home *** CD-ROM | disk | FTP | other *** search
- T H E K I N G D O M O F S Y R E E
-
- Based on the novels by Lord Steven
-
- Copyright MCMXCI Everlasting Software
-
-
- THE LORE OF SYREE
-
- Once upon a time ... long, long ago ... there was a kingdom in the
- land of Sheol called Syree. For many years this kingdom stood, blessed
- by benevolent rulers. The people were happy and carefree; the land
- seemed to flow with milk and honey. Then, one dark day, a terrible war
- raged across the kingdom. The knights of Syree fought valiantly, and
- the people -- from the noble to commoner -- rallied behind their king.
- But alas, they were no match for the vile Rancit and his henchmen, and
- Syree fell.
- Evil times then befell the kingdom. The neighbouring lands could
- offer no help. Rancit's hand was oppressive and choked the people;
- their spirit had been beaten out of them. Even the soil and beasts of
- the land relied under the rule of Rancit, refusing to yield their
- fruit. The hope of the people seemed lost.
- Many moons passed, and the time came when the people could
- remember no other king than Rancit. The proud, royal lineage of Emara
- had been forgotten ... but not completely. Deep in the darkest forest
- of Syree, a prophet of the ancient kings called forth the powers and
- made a startling announcement: "Emara lives!"
- A great search began, but the people were careful not to let
- Rancit discover their desperate quest. But Rancit had ears everywhere,
- and he set out to discover who then new king was and destroy him so the
- people would have no leader. But Rancit failed, and the new king, who
- was but a child, deposed him with the thrust of Rancit's own sword.
- Telbor was crowned King of Syree, and the people celebrated their
- release from the yoke of Rancit's reign. Thirty years passed, and the
- damage done to the kingdom had been healed. The people were happy
- again, and their king ruled over them with kindness and a hand clothed
- in velvet.
- Suddenly, though, when the last of Rancit's harm had been done
- away with, a terrible sound emanated from the hills. War drums! Fear
- swept across the kingdom, for the people remembered the reign of
- Rancit, and Syree stood ready. But no attack came. Only the drums
- persisted. And they grew louder with each passing day. Then the skies
- began to darken. Those who practiced the magic arts began to feel an
- oppressive air hanging over the kingdom. Then the monsters came. They
- roamed the lands searching for helpless travellers to attack. Now
- countryside travel was a risk. The people began to stay within their
- respective towns and villages.
- The court wise men soon discovered that the evil was not the work
- of some warmonger seeking to overthrow the kingdom, but rather the work
- of a powerful, malevolent wizard. The approaching storm marked his
- growing power. Secretly, this wizard worked his evil magic, growing in
- power every day. What his intentions were were obvious: the conquest
- of Syree. But who he was was still a mystery. And the King knew that
- as timed passed, soon the wizard would be too powerful to defeat.
- A call went out across the realm for the Great Heros of the
- Kingdom. Many answered their king, but none had ever returned from
- The Kingdom of Syree
-
-
- their quest. Soon, no on else came to offer his services to King
- Syree. The people knew that to do so would bring an uncertain, but
- definite end.
- The skies grow darker. Evil now runs openly. Who will find this
- wizard and put an end to his terrible evil. Who is able to?
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2
- The Kingdom of Syree
-
-
- The Kingdom of Syree series
-
-
- The Lost King of Syree
-
- The Sword of Syree
-
- A Queen for Syree
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- The Kingdom of Syree
-
-
- LOADING THE GAME
-
- The Kingdom of Syree requires an IBM or 100% compatible computer
- with an EGA (Screen 7) capable monitor. An Ad-Lib card for the musical
- score is optional.
- To load the game, simply type "TKOS" at the DOS prompt. If you
- have an Ad-Lib card, enter "SYREE" at the DOS prompt. The batch file
- will automatically load the SOUND.COM program. IMPORTANT: You must not
- have previously loaded the sound driver into memory, as a special sound
- buffer must be installed, and that can not be done if SOUND.COM has
- already been loaded. If you have previously installed the Ad-Lib sound
- driver, you must de-install it or reboot your computer, otherwise you
- will get a cut-off version of the music as the standard sound driver
- buffer is not large enough to hold the musical score.
- IMPORTANT: If you have created a character with the music option
- on, then you must start the game with the music option every time you
- use that character unless you turn off the music with command "M" from
- within the game and then Quit and Save. The music option will still be
- on, but you will not need to have the program load the SOUND.COM
- program unless you actually intend to use the music.
- Also note that the program will create and delete several
- temporary files during game play, so you shall need to have an
- additional 4200 bytes of disk space available for this purpose. All
- temporary files are deleted as soon as they are used.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- The Kingdom of Syree
-
-
- THE COMMANDS
-
- A) Attack - Engage thy foe with the weapon thou hast readied. Must be
- followed by the direction of thy foe (except in dungeons).
-
- B) Board - Board frigate, mount horse, etc.
-
- C) Cast - Cast a magic spell. Followed by the name of the spell that
- thou wishes to cast. Note: Some spells require a certain number of
- Magic Points to work.
-
- E) Enter - Enter towne, castle, village, dungeon, etc.
-
- F) Fire cannon - Fire a ship's cannon (once thou hast boarded) in an
- attempt to destroy thy foe. Followed by a direction.
-
- G) Get - Get a chest of gold.
-
- I) Inform position - Identifies what thou art walking upon/through.
- Also names places such as towns and castles without having to enter
- them.
-
- J) Jimmy lock - Unlocks a sealed door in the direction that thou dost
- specify with a special key. One use per key.
-
- K) Klimb - Climb ladder up or down, depending upon which way the ladder
- extends.
-
- L) Locate position - If thou can find a sextant, thou can find thy X
- and Y coordinates with this command.
-
- M) Music toggle - Toggles music on or off.
-
- O) Open - Opens the door in the direction indicated.
-
- Q) Quit & save - Saves current game status to current drive and path.
- Thou may continue or power down thy computer. Note: Can only be used
- on the surface of Sheol.
-
- R) Ready weapon - Equip thyself with the weapon of thy choice that thou
- dost carry for use in combat.
-
- S) Search - Search thy exact location for objects that thou dost
- specify.
-
- T) Transact - Talk with the various townspeople.
-
- U) Use - Use objects found within the dungeons of Sheol.
-
- W) Wear armour - Outfit thyself with the armour of thy choice (if
- owned) for defense in combat.
-
-
-
-
-
- 5
- The Kingdom of Syree
-
-
- X) X-it - Disembark frigate, dismount horse, leave dungeon, etc.
-
- Z) Ztatus - Gives the current status of thy player.
-
- Thy space bar shall pass a turn.
-
- MOVEMENT COMMANDS
-
- <Return> - North
- "/" - South
- "'" - East
- ";" - West
-
- The cursor keys on an extended keyboard will also move thy
- character in the indicated directions.
-
- If at any time during main game play thou dost wish to leave
- the land of Sheol, thou hast but to press thy <Escape> key, and thou
- shalt be transported.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- The Kingdom of Syree
-
-
- THE PEOPLE OF SYREE
-
- There are many townes and villages which dot the lands of Sheol.
- Within each, thou shalt find a variety of people and businesses.
- Merchants run the shops, while wizards and clerics are schooled in the
- magical arts.
- As thou dost travel, thou shalt find the character of each towne
- and village different. Shop around. Thou shalt find bargains for one
- commodity in the same towne as gouging prices for another. 'Tis the
- wise who will know where the cheapest items can be found. Food is
- usually less expensive in villages where it is grown, while armour and
- weapons can be had at a fairer price in townes -- mostly! Each inn
- offers rest for the weary to regain precious hit points, but at a
- price. Note that an expensive hotel is not necessarily better than a
- cheap village abode.
- As thou dost travel, talk with each of the townesfolk. Valuable
- information can be gathered this way, for Syree holds many secrets.
- Some people may just say hello, while others may make a useful comment.
- Still others will engage with thee in a whole conversation. Thou shalt
- know of this event by the ">" character that thou shalt see.
- In a conversation, thou may ask the two following questions: NAME
- and JOB. From this and from the initial description or comment that
- thou shalt receive, thou may determine what else to ask him or her
- DIRECTLY from what they say or thou sees.
- Example: If thou dost see a man carrying a flaming sword and his
- job is to hunt Orcs, thou may wish to ask him about "FLAMING", "SWORD",
- or "ORCS". Even the most inconspicuous words can lead to other clues.
- And be sure to answer questions when asked. Be friendly. If thou needs
- to review the initial description of the person that thou art speaking
- with or hear again his opening comment, enter the word "LOOK".
- When thou art finished with a conversation, the accepted means of
- ending it is to say "BYE".
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 7
- The Kingdom of Syree
-
-
- MERCANTILE
-
- There is a thriving merchant class in Syree as thou hast just
- noted. Each shop is fully stocked and offers their wares for various
- prices. The shops which thou can find in Sheol are as follows:
-
- WEAPONS:
-
- Here, thou may buy and sell weapons forged from the finest ovens.
- Not every shop offers every weapon, though. Depending on the skill of
- the forger, thou mayest find daggers to swords to even the deadly bows
- and crossbows. The better the weapon, however, the more costly it is
- to purchase.
-
- ARMOURY:
-
- Only a fool would wander the dangerous lands without something to
- protect his fragile skin, so the armoury is a busy place indeed. Old
- armour can be sold for new, though most would not consider the buyback
- price generous.
-
- PUB:
-
- There is nothing like a fine drink from the local pub to
- revitalize thy energies. Or so most believe. Actually, a strong drink
- does terrible things to thy hit points, but pubs also offer the latest
- gossip. A few gold pieces slipped to the publican has been known to
- loosen a tounge or two, and who knows, thou may learn a thing or two.
- Remember, though, that drunkenness is prohibited in the lands of Sheol.
-
- GROCERY:
-
- Food for the traveller can be bought here, though most would not
- consider the food gourmet. But it doesn't spoil on long trips, and
- starvation is such a terrible thing to behold.
-
- HEALER:
-
- Some places offer healing, but at a price. But since these
- artisans of the touch can feel thy suffering in their own souls, it is
- not such an expensive deal. There is one healer, it is rumoured, who
- will heal the destitute as well as the wealthy, expecting no payment
- except a gratious thank you.
-
- INN:
-
- There are many inns to rest thy weary bones and regain lost hit
- points, but the character of each is different. Spend thy gold wisely.
-
- GUILD SHOPS:
-
-
-
-
-
-
- 8
- The Kingdom of Syree
-
-
- Items invaluable for those who seek adventure, these shops have
- been driven out of the land, for they are used by thieves and
- highwaymen. If thou does look out, thou may find one or two. Guild
- items are expensive, however, so be prepared to pay a stiff price.
-
- BOAT MERCHANT:
-
- If thou wishes to travel upon the seas of Syree, then thou art in
- need of a boat, which the salts of Sheol are more than willing to
- provide for thee, for a price.
- Thou may either rent a boat, or (if thy purse is heavy indeed) buy
- one of these fine ships. They are guarenteed to withstand even the
- strongest storm.
- If thou dost wish to only rent a frigate, the crew will happily
- take thee to anywhere thou wishes to travel. They will let thee off
- when thou chooses to disembark and return to their home port.
- Remember, though, that renting a boat is a one way trip. Do not get
- off the boat unless thou art sure that thou hast a way to get back
- home! If thou gets off thy rented ship on a deserted island, then thou
- art marooned the rest of thy days. Also, some out of the way townes
- and villages have been known not to have sea merchants of their own to
- get travellers back, so navigate carefully.
- Oh, yes, and watch out for seamonsters.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 9
- The Kingdom of Syree
-
-
- TRANSPORTATION
-
- Getting around Syree is a tedious task, since the modes of
- transportation are either by foot, horse, or boat. Be sure to pack
- plenty of food if thou dost travel far.
-
- Syree is marked by 5 types of terrain, which are as follows:
-
- GRASS: Makes for good eating if thou art equinine. Otherwise, it
- is known only for its easy travel and clear view.
-
- BRUSH: The tinder makes good kindling, and usually bounds the deep
- forests of Syree.
-
- TREES: Strong, sturdy trees are the favorite of the dwellers of
- Yew, by thy vision is reduced to the area immediately surrounding thee.
-
- WATER: Swimming is not a known sport in Syree, especially since
- the seamonsters began to appear. Water travel is therefore restricted
- to boat.
-
- MOUNTAINS: Like swimming, mountainclimbing is not an enjoyed
- sport, so mountain travel is closed to the normal traveller.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 10
- The Kingdom of Syree
-
-
- WEAPONS OF THE REALM
-
- HANDS: What thou hast left if thou loses all else. While thee may
- have success with some of the lesser monsters, it is best if thou dost
- re-equip thyself as quickly as possible.
-
- DAGGER: Ten inches of shimmering death, this handy but cheap
- little item is a favourite for those down on their luck.
-
- SLING: This is only slightly better than a dagger, capable of
- knocking down fairly weak creatures, but thou shalt need a plethora of
- hits to kill, say, a Balron.
-
- MACE: Here is a weapon that can do some damage. A knodded steel
- ball is at the end of this stick and chain, and with it thou can fend
- off even an armoured troll.
-
- AXE: Double-edged, good for chopping down trees and enemies, this
- weapon can do no wrong.
-
- SWORD: A knight's weapon; four feet of wicked blue steel. This is
- the beginning of the aristocrats weaponry. However, no aristocrat
- would know how to wield this weapon capable of taking down any enemy
- with but a few blows.
-
- BOW: If thy aim is good, this will stick an arrow deep into the
- heart of thy foe, bringing him down at thy feet.
-
- GREATSWORD: Ah, a true fighter's weapon, thou couldst really wage
- war with this sword. Finely crafted and engraved on both sides. The
- cost, naturally, is sizeable.
-
- CROSSBOW: The ultimate weapon, this can bring down even a
- seamonster with but one shot. Beautifully made from the finest yew,
- thou couldst be proud of this weapon.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 11
- The Kingdom of Syree
-
-
- ARMOURY
-
- SKIN: The natural defense of the body, it does not do as well
- against a sword as it does against the germ.
-
- CLOTH: The poor man's armour. It may defend against a slice or
- two, being triple thick, but for the real adventurer, one of the
- following is a must.
-
- LEATHER: Made from the tough hide of an Orc, this will offer
- decent protection against man-made weaponry.
-
- CHAIN: Each link is individually fastened to keep that dagger from
- between thy ribs. Bring a heavy purse if thou wishes to purchase this.
-
- PLATE: Taylor-made to thy exacting measurements, this is no
- pauper's armour. It has been known to survive the breath of a dragon.
- But be prepared to pay for such protection.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 12
- The Kingdom of Syree
-
-
- MAGICAL ARTS
-
- For those who are able to see beyond what their eyes perceive and
- touch what is beyond their reach, a whole new world is opened up to
- them.
- It takes very little to become magically attuned. Even the most
- stupid drudge is able to conjure up the odd candlelight...if he knows
- the proper spell. Each spell is cast by its name, so if thou dost know
- the name of the spell, thou mayest cast it. Such knowledge can be
- found amoungst those who are willing to share their craft with others.
- Also required for most spells to work is a certain number of Magic
- Points. If thou dost not have enough of these magic points, casting a
- spell will cause thee to forfeit what thou dost have. Attempting to
- cast nonexistant spells also will cause thee to lose thy magic points.
- The number of magic points thou has is dependent upon a certain
- attribute, however this writer, not being magically attuned himself,
- can not fathom what it is. The secret lies in the recesses of Syree,
- I'm told though.
- For those who discover the ways of magic, healing, travel, and
- offensive capabilities are at thy beck and call. It would be wise if
- thou dost seek this power out, for thou art bent on challenging a
- wizard.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 13
- The Kingdom of Syree
-
-
- DUNGEON ETIQUETTE
-
- Deep underground lies a vast network of caves and caverns. Here,
- the most evil of creatures, both man and beast, make their home. If
- thou dost travel into the dungeons of Sheol, have thy best weapon in
- hand, for the dangers are great, but so are the rewards.
- As thou dost travel, the movements commands also determine what
- direction thou art facing. Thou must now face the direction thou
- wishes to travel in before thou can move that way. Also, thou mayest
- only attack in the direction that thou faces, so if a foe is behind
- thee, thou must turn around before thou couldst defend thyself.
- Deep within the dungeons are chests full of gold, and fountains
- which, some say, can revitalize thee with but a single sip of their
- refreshing waters. Map thy progress well, for many a traveller has
- never been heard from again once they disappear into the dark caves of
- Syree.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 14
- The Kingdom of Syree
-
-
- INHABITANTS AND CREATURES OF SYREE
-
- CLERIC: Peaceful inhabitants of Yew, they dabble in the magical
- arts enough to warrant further investigation. However, not all are
- good or wise.
-
- GUARD: Big, buff, and not too bright, they keep order in townes
- and castles. Completely honest, some have been known to dabble in
- magic to increase their agility.
-
- JESTER: More of a pest that an entertainer, their antics keep the
- kings happy. They also can be found annoying townesfolk occasionally.
-
- KING: Telbor rules Syree, and Dakar and Cirry are King and Queen
- of Garrett. They live in the castles -- Syree by Great Syree Bay and
- Garrett in the Willmon forest by the Neralli Mountain Range.
-
- MERCHANT: The backbone of Syree, they operate the shops from which
- you will buy your food, weapons, and whatever else you will need to
- complete thy task. Some are more frugal than others, so you may need
- to shop around to find the best deal.
-
- THIEF: These dregs of society now live as highwaymen, attacking
- innocent travellers and taking their gold. Of course, dead men tell no
- tales, so they make sure that their victims shall tell none either.
- Those in townes and such are good and kind, their reputations having
- been tainted by those who live on the outside
-
- WIZARD: Not all who practice magic use it for good. There are
- those who use their powers for evil, and will cast their spells
- against thee as well as attack with their heavy staffs.
-
- BALRON: The most fearful of all the evil creatures conjured up by
- the wizard, these marshals of hate can fly and, some say, pass through
- dungeon walls, pursuing thee to thy death. Greatly difficult to kill,
- these beats cast devastating magical spells at thee while far beyond
- the reach of thy sword. 'Tis best to quickly move in to attack, for
- they will follow thee until the end of time.
-
- DEVIL: Cousins to the Balron, they carry their pitchfork in hand
- and use it to skewer their victims. A most fearsome foe.
-
- ORC: These evil creatures breed like rabbits ... if only they were
- as docile. They roam the countryside on the lookout for whom they can
- overpower, which is basically anyone.
-
- SEAMONSTER: The aquatic cousin of the dragon, and equally as
- powerful. There hasn't been a sighting of one for some time, but they
- have been known to come out when the Balrons begin to show.
-
- SKELETON: The animated bones of long-dead monsters, these evil
-
-
-
-
-
- 15
- The Kingdom of Syree
-
-
- creatures have come back to finish what they started.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 16
-