R I N G S O F Z I L F I N extracted from SEWER DOCS archive by Underdogs - Home of the Underdogs - http://underdogs.cjb.net The object of this game is to find the two Rings Of Zilfin and destroy the evil Necromancer Lord Dragos. TRAVELLING To go from one location to another you must use the (X)it command. After the save phase, you are asked to choose from a list of roads. A blinking cross on the map indicates your position. It's best to mark eack explored area on a blank map. You may want to return to some areas again. If there is no road in the direction you have chosen, a message will so inform you. The maximum number of roads leading away from a location is four. Once a road is chosen you can't go back. You must reach the next location before going back. While in motion, you can't issue any commands until you (S)top. While walking,you can use the cursor keys to control your speed. The right arrow increases your speed, from One to Four. This is of course fatiguing. Your fatigue loss is shown each five miles. The left arrowslows you down. First use the SPACE BAR to stop if you wish to (G)et plants and mushrooms (D)rink from a pond, (T)alk to someone, or (R)est at night. Beware of Spy Birds of Dragos. If you do not kill all of them, They will will return with more monsters until you defeat them all. Take enough food for the journey. Wandering monks may provide useful information and eating plants may give you extra powers. Even drinking water form the ponds can have its benefits (And risks). EXPLORING LOCATIONS At each location, you are typically presented with a set of options.These appear in a menu, and you press a key to make a choice. Let it known how- -ever, that all the options are not shown. Multi-Level mazes will greet you in two places - In the Dark Tower and Castle Graz. Here you will move in four directions. At time you will encounter doors. (E)nter them, and hopefully (X)it. COMBAT At times the power of darkness will attack. They can attack from the ground or from the air.You will be attacked with magic,such as destructive spells, or with physical weapons such as axes, poisionous pins, or muscle. You however, are favored with both the magic spells and the physical weapons of a sword, bow and arrows. Armour protects against any physical blows, but not spells. AIR COMBAT The only way to kill the attackers from the air is with your bow and arrows or casting you 'Eevi' class spells. When firing your arrows, use the RIGHT and LEFT arrow keys to aim. One hit knocks the enemy from the sky. GROUND COMBAT All weapons and spells can be used in ground combat, depending on your level and skill. Here you must specify your direction of attack, since the enemy can come from all sides. You may fight with (S)word, (A)rrow, or (C)ast an Eevei class spell. After issuing the command you indicate the direction you wish to attack. Striking with your sword is a question of Skill level. Once the hit has landed, two factors determine the damage inflicted: Your strength and the type of sword. There are ways to increase your strength, but these you must uncover in your travels. An (A)rrow scores a hit of 99% of the time. The damage depends on the type of bow,and your strength.There's some randomness in the effectiveness of arrows. The ash bows inflicts less damage, and eventually will break. The Brom bow will serve you indefinitely, and strike harder. CHARACTER ATTRIBUTES STRENGTH - Determines the damage you can wreck on the foe. Maximum effec- -tiveness depends both on your strength and on having a weapon of an appropriate level. Your Maximum strength is 99. ENDURANCE- Measures to pain you can tolerate yet survive. Each strike from a foe reduces this rating, depending on their strength and your armour. If this falls below zero, you die. You start with 200 points; maximum is 9000. FATIGUE - The embodiment of your physical condition. Throughout the adventure you will discover many ways this can be increased. A long climb, a restless night, or more importantly, the casting of spells, all affect the fatigue. Combat also reduces the fatigue rating. This must also be kept above zero if you are to survive. You start with 50 fatigue points; maximum is 9000. SWORD KILL-The chance that your blows will land home with effect. There's some chance your skill wil increase when you slay an enemy with your sword. This becomes more likely as your skill grows. Your skill will not grow if you kill with magic or arrows. the skill level begins at 25 and can build to 66. MAGICSKILL-Determines the spells you can cast. You start with no skill in this area and builds to 99. COMMANDS A = Arrow Attack -Fires an arrow. Requires a direction of attack in ground C = Cast a spell -The (P)repare command must be used beforw a spell can be cast.The status screen shows the spell you have prepared and is ready to use. D = Drink -To drink water and other liquids. Requires a direction during travel. E = Enter -To go through doors and other entrances. Usually an option. F = Flee -To flee from combat. Low chance of success.A last resort G = Get -To pick up visible objects, plants, mushrooms, etc. Must be followed by a direction when you are in travel mode. L = Look -To search for and pick up hidden objects. No direction. O = Offer -To make an offer to other inhabitants of this land. The program will respond, 'Offer What?' Reply with single alphabet that represents the object. P = Prepare -To prepare a spell. The program will respond with 'Which Spell?' Type the letter of the spell you wish to use. R = Rest -Allows you to set up camp and rest at night. S = Sword Attack -Uses your current sword. After pressing (S) you must choose a direction or nothing will happen. T = Talk -For conversation. Requires a direction if you are travelling. U = Use -The program will respond 'Use what?' you type a letter or number. X = Exit -For leaving a location. Cannot be used during combat. W = Word -This switches you to word input mode. You can type in words, one at a time then press [RETURN]. Useful in single prayers or speaking to another character. = Status -Always works,displaying your status and putting the game on hold. Space = -Walk/Stop-Will stop you if you are walking and vice-versa. OBJECTS AND POSSESSIONS FOOD: Starvation is not known in Batiniq. Each day that passes, your food supply is one unit less. When your supplh falls to zero the warning beeps are sounded,and you must find food before the end of the day if you are to continue. GOLD: Basic currency of Batiniq. You begin with 20, and need more. WEAPONS: Another basic currency of social exchange. Bows are require arrows. Ash bows can break; Brom bows cannot. Five types of sword can be had. Each beginning adventurer gets a short sword,you need a better sword. ARMOUR: Reduces the blow of your enemies:Light Armour,5; Medium Armour,15; Heavy Armour,30. MUSHROOMS: Eating the mushrooms of Bantiq can be rewarding. The 'Use' command enables him to eat, and you indicate your choice by entering these numbers: 1. YURPIN MUSHROOM - Increases your endurance. 2. TERGIN MUSHROOM - Strengthens your fatigue factor. 3. PARZIN MUSHROOM - Gives you the greatest sword skill for one blow. 4. FUHYIN MUSHROOM - Nourishment equal to one food unit. PLANTS: Some plants are healthful. 2. PURLET-Chewing these leaves will temporarily grant you immense strength good for one sword attack. Don't miss. One hit will reduce your enemy's endurance by 200 3. MIFT -Rubbing these leaves on your body leaves you immune to any physical attack for one blow. Unless aginst magic. 4. IOLA -An antidote for poison. 5. JINN -Like MIFT but stronger. You are invincible for five blows, but your fatigue is drained by 50 points. OBJECTS: These can be traded, eaten, planted, offered, ignored, etc. To refer to them, use the letter associated with each. A. Elvish Boots S. Seed I. Tobacco B. Torch T. Amulet K. Flute C. Match U. Pearl L. Gem D. Cloak M. Riddle Book V. Chewba E. Nukh N. Staff W. Spice F. Prihny Powder O. Harp X. Elixir G. Key P. Toy Y. Tea H. Horn Q. Ring Z. Cookie I. Rope R. Silk MAGIC Without magic, this enchanted realm can be barren. Fortunately, you have the talent. With effort you can progress from level 1 (Apprentice), to level 2 (Master),to level 3 (Grand Master) wizard. You will be able to use more and more powerful spells. Cast spells with caution - They wear down your fatigue, and when your fatigue falls below zero you expire. INHABITANTS OF BATINIQ The General Cast Of Characters: YOUR CHARACTER - A youth from the village of Sham in Deloria. LORD DRAGOS - Evil necromancer who holds Batiniq in his grasp. ROLAN - King of Deloria. HULKI - Nobleman of Deloria. RUFUS - King of Begonia. HAMDI - King of Sumaria. DZOMON - Vicious Demon, strong right arm of Lord Dragos. EKLUN - Wizard of light. ZIHTEN - Another wizard of light. LUTFEN - Third wizard of light. ZARA - Eternal sorceress of Zaradim. SAM - Halfling. ELA - Elf. ELOMIN - King of the elves. HAYRUSH - Witch BOGUM - Dragon of the legends. DARMAG - Ancient guard of the enterance to Castle Graz. ANKHA - Giant bird. INHABITANTS - PEOPLE OF LIGHT HUMANS - Youngest and now dominant race in Batiniq. More numerous than all other races. HALFLINGS - A little people great appetites.Known for their furry feet and peaceful outlook on life. Halflings eat four meals a day,enjoy all kind of stories, love riddles,and insist on smoking a good bowful of Delorian tobacco at the close of each meal.Not known for combat or magic.Excellent traders and conversationalist. DWARVES - An ancient race of short stocky people. They mostly dwell in mazes beneath mountains. Excellent trackers and hunters, skilled at working at metals and stone, they see better in the dark. ELVES - An enchanted and mischevious race. They love to play tricks, are fond of music and dance. Known for singing in the forest. They do not mix with the other beings, and live in the more remote forest such as Tiveron and Shakamoz. The forces of Lord Dragos have even driven them further into the forests. In Fact the usual traces of Elves have nearly disappeared altogether ZILFINS - A great race from the past, it is reported that the Zilfins became extinct after the Battle of Bihun, many years ago. It was they who freed Batiniq, pushing the dark forces to the Realm of Gurtex. Civilization reached its apex under their leadership. The exact reason for their disappearance is not known, but it is believed that their magic is superior to that of Lord Dragos. INHABITANATS - MINIONS OF DARKNESS DRAGON BIRDS - Spy birds. These birds sleep in the day and roam the skies at night. They possess no destructive capabilities. BARVILS - Being mutated from bats by Lord Dragos. They attack with Jazzip spells. DENZILS - Covered with slimey tentacles, able to cast devilish spells ILLETS - Eyeless, netheless they find their prey and cast Jazzip. GUZUS - Relasted to Barvils but lack magical powers. Fast, deadly their shape changes as they attack and hurtle toward the victim, ready to strike with their poisonous pins. Eliminating them takes patience, because they have the power to resurrect themselves. BASURS - Flying skulls that can dive at great speed to bite their prey. They also have the power to resurrect themselves. DRA-HINNS - Most deadly of fliers. Their spirits leave their bodies only after many deaths. GOBLINS - The backbone of the dark forces of Lord Dragos. Unskilled in magic, they carry large axes. WORSHIPPERS - Humans who have fallen under the sway of Lord Dragos.Mostlt thieves, bandits and outlaws. SHAPE SHIFTERS-A race which long ago elected to serve the forces of evil. Their physical form can be changed to any shape whatsoever. Their true shape resembles a human form. TROLLS - A race of few brains and much brawn. Huge powerful creatures which kill to eat. GIANT SPIDERS- Formerly they were large beautiful butterflies that lived in the forests of Batiniq. Lord Dragos was so repelled by their beauty which transformed them into giant ugly spiders and can only return to their original shape by sucking human blood. GORGONS - Having evolved from the same biological branch as Dragons, gorgons are large beasts with powerful jaws. Their metallic skin is almost impossible to pierce. Their basic food is rocks and stones. They also enjoy humans.... K-PLANTS - The favorite plant of Lord Dragos. This semi-intelligent beings can wait days for their prey. They shoot poisonous pins and watch the person die. They kill for pleasure. BARG - A creature with tentacles. On the tip of them is charged with high voltage electricity. MINA - Also known as the Man Eating Spider. They feed on the blood of humans. IBLIS - Demons of darkness. Can cast deadly spells. ZUMAGIN - The death ray demon.Their eye shines with a light and burns everything it touches. ZAMIR - A lesser demon. SLIME - Marsh dwellers.They squeeze the life out of the unwary with their octopus like arms. Their slipper skin makes them hard to catch and kill. SAND-GUS - Live in deserts. Small, fast, and large claws. ZORLIMS - Also known as goblin monks. They burn city and even castles. DEMONDI - Demons who carry the poison fork said to be washed in the dark streams of Gurtex. BAZYLRUN - Demons with poison breath. HRRULS - Singers of the dark song, indestructible by usual means. Only a special spell, with the aid of the staff of Grumm, can affect them. The Zilfins resorted to locking them up in a Dark Tower. There they remained till Lord Dragos freed them. Now Dzomon is their peer,and they roam the Castle of Graz and the Dark Tower as guards. FERMIGONS - Perhaps the most vicious of the Dark Forces. So fierce that even Lord Dragos fears them. They are locked in the Dark Tower and Castle Graz. GEOGRAPHY OF BATINIQ Batiniq consits of three kingdoms, separated by mountain ranges. To the south is Deloria, to the west Sumaria, and east is Begonia. The barren northern reaches are known as Dragonai and are inhabited onlt by the giant Ankha birds. The mountains are close to impassable, except through passes that were well known to traders in the Zilfin times, but now known to almost no one. DELORIA - The kingdom most free of Dragos. The current ruler is King Rolan who lives in the Castle Durheim in East Deloria, on the Aximon plain. TOWNS OF DELORIA: Telbiz, Ziad, Tumriz, Shaktir, Axitraz. VILLAGES: Sham, Perimon, Finduk, Tol-Bin, Belmonti. FORESTS : Feldor, Ergon, Harlosh. PLAINS : Aximon, Deloria. DESERTS : Sysvol, Hele MARSHES : Irmak. BEGONIA - Land of King Rufus, a knowledgeable and just ruler. A place that suffers much from Dragos. Rufus lives in Castle Razag on the Burgol Plain. TOWNS OF BEGONIA: Cullarat, Tar-Im, Llorrim, Nedharm, Derymin. VILLAGES: Shentill, Maerdom, Faerlot, Karadum. FORESTS : Tiveron, Demion, Pylin. PLAINS : Burgol. DESERTS : Eredrim. MARSHES : Denize, Byludd. SUMARIA - Here King Hamdi lives in Castle Rimline deep in the forest of Shakamoz. Stronghold of Dragos. TOWNS OF SUMARIA: Zax, Treil-Om, Shakamin, Lork. VILLAGES: Safines, Waylong, Varanlim, Elmo. FORESTS : Shakamoz, Feylong, Shimerr. PLAINS : Metsny, Sara. DESERTS : Darizmag, Ahbap, Sharkynn. MARSHES : Fetren, Zaxit. GENERAL GEOGRAPHY The large and small forests of Batiniq are now very unsafe due to Dragos. Most humans live on plains in towns and villages. Deserts are hostile, full of danger and some rewards. Most difficult of all for travel are the marshes, where death is as likely an outcome as life. HISTORY THE RINGS OF ZILFIN It was long ago, some say before the Toros Mountains had thrust up from mother earth. In that day, great wars raged between the forces of light and the forces of evil. The Zilfin wizards wrought two rings, which were worn by the first speaker at the Battle of Bihun. Each ring alone was ordinary. But the two rings together, on the hand of one being, were to give supernatural force. After the forces of evil were beaten back at Bihun, the First Speakers of Zilfin wore the rings as badge of their rank. This natural order, with its peace and prosperity, lasted even after the Zilfin mysteriously vanished. Then came Lord Dragos. His scroll declared the perversity of his purpose and the strrngth of his hand was soon felt. His demons he placed under the command of Dzomon, himself a tower of demonic darkness. Suffering spread through Bantiniq. There was now no trace of the Zilfins, as though the foul incantations of Dragos had swept then from the land. Night-flying Dragon Birds, Illets, Guzus, Dra-Hinns and others plagued once peaceful forests. Those caught in the open had no chance. Even the industrious and merry elves fled to more remote forests for safety. Travel and trade virtually ceased. If the next village could not be reach by daylight, it could not be reached alive. Even during the day,goblins raided and robbed However, even Dragos was not able to subdue the monks of Batiniq. An ancient spell perserved them. So some news was carried from kingdom to kingdom by the monks. They were the only segment of society not totally isolated. Administration of the provinces came under the Zorlims who extorted gold from the helpless populace. Any town that was too slow to cooperate was left in a smoldering pile. Beseiged within their castles, the former kings of the three realms were defenseless, hardly able to keep themselves, much less help the peaseantry The beatings wore on, until it seemed the people were almost senseless. Few lights shone in this dark age, like flickering torches on a windswept moor. The forces of evil neared their final victory. THE CASTLE GRAZ Two prizes still eluded Lord Dragos, however:The Rings of Zilfin, and the Treasure of Fulgarsh. Aside from these, the paltry resistance of the monks and the rumors of the zilfins, naught marred the ascendency of Dragos. As to the rings,when Dragos first arrived at Castle Graz, hiding place of the rings, he had not even been able to gain entrance.First,the castle was placed high atop Moun Grazdreng. There secluded from the world, connected with no road or trail, it could only be reached by flying on the back of the giant Ankha birds. How the Zilfins had traveled there was not known. Flying on the Ankha was not only dangerous but difficult to arrange. The elves only knew how to summon these birds. THE FATE OF DARMAG After the first speaker, the next best known inhabitant of the place had been Darmag, the guard. Darmag resembled a large pupmkin,his root dug deep into the soil, and he was more like a vegatable then a human or a Zilfin. His skin was like a bark of a tree, hard and durable. Though he appeared to be a plant, he possesed intelligence and magic. He could also surround himself with a wall of energy that no one could penetrate. When Lord Dragos and his followers appeared, Darmag refused to give way. Despites all the efforts of Dragos, Darmag held firm. Then the cunning Dragos ordered chewba, the narcotic to be brought. The chewba leaves were squeezed and their juice poured into the grounds near Darmag.Since he took his nourishment from the earth, his roots absorbed the drug. His defenses failed and he fell into a deep sleep. So Dragos penetrated the Castle. Thereafter chewba juice was regularly poured into the soil,and Darmag was reduced into a drug slave. He would follow any order of Dragos, begging for more chewba juice. SEARCH FOR THE RINGS Once inside, Dragos searched for the Rings He opened a door which was not opened for centuries, inside he found a little black chest on a low stone altar. Inside was ONE ring, ONLY ONE. THE SECOND PRIZE The second prizr that had eluded Dragos was the Treasuse of Fulgarsh. Of all the kings of this land, Fulgarsh was the most cruel. As his time grew near, Fulgarsh feared that his gold would surely pass into the hands of another. As he grew deathly ill, a giant dragon flew down from the sky. Bogum, Dragon of legend. Through a window he spoke to the dying king. Then astounding all,Fulgarsh arose and led the beast into his treasure room. Moments later the great chest was chained to the Dragons back and he flew away. Where did the treasure go? Dragos never found it. A FINAL MAIGICAL WORD Of all the witches, only one, Zara claims to have found a eternal source of life. Zara, the eternal sorceress, lives in a temple in Begonia. She does nothing without the expectation of payment. MUSHROOM AND HERBS 1. Yurpin Mushroom: Increases your endurance 3. Tergin Mushroom: Increases your fatigue factor 5. Parzin Mushroom: Gives you maximum sword kill for one blow 7. Fuhyin Mushroom: Provides one unit of nourishment 2. Purlet Flower : Gives strength of 200 for one blow 4. Mift Flower : Provides immunity from the blow of the enemy 6. Iola Flower : Cure for poison. Restores your endurance and Fatigue 8. Jinn Flower : Protection from the next five blows