Shadow Sorceror from S.S.I ---------------------------- Shadow Sorceror Key Commands + Journal Entries Mouse -------- Left Mouse button: Selects Items, opens windows, etc. Right Mouse button: Closes active windows, takes you out of tactical mode into the wilderness mode. Numeric Keypad -------------- (Minus): Works like the left mouse button. (Plus): Works like the right mouse button (ESC): Closes Screen Keyboard -------- F1: Makes top left character the current character F2: Makes top right character the current character F3: Make bottom left character the current character F4: Makes bottom right character the current character F5: Switch automatic combat ON/OFF for all characters F9: Speed up play F10: Slow down Play 0: Toggles between tactical and wilderness views Space Bar: Pauses Game Alt+O: Opens Option menu Alt+P: Opens Party Menu Alt+R: Opens Refugees menu A: switches automatic combat ON/OFF for current character C: communitive (TALK) G: give something from current character's backpack H: hand to hand (melee) Weapon I: Inspect J: Calibrate Joystick M: Memorize Spells P: Party Move R: Use range weapon S: cast spell T: take item from floor V: Toggle sound ON/OFF Tactical View Only __________________ 1: View top left character 2: View top right character 3: View Bottom left character 4: View Bottom right character -=Journal Entries=- Shadow Sorceror SSI Journal Entry #1 The brooding hordes of the draconians have completely conquered Pax Tharkas, enslaving the human inhabitants of the once peaceful realm. The Companions of the Lance have freed the slaves, and led them through the mountain gates to search of a new home out of the reaches of Verminaard and his draconian armies, During the escape, the companions sealed the gates behind them, trapping the draconians in there own fortress. But it is only a matter time before they break out. And, when they do they will demand a terrible price from the companions and the refugees.... Journal Entry #2 Pax Tharkas was once the boundry between the Elves of Kith Kanan to the north, and the dwarves of the kingdom of Thorbardin to the south. This is common knowledge. The elves withdrew to Qualinesti, While the armies of the great mage, Fistandantilus, are said to have thrown back the dwarves. Now Qualinesti is the lair of Verminaard and his red Dragon Ember, and there fortress. Pax Tharkas is the cage that holds the armies of the draconians in check. The Refugees who follow you were once Slaves in the minesof Pax Tharkas. Now you must lead them far from its Grim walls, before death flows like a tide to sweep them away.... Journal Entry #3 This old piece of parchment seems to refer to the operation of a magical device called Eye of ElarWhen the Road of Kith Kanan was a major highway between the Dwarves and the Elves, The eye was a way-station for travellers. At dusk, The wardens of the eye would operate its lens to reveal there destination -The Dwarfgate leading to Thorbardin... Using the eye will show you the location of the gates to Thorbardin. The gates are now guarded by skullcap, the remenent of the huge fortress which the wizard Fisandantilus destoyed in the last great war. Journal Entry #4 The Road-Side columns speak of the road of Kith Kanan, which linked the kingdom of thorbardin with the realm of the elves. Thorbarin! If the Legendary Dwarven Kingdom is somewhere in these southern lands, surely they could be no safer refuge than with the mountain dwarves... Journal Entry #5 Since there escape from Pax Tharkis the refugee has formed a council to rule there own actions. The five leaders are now meeting to deliberate. You have been invited to address the, to make a case for your plans.You sense that there are diferences among the council memebrs, some are unsure that you can find a safe haven in these uncharted lands. Locar is most openly hostile, but he is to cowardly to contradict you openly, and saves his spite for any comment offered by Elistan. Briar seems to follow him though he also accepts the counsel of Goldmoon and Riverwind he wants a simple immediate solution. Brookland too, has no time for complicated plans, his people are anxious and want a place of safety. Elistan listens quietly as always. He trusts you more than any others. Eben also seems to hang on your every word. He has been your comrad in arm, but he is Caution..... You must pursuade them to have faith in your plan. What message will you use to get your point across. Option #1 Entreat: You can try to convince them that they must continue or face the wrath of Verminarad. Option #2 Plea for Loyalty: You can state your case as the person who rescued them from slavery. they followed you then, therfore they should trust your judgement now. Option #3 Reason: Logic dictates that returning to Pax Tharkas is a bad idea and standing still will only result in the death of many refugees at the hand of the draconians.The only thing to do is move. Option #4 Threaten: Images of torture and death often work wonders to convince people that here is not a good place to be. Yet some leaders see beyond the rhetoric. Option #5 Be Agressive: Sometimes the threat of violence will get people moving but it only works on the troubled and the stubborn. Journal Entry #6 The neider village is well suitedand stoutly defended.When they tell you they have lived here through all the trouble which has plagued this land,You can well believe it. After a short delay, you are shown into the presence of the Neidor King. He explains alittle of the history of the lands. Finally he offers what help he can. " I cant let you stay here". Your refugees could not be accomidated in our simple village. and there precense would bring the wrath of the draconians to us. But I wish you well on finding a place of safety. If there is anything I can do ,then you have but ask. What will you do? #1 Rest: the neider will let you stay until the following dawn and will tend your wounds as best they are. #2 Ask for food: the neiders are known for there kindness and the quality of there cuisine. #3 ask about the location of thorbardin. They may have knowledge which could lead you to the right directions. #4 Offer to do something for them. #5 Leave Journal Entry #7 Compared to the other proud dwarves race, the aghar are sad and comicial race. The throne room of the magnificance the Highbulb is extremly threadbare and the roayal robes are three sizes too big. But they do ther best to look impossing and impresive, and the highbulp proudly asserts that thee is the only remaining outpost of the dwarves race north of thorbardin. After much bluster you get the idea that the aghar might be prepared to help you. But How? What could they have that could be of use to you? -=Choose your appropriate choice=- #1 Rest: The aghar will let you stay until the following dawn and will tend your wounds as best as they are able. #2 ask for food: The aghar are known for thhere cooking prowess, but a free meal is a free meal. #3 Ask about the loaction of thorbardin. They might have knowledge which could lead you in the right direction. #4 Ask for other information. #5 Leave. Journal Entry #8 The robed man had constucted a snow fort, and is busily stocking it with snowballs as you approach. He doesnt seem to notice you for a moment, then jerks upright. "HALT" he screams, and you freeze at once as his call shakes loose the snow in the above threatening an avalanche. "My name is Fizban," he announces i'm a greeat wizard! If you hadnt caught me unaware I might have fried you with a lightning bolt. Still its those draconians who have got it coming. I am to destroy there army right here! the old wizard looks several coppers short of a gold piece, but as you prepare to leave you catch sight of a draconian patrol entering the valley below. Fizban smiles, hefting a snowball. As the draconians approach unaware you steel youselves for the battle ahead. But Fizban ruins your chance to suprise them. rising above the parapet, he yells, attack!! and begins hurling snoballs at the patrol. For a moment there as shocked as you are. Then a wall cascades down the mountain, burying the draconians. That'll teach them!! Fizban smiles. seems to me you could have been alittle faster off the mark there. Perhaps I had better come with you, just to keep you safe. from this moment on, you are stick with this slightly odd travelling companion, who always seems to be there just after a fight is over. just who Fizban thinks he is seems impossible to say..... Journal Entry #9 As you prepare to leave the neider village, the chieften gives you some last addvice. Though this land was once all part of the land of Thorbardin there are many others living here now. the trolls in there caves the lizard men in the marshs. If there is a way to the southern mountains it would be very difficult to find. always look carefully for the way that is hidden in the shadowsat dawn may be easily revealed by the setting sun. Watch the location of secret doors and the way the sunlight must hit them to be visible. South of here are old dwarven mine workings. The Aghar lived there. be prepare d for there diceptions if you adventure into there cave. They are a irresponsible and a untrustworthy lot. Fnally I must worn you of the danger of the marsh land and of skull mountain. the guardain of the marshes is rullered to be the most dangerous indeed. seek out the marsh warden. He knows the safe path through the marshes. your wagons wont make it through the swamps. As for skullcap, you must know that it is the tomb of the wizard Fistandantilus who made war against the dwarves and built a great tower with which to breech the dwarf gates, but he was defeated and caused the tower to explode, destroying the armies of friend and fo alike. the shattered stump of the tower is that mountain we call SkullCap. If you venture near that terrible place take great care, for the legends of our people say that fistandantilus was not consummed in his own fire but lives on. Journal Entry #10 Now the Aghar seemed to be embarrassed by your presence. The Highbulp leader of the aghar dwarves is over joyed when you announce that it is time to be on your way. give our regards to our brother dwarves in Thorbardin.Tell them we promised to make good the back taxes. Oh and if you find anything of ours in Skullcap remeber to send it back to us. Skullcap? The mension of the grim tomb of the wizard . Fistandantilus provokes your curiousity. why would you want to go there? Why of couse he explains, your quite right. no one would want to go there. its just that the wizard was seeking a way to break into Thorbardin himself. It possible that whatever he managed to find was buried with him inside skullcap. Journal Entry #11 Nothing on the outside could have prepard you for what you find on the inside. the jaws of the skull are actually movable. and huge chains extend through the floor to some control room below. It seems that the entire fortress could be closed of provided that the mahinery is still in working order after all these years. Once closed nothing would be able to pass through those terrible jaws. if you could bring the refugees here Skullcap might act as a temporary santuary from the forces of evil outside. Of course that means locking the refugees inside with whatever is already in there...... Journal Entry #12 The yellowing parchment you have discovered is a greater prize then all the treasures in krynn. Though its ancient lettering its faint, you can see at once that ot shows the exact root to the northern drawf gate of Thorbarden. Your goal is in sight at last. Journal Entry #13 You now belive you have the answer to your problems. A messenger is Dispatched to bring the suurviving refugees within the confines of Skullcap. When all is ready you prepare to seal the fortress off from the draconians outside. By working together at the huge machanism you are finally able to pull the might lever and the mildewed chains rattle and crack through the slots in the floor. From somewhere high above you comes the grinding roar of rock as the fortress is sealed tight. fistandantulis destroyed this place once before while trying to invade Thorbardin. Within the tunnels and mazes deep within the mountains you hope to find a way through out of sight of Verminaards ragging leugeans above. Once safetly away from his vengeance you can search for the mountani drawers once more. Journal Entry #14 Experimenting with the ring. you find the green key slips on to it by some strange means. The ring also buzzes with a strange energy which draws the key back to the ring when you take them apart. By further experimentation you realize that the ring is also tuned to other keys which are scattered acorss the land. Although you have no idea what these keys are for or how many there might be, the rings magic gives you a clear idea about where some of these are hidden. Journal Entry #15 The map shows the far southern reaches of the land and the impassible peaks between you and the dwarven kingdom of Thorbardin. The passes you are told are sealed with great gates which make those at Pax Tharkis seems insignifigant. there appears to be no obvious way through the mountains. Journal Entry #16 The king leans forward and beckons you near. In a cave nothwest from here lives a swarm of giant bee's. there are quite deadly and many of our bravest warriors have perished seeking the treasures which ly within those caves. The bee's produce a sweet necture a royal jelly. It heals the sick and provides vitality to the aging. We need that necture for our old our sick and our infants. If you bring it to us I promise that whatever food we can spare and all the food that the bee's have stored will be given to the refugees who follow you. Journal Entry #17 Aghar food is hardly appetising. They eat what other subtarian dwellers eat. There main staples are worms, grubs,and grim fungy. certinly not the standard fair of a race of powerful dwarves. Whatever you decide yourfirst meal at the aghar convinces you that the refugees could never live in this place. Journal Entry #18 The evildragons are darkening the sky once more! The king cries out. We are frightened by the big dragon but we know that there are good dragons as well as bad. he looks bravely at you and continues we have a rod of great magic which summons dragons. We keep it in the temple and we are trying to use it to make our dragon return to life. But we do not unnderstand the words written on it. Can you help us? You explain that you will have to see the rod and ask where the templ is, but he becomes suspicious. No you will take the rods from us and make other dragons come to be your slave he cries. This is no good to us, we dont want your help at all. Journal Entry #19 The Gully dwarf crawls out from behind a rottinmg tree and gleems a toothy grin. I am very glad you came along I thought I was at the end of my road, no mistake! So the least I can do is point you in the right direction heh. Take this back. I hope it does you some services. I have marked the path through the swamp. Beyond that lies the mountains and there I cannot help you. see here he continues suddenly there are many enemies in the swamp. Along the main track lives a vile wyrm a green dragon. The toll he charges for all to pass is the same your lives!!! only the Jarak Sinn seem able to pass freely. He interupts himself to ecplain that the Jarak Sinn are the lizard men who enhabit the swamps. Journal Entry #20 As you ponder the heavy barred door a voice suddenly comes from behind you. A small old man with stragly white hair and a bent green hat pushes his way between you and approaches the door. I thought you needed my help again. A promise is a promise and I said I would help you and I will. Explains Fizban. Obvious he is speaking much to loudly in such a confined space. Rubbaging in his pack he passes out a old assortments of magic components and worthless junk. always with an accompanying mumble. Hold this a second, one of the things he passes out is a purple key which you recongnize as your final key to your quest. Fizban of course fails to notice you placing the key in the lock and continuing on your way. Journal Entry #21 The rod tingles then lights up the room with a sparkling glow. The stone fakade encapsulating the dragon cracks and from beneath the stones a bronze dragon breaks free. Wiping itself of the grey dust it looks t you and speaks. Thank you for releasing me. My imprisonment has been long and hard. I am blaze a good dragon. I was turned to stone here when Fitandantalis attacked on Thorbardin went awry. You tell the dragon of cuurrent events and Avermanaards red dragon emberg. A red smiles Blaze? Ddont worry, from now on you can leave emberg to me. He tells you as he flapps his mighty wings in anticipation. THE END