[NOTE: Protection symbols is on half of the pages of the manual.]
[Wood: circular and looks like a pizza]
[Fire: looks like what else, fire!]
[Water: looks like a droplet]
[Earth: looks like planet Earth]
[Wind: looks like a tornado]


                         Shadows of Darkness
                         -------------------
                           Technical Guide

CREDITS
=======

Project Manager                         Oliver Brelsford

Designer/Write/Directors                Lori Ann Cole
                                        Corey Cole

Art Designer                            Marc Hudgins

Lead Programmer                         Henry Yu

Musician/Composer/Sound Effects Guy     Aubrey Hodges

Background Illustrators                 Bob Gleason
                                        Joan Delehanty

Animators                               Marc Hudgins
                                        Tim Loucks
                                        Tony Margioni
                                        Joan Delehanty
                                        Barry Smity
                                        Daryle Smyh
                                        Frankie Powell

Programmers                             Oliver Brelsford
                                        Henry Yu
                                        Neil Matz
                                        Vana Baker
                                        Kevin Ray

Quality Assurance Team Leader           Mike Pickhinke

Manual Writes                           Corey Cole
                                        Lori Ann Cole

Manual Designers                        Nathan Gams
                                        Maria Fruehe

Special Thanks                          Al Roughton
                                        Karin Young



TABLE OF CONTENTS
=================
HOW MANY MANUALS?...............................................4
WHAT IS QUEST FOR GLORY?........................................5
THE STORY THUS FAR..............................................6
PLAYING A ROLE..................................................8
WINNING THE GAME................................................9
CREATING A CHARACTER............................................9
        The Fighter............................................10
        The Magic User.........................................10
        The Thief..............................................10
        The Paladin............................................11
        Skills and Abilities...................................11
THE STATUS BAR.................................................14
THE SHADOWS OF DARKNESS ICON BAR...............................15
        The Special Action Icon................................16
        The "Talk" Cursor......................................16
MAGICAL SPELLS.................................................17
THE CONTROL PANEL -- SKILL LEVEL...............................19
SAVING AND RESTORING -- AUTOMATIC SAVES........................20
STORING EXTRA EQUIPMENT........................................20
CONVERSATION...................................................22
PUZZLE WINDOWS.................................................22
COMBAT.........................................................22
USING THIEF SKILLS.............................................25
WALK-THROUGH TO HELP YOU GET STARTED...........................27
COMBAT KEYS....................................................31

________________________________________________________________________________
Page 4

HOW MANY MANUALS?
-----------------
You're probably wondering by now which of the three manuals in your Quest for
Glory: Shadows of Darkness box is the "real" one. Actually, the answer to that
depends on what it is you seek. The SIERRA GAME MANUAL will help you install
Shadows of Darkness to your computer's hard disk amd will tell you how to
operate the game from a purely technical standpoint. (In fact, it will help you
play any Sierra adventure or adventure/role-playing game.) Then there's the book
you're currently reading, the SHADOWS OF DARKNESS TECHNICAL GUIDE. This book
expands on the SIERRA GAME MANUAL by telling you about the specialized inter-
faces we've created for conversation, combat, and using your character's skills
and spells in Quest for Glory: Shadows of Darkness. This book contains crucially
important alchemical information for creating scientific potions (also known as
copy protection for the floppy disk version).

Last but not least we come to HERO: The Journal of General Job Adjusting. That's
the fun game manual. Written from the viewpoints of fellow adventurers, the
JOURNAL will teach your character everything he needs to know about his skills
and spells as well as some useful tidbits about the legend of Mordavia. It's a
good thing your character happened to pick this up shortly before being magical-
ly transported here, isn't it? We have hidden a number of the game clues within
the text of the JOURNAL.
________________________________________________________________________________
Page 5                  [Wood][Wood][Fire][Water][Water] - ALKAZOTZ

WHAT IS QUEST FOR GLORY?
------------------------
Quest for Glory combines the character development and combat that are typical of
fantasy role-playing games with the basic adventure game concept of exploring a
world and solving its puzzles. "Shadows of Darkness" is the fourth Quest for
Glory scenario, but does not require any previous experience with the series. If
you find yourself "wanting more" after playing Shadows of Darkness, you should
be able to find other games in the series at your favorite software retailer.
You can also order Quest for Glory games directly from Sierra On-Line.

The essence of role-playing is that you must try to think as your character
would when faced with a dilemma. In Shadows of Darkness, you can choose from
three basic character types--the strong fighter, the mysterious magician, or the
wily thief. Each has the same goal -- to save the Land of Mordavia from
permanent darkness and to leave the land. Each character will, however, set
about accomplishing these goals in a different way. The magician may use spells
to overcome some obstacles, but might not survive a pitched battle

                        [Water][Fire][Water][Earth][Fire] - BETAZENE
--------------------------------------------------------------------------------
Page 6

with a monster. The Thief must find a crafty way around a problem that the
fighter or magic user can approach directly.

Experience can be a tremendous asset to you as a hero. Your attributes will
improve as you play the game. Tasks that are beyond your ability early on may
become less difficult as your skills improve.

Conversation is a very important part of Quest for Glory. You will meet many
strange people and creatures in Mordavia. To learn about the Land and your
quest, you should speak with everyone you meet. Like your character, the beings
you meet will have distinct personalities, and their skills and knowledge may
lie in different areas. You'll want to find out all you can.

Every hero must deal with his share of foul and ferocious monsters. If you want
to be a hero, you'll have to fight or avoid them, as they don't tend to favor
discussion. Each battle you fight will provide you with valuable experience, and
many victories will yield treasure that you will need to buy food and equipment.

A hero's life isn't always serious, though. Between desperate encounters with
terrible monsters and life and death decisions lie many light-hearted, humorous,
and downright silly moments. There are some very peculiar individuals living --
or formerly living -- in Mordavia.


The Story Thus Far
------------------
You began your Quest for Glory as a graduate of the Famous Adventurer's
Correspondence School for Heroes. A poster in your local Adventurer's Guild
read, "WANTED: HERO. NO EXPERIENCE NECESSARY. VISIT BEAUTIFUL SPIELBURG, FIGHT
MONSTERS, DEFEAT BRIGANDS. REWARDS AND TITLE 'HERO OF SPIELBURG' TO THE
SUCCESSFUL APPLICANT".

It sounded good, especially the "no experience necessary" part. That was before
you learned that being a Hero meant fighting vicious monsters, solving puzzles
and evading traps, having to walk miles through the trackless desert, and
generally working your tail off. As you rescued the Baron's children -- Elsa and
Barnard -- from enchantment, you learned that the brigands were only part of a
larger problem. The Baron had offended Baba Yaga, a powerful Ogress, and her
curse had caused disaster throughout Spielburg Valley. Only when you used her
own magic against her to drive her out of Spielburg was the land once again free
from her enchantments. (This story was told in Quest for Glory I: So You Want
To Be A Hero.)

________________________________________________________________________________
Page 7                    [Earth][Water][Fire][Wood][Earth] - CRANOMEAL

Then you travelled with your friends Shameen, Shema, and Abdulla Doo on
Abdulla's magic carpet to the mysterious desert land of Shapeir. There you
fought against the elemental forces of nature themselves to guard one city and
release another from the evil rule of the Wizard Ad Avis. You also made more
friends -- Rakeesh the Liontaur Paladin and Uhura, the Simbani warrior woman
among them. The wise Sultan Harun AL-Rashid adopted you as his son for your
heroic deeds ther (as recounted in Quest for Glory II: Trial By Fire.)

But something went wrong. Although you saw Ad Avis fall to his doom, streaming
with flames and calling to his Dark Master for help, the body was never found.
The Sorceress Aziza informed you that Ad Avis was certainly dead but his magic
had somehow survived him. Part of his influence allowed a powerful Demon Wizard
to break through the veil between worlds to attack Rakeesh and Uhura's homeland
of Tarna. Travelling through a magical portal, you accompanied your friends to
help stop the Demons from bringing more of their kind into our world and to
prevent a Demon-incited war between the Liontaurs, the Simbani, and the Leopard
People. (You helped shape these events in Quest for Glory III.)

                           [Earth][Fire][Earth][Fire][Water] - DESERTIX
________________________________________________________________________________
Page 8

Even as your friends and companions were congradulating you after your final
battle with the Demon Wizard and your closing of the world portal, you were
seized by a dark magical force and wrenched away from the land of Tarna.
Stripped of your possessions, you awaken in a dark cave in an unknown land. It
is time to become a Hero once more! You are no longer a green "wannabe adventur-
er". You are a seasoned adventurer with many skills and talents to help you in
you Quest for Glory.

Now it is time for you to become your character, and learn to think as he would,
and solve problems as he would. You can only be successful if you use your
character's own distinct skills, along with your own wits, to confront the
challenges that face him in the Land of Mordavia.


Playing a Role
--------------
Just as in real life, there are basic things a person must do to stay alive.
You will need to eat a couple of meals each day. If you are carrying food,
you'll eat automatically, but try not to run out of rations.

You'll also need a certain amount of sleep (In your Special Action icon bar) to
regain Health, Stamina, and Magic Points. Without sleep you will use these
points quickly. Sleep is best accomplished at night, as travel is much safer
during daylight hours. Beside, heroes are notorious for their "Type A" personal-
ities. You must be careful where you bed down, though, or you may wake up as
something's midnight snack. Also as in real life, basic necessities cost money.
Heroes don't tend to hold down 9-5 jobs, so their spending money tends to come
from slaying monsters, raiding bodies, and receiving rewards from grateful
citizens. Of course, unintelligent monsters don't tend to carry a lot of cash,
so wise heroes choose their opponents carefully. Mordavian currency comes in
units of Crowns and Kopeks; there are 100 Kopeks to the Crown.

You can use the money in your pouch to purchase food, lodging, and adventuring
supplies. The amount you can carry is determined by your Strength and the weight
of your equipment. Carrying too much weight will slow you down and impair your
figihting ability. If for some reason you are in a hurry (a monster on you tail,
or some such thing), select the Run icon (in your Special Action menu) to more
more quickly. Don't run too far, though, or you'll soon become tired. Select the
Walk icon to resume walking normally.

________________________________________________________________________________
Page 9                   [Wood][Earth][Wood][Wind][Wind] - ELKORN

Winning the Game
----------------
When you complete Shadows of Darkness successfully, you will be given the
opportunity to save your character for use in Quest for Glory V. You will be
asked to insert a formatted, writeable disk. Save this disk, as it will allow
you to begin the next game at an advantage.

CREATING A CHARACTER
--------------------
Before beginning your adventure, you'll choose from three basic character types:
The Fighter, The Magic User, or The Thief. Your selection will determine much
about the sorts of obstacles you will encounter, and the means by which you will
overcome them. Using your mouse or [Arrow] keys, place the cursor on the
character you wish to play, then click the left mouse button or press [ENTER].

Each type of character comes with its own set of skills and abilities, some
specific to the character type, some common to all three. Every type has pre-
assigned point values for appropriate abilities. In addition, you will begin
the game with a 100 point 'bonus pool' to assign to the areas in which you wish
your character to be the strongest.

                          [Wind][Wood][Fire][Wind][Wood] - FLIEGNITZ
________________________________________________________________________________
Page 10

The Fighter
===========
The Fighter depends upon his skills with weapons, his strength, and his vitality
ti survive the rigors of life as a hero. His weapon is his sword, and his best
defense is his shield. We recommend that you play a Fighter during your first
Quest for Glory adventure.

The Magic User
==============
The Magic User must rely ipon his intelligence and the successful casting of
magic spells. He can best protect himself by avoiding close combat.

The Thief
=========
The Thief counts on his skills, stealth, and agility. His weapon of choice is
the dagger, and he prefers to throw it from a distance. He can best defend
himself in combat by dodging.

Importing a Character from a Previous Quest for Glory Game
----------------------------------------------------------
If you successfully completed any of the first three Quest for Glory adventures,
you were given an opportunity to "Export" your character for use in later games
in the series. You can Import such a character into Shadow of Darkness by
choosing the "Import" option on the opening screen. You will then be presented
with a "File Selecter" which will help you locate your saved character file.

Please note that a "Saved Character" (Export) file is not the same thing as a
"Saved Game". You can only save your character for Export at the end of each
game. The resulting file will be relatively samll (100-200 bytes compared with
thousands of bytes for a Saved Game).

Once you have successfully imported your character, Shadow of Darkness will give
you the opportunity to stay with your character's previous line of work or to
switch

________________________________________________________________________________
Page 11                    [Wood][Water][Water][Earth][Earth] - GARGOIL

to another character type. Staying with the same type is best for role-playing,
but you might want to try another character type for a change or to start with
higher ability levels once you've completed the game with the original type.

The Paladin
===========
The Paladin character is a `bonus' character type only available to players who
have completed one of the first three Quest for Glory games. The Paladin has
similar abilities and tasks to the Fighter, but also has the opportunity to
fulfill certain special honor-related quests. To help him with these quests, the
Paladin gains certain magic-like abilities such as Healing and Protection as a
result of his actions.

Skills and Abilites
-------------------
After you Create or Import a character, Shadows of Darkness shows you your
character's current abilities and gives you a bonus pool of 100 additional
attribute points which you may assign to skills. Alternatively, you can spend
all 100 points to add one additional skill which your character did not pre-
viously know.

                               [Earth][Wind][Wood][Wind][Earth] - HINTLINE
________________________________________________________________________________
Page 12

At the bottom of the Skill Points screen is an area for you to type in your
Hero's name. Name him anything you like. If you change your mind after you have
chosen a character's name, you may use the [Backspace] key to erase the char-
acter's name. Replace it by typing in any name you like.

To highlight a skill, use the mouse cursor, or the up and down [Arrow] keys or
the [TAB] key. To assign points to a skill, press the right mouse button, or the
right [Arrow] key. Each time the right mouse button or right [Arrow] key is
pressed, 5 points will be assigned to the highlighted skill. Press the left
mouse or left [Arrow] key to subtract 5 points from a skill. (You may not delete
skill points below the original value of any given skill.)

To attain a skill not normally available to your character type (such as lock-
picking for a Fighter), choose the desired skill from the skill menu and assign
points using the procedure described above. Since the skill level minimum for
Shadows of Darkness is 100, adding a new skill will use your entire bonus pool.

Points for Health, Stamina, Mana, and Honor cannot be changed by you directly.
The values for these attributes will change automatically as you gain
experience, suffer damage and modify certain other skills.

Abilities:
----------
Strength is important in performing physical activities, especially combat. The
Fighter must be strong to be effective.

Intelligence enables the Magic User to successfully learn and cast spells, and
benefits all character when engaged in mental activities, such as out-thinking
opponents in combat.

Agility is important during combat, and vital to lock-picking and stealth. The
Thief cannot prosper without high agility.

Vitality determines how much damage a character can sustain, and how quickly
he will recover from damage and strenuous physical activity. High vitality is
particularly useful to the Fighter.

Luck can aid you in man ysubtle and mysterious ways, and is especially im-
portant to the Thief.

Honor is a measure of the honorable deeds you character has performed and the
reputation he has acheived. The Paladin must constantly work to maintain and
increase honor.

________________________________________________________________________________
Page 13                    [Water][Earth][Earth][Water][Wood] - ICKYUCKGOOP

Skills:
-------
Weapon Use determines the character's ability to land a successful blow in
combat.

Parry is the ability to block an opponent's blow using a weapon or shield.

Dodge is a skill used to avoid a blow by ducking or sidestepping it.

Stealth is the art of moving quickly and discreetly, taking advantage of shadows
and other camouflage when sneaking around.

Pick Locks is the skill that allows a character to triumph over locked doors,
chests, etc. A lockpick or Thief's tool kit is necessary to use this skill.

Throw determines your character's aptitude for throwing and accurately hitting
an object.

Climb is the skill that allows a character to scale difficult surfaces.

Acrobatics is the skill used (primarily bu Thieves) to jump large gaps without
special equipment and to launch devastating flying attacks in combat.

Magic is the basic skill required to learn and cast magic spells. The higher
the Magic skill, the more mana points are available to the character and the
more effectively he can use his spells.

                          [Wood][Wood][Wind][Wood][Wood] - JOLLENE
________________________________________________________________________________
Page 14

Each character also possesses attributes that are set automatically based on
certain skills and abilities:

Health Points gauge the amount of damage a character can suffer before he will
die.

Stamina Points determine how much energy a character has to perform physical
activities. When Stamina points are low, the character is weak. He will fight
less effectively, and be injured more easily.

Mana Points measure the amount of magic a character can perform. When all mana
points are gone, the character will be unable to cast spells.

Communication aids your character in bargaining and in talking his way out of
trouble.

Skills and abilites improve with practice. Those skills your character exer-
cises frequently will improve more rapidly, while those left unused will
remain fixed at their original levels. Your character only advances in skills
he is given when you create him (i.e., skills that were assigned at least 5
skill points.)

The Status Bar
--------------
The area at the top of the screen is called the Status Bar. This area contains
three gauges which indicate the current level of your character's Health,
Stamina, and Mana. Pay special attention to the Health gauge; if your char-
acter's Health is low, drink a healing potion or try to get to a place of safe-
ty and rest as soon as possible. If your Health gauge is bright green, your
character has been poisoned. Try to find an antidote or keep healing him until
the poison wears off.

Move the cursor up into the Status Bar to access the Icon Bar.

________________________________________________________________________________
Page 15                   [Water][Wind][Water][Wood][Earth] - KICKAPTUI

The Shadows of Darkness Icon Bar
--------------------------------
Quest for Glory: Shadows of Darkness use basically the same icon/cursor inter-
face as in other Sierra adventure games. However, since this is a role-playing
game as well as an adventure game, some of the options have been expanded and
additional ones have been added. Refer to the SIERRA GAME MANUAL for general
information on how to select and use icons from the Icon Bar, then read this
section to learn about the specialized Shadows of Darkness icons.

When using the Inventory Window, if your character has more than 18 different
objects, you can use the scroll bar and arrows at the right side of the In-
ventory Window to see other objects in his inventory.

                          [Earth][Earth][Water][Earth][Water] - LAXABIFF
________________________________________________________________________________
Page 16

The "Talk" Cursor
-----------------
You can click the Talk cursor on either a character in the game or on your own
character. When you click Talk on yourself, your character has the opportunity
to say something to another character in the scene. For instance, if you have
learned the whereabouts of the shopkeeper's misssing husband, you could click
Talk on yourself and choose "Tell about Husband" to the shopkeeper. Sharing
information is sometimes as important as gaining it.

When you click Talk on another character, you can ask that character a question.
For example, click Talk on someone you've just met and select "Ask About Name"
to learn his/her name. You will learn many important game clues by asking
questions.

In many cases, talking to a person will suggest additional topics of conversa-
tion, When you Talk to the character again you may have a different set of
choices of questions to ask or statements for your character to make. Choose
"Ask About Something Else" to go back to an earlier set of questions.

People you meet often have different things to say if you talk to them at dif-
ferent times. Conversation is a crucial part of Quest for Glory so be sure to
visit and talk to characters often, especially after you've ben involved in
events that might affect them.

Special Actions
---------------
These icons control special actions that you might want your character to take.
From left to right:

Run causes your Hero to run quickly. (Look out for that Necrotaur!)

Sneak causes your Hero to move stealthily and quietly.

Jump causes your Hero to take a mighty acrobatic leap (if you are skilled at
Acrobatics).

Rest causes your Hero to sleep or to rest for a short time. This is important
as it allows him to recover Health, Stamina, and Magic power.

Character allows you to look at your Hero's character sheet (status infor-
mation). Any skills or abilities which have improved since the last time you
looked at the character sheet are highlighted in a different color to show
your character's progress.

________________________________________________________________________________
Page 17                 [Fire][Earth][Wood][Fire][Wood] - MEXICALISH

Hourglass tells you the current game day and time.

Question-mark will give you a definition of other icons in the bar when you
click on them.

If you decide not to take a special action, click anywhere else to exit or
press ESC.

Magical Spells
--------------
If your character has skill in using Magic, you can access the Magic icon in
the Main Icon Bar. When you click on this icon a new screen window appears.
In the window are icons for all of the spells your character knows. Click on the
Eye icon at the top, then on one of the spells, to see the name of the spell and
skill level at casting it. The more skilled your character becomes at casting a
particular spell, the more effective the spell will be. As with any other skill,
"practice makes perfect" at spell casting. If your character is short on spell
points, some of the spell icons may be disabled.

                          [Wind][Fire][Earth][Wind][Earth] - NOXIPYU
________________________________________________________________________________
Page 18

The MAGIC WINDOW has its own icons. From left to right, these are:

LOOK (EYE cursor) allows you to look at the spells in your inventory. You will
get the name and definition of the spell, as well as the MPs needed to cast it,
and the level of skill your Hero has in that particular spell.

DO (HAND cursor) allows you to cast the spell you have clicked the hand cursor
on.

QUESTION MARK gives you a definition of the other icons in the bar when you
click on them.

OK means you don't want to cast any spells at this time. Selecting it will take
you back to the main icon bar.

Below the Magic Window Icon Bar is your Magic Inventory showing all the spells
your character has learned so far. A full listing of the spells can be found in
HERO: The Journal of General Job Adjusting.

To cast a spell, select the Hand icon, then click on one of your spell icons.
There are three general types of spells - "Area", "Personal", and "Directed"
spells. If you choose an Area or a Personal spell, the Magic Windows will vanish
and you will immediately see the results of the spell. If the spell you select
is a Directed spell, the Magic Window will disappear and you will have a
"targetting cursor". Click the targeting cursor where you want the spell to go.
For example, if you cast an "Open" spell, a targeting cursor will appear. Click
the cursor on the door or chest you want to open.

If your character knows more than 15 spells, you can use the scroll bar and
arrows at the right side of the Magic Window to see more of the available
spells.

                            [Earth][Fire][Wood][Earth][Fire] - OSSIPYE
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Page 19                     [Wind][Wood][Wood][Wind][Water] - PENTICKLE

The Control Panel - Skill Level
-------------------------------
In addition to the Control Panel features described in the Sierra Game Manual,
the Shadows of Darkness Control Panel contains a "Skill Level" lever.

The SKILL lever is unique to Quest for Glory. Set it near the top for a serious
challenge - monsters will be tougher, some puzzles harder, and so on. The Normal
setting (near the center) provides a fair challlenge, while the Easy setting
(near the bottom) generally makes the game easier to play.

Combat is most affected by the Skill Level setting. On the Hard Level setting,
monsters are faster and tougher and you must make all combat decisions yourself.
On Medium Level, the computer will assist you with defense maneuvers whenever
you are not taking action. On Easy Level, the computer will help with both
defense and attacks - if you do not try to fight, the computer will play out the
entire combat; only your character skills will affect the result. Of course, you
can override computer decisions at any point by attacking, defending, or casting
a spell yourself. The computer will only take over when you aren't doing any-
thing.


________________________________________________________________________________
Page 20

Saving and Restoring - Automatic Saves
--------------------------------------
Quest for Glory: Shadows of Darkness uses the same "Save" and "Restore" inter-
face described in the SIERRA GAME MANUAL. However, it also features an inno-
vation designed to prevent the frustration associated with sudden character
death and power failures, the "Automatic Save". At many especially dangerous
moments in the game, Shadows of Darkness will automatically create a saved
game position for you. This position will always be named "Automatic Save",
will appear on your saved game disk (or in your hard disk game directory if you
have not saved any games during the session), and will replace any previous
Automatic Save.

Should your character die or get into a position you consider untenable, simply
use the Restore Game feature to restore your Automatic Save position. These
positions have been carefully determined to occur at points in the game when
you have time to react and prevent the problem that might lead to the demise of
your character. So don't be afraid to experiment (some of the life-and-death
situations are ones in which your character can only die if he really, really
works at it) and don't worry about becoming so engrossed in Mordavia that you
forget you're using a computer and ought to save occasionally.

Of course these is still no substitution for a set of carefully preserved Save
Games representing crucial - or particularly interesting - parts of the game.
Be sure to save your game at any time your character has solved a major puzzle
or accomplished a deed of note. That way you won't have to remember everything
you did after the power failure zaps your computer.

Storing Extra Equipment
-----------------------
It's just as bad to overload your character as to be under-equipped. Should you
find that your character has picked up a heavy item that he won't need until
later, he can store it in a storage chest in his room in the Hotel Mordavia.
Select the item from inventory and click it on the chest to store the item.
Remember, even too much money can load your Hero down and impair his fighting
(and running away) ability.

________________________________________________________________________________
Page 21                    [Water][Wind][Fire][Wood][Wind] - QUIXOAT

To retrieve items from the storage cheat, click the Hand cursor on the chest,
then select the items you want from the "Storage Chest Window". Items stired in
the chest are totally safe - there are few Thieves left in Mordavia.

If there are more than 18 different objects in the chest, you can use the scroll
bar and arrows at the right side of the Storage Chest Window to see more of the
items in it.

Conversation
------------
Conversation is an important part of playing Shadows of Darkness. As described
above, you can talk to characters by click the Talk cursor on your character
(to make a statement) or on another character (to ask a question). Doing either
will bring up a window containing a choice of topics to Tell or Ask About
(respectively). Your choices (even when talking to the same character) will
change frequently during the course of the game because people react to things
you've accomplished since your previous visit.

In addition, you may have several sets of choices in a single conversation.
After you ask a question and get a response, the set of conversation choices
will appear again. In most cases, this will be the same list (allowing you to
choose another topic). Sometimes, however, it will be a new list because the
previous question you asked has led to a

                            [Fire][Earth][Fire][Wind][Earth] - ROMBURN
________________________________________________________________________________
Page 22

new line of conversation. You can always go back to the previous set of ques-
tions by choosing "Ask About Something Else".

During any speech (or when reading any game text for that matter) click the Left
Mouse Button or press the ENTER key to skip to the next message. Click the Right
Mouse Button or press ESCAPE to skip the entire conversation or string of
messages. (This is useful if you realized that you've already seen the text, but
be careful - you can miss important information by skipping conversations.)

If you've finished with the conversation, choose "Enough Already" or "Say
Goodbye" (or press ESCAPE) in the conversation window.

Puzzle Windows
--------------
A number of game scenes and situations (such as removing the trap from a chest
or trying to get into Dr. Cranium's secret laboratory) give you the opportunity
to solve visual puzzles. Many of these puzzles are presented in Puzzle Windows
for your convenience. All Puzzle Windows have three common features.

1. Each contains an "Exit" button if you want to come back to the puzzle later.

2. Each contains a "?" (hint) button which provides successively more explicit
clues to solving the puzzle.

CAUTION: If you ask for too many (generally five) hints on the same puzzle in
one session, the game will simply bypass the puzzle entirely. You will get past
whatever obstacle the puzzle represents but will not receive Puzzle Points for
solving the puzzle so your final game score will be lower.

3. Most contain a "Chest" button to allow you to use inventory items where
appropriate.

When a Puzzle Window is first displayed, you will see text explaining the nature
of the puzzle. You can see these instructions again at any time by choosing
"Exit" then accessing the puzzle again. Some puzzles are solved by clicking on
icons within the Puzzle Window; other require you to click directly on the
puzzle pieces in the Puzzle Window.


Combat
------
The world is full of monsters and villians, and if you want to stay alive long
enough to become a Hero, you really ought to learn how to fight them. A clash
will occur any time a monster comes near enough to strike your character.

When you have encounter a monster, you will have to react quickly. You can throw
daggers or cast an

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Page 23                   [Water][Wood][Earth][Wind][Wind] - SUMTHIN

appropriate spell while the monster is still at a distance, or you can engage it
with your sword, dagger, or axe when it comes close enough.

Timing is the most important element of combat strategy in Quest for Glory. Try
to strike when your opponent is 'open', and anticipate his attacks to better
defend yourself. Your choice to either block or dodge blows should depend on
your skills and equipment.

When you engage a monster in close-up battle, the game will switch to a "battle
screen" with your character on the left and monster on the right. Below the
battle area are status indicators for you and your opponent and icons which you
can select to cast spells or to try to escape. Which icons are available depends
on which combat spells your character knows. All character have the "Run Away"
icon.

If you fell that the situation has gotten out of hand, click on the Run Away
icon and your character will escape (if possible).

To move towards you opponent, click between your character and his for. To
attack, click on the opponent's body or click the right mouse button anywhere.
Hold down the mouse button for a second or two before releasing it to make a
stronger, fiercer attack. Click the button quickly for a faster (but lighter)
thrusting or slashing attack. To retreat, click to the left of your character.
Click on your character to have him defend (dodging

                        [Wood][Water][Wind][Earth][Water] - TAMLIN
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Page 24

or parrying as appropriate according to his skills and equipment). You character
will stay in the defensive position as long as you hold the button down.

If your character knows the Acrobatics skill, launch an Acrobatics attack by
clicking above the monster. This attack is very hard to defend against and does
a lot of damage, but takes some time.

If your character knows magical spells that can be used in closeup combat, icons
will appear at the bottom of the screen representing those spells. Click on a
spell icon to cast the spell. Hold down the mouse button for a second or two to
cast a more powerful version of the spell or click the button quickly to cast a
faster but weaker version of the spell. It is generally more cost effective in
terms of Magic Points to cast a few powerful spells than many weak ones, but
you leave your character exposed while he is preparing for the spell. If your
character is hit by the opponent whole preparing a spell, the spell will not
cast but your character will also not expend any magical energy on the spell.

Many battles can be avoided, and it might be wise at times to do so. Combat,
however, is one of the best ways for an aspiring Hero to practice and improve
his skills. Each time your defeat a monster, you'll increase your chances in
future battles. Remember, always search the body of your opponent (click the
HAND cursor on the body) after winning a battle, for some creatures carry money
or other useful items.

In most cases, Status Bars are displayed during combat, keeping you informed of
Health, Status and Mana (magic energy) points for your character. As you become
injured, Health points diminish. You will use Stamina points as you work hard at
fighting or using your skills. When Stamina points are depleted, energy is drawn
from Health. When Health points are gone, the character is dead. If your
character runs out of Magic Points he will temporarily unable to cast spells.
Your opponent's Health Bar is also displayed so you can see how badly it is
injured.

The "Skill Level" setting you choose from the Control Panel (on the Main Icon
Bar) affects combat in several important ways. Monsters are tougher and faster
if you choose a higher Skill Level. Also the game will try to help you fight
on the lower Skill Level settings. At Normal (medium) Skill, if you have not
taken an action for a second or two and your opponent attacks, your character
will automatically parry or dodge (if he is sufficiently agile and skilled). On
the Easy Skill setting, the game will help your character both to defend and
attack when you are not controlling his actions; your character will even run
away if he becomes seriously injured. Success or failure in this mode depends on
your character's skills, not your physical dexterity. Of

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Page 25                      [Fire][Wind][Wood][Wood][Wood] - ULTIMO

course, you can override the game decisions at any time by attacking or defend-
ing yourself.

A quick reference to the Combat Keys can be found at the end of this manual.


Using Thief Skills
------------------
Thieves (and other characters for whom the Pick Locks and/or Stealth skills are
added) have certain specialized skills. These include Picking Locks, Disarming
Traps, Reading Thief Marks, and Sneaking.

To pick a lock, your character must have some skill at using lockpicks and
must habe a lockpick, thieves' toolkit, or other appropriate tool (sometimes you
need to improvise). Click the appropriate tool on the door, chest, or safe to
attempt to pick the lock. The Thieves' Toolkit works best - your character
should try to find one as soon as he can. You can also attempt to pick a lock
(once your character is appropriately equipped) by clicking the Hand cursor on
the locked object and choosing "Pick Lock".

                                [Wind][Fire][Earth][Fire][Wind] - VOLTOFFEN
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Page 26

Many chests and safes are equipped with fiendish traps to catch unwary burglars.
These isn't much your character can do about them until he acquires a Thieves'
Toolkit and studies a book on disarming traps that he will find in the Thieves'
Guild. Once he has these, attempt to disarm a trap by clicking the Hand cursor
on the potentially-trapped object, then select "Disarm Trap" or "Search for
Traps" from the listed options. The most common trap disarming process is re-
presented with a 3x3 grid on which color lights continually flash. Click on the
lights to get three of the same color in a line in any direction to disarm the
trap. Creating a three in a row with the unmatched colors will set off the trap.
If you're having trouble, choose Exit and try again. Skill Level (see "Control
Panel") affects trap difficulty.

Thieves (and others with Thief skills) have also received training in "reading
Thief Marks". These crude marks are often inscribed by Thieves to help them
remember where the wealthy victions live or to help them remember how to get
past traps or guardians. Thief Marks are designed to look like random scratch-
ings to those not trained in their use. Further information and sample Marks may
be found in the "Signs of the Crimes" article in HERO: The Journal of General
Job Adjusting.

Finally, Thieves receive special training in moving quietly and using conceal-
ment. To use these skills, select the "Sneak" icon in the Special Action Icon
Bar (described above). Sneaking around town during the daytime will make your
character look rather silly, but appropriate use of Stealth may also save his
life. Sneak around the forest to avoid many monster encounters. Also use Stealth
when visiting a house to which you haven't been invited (ahem). Your character's
success at Sneaking is dependent on his Stealth skill and improves with pract-
ice.

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Page 27                    [Earth][Fire][Earth][Wind][Fire] - WHAMMBO

Quest For Glory: Shadows of Darkness Walk-Through
-------------------------------------------------
WARNING! The following section includes hints that experience game players may
not want to see. Continue reading ONLY if you have trouble getting started
playing Shadows of Darkness.

Select 'introduction'. Click the mouse or press [ENTER] to see the stirring
introduction and credits, then strap on your armor, take up your sword and
shield, and prepare for the ultimate quest -- your own Quest for Glory.

On the 'Choose a Character' screen, click your mouse on the Fighter, or press
your [TAB] key to highlight the Fighter nameplate then press [ENTER] to select
Fighter.

You will now see the 'Character Sheet' highlighting your character's abilites.

                         [Wind][Wind][Water][Wind][Water] - XASPARIL
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Page 28

Highlighted "Name" (bottom of screen). Type in a name for your Herp.
Point the mouse or press the Up and Down arrow keys to highlight STRENGTH.

Press right mouse button or right cursor [Arrow] key repeatedly to build up
your strength (or allocate your bonus points anywhere you prefer).

Select START and click the mouse or press [ENTER] to start your Quest.

Message windows will appear after many of your actions. Press [ENTER] or click
on the window to continue play.

Your character has been magically transported from the African land or Tarna
(setting for Quest for Glory III) into an ominous dark cave. You have no idea
where you are, and your equipment failed to make the journey with you. You have
nothing but the clothes and armor you were wearing in Tarna. No one ever said a
Hero's life was easy, did they?

Fortunately, these is a little light in the cave from glowing fungi on the walls
and ceiling. Start by looking around - select the Look (Eye) icon from the Icon
Bar, then click the Eye cursor on anything that looks interesting. You can see a
couple of piles of bones on the ground and some torch sconces on the wall. You
could use some more light, but you don't have anything with which to light the
torches.

Maybe the skeletons can help. Select the Do (Hand) icon and click the Hand
cursor on the nearest skeleton. You find a dagger on the body. At least you have
a weapon now! On a second skeleton you can find a few coins; you'll need these
later.

On the last skeleton you find a hard, grey rock - it's a piece of flint. Now
you're getting somewhere! You've heard of starting fires with flint and steel.
Are you carrying any steel? That's right, the dagger. Lighting a torch with
flint and steel isn't going to be easy, but it's worth a try.

Now click the Do cursor on one of the torches. (They're in the round holders
near the right side of the screen.) Bring up the Inventory Window by clicking on
the Chest Icon. Click on the "Hand" Icon, then on the rectangular grey stone
(that's your piece of flint). The cursor now looks like the flint; click it on
the torch in Inventory.

You now have a magical torch that will never burn out.

Now that the cave is illuminated, you can see a strange round opening in one
corner of the room. Select the Walk cursor and walk over to the opening. You
pass throught the valve blocking the opening and into another part of the cave.

Something is moving in the shadows - be careful. (But don't worry too much -
Shadows of Darkness automatically saved your game position when you entered this
scene. Should your character die, you can bring him back by choosing "Restore"
from

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Page 29                     [Wind][Wood][Wind][Water][Wood] - YAMMER

the death message options.) Bring up the Control Panel and set "Player Skill"
to "Novice" in case you have to fight.

Look around this area and at anything that might be useful. These must have been
a battle here many years ago - there are more skeletons her. One of them has a
usable shield and a battered sword. Pick them up with the Hand cursor. Now
you're really equipped for battle.

As you continue searching, the Badders (Bat-Spiders) attack! Combat takes place
in a close-up screen. You can click on the monster to move towards them and
attack, behind you to retreat, or on your character to block attacks. Hold down
the mouse button a second or two to make a more damaging "Swing" attack, or
click quickly to do a fast "Thrust". Make sure you mix up your attacks and de-
fensive moves - it takes time to line up a really effective attack; constant
thrusts aren't very effective and will allow the monsters to hurt your charac-
ter. On the "Novice" player skill setting, the computer will automatically
attack and defend for you if you don't take action. You can override the com-
puter's decisions at any time by choosing your own actions.

Whew! Congradulations. You've won your first battle and are ready to take on
anything! You're also still lost in the caves. Searh the rest of the room and
pick up any useful objects you find.

                        [Water][Fire][Fire][Wind][Water] - ZOTZBRUE
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Page 30

Now that you've been introduced to the Land of Mordavia and the world of
Quest for Glory, you may want to stick with the Fighter or play as a Magic
User or Thief. Each has a different set of skills and must approach game situa-
tions differently. To start over with a different character type or different
skills, select RESTART on the Control Panel. Then Select START A NEW HERO, and
create the Hero of your choice. Enjoy!

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Page 31

Shadows of Darkness
-------------------
Combat Keys
===========
The following is a quick reference to spells and other commands used during
combat.


ESC - Run Away

Shift-Z - Zap
Shift-X - Flame Dart
Shift-C - Lightning Ball
Shift-V - Force Bolt
Shift-B - Frostbite

         [Up Arrow] - Jump
   Shift-[Up Arrow] - Attack High
       [Down Arrow] - Duck
 Shift-[Down Arrow] - Defend
       [Left Arrow] - Move Back
 Shift-[Left Arrow] - Defense
      [Right Arrow] - Move Right
Shift-[Right Arrow] - Attack


