and the ability to conceal themselves when-
ever necessary.
Despised by many, the assassin is guided by only one thing: gold! His
or her deadly skills go to the highest bidder, and no one pays as well
as the dark mage.
All of Shadow Weaver's victories were not won by sheer strength of
numbers. There have been times when a ruling lord or king who
threatened the dark mage's plans never had the chance to command
his armies in battle. Often, these deaths were credited to Shadow
Weaver's dark magic, but it was the assassins that did the work.
Ball Lightning
This other-worldly creature is a distant relative of the willo
o-wisp. It is a sentient ball of energy. It attacks by hurling
bolts of energy at its opponent. In addition, it is most deadly at dose
range, for its shocking touch can inflict damage.
Bat, Giant
These creatures are a larger variety of the common noctur-
nal bat. They are naturally drawn to the dark shadows of
the labyrinth, and are often found flying throughout the maze in
search of food. Though a single giant bat may not be able to kill a
warrior, several can.
An even larger variety of this bat dwells in the citadel's sewers. They
are much larger than their smaller brethren, and are quite capable of
slaying a strong warrior. Perhaps they are the reason Shadow Weaver
does not barricade the entrance to these sewers.
Centaur
The centaur, a creature that is half-horse and half-man,
has always been at odds with mankind. For ages they had
lived in peace, until greedy knights and lords entered their sacred
forests to build castles and villages. For this reason, they willingly
joined Shadow Weaver in the war against mankind.
They are very strong and very quick. This makes them admirable
adversaries on the field of combat.
Creeper
No one is quite sure of the origins of the creeper. Some say
they are just another one of Shadow Weaver's warped cre-
ations. Others claim that the creepers existed before the dark mage
came to power, and that they are common within hot and humid
southern swamps and marshes.
One must be extra wary of these deadly plants. They cannot move
very quickly, but are capable of lashing out at their victims with long
thorny vines.
If a creeper hits its prey, the thorns release a venom that often proves
fatal unless counteracted.
Crustacean
The crustacean is a most beautiful and extremely danger-
ous creature. Because they are very hard to kill, they are
the perfect guardians. Their hard outer shell is as good as any suit of
plate armor. It is best to fight these creatures with a hacking weapon
capable of crushing blows.
The crustacean has two very large pincers with which it fights. These
pincers are so strong they could cut a lesser man in twain. A lone war-
rior will find one of these creatures a very hard fight. One would have
to be very strong and skilled to defeat more than two or three crus-
taceans at one time.
Cyclops
The cyclops are an ancient race closely related to mankind.
They are slightly larger in build, and instead of two eyes,
they have one larger eye positioned in the middle of their forehead.
This single eye provides the cyclops with fairly poor vision. For this
reason, they are somewhat slow. Nonetheless, they are formidable
foes that choose to fight with large stone clubs capable of delivering
smashing blows.
No one is quite sure why, but cyclops also have a natural resistance to
all fire-based spells. Perhaps the cyclops is related in some manner to
the fire giant.
Eel, Giant
These monstrous sea dwellers have migrated from the sea
surrounding the citadel's island into the stronghold's sewer
ways. They now feed off of the refuse that the sewers provide.
The giant eel has the ability to attack its prey with lightning. Perhaps
for this reason, lightning attacks seem to have very little effect on
these creatures.
Fire Giant
Although these creatures are referred to as giants, they are
actually only distant cousins to the true race of giants.
Most of them are only slightly taller than a man, but all are heavily
muscled and large in stature, thus the term giant.
Like the phoenix, the fire giant prefers to dwell in areas of extreme
heat. They have a natural resistance to fire.
Fly Trap, Giant
The giant fly trap is another example of Shadow Weaver's
ability to warp nature. Dark magic was used to create these
monsters from a typical plant -- the fly trap.
These plants are much larger than a man, and attack with barbed
mouth-like cavities capable of crushing bone and armor alike. Shadow
Weaver also bestowed upon the giant fly trap a resistance to fire-
based magic.
Of all the weapon types, swords are the most effective against these
monstrosities. Other weapons can still harm the fly trap, but will not
inflict as much damage as a sword with a long cutting edge.
Gazer
The gazers are Shadow Weaver's most gruesome servants.
These creatures were at one time members of the Horde
who were beheaded, and then brought back to life with magic.
They are now doomed to wander the labyrinth with their decapitated
head in hand. Their only attack is the head's gaze which holds the
power to turn a victim to stone.
There is no defense against the gazer's flesh-to-stone magic, save for
a magical mirror. Many believe that this mirror, which is said to
absorb the power of the gazers, is nothing but a myth.
Ghoul
Ghouls are undead creatures that Shadow Weaver has
created. These soulless corpses are most foul.
They attack with dirt-ridden fingernails that have grown into lengthy
claws, and bite with sharpened teeth.
The ghoul is the most feared of the undead for no normal weapon can
bite its pale lifeless skin.
The only thing known to harm the creatures are blessed weapons
forged of silver. This in itself is a dilemma. There are few smiths that
possess the natural skill for crafting weapons, and at the same time,
have the magical knowledge needed to forge such a soft metal into a
weapon of war.
Giffin
These monsters are created from the union of a lion and an
eagle. The lion's side makes them large and very powerful.
The eagle's side gives them a fierce attack with either beak or talon.
They are known to possess a natural resistance to lightning.
Harpy
The harpy is an extremely evil creature that is part bird
and part woman. They have been summoned forth from
some netherworld by the dark mage to serve his evil designs.
Harpies are quite capable fighters with their claws and teeth. Even
with these natural weapons at their disposal, they prefer to use their
ability of flight to keep a distance and attack with some sort of projec-
tile weapon.
Hag
A hag is a dead female mage brought back to life by the
powers of Shadow Weaver. A hag's skin is pale and clings to
her body only because it is preserved by dark magic. By bringing them
back to this world Shadow Weaver has gained the loyalty of the hags.
Hags can claw an opponent at dose range, but prefer to hurl lightning
bolts from a distance.
Hellcat
Hellcats were created like their brethren, the hell hounds.
They are like the hell hounds in many ways. Some fear the
hellcat more than the hound, because of the cat's greater speed and
agility.
Hell Hound
These hellish creatures were created by Shadow Weaver's
magic. They are large hounds of war, bred with fire and
brimstone.
Not only do they attack by biting with razor-sharp teeth, but they also
wield fire. At will, they can breathe fireballs at their prey.
Fire-based attacks do little damage against hell hounds. Instead, it is
best to fight these creatures of flame with a weapon that keeps the
hound at a distance.
Jester
These small men in their brightly colored costumes should
not be taken lightly. A jester is one of the little people, a
dwarf or gnome, with the natural talent to use magic.
Shadow Weaver is fond of the jesters. Because of this, they are per-
mitted to dwell in the citadel, and are seldom seen elsewhere.
A jester casts small globes of poisonous gas. Some would poke fun at
the jester's appearance, but few do so outright for they can be very
dangerous. The jester has even played his part in the war. At the bat-
tle of Clontarf, a mere 30 or 40 jesters defeated an advancing host of
some 500 men-at-arms.
Mercenary
Most of the Horde is comprised of your basic mercenary, or
sword-for-hire. Shortly after Shadow Weaver made it dear
that he intended to conquer the world, mercenaries flocked to his cause.
Most mercenaries are no match for a competent mage or fighter. For
this reason, some mercenaries have formed battle groups where their
numbers even out the fight.
Messenger
These are Shadow Weaver's most trusted human servants.
It is their duty to carry and issue the dark mage's com-
mands to the Horde and the outer world. It is a duty they serve most
faithfully.
Because of their position of favor, Shadow Weaver does not take
kindly to the interference of a messenger's charge. Death is often the
punishment that awaits those who dare to disrupt a messenger's path.
One should not think that because a messenger is protected by the
dark mage's power, that they cannot hold their own. They are excel-
lent swordsmen, and have been taught to defend against all weapon
types, save the pole arm.
Minotaur
The minotaur is both man and beast. It resembles a power-
fully built man with the head and hooves of a bull. Their
strength makes them formidable warriors. They are not extremely
intelligent beasts, so they cannot use magic, and make poor leaders.
Phoenix
The phoenix is bred of fire and magic. They must be near
extreme heat to survive.
Merely being dose to these creatures can inflict heat damage. They are
also capable of spitting masses of fire and flame at their opponents.
Because of the nature of their existence, fire-based magical attacks
have very little effect upon these fiery birds of prey.
Poison Bubble, Giant
Found only in the citadel's sewers, poison gas bubbles are
a natural occurrence, The creature is a large colony of
small organisms that have joined to form the poison gas bubble,
These strange creatures are named after their method of hunting and
fighting, When threatened, the poison gas bubble collects toxic gases
from the sewer water, and shoots it at its opponent,
Renegade Mage
These are novice magic users that have joined the Horde.
The vast majority of them are wizards who use their offen-
sive magic to support the Horde's fighters during a battle.
They are weak compared to other members of the Horde. Still, one
should remain wary of their magic, which can do considerable damage
if it should strike true.
Samurai
When Shadow Weaver conquered the Eastern nations, he
integrated the surviving warriors of the armies he defeated
into his own Horde.
The samurai, as these fierce eastern warriors are called, have devoted
their entire lives to the way of the warrior. They are, perhaps, the best
swordsmen in the world, equaled by few in skill with the blade.
Shadow Weaver's Guard
These are some of the finest swordsmen amongst the
Horde, second only to the samurai. Their skill with the
sword has earned them the privilege of guarding the halls of Shadow
Weaver's mighty citadel. These elite guards rarely fight in major bat-
tles. That is the purpose of the Horde, which is considered quite
expendable. Because the dark mage's guard are so prized by their
master, they are equipped with the best armor and the finest weapons.
Skeleton
Skeletons are the animated bones of warriors long dead.
Their strength depends on the skill of the mage who was
responsible for animating the bones. For this reason, some skeletons
are considerably stronger than others.
Since a skeleton cannot bleed and has no flesh to cut, only weapons
that rely on the force of the blow are effective against them. Also, it is
better to use fire against these creatures, for lightning-based magic
seems to have little effect.
Spectre
A spectre is a disembodied spirit that has been called back
to the world of man. They are a form of undead creature,
but lack the physical bodies of their counterparts.
Their chilling touch can inflict damage, but the spectre is also capable
of discharging bolts of energy. They can be harmed by weapons and
by spells, but are partially resistant to lightning bolts.
Spider, Giant
These are arachnids that have been magically bred by the
dark mage. There are several different types of these vile
monsters. The most dangerous is the poisonous variety. Once the spi-
der's venom enters a victim's system, it eventually kills unless the
poison is counteracted.
Stone Golem
These are magical beings created from a human skeleton
and rock. Shadow Weaver has many servants capable of
creating stone golems.
A golem's entire existence centers around the commands of its creator,
so they also make perfect guards.
Stone golems are very strong and are capable of delivering crushing
blows with a stone club. They can sustain a great deal of damage, and
have very few weaknesses. Perhaps the most obvious weakness of the
golem is its low agility and slowness.
Will-O-Wisp
This evil supernatural creature feeds off its victims' life
energy. Its primary form of attack is a bolt of energy very
similar to lightning.
-TRAPS AND PUZZLES-
The dangers that await your
character during your adventure
are not all made of mortal flesh.
For this reason, your character
has to rely on brains as well as
brawn. Throughout the game,
your character comes across
many different devices that may
trigger traps, open sealed doors,
or teleport him elsewhere. The
best way to learn how things
function is through experimenta-
tion. It would not be any fun if
we told you exactly what to look
out for.
When first encountered, a trap or
device is implemented in its sim-
plest form. This is done in order
to give you an idea of the
mechanics behind a trap or
device. However, as the game
progresses, the same traps and
devices are implemented in dif-
ferent combinations. Always
expect the unexpected and learn
from your mistakes.
At first, pulling a lever in the
floor may simply open a door
across the hall. Later in the
game, pulling a similar chain
may spew forth poisonous gas
from some unseen source.
Do not become discouraged,
because there is always a reason
behind something that happens.
There is nothing in the game
that happens without a reason.
You will always have a chance, if
you are careful and can figure it
out, of thwarting any traps or
puzzles that your character may
encounter.
The following are descriptions of
the various pieces used in differ-
ent combinations to create the
puzzles in the game. This sec-
tion should give you a good
understanding of how the vari-
ous pieces work.
Keyholes
Keyholes are most commonly
found in front of locked doors.
You must find the key that fits
the lock in order to open the
door. If a key does not fit in a
keyhole a message appears in
the message area that says "the
key does not fit."
There are timers when you may
find a keyhole that is inactive.
When you try to put the correct
key in an inactive keyhole a
message appears in the message
area that says "the key fits, but
the lock will not turn." Before
you can use a key in an inactive
keyhole you must first discover
how to activate the keyhole.
In the later part of the game,
keyholes are also used for
actions other than opening
doors. You may find that using a
key in a keyhole activates a tele-
porter, or some other puzzle
piece.
Object Holes
Object holes operate like the
keyholes. The only difference is
that you must put an object into
the hole. Like the keyholes, an
object hole may be inactive. If
this is the case, you must first
find out how to activate the hole
before it accepts its desired
object.
Levers
Levers are used in a variety of
ways. They can toggle on and off
almost all of the puzzle pieces.
They also can activate keyholes,
object holes, pressure plates,
doors, teleporters, etc.
If you attempt to move a lever
and a message appears in the
message area that tells you that
"the lever will not budge," it
means the lever is inactive. You
must find something that acti-
vates the lever before you can
toggle it.
Later in the game, levers are
used in complex combinations.
Try everything, no matter how
silly it may seem. Sometimes it
is as simple as turning the lever
to its opposite position, and then
turning it back to its original
position.
Pressure Plates
Pressure plates usually have two
positions associated with them:
down and up. The amount of
weight needed to weigh a plate
down can vary from plate to
plate.
There are many plates that
require 1 O0 kgs to weigh them
down. The only items that can
provide that much weight are
movable walls, magic walls,
dead bodies, rolling balls or a
large combination of objects
weighing 100 kgs.
Rolling Balls
Shadow Weaver has scattered
these large balls throughout his
domain. They can be found
rolling back and forth or in a
stationary position. If a station-
ary ball is pushed it may roll and
stop, or it may bounce and con-
tinue to roll until it is stopped.
When a rolling ball strikes your
character he or she suffers some
damage. It may not seem like a
lot, but after being hit time and
time again the damage adds up.
Also, since armor sustains dam-
age it may not seem as if your
character is even being affected
by a ball's impact. Be warned,
however, that the ball's impact is
going to wear out the armor he
or she is wearing.
A trick to moving a rolling ball in
a different direction is hitting it
with a spell, such as Kano. The
spell pushes a ball in the direc-
tion of the spell. This technique
prevents your character from get-
ting hit, which is very possible if
he or she attempts to move the
rolling ball by pushing it.
Runestone Floor Spaces
There are three of these floor
spaces, and they are represented
by the Gebo, Raido, and
Thurisaz runes.
Your character is automatically
teleported to the floor rune on a
level when a rune with a similar
symbol is cast. Also, later in the
game your character learns a
teleport spell. When this spell is
cast, your character is teleported
to the nearest Gebo rune.
There are many sections that can
only be accessed by the use of
the rune floor pieces. Since the
auto-map in the game is based
on line of sight, many of these
areas do not appear on the map
until your character goes there.
Magic Mouths
Magic mouths are scattered
throughout Shadow Weaver's
domain. Pay heed to their words,
for the words they speak are
wise. You may find times when a
magic mouth's message holds
the secret to solving a puzzle, or
completing a task.
Teleporters
Teleporters can be found in
active and inactive states. If a
teleporter is inactive you will not
see it until it is activated.
Be wary of the teleporters,
because they can make adven-
turing a hard task. All
teleporters can have up to two
different destinations. You may
find that entering a teleporter a
second time is the secret to get-
ting to a hidden place (or by
throwing an object into the tele-
porter before entering it for the
first time).
Special Floor Areas
These floor spaces are found in
two forms. One reduces your
character's spell power points
when he or she treads upon the
floor. The seconds inflicts dam-
age to your character.
There are different methods to
crossing these floors. For exam-
ple, you can use boots of
levitation to fly over these areas.
Doors
Your character encounters quite
a few doors in his travels, There
are many ways to open and close
the doors that block your characo
ter's path,
There are doors that may seem
like they cannot be opened,
because there is no plate, key-
hole, object hole (etc,) nearby,
Many of these doors can be
opened by casting a Kano spell
at them.
Other doors can be opened by
toggling a lever, weighing down
or stepping on a plate, or using
the right key or object, Again,
try everything, no matter how
silly it may seem,
- OBJECTS -
There are a great variety of
objects that your character can
find and use. These objects
range from keys, potions, and
tokens, to the many runes of
power. Some objects can be
found on the ground, while oth-
ers are in the possession of a
creature or hidden in chests and
sacks. When a creature is slain,
it automatically drops all items
in its possession upon the
ground.
To be used, objects must be
placed somewhere on the figure
in the lower left hand-corner of
the character screen. Most
objects are worn, while others
must be placed in the figure's
hands in order to be used. When
an object is placed in your char-
acter's hands, the actions that
your character can perform with
that object are graphically ids-
played in the right or left hand
usage icons. These are located to
the right of the topmost row of
the inventory boxes.
Picking up and dropping objects
is covered in "Game Play
Information" on page 34.
Potions
It should be noted that potions
can be created as well as found.
This is done by preparing a
Liquify spell and casting it with
a gem in one of your character's
hands and an empty flask in the
other.
Potions have a variety of differ-
ent effects upon your character.
The different potions that are
found in the game are:
Jera Potion
This potion can be created by
holding an empty flask in one
hand while casting a prepared
Liquefy spell. When this concoc-
tion is quaffed, it heals a small
amount of damage that your
character has taken in battle.
Teihwaz Potion
This brew can be created by
liquefying an amethyst. When
consumed it restores one or sev-
eral endurance points that have
been temporarily lost due to
fatigue or from being over-
encumbered.
Algit Potion
A ruby can be used to make this
red-colored magic liquid. It
instantly cures your character if
he or she is poisoned or con-
fused.
Isa Potion
An Isa potion is created from an
emerald. Beware, do not drink
this foul potion for it is most
poisonous. Instead, hurl it from
a good distance at an opponent.
Upon impact it bursts and poi-
sons almost any living thing it
hits.
Dr]o Jo's snake Oil
These potions are most rare. If
luck is with your character, he or
she may chance upon several of
these during his adventure. A
secret not known to many, this
potion can be made by liquefying
diamonds, which are also very
rare. When consumed, this
potion heals all of the damage
that your character has taken in
battle.
Poison
Though many warriors see no
honor in its use, no one can
deny the effectiveness of poison.
There may be times when you
find your character engulfed in a
poison cloud, or struck by a
weapon laced with venom. Once
it enters the system, poison
slowly continues to do damage
to your character until he or she
either dies or the poison is con-
teracted with magic or an
antidote.
A side effect of being poisoned is
an initial period of disorientation
and confusion. In this state, your
character may have trouble
walking a straight path or wield-
ing a weapon with skill. This
confusion only lasts for a short
time, but may be quite deadly for
your character if he is fighting
while confused.
Amulets
Amulets and necklaces are magi-
cally enchanted as well. When
worn around the neck of your
character, they bestow upon him
the magic that they possess. The
majority of these magic devices
increase an attribute of your
character. Others may offer
added protection as would a
shield or helmet.
- ENCUMBRANCE -
Your character is physically
capable of carrying only so much
weight before he or she begins
to tire. As fatigue sets in, your
character moves and reacts more
slowly. The two attributes that
effect how much your character
can carry and the time it takes
for him to tire are Strength and
Endurance.
There are times when you may
want to put all kinds of extra
armor, weapons, and objects into
your character's inventory, but
this is not always possible.
Choose what you wish to carry
wisely!
RUNES OF POWER
Some of the most common magical items that your character comes
across are the rune stones. There are 24 of these powerful runes, each
with a unique magical trait.
Rune Magical Trait
URAZ Temporarily increases your character's Strength 2
points.
OTHILA Casts a Zap Away spell.
ANSUZ Casts a Lightning Shield upon your character.
GEBO Teleports your character to the Gebo rune floor space
on the level in which the rune was invoked.
MANNAZ Randomly increments by 1 a random weapon
proficiency.
ALGIT Cures your character of poison.
EIHWAZ Temporarily increments your character's Accuracy
2 points.
INGUZ Temporarily increases your character's Talent 2
points.
NAUTHIZ Casts a Freeze spell.
PERTH Randomly increments a magic skill class by 1.
TEIWAZ Temporarily increments your character's Endurance
2 points.
KANO Casts a Kano spell.
Rune
JERA Heals Damage.
WUNJO Casts a Fire Shield upon your character.
FEHU Randomly creates an object.
RAIDO Teleports your character to the Raido rune floor
space on the level in which the rune was invoked.
HAGALAZ Casts a Spell fire spell.
EHWAZ Temporarily increases your character's Agility
2 points.
BERKANA Completely restores all of your character's spent
spell power points.
ODIN Permanently increases or decreases a randomly
chosen attribute. A side effect is that sometimes this
rune causes a sex reversal.
SOWELU Cures both Poison and Confusion.
ISA Casts a Poison Globe.
DAGAZ Casts a Spell of Slaying.
THURISAZ Teleports your character to the Thurisaz rune floor
space on the level in which the rune was invoked.
- NPC INTERACTION -
One of the most important
aspects of THE SUMMONING is the
process of interacting with the
many NPCs (Non-Player
Characters) that your character
encounters. It is through this
interaction process that you
learn many secrets and gain
information pertaining to the
world in which the adventure is
taking place.
Allowing you to interact with the
many different NPCs makes the
game a rich story-telling envi-
ronment. Be sure to completely
search out all of the different
locations of the game and talk to
as many NPCs as you can. The
NPCs hold the knowledge that
you need to successfully com-
plete the game.
Refer to "Game Play
Information" on page 34 for a
detailed description as to how to
interact with an NPC using a
mouse, joystick, or keyboard.
Print Feature
Since there is a considerable
amount of interaction in the
game, we have implemented a
print option. This feature allows
you to print out all of the inter-
action text as you play the game.
Refer to "Game Play
Information" on page 34 for the
specifics of printing out text.
- AUTO-MAPPING -
Since the entire game is placed
within a labyrinth and citadel
(indoor adventuring) we have
included an auto-map feature to
spare you the task of mapping
by hand.
This auto-map feature should
make exploring the many com-
plex (and dangerous) levels in
the game much easier to play
through and less confusing.
Your character starts the game
with an object called a
palimpsest. When this object is
placed in one of your character's
hands and activated by clicking
on its use icon, a magic map is
displayed on the screen.
Be very careful not to lose this
special magical object. Without
it, you will not be able to conjure
up the magic maps. If, by
chance, you are a gamer who
enjoys manually mapping levels
in a game, feel free to leave the
palimpsest behind.
have features that make the auto-
map option in THE SUMMONING
even more useful are the key
and level names and the print
map function. The key helps you
note the location of all the
levers, teleporters, doors, etc.,
located on a specific map. The
level names, displayed at the top
of the auto-map, allow you to
calculate your character's posi-
tion within the labyrinth or
citadel.
Included in the manual on page
90 is a printed map of the
game's entire level layout. It
begins in the antechamber,
where you begin the game, and
ends in Shadow Weaver's per-
sonal quarters, deep in the
citadel.
If you wish, you can bring up
the auto-map, look at the name
of the level that your character is
on, and refer to the printed map
to find your character's position
within the game.
It is also possible for you to print
out the various maps in That
Summoning for quick and easy
reference. Refer to "Printing Out
Maps" on page 40 for more
information.
- THE MAGIC SYSTEM -
Magic in the world of THE
Summoning Is an innate ability
that is channeled by mentally
visualizing various hand move-
ments.
Each hand motion represents the
flow of a different magical
energy. By combining different
hand movements in different
combinations your character can
call upon different spells. Simple
spells are comprised of simple
combinations, whereas more
complex spells require the visu-
alization of many hand
movements in a specific order.
At the beginning of the game
you will notice that there are
only two or three hand move-
ments displayed on the spell
memorization screen. These
hand movements are the ones
needed to cast the first spell that
you are given by Rowena. This
spell varies depending on the
magic class skill that you chose
during the character generator.
As you find scrolls with new
spells and are taught spells by
NPCs additional hand move-
ments will be automatically
added to the ones you started
the game with.
The effectiveness of a spell is
determined by several factors:
:. The current skill level of your
character in the magic class
which encompasses the spell
being cast. For example, a
Fireball (which is a wizardry
spell) cast by an initiate in wiz-
ardry magic will be far less
powerful than the same spell
cast by another character that is
a master at casting wizardry
spells.
:. The Power attribute of your
character also determines how
effective a spell is once it is cast.
In general, a higher Power rating
allows your character to cast
more effective spells. This
includes spells from any one of
the four magic skill classes.
:. Many of the creatures in THE
Summoning have some resistance
to certain types of magic.
Spells
The following is a list of spells
and descriptions of each of them.
This section will help you better
understand the various magic
that your character will be using
throughout the game. The icons
shown are those that appear in
the upper-right corner of the
Character Screen.
Wizardry
Flame Arrow
Flame Arrow is the most basic
offensive spell. By casting this
spell, the wizard gives life to a
single flaming projectile that
shoots forth from his fingertips.
The Flame Arrow is not as pow-
erful as some of the later
fire-based spells, but it is easy to
channel and can do considerable
damage when cast by a master
wizard.
Poison Gas
This spell allows the wizard to
create globes of poisonous gas
that can then be hurled at an
opponent. Poison Gas may not
inflict as much damage as some
other wizardry spells, but is still
most effective for it poisons any-
thing that it strikes.
Fireball
A large ball of explosive fire is
created and hurled when this
spell is used. A most powerful
spell, save for when it is used
against a creature or opponent
that has a resistance to fire-
based spells.
As a wizard becomes more
skilled in the art, fireballs that
he or she creates become more
powerful.
Four-direction Fireball
This spell is similar to the regu-
lar Fireball. However, when this
spell is cast, four Fireballs are
created simultaneously and
hurled in four directions from
the caster.
This spell is more useful than
the normal Fireball when the
wizard finds himself surrounded
on all sides by multiple oppo-
nents.
Bounce Fireball
Another variant of the Fireball
spell. When a Bounce Fireball is
cast, it rebounds off of walls
instead of exploding upon
impact.
Lightning Bolt
This is the most powerful offen-
sive spell. When cast, the wizard
harnesses electrical energy,
forms it into a bolt, and hurls it
at any chosen opponent.
Like the Fireball, the damage of
the Lightning Bolt is based upon
the skill of the Wizard casting
the spell.
Battle Rage
This spell is highly valued by
those skilled in the art of war.
When cast, this spell imbues the
individual with a savage battle
rage. In combat, a battle-raged
warrior does more damage when
attacking and pays little heed to
the damage he is sustaining.
The spell does, however, have its
drawbacks. Once the effects of
the spell wear off, the individual
is often exhausted and bears
wounds that need immediate
attention.
Sorcery
Kano
This is perhaps the most com-
monly used spell. When this
spell is cast, it allows the caster
to magically open locked doors.
The spell is very simple, and
does not work on doors that are
locked. It is often necessary to
find the proper key or object to
open doors that the Kano spell
cannot open.
Sight
Many sorcerers use this spell to
augment their natural vision. It
is useful when looking for small
objects on the ground that would
normally be hard to see.
Note: This spell increases the
size of the objects on the map,
so they look out of proportion. A
game option called Magnify is
provided that allowS you to set
the game so that objects are
always displayed in their larger
form.
If the Magnify option is set on,
the Sight spell is not needed.
Magic Wall
This spell empowers the caster
with the ability to create large
square walls of great weight.
They are most useful for weigh-
ing things down, such as
pressure plates,. and blocking
narrow corridors.
Be warned, the magic used to
create these Magic Walls is tem-
porary. The life of a wall is based
on the skill of the Sorcerer creat-
ing the wall.
Swiftness
Many have found this spell use-
ful when speed is of necessity.
When cast upon an individual,
this spell bestows upon him the
ability to move and run quicker
than he normally could.
Zap Away
This spell teleports away any
creature that it strikes. The ids-
tance a creature is teleported by
this spell is based upon one's
skill in the art of sorcery.
A beginner or novice may find
this spell a little disheartening at
first, for he or she will only be
able to teleport creatures a few
feet. As a sorcerer grows in
power, this spell proves to be
extremely useful. Many times in
the midst of combat, with death
very near, a sorcerer has saved
his or her life by Zapping Away
the enemy.
Teleport
Like the Kano spell, this is
another spell that is designed to
make the Sorcerer's life much
easier. Scattered throughout
many important locations there
are magic floor spaces engraved
with the symbol of a Gebo rune.
When cast, this spell whisks the
caster away to the location of the
nearest Gebo rune.
Dispel
Some sorcerers find this spell
rarely useful, but a select few
argue its value. When this spell
is cast, all other spells within an
area surrounding the caster are
magically dispelled.
invisibility
The Invisibility spell magically
distorts the character's appear-
ance, so that others cannot see
him. This spell has often been
used by those wishing to sneak
past groups of enemies.
In combat, if an invisible charac-
ter attacks someone, the victim
can often strike back. Attacks
made against one who is invisi-
ble are awkward and not as
effective, but a sorcerer is far
from invincible when invisible.
Continues ....
Also, a sorcerer must be careful
and keep in mind the duration of
the spell. It could be disastrous
to suddenly become visible in a
situation where the spell was the
difference between life and
death.
Gateway
This is one of four special spells
in the game. This spell is chan-
neled with eight hand
movements and is very complex.
More information on this spell is
discovered while playing the
game.
Mending
This spell is extremely powerful.
It can repair broken items flaw-
lessly, leaving no trace that they
were ever broken.
More information on this spell is
discovered while playing the
game.
Enchantment
Freeze
When this spell is cast, those
very near to the caster's location
temporarily freeze in place.
There have been many times in
which a warrior thought he had
defeated an enchanter and then
suddenly found himself frozen
in place.
Fire Shield
This spell is a must when fight-
ing creatures that rely on
fire-based attacks. When this
spell is cast, your character
becomes surrounded by an '
invisible barrier that offers him a
great deal of protection from
heat and fire.
It should be known that this
magic does not render the caster
completely impervious to fire.
As with many magic spells, the
Fire Shield's duration is depen-
dent upon the caster's skill.
Lightning Shield
This spell is very similar to the
Fire Shield. Instead of offering
protection against heat and fire-
based attacks, it turns aside
Lightning.
Weapon Skill
Before battle, commanders often
have an Enchanter cast this spell
upon their men. When cast, the
enchanter temporarily increases
the recipient's skill in the use of
all weapons.
The greater the enchanter's skill,
the longer the duration of the
spell.
Magic Skill
A variant of the Weapon Skill
spell, this magic temporarily
increases one's magic skill in all
classes of magic (Wizardry,'
Sorcery, Enchantment, and
Healing),.
Healing
Liquify
The most basic of the healing
spells. By holding an empty
flask in hand and invoking this
spell, the healer creates the ever-
precious Jera Potion. The
amount of damage a Jera potion
can heal is dependent upon the
skill of the Healer at the time of
the potion's creation.
The Liquify spell can also be
used to Liquify gems into various
potions. This is done by holding
an empty flask in one hand, a
gem in the other, and casting the
Liquify spell. See "Potions" on
page 66 for more detailed infor-
mation.
Shape Change
This is a very special spell. More
details of this spell become
apparent throughout the course
of the game,
Alteration
This is another powerful spell.
More details of this spell become
apparent throughout the course
of the game.
Cure Poison
There are many creatures within
the labyrinth that rely on deadly
toxins to slay their victims. Once
these deadly poisons enter your
character's system, it is only a
matter of time before you die.
This spell has the power to
immediately remove such poi-
sons from your character's body.
continues ....
Unfortunately, the spell does not
have the power to eliminate the
sense of disorientation your
character may suffer when poi-
soned. After the poison is
removed, this feeling of confu-
sion disappears in time.
Restore
This spell restores your charac-
ter's Endurance attribute if it has
been lowered by fatigue. The
number of Endurance points
restored depends on the skill of
the healer.
Heal
A most powerful spell, indeed!
When it is cast, it completely
heals your character. It is the
most complex healing spell,
requiring the channeling of six
hand movements.
The only drawback to this spell
is the large amount of spell
power a healer must expend in
casting the spell.
DESIGNER'S NOTES
A Few Words from Chrls Straka,
Creative Designer
I have
noticed in
the past year or so that many
companies no longer include a
designer's notes section in their
manuals. I often wondered why.
Is it because no one takes the
time to read this part of the
manual? I truly hope that this is
not the case, for this is my
opportunity to talk to you, the
game player.
I would like you to know that
my first and foremost design
goal was to create a game that
was fun and enjoyable to play. I
realize this may sound silly, for
what else would a game be? But
I often wonder, because it seems
as if technology has overshad-
owed this basic characteristic of
a game.
You are buying a game to be
entertained. One important step
in ensuring that you do indeed
have fun is to make sure that
you spend your time playing the
game and not learning how to
play the game, This is achieved
through an easy to learn and
user-friendly interface, You
should be able to get right into
playing THE SUMMONING, whether
you are using a mouse or key-
board. The data card and the
manual should only play a sup-
plemental role.
Another
extremely
important
aspect of a role-playing game is
a captivating story. I also feel
that this is something left in the
wake of graphics, sound, and
other technology. Don't get me
wrong, I agree that with the
capabilities of today's machines
a game should boast really good
Continues ....
artwork and sound support. But
just as much attention should be
placed on an involving story.
During
this adven-
ture, your
character meets many Non-
Player Characters. Some of these
NPCs befriend your character,
others betray him or her and
there are a few who you will
simply learn to despise. To inter-
act with the NPCs we have
created an excellent interaction
driver. It is our goal to draw you
into the dark world of THE
Summoning through the use of
these NPCs and the interaction
process.
I have also learned that it is
important to give the game
player as much flexibility as pos-
sible. For this reason, you will
find all sorts of utilities that you
can use while playing the game.
To mention but a few, there are
an unlimited number of save
positions (and you can also save
at any time, an advanced auto-
map feature that even allows
you to print out copies of the
maps, and a feature that allows
you to print out the NPC interac-
tion text for later reference.
Another feature that some may
find handy is the Magnify
option. While playing the game,
some players found the objects
on the ground too small to see,
while others did not. Instead of
making the decision for you, we
have given you the power to
make it for yourself. If you want
the objects to appear larger, turn
Magnify on. If you want the
objects to remain small then
leave the Magnify option off.
I
have
even
designed flexibility into the
actual quests in the game.
Again, we wanted to give you
the power of decision making.
There is one quest in particular
that involves two assassins and
a merchant. All three of these
NPCs are gray, meaning they
have both good and evil charac-
teristics. You may find that it is
necessary to confront and defeat
one of these characters. You will
have to decide which one it is
based on your own perception of
the NPCs' personality and intent.
Many
of you are
probably
accustomed to playing role-play-
ing games with a party of
characters. There are very
important reasons why the
Summoning Is a single-player
game. While playing a pen-and-
pencil role-playing game you
have a group of players that
have come together with a game
master. Each player in the group
usually controls only one or two
characters, which combined adds
up to a large party of brave
adventurers. Many standard
computer RPGs also offer control
of an entire party to the player.
The difference here is that while
playing a computer adventure
there is only one player (not a
group), and that is you. There
should be a very strong link and
sense of association between
you and your character. After all,
your character is your alter ego
in the game. Also, since The
Summoning Is a real-time game, it
is much simpler to play with
only one character.
Finally, the artists have done a
wonderful job at creating stun-
ning graphics in The Summoning.
Likewise, the musicians have
done their job well. They have
worked long and hard, and it
shows. I can only hope that I have
done as good a job of creating an
intriguing story. After you are fin-
ished playing this game, we hope
that you feel your money was well
spent. We also want you to Feel a
little sad because the adventure is
over, but anxiously awaiting the
next grand adventure that comes
your way.
APPENDIX
Weapon Proficiency Ratings/Magic Skill Ratings
WEAPON LOGICAL
PROFICIENCY SKILL
Beginner Initiate
Neophyte Neophyte
Novice Novice
Average Average
Skilled Skilled
WEAPON
PROFICIENCY
Stalwart
Adept
Savant
Expert
Master
MAGIC
SKILL
Accomplished
Adept
Sage
Maren
Master
Experience Points/Titles
EXPERIENCE POINTS TITLES
0 -- 499 .............. Level 1: Wayfarer
500 -- 999 .............. Level 2: Freebooter
1,000 -- 1,999 ..............Level 3: Campaigner
2,000 -- 3,999 ..............Level 4: Partisan
4,000 -- 7,999 ..............Level 5: Keeper
8,000-15,999 .............. Level 6: Sentinel
16,000 -- 31,999 ............Level 7: Gallant
32,000 -- 63,999 ............Level 8: Cavalier
64,000-127,999 ..............Level 9: Warder
128,000 -- 255,999 ..........Level 10: Hero
256,000 -- 599,999 ..........Level 11: Champion
600,000 + ............. Level 12: Vanquisher
Keyboard Commands
numeric KEYPAD PLAYER MOVEMENT
- (Minus) scrolls the character sheet up
+ (Plus) scrolls the character sheet down
Shift - Minus moves character sheet to top most position
Shift - Plus (or 5) moves character sheet to lowest position
Other Keyboard Commands
Alt-Q .........quit game (exit to DOS)
ALT-A ........terminate current game
Alt-C .........re-centers the character on the screen
F9 .............toggles sound ON/OFF
P ...............pause game
C ...............converse with nearest NPC or magic mouth
T ...............take item your character is standing on
0 ...............game options (including Save/Restore)
1,2,3 .........top row of hand icons (use)
4,5,6 .........bottom row of hand icons (use)
F1 ,F2,
F3, F4 ........cast spell (Wizardry, Sorcery, Enchantment, Healing)
Alt-F 1, F2,
F3, F4 ........cycles through multiple spells memorized in a single class of
spells
V ...............version information
Alt-T ......... displays time
A ............... displays attributes in the green gem on character sheet
W .............. displays weapon abilities in the green gem on the character
sheet
S ............... displays 'spell abilities in the green gem on the character
sheet
FlO ........... displays spell memorization screen
Return ....... attempts to toggle lever character is standing on
Rune Stones and Their Powers
some of the most common magical items that your character comes
across are the rune stones. There are 24 of these powerful runes, each
with a unique magical trait.
Rune Magical Trait
URAZ Temporarily increases your character's Strength 2 points.
OTHILA Casts a Zap Away spell.
ANSUZ Casts a Lightning Shield upon your character.
GEBO Teleports your character to the Gebo rune floor space
on the level in which the rune was invoked.
MANNAZ Randomly increments by 1 a random weapon
proficiency.
ALGIT Cures your character of poison.
EIHWAZ Temporarily increments your character's Accuracy 2 points.
INGUZ Temporarily increases your character's Talent 2 points.
NAUTHIZ Casts a Freeze spell.
PERTH Randomly increments a magic skill class by 1.
TEIWAZ Temporarily increments your character's Endurance 2 points.
KANO Casts a Kano spell.
Rune Magical Trait
JERA Heals damage.
Wunjo Casts a Fire Shield upon your character.
FEHU Randomly creates an object.
RAIDO Teleports your character to the Raido rune floor
space on the level in which the rune was invoked.
HAGALAZ Casts a Spellfire spell.
EHWAZ Temporarily increases your character's Agility 2 points.
BERKANA Completely restores all of your character's spent spell power
points.
ODIN Permanently increases or decreases a randomly
chosen attribute. A side effect is that sometimes this
rune causes a sex reversal.
SOWELU Cures both Poison and Confusion.
ISA Casts a Poison Globe.
DAGAZ Casts a Spell of Slaying.
THURISAZ Teleports your character to the Thurisaz rune floor
space on the level in which the rune was invoked.
Hand Gestures and Spells
Use this space to record the hand gesture combinations you must use
to produce the following spells.
CREDITS
EVENT HORIZON SOFTWARE, INC.
Producer:
IBM Lead Programmer:
Additional Programming:
'Conceptual/Creative Design:
Art & Graphics:
Music:
Additional Music:
Sound Effects:
Story Author:
Manual/Interaction Writer:
James Namestka
Thomas Holmes
Yiffaothy Michaels
Chris Straka, Thomas Holmes
Jane Yeager, Frank Schurter
Ed Puskar
Tony Mollick, Kurt Brown
Thomas Holmes
Scot Noel
Chris Straka
STRATEGIC SIMULATIONS, INC.
Producer:
Associate Producer:
Editors:
Playtesters:
Test Support:
Art, Graphic Design,
and DTP:
Pre-press Production:
Printing:
Nicholas Beliaeff
David A. Lucca
Andrea Vrignaud, AI Brown,
Eileen Matsumi
John C. Boockholdt, John Kirk,
Chris Warshauer, Cltristina Watson
Kym Goyer
Louis Saekow Design
HARSH NEW WORLD!
HOT NEW
ENGINE!
IBM
MAC
$79
TO ORDER:
VISA/MC - call 1-800-245-4525
(USA & Canada). By mail - send
check or money order for $79.95
plus $4.00 shipping & handling
to: Electronic Arts, P.O. Box 7530,
San Mateo, CA 94403
CA residents add applicable sales
tax. Specify computer format.
Allow 1-3 weeks for delivery.
Prepare to take a quantum leap in
computer AD&D role-playing - on the
most successful new fantasy world ever
launched: the DARK SUN' game
worldl, first in this
next generation of adventuring, deliv-
ers state-of-the-art technology,
unrivaled game design and an intri-
cate storyline.
A harsh new world, brutal and
sun-scorched, awaits the party you
create. Choose from all-new races
with higher levels and multiple
classes.
Spectacular full-screen graphics and cin-
ematics unfold in continuous action - you never
leave the screen to go into another mode for combat,
inventory and conversation.
A splendid music score and sound effects truly
bring the DARK SUN game world to life!
The full-blown 16-bit engine delivers smooth ani-
mation and game play. Pick up and examine
objects, interact with the physical surroundings,
converse with characters, battle monsters - all with
incredible richness and detail! And the point-and-
click interface gives
you quick and easy
game play!
[ADVANCED DUNGEONS & DRAGONS,
DARK SUN, AD&D and the TSR logo am
trademarks owned by and used under
license from TSR, Inc.
19 TSR, Inc. 1992 strategic Simulations, Inc.
Art rights reserved.
STRATEGIC SIMULATIONS, inc.
STRATEGIC SIMULATIONS, INC., LIMITED WARRANTY
Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the
enclosed program is recorded
will be free from defects in materials and workmanship for a period of 30 days
from
the date of purchase. If
within 30 days of purchase the diskette(s) prove defective in any way, you may
return the diskette(s) to
Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA
94086-2901
and SSI will replace
the diskette(s/free of charge. In addition, if the diskette(s) prove defective at
any time after the first 30 days,
return the diskette(s) to SSI and SSI Will replace the diskette(s) for a charge
of $10.00 (each disk) plus $4.00 for shipping and handling. California residents, add
applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO
THE SOFTWARE PRO- .?, GRAM RECORDED ON THE DISKETTE OR THE GAME
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY,
PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE.
THE PROGRAM AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR
QUALITY AND PERFORMANCE ISWITH THE
BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM
OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR
LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR
CONSEQUENTIAL DAMAGES, SO THE
ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this Rule Book are copyrighted. All rights are
reserved. This Rule Book
may not be copied, photographed, reproduced, translated or reduced to any
electrical
medium or machine-
readable form, in whole or in part, without prior written consent from SSI. The
program accompanying this
Rule Book may be copied, by the original purchaser only, as necessary for use on
the
computer for which it
was purchased.
1992 Strategic Simulations, Inc. Aft rights reserved.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK: Each of our games undergoes extensive
playtesting prior
to its release. Through this process we hope to uncover and correct any errors in
programming. However,
due to the complex nature of our simulations, some program errors may go
undetected
until after publication. In addition to errors in the program, there are occasionally
problems with the disk itself. We experience
the industry standard of approximately a 3 to 5% failure rate of duplicated
disks. Before assuming that a disk is defective, make sure to check your disk drive.
Up to 95% of the disks refurned to us as defective will run fine on our computer
systems. Often the problem is with a disk ddve that needs servicing for alignment,
speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other
parts of the game) to our
Customer Support Department, along with a note describing the problem you have
encountered. A replacement disk will be provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any
"save game" disks to our
Customer Support Department. Please enclose a description of what was taking
place in the game when the
error occurred. Upon correction of the program error, we will return an updated
disk to you.
Always make sure to include your name, address, and daytime telephone number with
any correspondence.
We will do our best to see that any problems are corrected as soon as possible.