                          ****************************
                          * THE RED CRYSTAL from QQP *
                          *    FULL DOCUMENTATION    *
                          *         12/31/93         *
                          ****************************


** PROLOGUE **

   As the sun sinks into the horizon, its last light slowly abandons a
lone figure. Striding off into the night, the recent events continuosly ring
throughout its sinister mind.  Shouting voices and images of faces contorted
by fear and anger.  But mostly fear. A smile creases his lips.  Soon... Soon
he will become their teacher. It will be he who will show them the true face
of fear.  His will that decides their fates.  His power which holds dominion
over their lives.
   Puny men who rely on their weapons for strength. Confident in the
power of stone,  wood,  and tempered steel. He will show them how frail they
truly are.   He will return their stone to the soil as with all who stand in
his way.He will warp and disfigure their wood as he will do to their bodies.
And he will bend their steel to breaking ,    as he will the spirit of their
united armies. All will learn his lessons. Learn or perish.
   In the dark reaches of Blackmoore, an army is summoned; an army unlike
any other this world has ever known. It is an army of death and despair.
   Lexor calls in an ancient tongue, he calls to legions of skeletal
warriors from battles since forgotten.  No corpse can resist, and none tries,
as Lexor assembles the world's most deadly battalion.
   Upon completion of his army, Lexor marches north and conquers each of
the seven sister kingdoms.Although each fights valiantly, Lexor's army proves
too great a force.After the final kingdom falls, Lexor summons the spirits of
the worst tyrants Blackmoore has ever known.   Each is given a castle to rule
as Lexor's lords and each rule, as mercilessly as they had in life.
   After Lexor's conquest, most able-bodied men are transformed into slaves
or left without the courage to oppose him. The few who do attempt to overturn
the  generals  are  publicly executed or made into hideous mockeries of their
former selves.

THE ANCIENT CITY-STATES
   The foundation of the empire, that preceded Lexor's, was built on long
standing alliances formed during the Ancient Empire.   The Ancient Empire was
made up of a number of city-states that traded services and goods in a barter
system.
   As time passed, these city states were replaced by the kingdoms of the
New Empire.   Despite the formation of the new empire most humans still carry
the ancient crests that belong to the Ancient Empire. These crests are bassi-
cally symbols of birth place and have little meaning to non-human characters.

THE NEW EMPIRE
   The New Empire brought an era of peace to Blackmoore. The seven sister
kingdoms  worked  in a cooperative manner to bring stability and peace to the
region.The kingdoms joined to turn back raiders from the less civilized south
lands, and sold goods and services amongst themselves.
   For three thousand years, this era of peace held with only a few episodes
of would-be tyrants, who eventually were destroyed.  Then, at the turn of the
turn of the third millennium, Lexor was born.

THE EXPULSION AND RISE OF LEXOR
   Lexor appeared in Blackmoore almost like an apparition. He was first
observed  entering  the forbidden Temple of the Dead in  Northern Blackmoore.
Prior to his entry, no living soul had been able to enter it.
   Lexor left the temple one year later and traveled south to the town of
Nazar. In Nazar he unleashed powers none had ever seen.  After such a display
none would oppose him and he quickly took over the town.   But  his  rule was
short lived.
   The kings of the seven kingdoms united and sent an army to turn back
Lexor. Fearing reprisal, the kings' gave orders only to banish Lexor. Supris-
ingly Lexor left peacefully.Many rumored he always intended to journey beyond
Blackmoore to search for ancient runes,  said  to have the power to raise the
dead. Regardless of his reasons, Lexor did not depart for long.

LEXOR'S GENERALS
   Lexor returned one year later with an army unlike any other. Thousands
of  undead  walked  at his side and with them  seven  notorious tyrants whose
names were synonymous with evil.
   Although the three thousand years of the New Empire were relatively
peaceful there had been several tyrants.  Lexor revived them and replaced the
seven kings with his own commanders.

ZURNAR
   The most powerful mage (besides Lexor) to ever live in Blackmoore was
Zurnar.  Zurnar's  cursed experiments throughout his life left a lasting fear
and loathing that long surpassed his life.
   Zurnar now counsels Lexor in the spells lost long ago in exchange for
free  reign  over the northernmost kingdom in Blackmoore.  It is believe that
Zurnar is Lexor's second in command.

KANG
   The most hated warlord to ever walk Blackmoore was Kang. He was born
outside of Blackmoore in the southern barbaric lands.  Kang rallied the unor-
ganized tribes into a ferocious army and conquered all of Blackmoore south of
what is now Gronk's Kingdom.
   Kang is Lexor's most ardent strategist and helped coordinate the taking
of Blackmoore. He is a master of weapons and hand-to-hand combat.

MARNOR
   In life, Marnor controlled the coast Blackmoore. His most loyal citizens
were the pirates he harbored and the raiding parties he sheltered. Marnor has
always had a love of gold and riches that extends to the present.
   Lexor has entrusted Marnor with a large amount of the wealth gathered
from the seven kingdoms.

WORM
   In the second millennium, a mystic named Worm rose from obscurity to
almost demi-god status.Worm's converts spread his word throughout Blackmoore.
Worm's  followers made thousands of human sacrifices to him and built temples
in his honor.  Worm was not loved by all, however, and eventually a was slain
by a rebel faction within his ranks.
   Worm now rules a western kingdom and is seeking to reestablish himself
as Blackmoore's chief religion.

DRAKE
   Drake is known as the legendary prince of thieves. During his life he
founded a nation of thieves in the mountains near the castle he now maintain.
His  nation of thieves pillaged many a town and spilled a great deal of blood
before his death.
   Drake now seems content to make a sport of butchering any fool hardy
enough to wander into his territory.

GRONK
   Gronk began his life as a simple mercenary for hire content to work for
the highest  bidder. Later  he  united  nomadic  and  mercenary forces of the
central plains into a collective army.  Using  this army he captured three of
the  seven kingdoms before dying on the battlefield during an attempt to take
a fourth.
    Gronk now controls a castle near Blackmoore's center.

TAGAR
   During his life five hundred years after Kang, Tagar rose to become the
most powerful warlord. He took a number of smaller kingdoms but always lacked
lacked the charisma to keep them.  Tagar was eventually slain by a silent as-
sassin.
   Tagar is as ambitious now as he was in life and has made a pact with a
number of southern dwarven clans.In exchange for their aid,Tagar has promised
them an elevated status in his royal military.

SEVEN SECRETS
   The ultimate goals in The Red Crystal, are to find Lexor and the Seven
Secrets of Life.  The Seven Secrets of Life are said to be the key to Lexor's
destruction.   There  may be truth to this as Lexor has ressurrected seven of
Blackmoore's most vile and powerful men to guard them.
   Each of these generals resides in one of the seven castles scattered
throughout Blackmoore.   All  secrets may have been created equal but Lexor's
generals were not. The backgrounds provided are helpful in gaining an initial
knowledge  of  the generals.  More  may be learned through conversations with
villagers and other adventures.


** RED CRYSTALS **

   During the Ancient Empire, a strange vein of red crystals was discovered
in an old gold mine quite accidentally. These red crystals were found to pos-
sess amazing powers unlike anything else in Blackmoore.
   Red Crystals were found to give the possessor an almost mystical vision
for a period  of  time.  This second sight allowed miners and  pillager's the
ability  to  plunge  into caverns that had been too dark for simple lanterns.
This instantly made Red Crystals invaluable.
   As their use increased, it was also discovered that a red crystal could
be used to send an astral projection to gain knowledge. This property allowed
kingdoms to have complete control over underground  operations,  in addition,
to remote armies.
   Shortly after their discovery, Red Crystals were hoarded by the various
temples and said to be tools of the Gods.  The temples dispensed the crystals
to visitors.  The kingdoms,  who  secretly  controlled  the templs,  used the
visitors to gain information about other kingdoms.
   A few short years after the discovery of the only Crystal mine, the vein
went dry. No similar veins have been discovered since, and the remaining Cry-
tals are hoarded by all.


** DEFEATING AN OVERLORD **

   After defeating a general and recovering a secret, you have a limited
amount  of  time to escape his castle.  Acknowledging the possibility  that a
general may be vanquished, Lexor  has  prepared a spell that will activate at
such a time.The spell will decimate the castle and all still in it.Therefore,
it's imperative that after retrieving a secret you quickly find the emergency
escape passage and retreat from the castle. If not, all will be lost.


** OVERALL GOAL **

   The overall goal in The Red Crystal is to overthrow Lexor. This is done
by first defeating his seven generals.  This is a difficult task and will re-
quire  building your chracters attributes and increasing his wealth and know-
ledge.
   Along the way there will be a number of smaller missions and campaigns
that can be performed to raise your character.  Not  all the lesser tasks are
necessary and some may even be deadly, so be prepared!

** INSTALLATION **


** SYSTEM REQUIREMENTS FOR THE IBM PC AND COMPATIBLE MACHINES **

1 Meg RAM
VGA
160K Extended Memory
Hard Drive

RECOMMENDED:
386 or better processor
Sound Card(Adlib, Soundblaster)
Modem

** TO INSTALL THE RED CRYSTAL DO THE FOLLOWING **

1) TYPE A: (or other drive letter, containing disk)
2) THEN TYPE "INSTALL"
3) follow the on screen instructions
4) after the installation is complete type "RC"

In future games, you will type: CD\REDCRY [ENTER]
                                RC [ENTER]


** TROUBLE SHOOTING **

   Not enough free memory: This message indicates that in order to install
Red Crystal more disk space is needed.
   Installation Error: This error indicates that there may be a poblem with
your installation disks.
   If you still have problems
   If you do have problems check your Config.sys for the following lines:
       device=c:\emm386.exe 1024
       files=60
       buffers=30

   If these parameters either don't exist or are lower try adjusting them.


** OMITTING THE INTRODUCTION SEQUENCE **

   If you are tight on disk space you may decide not to install the intro-
duction sequence.  This will save a great deal of disk space and won't impair
game play in any way.  However, this will prevent you from viewing the visual
introduction to the game.

   If you install the introduction and wish to remove it after viewing it,
type:
       1) setup
       2) then select Uninstall Introduction
   This will remove the introduction from your hard disk.


** INSTALLING OR CHANGING YOUR SOUND CARD **

   If you wish to select(or re-select) your sound Configuration type:
       1) setup
       2) select Sound Setup
       3) choose the card(s) to play music and sound effects on (Midi
       indicates music and Digitized stands for sound effects).

   Note: Most players will use one card to play both music and sound on but
   some users may wish to take advantage of multiple cards in their systems.


** MENU CONTROLS **

   OPTION SCREEN
Press '1' thru '6' for option or select game option with the mouse and press
the left mouse button.
   SETUP SCREEN
Press '1' thru '3' for  player/input  options.  Or select with the mouse and
press the left mouse button.
   MODEM SCREEN
Press '1' to '2'  for  option  or  select with  the mouse and press the left
mouse button.
   MODEM SETUP
Press '1' thru '6' for option or select with the mouse  and  press  the left
mouse button.
   HALL OF FAME SCREEN
Press '1' thru '3' for option or select with the mouse  and  press  the left
mouse button.
   GENERATION SCREEN
At fire screen: Use arrows to select chracter press enter to choose
On character screen: Use keys for name
                     Use arrows to select class and crest
                     Use enter to choose


** CHARACTER CREATION **

   Chracters in the Red Crystal System are defined by seven statistics:
STRENGTH; INTELLIGENCE; ABILITY; ARMOR; DAMAGE; STAMINA; and ZETOS.  The sum
of these attribute will greatly influence a character's overall performance.
A  single very high statistic does not guarantee an invincible character,  a
well-rounded  character is needed.  And  remember to consider your character
carefully  and have a clear focus on what you want him/her to be capable of.
Each class adjusts how high a particular statistic can be rolled.


** STATISTICS **

   STRENGTH: Strength is used as a modifier to a character's damage when he
attacks an opponent.  This could be considered damage the character would do
his/her target from their "raw strength".
   INTELLIGENCE: Intelligence is used when negotiating with, and bribing,
opponents. A character could consider this his/her wit, or cleverness.  Even
the most accomplished fighter can use this to deal with everyday events.
   ABILITY: Ability is one of the most important attributes. A chracter's
ability determines a chracter's aptitude and perception of traps and whether
the player can hit opponents. Being  strong enough to punch-out a camel does
a character little good if he/she can never seem to hit what they are fight-
ing.On the lighter side, however, chances are that they would not survive to
lament that short-coming for very long.
   ARMOR: This is used as a modifier against inflicted on a character. This
attribute may be artificially enhanced through the use of body armor.The at-
tribute  could  also  be thought of  as a character's "toughness", or "thick
skin".
   DAMAGE: This is used to modify a character's potential to inflict damage
either by weapon,  spells,  or by hand. While strength certainly affects how
much  damage  a character can inflict,  the technique used to deliver a blow
increases that potential even further.This is what allow a "trained fighter"
to  do  the same damage,  or more than a plain brawler who is much stronger.
Sometimes  the  trick to winning a fight is knowing where to hit,  more than
how hard you can hit.
   STAMINA: Stamina is a player's life force. It determines how much
damage a player may absorb before death occurs.  While it is best to survive
a blow by not being there when it hits,  being able to take a few hits "just
in case" never hurts.
   ZETOS: Zetos are the monetary unit used throughout Blackmoore. Each
character receives Zetos based on their character class.


** CHARACTER CLASSES **

   Within the Red Crystal System there are five character classes. These
character  classes  allow you to favor the initial ability scores that  your
character is 'born' with.
   BARBARIAN: Barbarians are the strongest fighter's and basically a brute
force character.
   KNIGHT: Knights are also good fighter's but more rounded (and less
powerful) than barbarians.
   LORD: Lords are former nobles from the empire prior to LExor's reign.
they  are excellent negotiators and usually well-off financially.  This cha-
racter  should  be taken by the player who wants to do more bribing and less
fighting.
   THIEF: Thieves are masters of traps and detection. They are satisfactory
fighters.
   SORCERER: Sorcerers are the weakest initial characters but have the
potential to be the strongest.Although all character class may learn spells,
only sorcerers can master them.


** CRESTS **

   Characters all have links to the Ancient Empire in the form of a crest.
A  crest  is similar to a coat of arms but is more a representative of birth
place than lineage.The following is a brief description of each crest.During
character  creation  you will be asked to choose the crest in which you want
your  character  to belong. The family crest determines where in the kingdom
you will start, but also how some of the characters react to you.
   SKULL: Little is known of the kingdom which once held this crest. Whis-
pers of human sacrifice and demonic worship surround the few myths still re-
maining.
   FIST: This crest was the symbol used by powerful military states that
flourished  in  central Blackmoore.  Descendants of these states founded the
present-day town of Trautner.
   LIGHTNING: The ancient kingdom which used the lightning Crest specialized
in delivering information between the various ancient kingdoms.  Its messen-
gers were legendary and the myths surrounding their hazardous missions still
persist.
   CHALICE: During the Ancient Empire, the most powerful shipping and trad-
ing kingdom held this crest.  This kingdom stretched along the ntire western
coast of Blackmoore and was the richest of the Ancient Kingdoms.
   EYE: The loosely banded hunters of the southeast were known by the Eye
Crest.  These  hunters had a weak tribal government and were content to hunt
and  track  game  in the rich forests of that area leaving government to the
to the organized kingdoms to the north and east.
   MOUTH: The eastern most kingdom, which bordered the barbaric states out-
side of Blackmoore, held the Mouth Crest.This crest represented the linguis-
tic  mastery  the  kingdom's populace had obtained with the various barbaric
dialects  spoken  throuhgout the region.  This ancient kingdom was destroyed
many times by barbaric raids and was the weakest of the Ancient Kingdoms.


** PLAYING THE GAME **

   Before starting the game we suggest you read the overview of The Red
Crystal System. It will provide essential information and details neccessary
to playing the game.


** OPTION SCREEN **

   The initial selection screen in The Red Crystal has six options:
       1) Game Setup
       2) Tale Of The Crystal Wars
       3) Create A Champion
       4) Begin A Quest
       5) Hall Of Fame
       6) Quit The Game

   The first option branches to the Setup Screen. This screen configures
the game's controls and determins the number of players.
   The second option plays an animated history of the current conflict.
For a more in-depth history see the section entitled Blackmoore.
   Option three jumps to Character Creation. It is neccessary to generate
a character or characters before beginning the game.
   The fourth choice takes the player into the game. See Beginning A Game.
   The fifth option allows players to review past glories. A complete ex-
planation of scoring is in The Hall Of Fame.


** SETUP SCREEN **

   The Setup Screen gives the player the ability to customize each game.
By  modifying the current defaults a player may define the number of charac-
ters, each player's controller and whether a modem connection is neccessary.
   Only one player may use any given controller. Therfore, it is impossible
for both players to use mouse, keyboard or joysticks.
   When modem is selected it is assumed player two's controller is defined
on his system.  Selecting Modem for a controller also makes it necessary for
the player to define the modem's configuration.
   It is important to note that any options which are changed will only
affect future games!  A  previously saved game that only has one player will
not become a two player game if the option for players is chaned to two.
   The only feature necessary to define outside of The Red Crystal Program
is your sound configuration.


** HALL OF FAME **

   In the event of your untimely death, or game completion, you may become
part of Blackmoore's local legend or even one the greatest heroes Blackmoore
has ever known.
   There are two high score galleries: LEgendary Heroes and Heroes of the
Day.  The  Legendary Heroes are the best barbarian, knight, thief, lord, and
sorcerer to ever walk Blackmoore.
   Heroes of the Day are running totals of the best of each class at the
moment. Scoring is based on a character's level at the time of his death.
   Both galleries may be reset by the Erase Gall of Fame command.


** CHARACTER CREATION **

   Character Creation is the first step in beginning a new game. Initially,
a player must select the face for his or her champion.After a face is selec-
ted, the champion is ready to be created.
   Start by typing a name and picking a character class. Next choose a
crest and roll the character's statistics.  These statistics may be rerolled
until you are satisfied.  To  run through the various classes and crests use
the left and right arrow to cycle through the choices.
   After completing the character, accept him or go back and remake him.
Repeat these steps for Player Two's character.
   The last step is to type a Save Game Name for this character. It is im-
portant  to remember this name because when you begin a game you may need to
select this Save Game.
   Now you are ready to begin playing!


** BEGINNING A GAME **

   After creating a saved game, it's time to begin your adventure. Your
crest will determine the area of Blackmoore where you begin.
   During map movement, characters are represented by swords. The swords
also indicate other parties or individuals traveling about Blackmoore.  Once
you enter a castle your character's true form is used.  The  different views
are used to stress the difference in time and space between the two.Time will
pass much quicker on the map surface than it does in castles.

   After arriving in Blackmoore, characters may begin their journey. There
are a number of towns and castles to explore but,be careful entering castles!
Pay close attention to your character's impressions of castles.  If your cha-
racter feels uneasy it usually means this level is too tough for him. If your
character  is  distressed at being in a certain castle,  there is no shame in
heading back the way you came. There is no correct order to entering a castle
or town.  It  is generally a good idea to visit the town near a castle first.
In these towns, there are shops which will equip adventurers,  and  villagers
who may provide useful information.
   Many villagers in towns are eager to help. A number of townspeople may
even attempt to enlist your aid.  Pursuing these quests is a good way to gain
experience  and  collect rewards but watch out! Not everyone's intentions are
good.
   Some people will take advantage of you. If you're lucky, all you'll lose
are  a  few Zetos but some exceptionally unscrupulous character's will try to
rob you of your life as well.
   For additional information on playing the game see Inventory, Encounters,
Combat, Seven Secrets and Defeating an Overlord.


** GAME CONTROLS **

                         KEY                      MOUSE
 Attack Selection Key
        Player one:      F1                       Click on weapon
        Player two:      F9                       Click on weapon

 Inventory
        Player one:      F2                       Click on stats
        Player two:     F10                       Click on stats

 Spell Book
        Player one:      F3                       None
        Player two:     F11                       None

 Crystal Map
        Player one:      F4                       Click on face
        Player two:     F12                       Click on face

 Game Options            F5                       None

 List Selection
        Up                       8 (on keypad)
        Select            5 (on keypad)  point & Click
        Down                     2 (on keypad)

 Movement                        Keypad           Aim & Click

 Instigate Attack 3 (non-keypad)

 Combat
        Attack            5 (on keypad)           Left button
        Throw             Del                     Right button
        Health            1
        Attack type       2


** ENCOUNTERS **

   Throughout the course of The Red Crystal you will meet other groups
and attackers. At that time it is necessary to determine a course of action.
   You may either decide to bribe the opponent or jump right into battle.
Bribing  is  an effective means of damage control and should be considered at
all times. To bribe, simply use the up/down keys to highlight the amount that
you would like to try then select that amount with the appropriate key. There
are some opponents which don't have any use for moeny but there are many oth-
ers who are easily turned by a few Zetos.
   In the event that a bribe is made and it is lacking or made to a monster
without use for money,  combat will occur.  In addition the bribe amount will
will be lost.


** COMBAT **

   The Red Crystal is unique in its approach to combat. When attacking it is
necessary  to  judge the height of your attacker and select an attack accord-
ly.  The  closer your attack height is to the enemy you're fighting, the more
damage your character will do.
   Attack heights will carry from battle to battle. Therefore, if the last
opponent you fought was of the same type as your current foe,  it is unneces-
sary to adjust your attack.
   The attack height may be set by selecting the Player Combat Key and then
choosing  a  height number.  After an attack is selected,  monitor the damage
messages that appear below your combat window. If the damage amounts seem low
try other attack heights.
   It is possible to get a bar graph indication of all the combatants health.
To do this select the Player Status Key. This will freeze combat so  you  can
evaluate the results.
   Spells are another important part of combat. A spell may be cast at any
point by pressing Player Action Key and selecting Cast Spell.  This will pro-
duce a list of combat-related spells.
   Some spells and certain weapons can be used at a distance. However,
weapons which are thrown may be difficult to retrieve.


** ATTACK TYPES **

   All non-magical attacks are based on height. Therefore, prior to each
battle  it is necessary to select an attack type.  Attack  heights are set by
choosing the Player Combat Key and choosing a height number on the keypad.
   The keypad numbers correspond to the approximate height of the attacker.
For  example,  if you are fighting a group of maggots a good choice for hight
would be 1, since maggots are about one foot in size.
   It is important to note that attack types will carry from battle to battle
and will only change when the player sets them.


** THROWING WEAPONS **

   There are two weapons types that may be thrown: axes and daggers. These
weapons  may be used to help keep distance between yourself and opponents but
may be lost so be careful, discretion is advised.
   There are also several spells which may be thrown. They are identical to
throwing weapons in their use but leave no residual to pick up.
   To throw a weapon or spell, arm yourself with the weapon and push the
DEL key on the keypad. This will launch the attack.


** POISON, STUNNED AND FROZEN **

   Wizards are dangerous characters to mess with. Like player wizards, they
can cast spells which cause harmful side-effects.  Depending  on your charac-
ter's resistance and other factors, these spells success may be minimized.
   In the even you are incapacitated there is little hope. It will wear off
or you may be able to cure it with a spell.


** WEAPONS **

   There are five basic weapon classes: swords, axes, daggers, clubs and
maces.  Each  class has strengths and weaknesses.  Any weapon may used by any
character,however, a character's abilities may limit their effectiveness with
a weapon class.  The following is a description of standard, non-magical wea-
pons.
               RANGE          DAMAGE            AVERAGE COST
               (feet)         (hit points)      (Zetos)

 Swords        10             4-8               80
 Axes           7             5-10              90
 Daggers        3             2-4               10
 Maces          8             3-6               50
 Clubs         10             3-4               20

   There a number of magical and unique weapons in addition to standard
weapons which will exceed, and in some cases fall short of these values.These
statistics should only be used to provide a relative comparison, as  a number
of factors will determine a weapons overall effectiveness.Your level, statis-
tics,  and the opponent can all effect the weapon's damage and chances to hit
a particular creature.


** INVENTORY **

   A character may only keep thirty items at any time so it is very impor-
tant to manage the things you carry,  wisly.  Similar items can generally  be
sold at a store or may be dropped.Picking up an item is not the same as using
it!


** USING ITEMS **

   To use an item or weapon, select the Player Action Key and select Use
Weapon or Use Item. As list of weapons or items will appear. Depending on the
character using the item,  it  may have no effect! Many times,  items are not
usable. Items such as artifacts and treasures are examples of this.


** DROPPING ITEMS **

   At times it may be necessary to drop items. Any item, other than the
weapon currently in us,  may be dropped. Dropped items will leave a bag which
may picked up for a period of time.  Thus, do not leave a stash laying around
for the evil orcs to find.


** SCROLLS **

   There are two types of scrolls found throughout Blackmoore: Spell Scrolls
and Information Scrolls. Spell Scrolls are very valuable.They will allow cha-
racters to learn spells.  Learning a spell from a scroll is much cheaper than
paying a wizard in a temple to each it.
   To use a Spell Scroll, press the Player Action Key and select Use Item.
Select  the scroll and the message explaining the spell you have learned will
appear.From that point on, the spell is yours and you may use it for the rest
of the adventure. Remember, anyone can use spells, but sorcerers use them the
best.
   The second type of scroll, the Information scroll, is more varied. These
scrolls  take  the form of old messages left by other adventurers or warnings
left by adversaries.  These scrolls will instantly appear when you go to col-
lect them.  Many contain warnings, but many more contain clues for completing
the adventure.


** SAVE THE GAME **

   When you want to temprorarily quit a game, simply press ESC. This will
prompt you to save the game.  Then, when you wish to continue your quest, se-
lect the same save game name.


** OPPONENTS **

   There are many classes and races of opponents which will be encountered
in Blackmoore.  Although  there are exceptions, most characters you will meet
fit the following groups. There are exceptions to these classes.

   ASSASSINS: Many of the generals, commission assassins to dispose of
troublesome opponents.  These assassins are made up of Blackmoore's most dan-
gerous men.  Most assassins are well vered with specific weapon and some even
carry poison.

   DRUIDS: Like Lexor's Sorcerers, the druids employed in his armies are
fanatically loyal.Many worship him and Worm as gods. Unlike sorcerers, druids
are not as deadly.They lack spells but may use magical weapons in addition to
standard weapons.

   DWARVES: There are a number of dwarf clans throughout Blackmoore. Prior
to Lexor's rise,dwarves and humans co-existed although humans definitely held
the upper hand.After Lexor's rise many dwarf clans began to press human civi-
lization in an effort to raise their stature.  This  strain has caused a rift
between dwarves and humans in many areas.
   Dwarves are couragous fighters, showing no mercy to their enemies. Most
dwarves are, however, reasonable and may be persuaded by the right offer.

   GIANT ANTS: There are two species of ants: red and black. Both types are
equally deadly.  Ants  use their iron'like mandibles to tear at attackers and
break their bones. They scavenge alone and in groups.

   GIANT SPIDERS: Spiders have a strong love of human flesh and seize any
opportunity to get it. Some varieties are poisonous, but all are formidable.

   MAGGOTS: There are a number of varieties of maggots which differ in size
and vitality. Few are very dangerous. It is believe that maggots never meta-
morphosize but simply grow throughout there lives.

   MINOTAURS: Another rare magical creation are minotaurs. These creatures
usually work alone as guards or scouts.  They  were originally created during
general  Zurnar's reign and were instrumental in his overthrow.  As  a result
there  is  a great deal of bad blood between the two. Never the less, many of
Lexor's other generals use minotaurs to guard key areas where stamina and vi-
gilance is required.

   ORBS: Orbs are a race completely apart from man. Their origins are said
to be derived from a magical disaster in blackmoore's distant past.
   Orbs are almost animal in intellect and generally hunt solely for food.
They are unrelenting in their attacks but sometimes may be beaten to retreat.
These fairly vicious creatures are not for those who have few hit points.

   REPTILIANS: Reptilians are another formidable enemy of humans living in
blackmoore.  Their  origin is unknown but it is rumored that they are descen-
dants of ancient dragons,  now extinct. Reptilians usually have a minimal in-
tellect.
   Most reptilians work as mercenaries and soldiers for the various over-
lords.  Reptilians  are  nearly as efficient as their undead counterparts and
function without conscience.

   SERPENTS: In the warmth of the ancient castles, serpents have sought
refuge from the blazing sun and cold nights common in blackmoore.Serpents are
ill-tempered and will attack anything close that moves.

   SKELETONS: Re-animated corpses and undead beings, frequent the castles,
and to a lesser degree, the towns throughout blackmoore.  Most are similar to
humans in strength but are more difficult to intimidate and persuade.
   Generally, undead characters have an unnatural loyalty to the entity who
revived them and remain near the host's domain.There are some undead corpses,
who because of strong wills, have gained their freedom.  These characters are
almost exclusively hostile,  and many times, more dangerous than other living
dead.

   SOLDIERS: After lexor's rise to power, some soldiers switched sides. Most
of these soldiers are either sinister and malicious or easily corruptible. In
either case,  they have been maintained by lexor as an interim force until he
can replace them.

   SORCERERS: One of the most dangerous groups employed by lexor and his
generals are sorcerers.  Practitioners  of the dark arts,  these wizards have
waited long for lexor to return and have been his most ardent supporters.
   Lexor's sorcerers range in ability but all are very deadly and cunning.
Most are loyal and beyond temptation which makes their attacks even more dif-
ficult to evade.

   UNDEAD KNIGHTS: Like their close cousins, the skeletons, undead knights
are ferocious fighters with an unswerving loyalty to their masters.  However,
unlike skeletal beings,  undead knights have been enhanced and made far supe-
rior to typical humans.
   Undead knights are some of the most vicious and merciless fighters black-
moore has ever known and should be avoided at all costs.

   WOLVES: There are a large number of wild dogs and wolves which have been
used to help control the influx of attackers and raiders who invade the seven
castles. Most wolves are fearless attackers and may roam in packs.


** SPELLS **

   There are 32 spells within The Red Crystal System. Again, any character
may learn spells but the effectiveness depends on their statistics.  Although
any class may use spells, only the Sorcerer Character Class may master them.
   Characters with a very poor magical ability will have trouble casting
spells  and  performing spells effectively.  Sorcerers must undergo a minimal
training before becoming practicing sorcerers and,  hence,  understand how to
invoke  and  control spells. You can acquire new spells by finding scrolls or
through the teachings of mages.


** USING SPELLS **

   In order to cast a spell, press the PLayer Action Key and select Spells.
This will bring up a list of spells you know.  The list will change depending
on whether you are in combat mode or not.
   Remember that poor spell casters may have tough time casting a spell even
though they know it. Also remember that casting a spell may tire your charac-
ter. Be careful to use spells wisely.


** LIST OF SPELLS **

   ARMOR
     Type: Defend spell
     Produces an invisible covering around the caster which is stronger than
      a dome.
   AWARE
     Type: Physical spell
     Temporarily increases the caster's ability to detect secret passages.
   BANISH
     Type: Special group attack
     Exiles one or more foes. Banished enemies will permanently leave a
      battle.
   BLAST
     Type: Attack spell
     Very much like the fireball spell, Blast fireballs are stronger than
      Burn, and Fireball spells.
   BLIND
     Type: Special group attack
     Causes a group of foes to lose their sight.
   BURN
     Type: Attack spell
     Similar to Fireball, Burn allows the user to throw fireballs at
      opponents.
   CHARM
     Type: Physical spell
     Temporarily increases the caster's charisma and makes negotiating much
      easier.
   CRYSTAL
     Type: Physical spell
     Simulates the use of a red crystal. It temporarily gives the user a
      complete knowledge of an area.
   CURE
     Type: Health spell
     Cure will remove any poson or other harmful state but will not reduce
      damage.
   DECIMATE
     Type: Attack spell
     The most powerful attack spell, Decimate unleases pure, kinetic blasts.
   DETECT
     Type: Augment spell
     Allows the caster to uncover any secret passages in an area.
   DOOR
     Type: Physical spell
     Produces an opening in an otherwise sealed wall.
   DOME
     Type: Defend spell
     Creates an encompassing field that is roughly equivalent to plate armor.
   FEAR
     Type: Special group attack
     Like Banish, Fear repels enemies but is much more effective.
   FIREBALL
     Type: Attack spell
     Low power attack spell. After this spell has been cast, the caster has
      the ability to throw fireballs at an aopponent.
   FREEZE
     Type: Group attack
     Causes a group of attackers to be frozen for a period of time based on
      their resistance.
   HEAL CRITICAL
     Type: Group attack
     After this spell is performed, most damage is cured and, on occasion,
      poisoning may be cured.
   HEAL LIGHT
     Type: Health spell
     This spell will reduce light damage.
   INTANGIBILITY
     Type: Talent spell
     After preparing this spell, the user is able to pass through inanimate
      objects. Such as a wall.
   INVISIBILITY
     Type: Talent spell
     Makes a character nearly invisible to opponents. In close situations,
      sound and scent may give him away, though.
   INVULERABILITY
     Type: Talent spell
     Allows the caster to absorb damage without any side effects.
   POISON
     Type: Group attack
     Poisons one or more attackers. This poison is diminutive but may wear
      off.
   PROTECT
     Type: Defend spell
     Protect is the strongest defense spell. It actually repels attacks.
   SCORCH
     Type: Attack spell
     Scorch gives the caster an infinite number of plasma blasts.
   SHIELD
     Type: Defend spell
     Casts a temporarily energy shield around the caster.
   SOUL STEAL
     Type: Special group attack
     Soul Steal removes the opponent from this plane of existence.
   STONE
     Type: Group attack
     Turns one or more attackers to stone. Depending on the opponent's
      resistance, this spell may wear off or have no effect at all.
   STUN
     Type: Group attack
     Temporarily stuns a group of opponents.
   TELEPORT
     Type: Defend spell
     Telepoty allows the caster to move to random spots during combat. It is
      especially effective in relocating the caster when surrounded.
   TRANSPORT
     Type: Talent spell
     This is a volatile spell that should only be used in extreme situations.
      Transport will teleport a character to a random location. There is no
      way to direct its outcome.
   WALL
     Type: Physical spell
     Wall enables the caster to seal an open area.
   WEAKEN
     Type: Special group attack
     Weaken absorbs a group's energy. Weak is an effective way to lower a
      large group's collective power.


** TOWNS **

   In modern day Blackmoore, there are ten towns. Seven of these towns are
connected to the Seven Kingdoms held by Lexor's generals. The remaining three
towns are independent.
   All towns in Blackmoore are owned but may be purchased for a price. The
price generally depends the size of the town,its population and your bargain-
ing ability.
   Take advantage of owning a town is the revenue a town can generate. Taxes
are payable every thirty days and are set by the owner.There is a correlation
between the tax level,  the  town's area and its population.  Taxes should be
monitored and adjusted to account for fluctuations in population.


** BUYING A TOWN **

   The first step in purchasing a town is to go to the town you wish to buy.
After  arriving in the town, go to the courthouse building.  Here you will be
able to make an offer by speaking to the owner.
   If a price is agreed on the owner will give you the deed. The next step
is to set the tax level.  Pay careful attention to the population,  mood  and
area of your town.  A small town will usually grow and shrink at a more rapid
pace than a large one.
   After setting the taxes you must wait thirty days to collect your first
tribute. Time may be checked at any time using the Time Key.
   An easier way to determine when taxes are due is to use the Player action
Key and select messenger.This will cost you one red crystal but is well worth
the price.  The messenger will give you a list of all towns in Blackmoore and
when taxes are due.  This  is  especially  helpful when you own more than one
town.
   The revenue a town produces is directly proportional to its population.
For every household in a village, taxes are paid.This makes large towns, cash
cows, when well managed.
   In the event a player dies, the village will elect a new mayor who will
assume the town's interests.


** MODEM PLAY **

   The Red Crystal supports two types of modem play: null modem and standard
modem play.  The  difference is how the connection between computers is made.
Null  Modem  indicates  a direct connection is made using a cable to link the
computers.The alternative is to call a remote computer using a modem. Regard-
less of the type, both work about the same.
   To initialize a game for modem play, go to the Setup Screen. Next select
Two Players. Next, pick Modem for player two's controls. Make any adjustments
to your own controls that you wish to make, then press ESC to exit.
   Usually this would take you back to the Option Screen, but when Modem
is  selected you will go to a Modem Screen.  On  the Modem Screen,  the first
thing you will need to do is Setup Modem.  You and the other player will need
to agree on the parameters:Baud Rate, Parity, Length and Stop Bits or set the
connection type to direct. After setting the necessary parameters press ESC.
   Back at the Modem Screen, select Remote or Host depending on whether you
are the dialing computer or the receiving computer.
   You are now ready to play. Either generate a new saved game or use an
existing one.  When you select Begin A Quest, the connection phase begins. If
you  are  the calling computer you will be prompted at this point for a phone
number.
   Both host and remote will attempt to connect. If this process is success-
ful,  you  will be notified and the game will begin.  Otherwise the computers
will continue retrying until the connection is made or you abort the process.
In the event of an error, recheck the settings at the Modem Screen.
   When you quit the game the connection will be severed.


** HOW DOES MODEM PLAY WORK **

   Because it would be prohibitive to convey all the information necessary
to maintain one world, modem play is more like the intersection of two nearly
identical worlds.  The worlds basically evolve apart from one another and the
only overlap between the two are the two players.
   It is possible to work together or to fight each other. Items may even
be exchanged. However,  castles  and towns are separate entities between  the
two. Player one may defeat Kang on his world while Kand still exists in play-
er two's.At the same time, player one may help player two fight Kang and vice
versus.Confusing isn't it? Obviously this isn't the way modem play would work
in a perfect world. But until phone lines are faster it'll have to do.

   One nice thing about this type of modem play is that both players may use
any one player saved games they have.This way it's possible to have a second
player 'join in' after already starting.
   This also opens the door for some interesting player vs. player fight-
ing.  Each  player may equip and build up characters prior to modem play and
then fight it out later. Players may also create duplicates of unique items.
By exchanging items, players may actually exploit modem play. The possibili-
ties are left to your imagination.


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=  THIS FULL DOCUMENTATION WAS TYPED BY KNIGHT SABER.. DECEMBER 31st, 1993  =
=                              T H E   E N D !                              =
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