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1992-04-07
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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?
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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.
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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.
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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.
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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".
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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:
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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.
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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.
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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.
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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.
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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.
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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.
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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
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creatures have come back to finish what they started.
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