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- T H E K I N G D O M O F S Y R E E
-
- I I I
-
- T H E D E P T H S O F H E L L
-
-
- based on the novels by Lord Steven
-
-
- Copyright 1998 Everlasting Software
-
-
- Our gratitude goes out to Lord Steven for allowing us to re-
- create his world.
-
-
- A VISITOR'S GUIDE TO SYREE
-
-
- History
-
- by Lord Steven, Earl of Backwater
-
- WELCOME, TRAVELLER, TO Syree! 'Tis a kingdom full of
- courage, of chivalry, and of honour!
-
- Ah, but 'tis also one full of history. The peaceful
- kingdom which thou dost see before thee wast not always this
- way. The fields are stained with the blood of valiant men
- and women who gave their lives to purge the land of tyrants,
- evil souls, and wicked sins.
-
- Syree, like its sister kingdoms which also inhabit the
- land of Sheol -- Garrett and Zoar -- is a magnet for those
- who wouldst crave unrighteous power. It wasn't until King
- Emara took the throne that the land finally knew a lasting
- peace, freed from the petty wars of neighbouring kingdoms
- which sought to expand their domain.
-
- Over time, conflicts didst come again to Syree, but the
- kingdom stood tall and proud, unconquerable by the minions
- of evil.
-
- One day, though, a terrible war raged across the land.
- The people rallied behind their banner, ready again to
- defend king and country. The battles were fierce, and many
- fell. The dark prince was strong. Stronger than any foe
- who had come before him. Then suddenly, the unthinkable
- happened . . . Syree fell.
-
- Rancit now sat upon the throne as king. Strong wast
- his hand, and evil. He ruled with a hammer and vice, and
- the people groaned under him.
-
- Hope, though, never waned. For prophecy foretold that
- the line of Emara did not die in that fateful day, but lived
- on! And that if the true and rightful king could be found,
- he wouldst dispatch the evil tyrant who stole the kingdom
- and oppressed the land.
-
- Quietly, the search began. Ever careful were the
- people, for Rancit had ears everywhere. Long was the quest,
- and treacherous indeed. But the king wast eventually found.
- And he, who wast but a child himself, dispatched Rancit with
- a thrust of the tyrant's own sword.
-
- Telbor now sat on the throne of his forefathers.
- Relieved from the oppression of the wicked king, the land
- again blossomed under righteous rule.
-
- But evil continues to live on in the world we occupy.
- Twice now, since Telbor assumed the throne, hast dark forces
- attempted to come to Syree.
-
- The first such manifestation wast of an Evil Wizard who
- assumed control of the kingdom of Garrett. The tale of his
- rise to power and his eventual destruction is chronicled in
- The Kingdom of Syree I.
-
- Not long after the Evil Wizard's defeat did a new
- threat come to the land. This time, the Keeper of the Power
- did die, and it was up to the forces of Good to find the new
- Keeper before Evil could. The heroic struggle of the
- people, and Telbor's Lord Champion who eventually found the
- child, is told in The Kingdom of Syree II: Black Magic.
-
- Today, the new Keeper is established, and all is
- peaceful. Syree continues to be ruled by the good King
- Telbor, whilst Zoar enjoys the guiding hand of Ashad and his
- queen Mirlan. The once proud kingdom of Garrett, sadly, is
- still without a king and continues to suffer. Perhaps one
- day someone shalt rise up to claim the throne of Dakar.
- Until then, Garrett remains uneasy, caught in the middle of
- a fractional war between three lords who claim right of
- ascension.
-
- For now, though, countryside travel is safe. Enjoy thy
- visit to the land of Sheol and the kingdom of Syree.
- Adventure doth await!
-
-
- L O A D I N G T H Y G A M E
-
- The Kingdom of Syree III: The Depths of Hell requires
- an IBM or 100% compatible computer. 386 speed is required,
- though 486 or better is recommended. A VGA monitor and DOS
- version 5.0 or later is also required. SoundBlaster support
- is available and is highly recommended.
-
- At first, you will need to run the install program.
- Simply copy the install program and files to the directory
- you wish to install Syree 3 in, and the program will install
- itself.
-
- Once installed, type SYREE3 to start the game.
-
- When the game starts, the menu choices are as follows:
-
- G - Game Registration (Register your copy of The Kingdom of
- Syree III: The Depths of Hell.)
-
- R - Return to the View (Go back to your view of Hell.)
-
- C - Call Forth thy Character (Begin a new game.)
-
- J - Journey Onward (Continue from last saved position.)
-
- E - Exit program
-
- P - Play Music (Listen to different songs in the Syree III
- package. Registered version only. Must have installed
- the SoundBlaster Effects Accessory Pack for this
- command to be available)
-
-
- T H E C O M M A N D S
-
- A - Attack thy foe with thy readied weapon in thy indicated
- direction.
-
- B - Board a ship, mount thy horse.
-
- C - Cast a spell. Thou must know the name of the spell to
- cast as well as have the magic points necessary to cast
- it. Some spells may also require certain objects to be
- in thine possession before working.
-
- E - Enter a towne, village, dungeon, castle, etc.
-
- F - Fire thy ship's cannon.
-
- G - Get a visible object.
-
- I - Ignite a torch.
-
- J - Jimmy lock. Must have a special key.
-
- K - Klimb a ladder, staircase, etc. May be used for
- climbing or descending.
-
- L - Look at an object and identify it.
-
- M - Music toggle. Toggle thy SoundBlaster music and effects
- on or off. Must have installed the SoundBlaster
- Effects Accessory Pack for this command to be
- available.
-
- O - Open a door.
-
- Q - Quit and Save. Saves thy journey to disk.
-
- R - Ready a weapon. Must be in thy inventory.
-
- S - Search in the specified direction for anything not
- immediately visible.
-
- T - Transact with people, merchants, etc.
-
- U - Use an object in thy inventory.
-
- W - Wear some armour, chosen from thy inventory.
-
- X - eXit dungeon, disembark ship, dismount horse, etc.
-
- Z - Ztatus. Shows a list of thy attributes and inventory.
-
- <Cntl-E> - Exit to DOS. Dost not automatically save thy
- progress. Thou must use command _Q_ for that.
-
- <Cntl-H> - Hints toggle. Toggles colour-highlighted
- conversation hints on or off. Registered version only.
-
- <Cntl-S> - Sound toggle. Toggles PC sound on or off.
-
-
- T H E L A N D S O F
- S H E O L
-
-
- Sheol comprises three distinct land masses. Syree to
- the north, Garrett to the southwest, and Zoar to the
- southeast. Beyond Sheol are vast oceans which stretch forth
- for months of sailing. So people born in Sheol generally
- remain all their days.
-
- Syree is the largest land mass. Her castle sits on the
- shores of Great Syree Bay and is used as a focal point for
- all travel. North and slightly west of Castle Syree is the
- towne of Phanteo Eifcon which houses one of the largest
- libraries in the kingdom. Northeast of the castle is Barren
- Sheol, perhaps the oldest city in the land. Certainly its
- design and architecture speaks of a towne which was crafted
- rather than one which just happened. West of Syree, past
- the mountains, lies the mystical city of Lost. Here, one
- may find the wisdom of the wizards. A towne which prides
- itself on its knowledge of the arts.
-
- Syree's sister kingdom is Garrett. Though she has
- known much sorrow, the land still holds her regal beauty.
- The ruins of castle Garrett can be found on the west side of
- the Neralli Mountain Range. West and just north of the
- castle, lying near the shores of Garrett, is the towne of
- Dixon's Landing. Founded by Bellal Dixon, this towne was
- built up from a small shipping port-o-call to one of the
- main import/export destinations in the entire kingdom.
- Proceeding southeast from the castle, weaving thy way
- through the mountains, one can find the hallowed towne of
- Yew. Here, they devote their lives to serving God and their
- fellow man. All visitors to Sheol are encouraged to visit
- this special place. Directly east of Garrett, resting on
- the eastern shores of the land, is the port city of Marie.
- Bustling with activity, it is a favourite stopover for those
- heading between Zoar and Syree.
-
- Zoar is a kingdom founded on gallantry. Virtually
- everyone will tell you that they are descended from some
- prestigious line or another, and in many cases they are not
- exaggerating. Castle Zoar, built from fine marble,
- overlooks the eastern shore of Zoar Lake. West of Zoar is
- the towne of Cirry. Formerly called Tarenn, it was renamed
- in the honour of one of its citizens who married the king of
- Garrett and then fell when the Evil Wizard conquered the
- kingdom. Northeast of Zoar, at the end of the peninsula,
- lies Allanah. Built up from a small village, it still
- retains its close-knit charm.
-
- Scattered throughout the three kingdoms, thou shalt
- find several villages and even a hut or two where some
- families have decided to settle on their own. And, of
- course, there are the dungeons. It seems we shalt never be
- rid of those hellholes. Found in the mountain ranges, few
- people dare to brave their depths. Fewer still return.
-
-
- M E R C A N T I L E
-
- Sheol survives and thrives on the economy generated by
- its mercantile class. Whether it is a humble farmer hoping
- to sell enough of his crop to survive the winter, or a
- powerful lord who oversees the vast expanse of his lands,
- everyone depends on the merchant for the movement of goods.
-
- There are many different merchant and guild classes in
- Sheol. Depending on how prosperous a particular towne or
- village is, thou mayest find several tradesmen dealing their
- wares within the city limits or merely a single foodstand
- from which a simple farmer eeks out a meagre living. The
- wise traveller shalt compare prices between the different
- locals, for one shopkeep mayest offer a true bargain on one
- item whist charging extortion rates on another. Stock up
- when thou art able, for who knows when the need may arise
- for a stout weapon or extra rations and thou art found
- wanting.
-
- ADVENTURER'S GUILD - Thieves Guild is a more apt
- description. But they certainly do stock some of the best
- supplies for those who prefer to wander off the normal paths
- of civilisation. From torches to light thy way in the dark
- dungeons to skeleton keys which open inconveniently locked
- doors, these hard-to-find shopkeeps are an invaluable
- resource, even if somewhat overpriced. But then, what didst
- thou expect? Thou art dealing with thieves!
-
- ARMOURY - A fine blade in thy hand is well come, but
- surely thine enemy hast had the foresight to arm himself as
- well. Alas, if only thou didst have something to protect
- thy fragile skin. Fortunately, this need is goodly served
- by thy local armoury. From simple cloth armour to the
- aristocratic plate, these artisans of the forge shalt custom
- tailor a suit to thy exacting needs. Be prepared to pay a
- hefty sum, though, for such skill dost not come cheap. Like
- thy weapon, used armour can be sold back, but thou shalt
- find the buy-back price to be less than generous.
-
- FOOD MERCHANT - Grown mostly in the villages, every
- population centre boasts of at least one mercantile from
- which thou mayest procure rations for thy travels. Sold in
- packs, it sometimes seems that an abacus would be an
- essential tool to discover whom is offering the best deal.
- But the effort is worth it, for, next to thy weapon and
- armour, food shalt be thy largest expense.
-
- HEALING GUILD - Countryside travel, even in these
- peaceful days, is fraught with hazards. And woe to him who
- strays off the beaten path. For those to whom fortune hast
- not been kind, thy broken and beaten body can find
- restoration from these kindly souls who run the local
- healing guilds. From the curing of poison to the wholesale
- healing of thy person, thy needs shalt surely be met here.
- Thou mayest even stock up on restoratives which thou mayest
- carry along with thee during thy travels. Who knows when
- the need for an elixir for poison or salve for festering
- wounds shalt arise? Probably when thou art far from help.
-
- HORSE AND TACK - Vast are the continents, and days
- shalt thou spend travelling across their breadth. But if
- thou dost obtain an equine companion, thou shalt surely
- never be want for company, and thou shalt shorten thy travel
- time as well. Their only drawback is that they can not
- enter population centres or dungeons, and, like frigates,
- thou art allowed only one at a time. These strict laws are
- a holdover from the days of Rancit when supplies were
- scarce. The times are indeed better, but the law still
- stands.
-
- INNKEEPER - If thou dost find thy journeyings to be
- wearing on thy mind and body, perhaps a comfortable night's
- stay at one of Sheol's fine inns shalt revitalise thee.
- Townes boast the most opulent of lodgings, though some
- prefer the quaintness which can be found at a humble village
- inn. Price, of course, varies as well, depending on thy
- choice of location as well as what is available.
-
- PUBLICAN - Ah, the local pub. What towne wouldst be
- complete without one? Here is where the citizenry gather to
- indulge in each other's company over a cold draught, sharing
- stories of gallantry, adventure, gossip, and perhaps a tall
- tale or two. The flavour of each pub is different in every
- locale as well as how much alcohol one wouldst find in their
- ale, so thou mayest wish to indulge carefully. Remember,
- though, that drunkenness is prohibited in the three
- kingdoms.
-
- SHIPMASTER GUILD - With the strong currents of the
- oceans of Sheol, a stout ship is required for sea travel.
- From the local shipwright, thou mayest rent a boat for a one
- way journey or, if thou dost indeed carry a large purse,
- become master of thy own vessel. If renting, be sure to
- disembark only if thou art sure of obtaining a way back.
- Thy hired hands shalt only take thee one way and have no
- qualms about leaving thee stranded for the rest of thy days
- if thou dost choose to step off thy ship on a deserted
- island. Be warned! Even some populated islands have no
- shipwright of their own to speak of. Travel carefully. Be
- advised that current law allows only a single ship per
- owner. If thou dost already own a frigate, buying another
- shalt cause thee to forfeit the original.
-
- WEAPONS GUILD - Although more peaceful than in times
- past, only the most foolhardy wouldst travel the countryside
- without a stout weapon at his side. Crafted from the hot
- irons, it takes years of training to master the craft of the
- weaponsmith. As such, thou should be expected to pay a
- premium for his services. Weapons merchants are more common
- in the large cities than in villages, but sometimes a
- bargain can be found in the most uncommon of places. Used
- weapons can be sold back for scrap, though profit is rarely
- made this way.
-
-
- T H E P E O P L E O F S H E O L
-
- Sheol's beauty is not limited to her landscapes.
- Verily, it is the people who make up this fine land which
- imbue her with her legendary charms. As thou dost travel
- from village to towne to castle, thou must not miss out on
- the opportunity to interact with the various folk whom thou
- shalt come across. Who knows what thou mayest learn?
-
- When conversing, some people shalt simply give thee a
- greeting or a quick remark, whislt others shalt gladly
- engage thee in a whole conversation. To those outgoing
- folk, it is accepted custom in Sheol that when thou dost
- greet someone, thou shouldst inquire of his NAME and JOB.
- It is a wonderful icebreaker, and from their reply, as well
- as what thou dost obtain from the initial contact, thou
- mayest determine what else thou shouldst inquire of directly
- from what they say or thou dost see. For example, if thou
- dost come across a knight who is carrying a flashing sword
- and is hunting orcs, thou mayest wish to ask about FLASHING,
- SWORD, or ORCS. Inquiries are always single words expect
- for proper nouns. Thus, thou wouldst ask about the towne of
- PHANTEO EIFCON and not simply PHANTEO or EIFCON.
- Punctuation, of course, is always removed.
-
- If thou art asked a question, a response is the
- courteous thing to give. Thou shalt know if such is
- required of thee by the prompt YOU ANSWER.
-
- If thou dost wish again to see the initial description
- of the person with whom thou art conversing, or wish to hear
- his opening greeting again, simply say LOOK.
-
- To end a conversation, say GOOD BYE or just BYE.
-
- There are many different trades and classes in Sheol,
- and here we have broken them up for you for ease of
- reference. The classes are as follows:
-
- ARCHER - Known by their lincoln green attire, archers
- are fearsome warriors, their longbow being an accurate and
- deadly weapon. But their hearts are not all bent toward the
- field of battle. Archers make some of the best known bards
- in the land, their tales delighting young and old alike.
-
- CLERIC - Those who has dedicated themselves to purity
- and to God, clerics make their home in the wooded towne of
- Yew. Schooled in the mystic arts, these holy folk will
- refresh thy spirit as well as thy body. One is never the
- same after talking with a cleric.
-
- FARMER - One of the main economies of Sheol is farming.
- Though looked down upon by those of better means, a farmer
- is a humble, hardworking fellow. Residing in villages and
- travelling to the townes to sell their goods, farmers are
- often up on local gossip and news.
-
- GUARD - Big, buff, and sometimes not too bright, the
- guards keep order in the townes and castles. Don't let
- their stoic expressions fool thee, though. They are quick
- with the sword and very brave.
-
- JESTER - More of a pest than an entertainer, they are
- allowed to continue their harassment because the kings seem
- to like them. Though we still don't know why.
-
- KING AND QUEEN - The rulers of the various kingdoms.
- Telbor in Syree, and Ashad and Merlan in Zoar. Wise and
- kind, they are generally much beloved by their people.
-
- KNIGHT - These noble men and women form the backbone of
- kingdom defence. Ah, what tales of gallantry thou couldst
- hear from a knight, each one more daring than before and
- each no less true. Thou shalt surely learn of courage when
- thou dost sup with a knight.
-
- MERCHANTS - They run the shops and are the mainstay of
- the
- economy. Merchants are always dealing with different types
- of people. As such, they tend to hear a lot. For local
- information, a merchant is a goodly source.
-
- PALADIN - The elite of the knights, a paladin is the
- epitome of courage.
-
- SCOUT - Much like a traveller, scouts get around a lot,
- though they tend to wander off the beaten path a little more
- often.
-
- TRAVELLER - Like thyself, one who travels the
- countryside, indulging in the different peoples of the land.
- Verily, who knows what tales of adventure one couldst hear
- from a traveller. Travellers are very welcome in the local
- communities, for they oft bring news from far away lands.
-
- WIZARD - The lost city is where these mighty men of
- magic live. Full of wisdom and powerful in the arcane
- abilities, anyone who is seeking to learn of the world
- beyond our own is encouraged to talk to a wizard.
-
-
- T H A U M A T U R G Y
-
- There is another realm out there. A realm beyond
- sight, sound, or touch. He who can learn to tap this realm
- can, with practice and patience, perform what could only be
- called thaumaturgy - the working of miracles!
-
- Those who have learned this arcane ability jealously
- guard their secret. Battles have been won or lost on the
- basis of who knew what spell. What we do know is that all
- magic in the land is held and channelled through the Keeper.
- All have access to this power _ woe be to mankind should the
- Keeper be evil! In order to cast a spell, thou must know
- the name of the spell and possess the necessary magic points
- in order to cast it. The current Keeper, as opposed to the
- last, is more elemental in nature, and thus more spells than
- usual require a catalyst to work properly. Wizards, if thou
- art able to get one to share his knowledge with thee, can
- train thee as to which spells require what in order to be
- cast.
-
- As the new Keeper hast only been recently established,
- the magical world is still in flux. Many of the spells
- which once formed a wizard's basic magical foundation no
- longer work. The search is still on for new spells to fill
- the gaps.
-
- As of today, the following are the only known spells
- which continue to work from the days of the former Keeper:
-
- BLEPO (15 magic points) - Reveal invisible Obes. A
- rather useless spell as there are no Obes about these days.
-
- EIDO (15 magic points) - See without shadow. Only
- works on the surface of Sheol. Good for seeing around
- mountains, through forests, etc.
-
- HAELAN (60 magic points) - A somewhat weak healing
- spell.
-
- NUFOL (5 magic points) - Extinguish a torch. This
- spell is basically a parlour trick. Of no real serious
- value.
-
- SHALAB THANATOS (55 magic points) - Offensive spell.
- Strikes thy foe from a distance. Effect is in proportion to
- the amount of wisdom thou dost possess.
-
- TEAWH GARRETT (0 magic points) - Transport to Garrett.
- Thou must be standing directly south of Castle Syree for
- this spell to work.
-
- TEAWH SYREE (0 magic points) - Transport to Syree.
- Thou must be standing directly south of Castle Garrett for
- this spell to work.
-
-
-
- T H E D U N G E O N D A R K
-
- Gone are the days when evil openly stalked our land.
- But alas, still are we not free from their dark presence.
- The dungeons, dark hellholes which pocket the three
- kingdoms, continue to serve as home for the most foul of
- creatures, both man and beast.
-
- Located in the mountains, the dungeons are also said to
- house the greatest treasures for those willing to brave the
- deep. Verily, there are those who have made fortunes
- harvesting the bounty which the dungeons can provide.
- However, it should be noted that the dead have very little
- use for money.
-
- From those who have braved the dungeon deep, it has
- been learned that the lower levels contain a king's ransom
- in treasure, fountains which can heal with but a sip of
- their magical waters, and creatures so foul that Hell
- itself hath rejected them out of fear of their power. Is
- thy soul worth untold wealth?
-
-
- A B E S T I A L I T Y
-
- Whilst we wouldst hope that thy journeyings would only
- be pleasant, we must acknowledge that adventuring dost carry
- its hazards for those who wouldst travel off the normal
- highways. We thus provide this bestiality shouldst thou
- encounter those who woudlst bid thee harm. May the
- information provided give thee the upper hand.
-
- RAT - About three feet long, this nocturnal beast hast
- sharp claws and a powerful bite. Fortunately, its hide is
- not thick, and a stout weapon and goodly armour shouldst be
- enough to dispatch this pest whilst protecting thy fragile
- skin.
-
- SNAKE - Land-bound cousin of the Sea Serpent, the snake
- is fortunately not of the venomous type. But it hast a
- strong jaw and coils. The unprepared warrior generally
- finds himself being crushed whilst having his arm bitten
- off. Do not underestimate the snake.
-
- SPIDER - The giant spider is a frightening apparition
- to behold in the dungeon corridors, especially when there is
- no place to run. A large set of mandibles is perfect for
- capturing its prey, though usually the spider waits for its
- venom to do its work for it instead.
-
- THEIF - Some sell their souls for power, some for
- money. Thieves fall into the latter category. With sharp
- swords and quick reflexes, thou must be careful when
- duelling with a thief, for they can even pick thy pocket
- whilst thou dost dodge one of their blows.
-
- CLERIC - Not all clerics follow the Light of Good.
- These fallen men of the cloth hath sold their souls for
- temporary power. Weaving magical spells and attacking thee
- at a distance with their slings, these clerics are
- determined to take as many as they can to Hell with them.
-
- ORC - Tough hides and large clubs; that is the best
- description of an orc. Thou wouldst be wise to better arm
- thyself before engaging one of these minions.
-
- TROLL - If only these creatures wouldst confine
- themselves to bridges! Trolls are becoming more and more of
- a problem. Stronger and tougher then orcs, their tough skin
- hath been known to break even a greatsword!
-
- SKELETON - Re-animated bones of long dead evil
- creatures, they hath come back to finish what they did not
- complete in life. This, of course, begs the question: How
- dost one kill something which art already dead?
-
- WIZARD - All have access to the Power, including those
- who wouldst dedicate themselves to the Darkness. These
- alchemists cast powerful spells, turning the very ground
- under thee to molten lava or calling forth the most vile of
- creatures to do their bidding. Challenge not a wizard of
- the Dark until thou art well armed and well experienced.
-
- CYCLOPS - These one-eyed giants shalt strike at thee
- with clubs made from the largest trees and boulders the size
- of houses plucked from the ground as one wouldst pick a
- daisy. Cyclops can take a terrible toll on thee before
- falling to thy sword.
-
- SEA SERPENT - Water-dwelling and fire breathing, Sea
- Serpents can destroy thee from a great distance even before
- thou hast had a chance to engage it in combat.
-
- SIREN - Ghostly apparitions who reach into thy body and
- pluck out thy organs, sirens hast also an additional weapon
- in their arsenal: their song. A siren's song will sap thy
- energy if thou art in hearing distance. Thou must hastily
- destroy a siren or get out of its way. It is amazing how
- quickly one can be overcome by this unholy spirit.
-
- DRAGON - Cousin to the serpent, dragons are land bound
- and shalt incinerate thee with their fiery breath. Tough,
- monstrous beasts, dragons have long been a prize kill among
- knights. A prize mainly because there are so few survivors
- of a dragon battle.
-
- PHANTON - These poor, trapped souls have been
- imprisoned by evil to do their bidding. Verily, thou art
- doing them a favour by killing them. `Tis a favour hard to
- render, however, as phantoms are notoriously difficult to
- kill.
-
- DEAMON - Hell hath sent its own soldiers out to do its
- bidding. Deamons, these lieutenants of evil, enjoy
- torturing their victims before finally dispatching them.
- Remember, when tangling with a deamon, thou art truly going
- up against fallen angels.
-
- DEVIL - If deamons art lieutenants, devils are verily
- colonels in Hell's army. With pitchfork in hand, devils
- delight in skewering their victims, dragging them down to a
- fiery end.
-
- BALERON - Terrible, frightening creatures. Many
- legends of horror are born around balerons and the
- destruction and torment they bring. Strongly magical, these
- marshals of hate can fly and pass through walls, chasing
- thee for all time. Their scream alone hath been known to
- frighten men to death all by itself. Beware!
-
- GARGOYLES - Not much is known about the gargoyle, as
- there is not a single record of a survivor of a gargoyle
- encounter. If thou dost come across one, the only sage
- advise which can be given is simply to run. And pray.
-
-
- F R O M T E L B O R , S O V E R E I G N K I N G
- O F S Y R E E
-
- ON BEHALF OF the people of Syree, we welcome thee to
- our land. Thou hast travelled far to visit us, and we hope
- thy stay shalt be an exiting one.
-
- Whilst travelling our land, we urge thee to visit
- Castle Syree. She is the centre of our fine kingdom,
- boasting one of the largest museums of the three kingdoms,
- as well as a chapel which shalt serve thy spiritual needs.
- We also host the only known Altar of Enlightenment from
- which thou mayest seek growth.
-
- Our kingdom also boasts a fine library in the towne of
- Phanteo Eifcon and magnificent architecture in the city of
- Barren Sheol. Of course, one wouldst be remiss if one did
- not visit the island city of Hararita or the magical lost
- city.
-
- Sally forth, traveller! Adventure doth await!
-
-
- A C K N O W L E D G E M E N T S
-
- This tome would not be complete without the expression
- of our thanks to those who helped bring you Syree III:
-
- Syree, Sheol, her inhabitants, peoples, lands, townes,
- etc., are all courtesy of Lord Steven.
-
- Special thanks to those who provided the speaking parts
- which inhabit the game.
-
- King Telbor appears courtesy of Theatricks.
-
- Original music by Mark Klem.
-
- Tile art by Randy Connelie.
-
- The paintings which you can find in Castle Syree and
- the castle of Lord Keef, along with the music which Mark
- Klem did not create, were found on the internet. No names
- were associated with them, and we humbly thank these unknown
- artists as they so well captured the feel which was being
- sought. If you find something which is yours, please do let
- us know so we can announce your splendid work to the world!
-
- Program code Copyright 1998 Everlasting Software
-
-
- B U G R E P O R T S
-
- Every effort has been made to ensure that your
- experience with The Kingdom of Syree III: The Depths of Hell
- is trouble-free. However, no matter how much research and
- playtesting goes into a game, those pesky bugs do find
- interesting places to hide. This is where we need your
- help.
-
- We're offering free registration (or a registration
- refund to those who are already registered) to anyone who is
- the first to come across a new, unavoidable, catastrophic
- bug in Syree III. Just let us know what the problem is
- (where did you find it, what did you do to find it) and send
- us your save-game files (*.sav) and we'll fix the bug, issue
- a new release version, and give you free registration.
-
- (Rules for free registration: You must be the first
- person to report the bug to us. The bug must not have
- already been fixed in a later release. The bug must be
- observable during the course of normal game play - no
- deliberate attempts to crash the game. The bug must be
- unavoidable and catastrophic. Determination of whether any
- reported bug qualifies for free registration shall be solely
- determined by Everlasting Software whose decision shall be
- final.)
-
- To report a bug, you may contact us at our e-mail
- address or via regular mail. See the readme.doc for current
- contact address.
-
-
- Y 2 K C O M P L I A N C E S T A T E M E N T
-
- The Kingdom of Syree III: The Depths of Hell has been
- tested and has been found to be Y2K compliant. This program
- will continue to operate normally after December 31, 1999.
- The system clock is used for the following operations:
-
- . Display of date and time
- . Initialise the random number generator
-