*********

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*********

The Project 64 etext of the Shadow Keep documentation. Converted to
etext by Trillium(?). Supplied and formatted by Frank Jeno Kontros
<jeno@kontr.uzhgorod.ua>, the Non Stop Cracker.

SHADOW10.TXT, November 1996, etext #129.

*********

COMPLETE SHADOW KEEP SOFTDOCS
BY TRILLIUM

  These  docs  originally  came  in  a  1-9  series of files, but
for  BBS  purposes,  it  had  to be compiled into one large file.
Look for the pack that will circulate around the pirate world.

Till Next Time..
               the
                  Zodiac

Written by:
          the
             Zodiac


(c) COPYRIGHT 1984 ZODIAC SOFTDOCS INC.
<=<=<=<=<=<=<=<=<=<=>=>=>=>=>=>=>=>=>=>


BACKGROUND
----------

  Many  years  ago,  an  evil began to spread across the land. It
was  centered  in  the  "Shadowkeep",  the  home  of the powerful
wizard,   Nacomedon.   The   demon,   Dal'Brad,   had  imprisoned
Nacromeden  in  a  crystal,  and  held  his  captive  deep in the
tower while he wrought the e evil madness.

  This  evil  spread  until  it  reached  the borders of the four
races  of  the  earth.  Roos, Thalidars, Zhis'ta and Humans alike
were  threatened  by  the  wretched  evil that was spreading from
the   tower.   A  few  adventurers  were  sent  forth  from  each
civilization,  determined  to  put a stop to the evil and perhaps
acquire a small fortune at the same time.

  Roos,    hardy   explorers   of   great   physical   endurance;
Thalidars,  masters  of  the  ancient  art  often known as magic;
Zhis'ta,   agile   and   shrewd   warriors  from  birth;  Humans,
intelligent  leaders  with  a knack for getting in trouble -- all
joined together to fight the demons in the "Shadowkeep".

  Alas,  it  was  not  enough.  Each  was defeated in turn. There
was  time  for  just one more group of brave adventures. One more
party  of  heroes  was  needed  to  topple the cruel and harmless
obelisk  that  was the "Shadowkeep". We call on you, our last and
most  able  chance,  to  accept the challenge -- to assemble your
party,  approach  the  Keep, and, if your spirit is able, rid the
tower of its malicious tenant.


*** Preparing For The Encounter ***

Before beginning the quest to free the wizard Nacomedon, assemble
the following:

Supplied Herewith:
------------------
* The Program Disk side "A"
* Three Scenario Disks sides B,C,D

Supplied By The Adventurer:
---------------------------
* Four  blank  disks,  each  to  become a copy of one of the four
  Disk Sides for future games.
* An optional Fifth Blank Disk,  to become a "Save Game/Character
  Backup Disk", hereafter referred to as a "Save Disk". This will
  be used for recreated lost adventures and adventurers.


Then the brave adventurer must complete four small tasks:

 1. Instead the Program Disk Side "A". Turn on your Apple.

 2. Playing  the game permanently alters the disks you are using.
    Therefore, copy each Disk Side onto your Four Blank Disks. Do
    this by selecting "C" for the "Creating a Playable Disk". The
    computer will respond.

    "Be  Forwarded:  This process will destroy any other data on
    your Four Blank Disks!"

 3. Create  your Save Disk.  This is your only chance to do this.
    Give  an  "I"  for  the option about "Initializing Save Game/
    Character Backup Disk".

 4. Begin your Quest! Enter "S", and keep your wits about you!


*** Finding Your Adventurers ***

  Here   at  the  Lonley  Inn,  the  mysterious  proprietor  will
greet  you  and  ask  your  name.  He is a friendly sort, curious
about  your  band  of  adventurers and egad for your business. He
has  run  this  Inn on the edge of the Shadowkeep for many years,
unexplaindly  protected  from  the evil of Dal'Brad that lurks so
close to his door.

  Before  selecting  your  band  from  among the many visitors at
the  Inn,  pause  and  consider  the  importance  of assembling a
balanced   and   able   group   of  adventureres.  Up  to  twenty
different  characters  may  be registered with the innkeeper, and
from  this  gathering  you  will  create  a band of nine, all who
must harmonize and support each other.

  As  you  register  your  team, the proprietor will ask a series
of  questions  about  each  member,  questions that concern their
race,  profession,  and  gender. As the details are recorded onto
the  register,  the  resulting  attributes of each individual are
open for you reinspection.


  * Characters may be any name, in length up to twelve letters w/
    no spaces or numerals.


The  Four  Great  Races  of Roo,  Thalidar,  Roo,  and Human each
possess their own qualities and quirks.  Within each race,  males
are stronger than females, though females if a race have a higher
dexterity....

Adventurers are trained in one of the five professions:

WARRIORS:     Sturdy masters of the mace and broadsword; at least
              four per party is a sound grouping.
MONKS:        Wise and insightful, agile and vigorous.
RUNEMAGES:    Possessors  of  the  Runes  of Power;  can Decipher
              glyphs that baffle others.
SHADOWMAGES:  Draw their power from shadow.
NECROMANCERS: Seek power over what is most feared-death..


  The  innkeeper  records  the  background  of each adventurer in
his  log.  It  is  acknowledge  that race, gender, and profession
determine   a   character's   attributes.  But,  of  course,  all
individuals  bring  strengths  and  weaknesses  that exceed those
of  their  positions,  the  proprietor thus allows extra value to
be  distributed  among  any  adventurer's  attributes,  in any or
all of the six areas:

STRENGTH:     How  much an individual can carry and the amount of
              damage he can inflict in combat.
INTELLIGENCE: How  many  spells  a  character can learn,  and how
              quickly he can learn new ones.
DEXTERITY:    The agility of a character  --  the ability to move
              quickly and leap out of (or into) danger.  The most
              dexterous individual moves first in a fight.
POWER:        The  ability  to  focus magical energies.  Power is
              drained  by  magic,  restored by rest.  A character
              with no power will not live.
LEADERSHIP:   Force  of personality.  The character with the most
              leadership will be declared leader of the party.
HIT POINTS:   The  ability  to withstand the physical damage. Hit
              points  are  restored  by the rest or healing arts,
              and, as with power, are necessary in order to live.

Once  new  adventurers  have  been  registered,  review or rename
veteran characters from past adventures.

Also,  recreate  any  whose  souls  were  saved on the Save Disk.
Select  this  option  from  the  list,  name  the character whose
life  and  spirit  should  be  restored.  Welcome  the adventurer
back into the party.

Finally,  gather  the  party,  selecting  you to nine of the most
able  and  ready.  The  mission ahead in not for the dull of mind
or the frail of spirit.


*** Beginning The Quest ***

  The  adventurers  must  prepare  for  the  journey to the Keep.
They  may  give  equipment and supplies to each other, and though
other means prepare themselves.

  They  may  also  visit  Raddath.  An enigmatic, pan-dimensional
creature.  Raddath  will  offer  his  wares  and  wisdom  to  the
party.  He  has  felt the evil of the Keep and thus will give his
aid  in  any  way he can. Raddath buys and sells magic and goods,
and  can  heal  damage, drain poison, and even revive a character
killed  while  in  the  Keep.  He  is not, however, given over to
charity.  Raddath  has  no  aversion to acquiring a fortune while
helping destroy the Keep.

Futher Note  -  While  Raddath is skilled in magic,  he offers on
guarantees of the effectiveness of his cures. No refunds.

  The  final  preparation  may  be  to  order  the  party.  Sound
organization  is  essential within the confines of the Keep. Take
this opportunity, it may be your last.

  The  road  of the Keep is short,  but it wears long on the soul
of the hero who walks it....

(Of course,  if you have become faint of heart,  no one will stop
you  from abandoning the quest now.  If you leave this place, you
may never see it again...)


*** Within The Tower ***

  While  approaching  the  Keep,  and  within  it,  instruct  the
adventurers with precision and clarity. (i.e.)

  RALPH GET THE TORCH
  EZEKIEL CAST THE LUMINANCE
  SPELL
  NAOMI GET THE TORCH AND GIVE
  IT TO REBB
  REBB LIGHT THE TORCH AND
  PREPARE THE SWORD
  NAOMI WEAR THE ARMOR THEN
  READY THE MACE
  DAGMAR PUT THE WAND OF TRAVEL IN THE CHEST

Any  command  not  directed to the certain character will inspire
the leader of the party to respond.

  The party as a whole will move following basic commands:

    F or FORWARD
    L or LEFT (Turn left)
    R or RIGHT (Turn right)
    B or BACKWARD (Step back)

  Explore the Keep thoroughly, and exercise caution:

    OPEN DOOR
    CLOSE DOOR
    LISTEN

  Inhabitants  will  occasionally  allow  you  to  address  them,
which  you  should  do  in  either of the following ways. Do this
before they lop your head off:

    ASK SILDRA WHERE THE GOLD IS  =  "SILDRA WHERE IS THE GOLD"

  From  time  to  time,  assess  the  damage  inflicted on fellow
adventurers.

        LOOK PARTY
       (gives members' hit points)
        STATS
        ROLF CONDITION
        LOOK NAOMI

  Magical  healing  is  possible  through  the aid of Raddath. If
a  visit  to him is impossible, characters may use any magic they
possess, but at the expense of some power.

  The  adventurers  can investigate  and acquire objects while in
the Keep:

  SEARCH   (some characters will find hidden objects more quickly
            that others)
  LOOK SCROLL
  MORDOR GET SCROLL
  FANNIE GET SCROLL
  ZOORA GET ALL
  GET GREAT SWORD AND READY IT

If  an adventurer has too heavy a load, something will need to be
dropped. The amount they can carry depends on their strength.

  DROP THE BASTERD SWORD
  DROP ALL BUT THE TORCH
  MERCER DROP ALL (except items prepared for combat)

Or, the adventurer might simply give the object away.

  MYRA GIVE ROBERT THE GEM OF
  CHANCE
  GIVE THE SOGGY STICK TO BILL

You might wish to let one object hold another.

  OPEN THE BOX AND PUT THE GOLD
  INSIDE AND CLOSE BOX
  PUT ROCK IN HOLE
  PLACE GOLD ON THE TABLE

Find out what an object can do by using or examining it.

  USE THE FUNNY ROCK
  EXAMINE THE FUNNY ROCK

If you have a particular use in mind, and a certain target, state
those.

  SMASH THE ALTER WITH THE BREAKER BAR
  ATTACK THE CORD WITH THE GREAT SWORD

Light  is  require  to  explore  the dark,  dank Keep.  Without a
littorch  (or  a  light spell),  searching  will  be  impossible.
(Combat will be possible but difficult; there would be no warning
at  the  approach  of monsters).  Any illumination will serve the
entire  group,  but will eventually extinguish,  becoming a soggy
stick or used up spell.  It  is advisable to have several sources
of light at any given time.

  LIGHT TORCH
  ZEKE CAST THE LUMINANCE SPELL


*** Magic ***

  Rely  on  the  power of magic; above all else,  it will be your
key to success.

  Though  all  may  cast  spells  within  the Keep, many have the
capacity  to  learn  no  more  than  a  scant  or  so.  Power and
training  determine  one's  triumph while using this ancient art.
Mage's,   with   exceptionally  learned  backgrounds,  begin  the
journey  with  knowledge  of  a  small  number of spells. Raddath
has acquired many others,  which  he  makes available for sale to
the hopeful adventurer.

  As  all  may  cast  spells, so will all feel the effects of the
task.  After  casting  a  spell,  even the most powerful magician
weakens,   and   eventually   must  restore  powers  with  sleep.
Monitors the loss of an adventurer.

  Up  to two spells or magical artifacts may be active at any one
time.

  INVOKE RING OF LIFE AND CAST THE
  FORTRESS SPELL

Discover  more  about  spell  you  acquire by reading or learning
them.

  READ BOOK OF DARKNESS
  LEARN DEATH SPELL
  GET HEAL SCROLL, LEARN IT, CAST IT

  A  scroll  that  is  successfully  learned becomes a spell that
may be cast. The scroll will vanish once it has been learned.

  Mere mortals are limited in the number of spells they may know.
When  one's  memory  is  full  and the spell cannot be learned, a
spell must be forgotten.

  FORGET DEATH SPELL

  Once  a  spell  has  been  forgotten,  only another scroll will
grant a new opportunity to acquire the spell.

  Ready the magical artifacts as you prepared other weaponry.

      READY SOULEATHER SWORD

  Learning magical spells is sufficient preparation for use.

  Watch  for  podiums  while  in  the Keep. Through these devices
you  and  you  band  of  adventurers  may  quickly  transport  to
another  level  of  the  Tower. The indications needed to operate
these mysterious devices are always changing.

  Finally, the halls of the Keep are laced with spells that bind,
hide,  or hinder.  Doors are often sealed with spells of warding,
released  only  by  the journey before you. The password that are
known:

  SAFTEY
  LAIR
  PASS
  FRIEND
  HOME

  Be  apprised  of  the  possibility of other passwords; and hope
that  if  you  are  unsuccessful  in  vanquishing the demons from
the   Keep,   that   you  will  at  least  return  to  tell  your
successors what you learned.


*** Combat ***

  Successful    warriors    approach    combat    with   weapons,
equipment,  and  magic  in readiness. An adventurer would do well
to have equipment prepared for both Attack and Parry.

  READY BASTARD SWORD
  PREPARE GREAT SHIELD
  WEAR SCALE MAIL

  At  a  sign  of  combat,  the  party  will,  at  your  command,
negotiate,  flee,  or  remain  to  fight.  When  you mobilize the
ranks  and  determine  the  course of action, you may assign each
member  to  attack,  parry,  cast  spells, change places, prepare
equipment, or, of course, thing.

  When   assigning  adventurers  to  their  tasks,  consider  the
skills  that  they  might  posses due to heritage and profession.
These  skills  might  cause  them  to  perform  some tasks better
that  others.  Before  combat,  gain  information  on  a member's
skill as such:

  EXAMINE ELLA

The skills:

ATTACK: Skills necessary to land a blow on an enemy.
PARRY:  Success with a character can avoid or deflect a blow.
MAGIC:  Technical proficiency in casting magic.
OPEN:   The ability to open sealed or locked objects.
SEARCH: The aptitude for finding hidden objects.


  If  combat  has  worsened  the  condition  of the party, change
positions to preserve life and limb. Enter:

  ORDER

  And, as weariness sets in, allow the few remaining good spirits
in  the  Keep  to restore your band's energy.  Rest for up to ten
hours, the resume the journey.  One hit point and a unit of power
is restored to each character for every hour of sleep.

  SLEEP FOR 3 HOURS

Beware:  Monsters can sense when a party is asleep and unprepared
for  attack.  A  blow  while  asleep  can  be  far worse than the
extremes of combat.  Consider the use of certain spells that will
conceal the sleeping party from marauding monsters.  Or,  perhaps
choose a safer course: sleep outside the confines of the Keep.


*** Saving An Adventure/And Restoring It Later ***

  When  perils  strike  and the fate of the party is in jeopardy,
preserve  the spirit of the adventure onto the disk we have named
"Save Disk"  (See Part I).  This  way,  if  the  situation  later
becomes  hopeless,  you  may  send  the party back in time to the
earlier conditions, as recorded on the Save Disk.

  This  is  also useful if you must interrupt the quest. Recorded
the adventure and later return.

  To save the adventure, enter:

  SAVE

  You  will  then  need  to  insert  the Save Disk. If you have a
second  drive,  place  the  Save Disk there. The program will ask
you  to  assign  a number to the version of the adventure you are
saving.  Make  a  note  of  the  number  you  give,  and then the
conditions  of  the  adventure.  The computer will alert you when
the adventure has been successfully saved and you may proceed.

Up to 15 games may be saved onto your Save Disk.

  When you are ready to restore:

  RESTORE

As before, insert the Save Disk, and, finally, give the number of
the adventure you wish to restore.


*** Addenda: Lore Useful To The Serious Adventurer ***

A. MAP-MAKING
*************

  Let  your  mind  be  occupied by the fight itself, and not with
the  trivia  of your whereabouts. Have at hand numerous sheets of
gridded parchment, for map-making.

  On  these  sheets,  record  the  halls, the room, the sairs and
floors  of  the  Keep.  Mark  every  step,  and  note  the  local
conditions.  Beware  that  the  monsters  are  devious,  and  may
cause  walls  to  shift  and  doors  to vanish. Do not baffled or
hindered, but merely reorder your party and press on.

B. WEAPONS & EQUIPMENT
**********************

  Able adventurer will make use of a variety of weapons, but will
choose  wisely  from  the  lot,  knowing  the characteristics and
powers of each piece.


ATTACK WEAPONS AND EQUIPMENT

AXE: Battle axes are such as this, far larger than those for
chopping wood, are also far more destructive.

BASTARD SWORD: So named for its middling size, it reaches four
feet.

BREAKER BAR: Pry open chests, closed door, and other obstacles
that require sturdy leverage.

BROARD SWORD: Commonly seen, and measuring three feet.

GREAT SWORD: Stretching a full six feet, few enemies escape death
when struck by this interment.

KINSLAYER SWORD: A deadly weapon because of its enchantment. One
uses this at the price of some power.

MACE: Of classic proportions, the deadly spiked ball is attached
to the stout handle.

QUARTER STAFF: Tough wooden poles, four and a half feet, fend off
aggressors from the user.

SOGGY STICK: The remnants of a torch that has extinguished; a
crude but often effective weapon.

SOULEATER SWORD: Delivers injuries that devastate the victim. One
uses this weapon at the price of some power.

TORCH: One torch will provide sufficient light for the entire
party, and will last for several moves.

VALKHAM SWORD: Will fell a monster in a single blow. Immensely
powerful, but at the cost of power to the user.


DEFENSIVE EQUIPMENT
-------------------

MEDIUM SHIELD: The rectangular shield of half the height of a
human tapers to a point at the bottom.

GREAT SHIELD: Nearly of a warrior's stature, the sides curve out
slightly and protect well.


ARMOR
-----

LEATHER ARMOR: The simplest and lightest form of armor, made of
sturdy sewn leather.

PLATE ARMOR: The wearer must be of great physical strength to
wear the heaviest of mail, but will be protected for the effort.

RUNNIC ARMOR: Magical armor of plate construction which augments
a user's defenses.

STUDDED MAIL: Heavier leather is reinforce with studs of metal,
more protective for the wearer.

SCALE MAIL: Metallic links of overlap, links overlap, lending a
reptilian look to the garment. Protection is greater than from
the studded mail.

CHAIN MAIL: Interwoven metal loops afford better coverage than
the most protective of the armors, having absorbed so much magic
from prior wearers.

SILVER MAIL: The most protective of armors, having absorbed so
much magic from prior wearers.


C. MAGICAL SPELLS
*****************


ATTACK SPELLS
-------------

FLAME: Torches a single creatures.

THRUST: Attacks a creature as does the Flame, but is more
effective and of a higher price.

FIREBALL: Brings effect upon an entire group, thus is quite
useful.

SUNBURST: A spell with exceptional power, it can work against
entire groups and can slay Demons as well.

FREEZE: Locks its single target into inactivity, for a short
time.

STASIS: Like the Freeze spell but for groups of the enemy.


DEFENSE SPELLS
--------------

PROTECT: Defends its caster from an enemy's blows.

GUARDIANS: Cousins of the Protect spell, but stronger.

BARRIER: The invisible shield stands between the party and its
attackers.

SANCTUARY: More powerful kin to the Barrier spell.

WARD: Protects the caster from the enemy.

FORTRESS: Of similar type as the Ward spell, yet protects the
group.


ENHANCEMENT SPELLS
------------------

LUMINANCE: A magical torch.

REVEAL: Akin to LUMINANCE, but of longer duration.

HEAL: Soothes and heals those who receive its application; hit
points are restored.

HASTE: Heightened dexterity is the gift, for a short time.


SPELLS OF THE COLLEGE OF NECROMANCY
-----------------------------------

ZOMBIE: Animation a dead adventurer, restoring double the hit
points but rendering the individual severely disabled. If such a
character leaves the Tower, he will dissolve and can never
return.

DEATH: The victim will be drained of life when this potent spell
is cast.

DECAY: A group a enemies will suffer dreadfully at the hands of
this unpleasant magic.

DISSOLVE: Excises a single foe from this reality.

MAIM: Wholly unpleasant, and to be cast against a group of
opponents.

REVIVE: Return to life an adventurer killed within the Keep.


SPELLS OF THE COLLEGE OF RUNE MAGIC
-----------------------------------

CANTRIP: This spell doubles the potency of objects, but only for
a price.

CURE: Damage to a character will be cured, no matter how grim the
condition.

FEAR: Plunge a foe into paralyzing fear for a short time.

FIRE: Ignites a group of monsters.

PERCEIVE: Cast this spell to obtain a clue about the
surroundings.

SLAY: Destroy creatures outright.


SPELLS OF THE COLLEGE OF SHADOW MAGIC
-------------------------------------

DARKFIRE: Inflicts damage on any creature.

ILLUSION: The target of this spell will ignore the entire party.

MOONFIRE: The spell will blind the foe in its path, and thus
render it less dangerous.

SHIFT: Instantly transports the group to a safe place.

STARFLARE: A huge and terrifying ball of flame which annihilates
all creatures in the way.

TWILIGHT: Cause monsters to become blinding to the presence of
the adventurers, bad pass by without noticing them.


D. MAGICAL ARTIFACTS
********************


AMMULET OF EVIL: Single foes may be attacked by the magic of this
black necklace.

BLACK CRYSTAL: Protects the user from the blows of the enemy.

BLACK RING: Passed down from the Necromancers, this is endowed
with the power to transform a creatures into a zombie.

BOOK OF DARKNESS: One who reads this tome will know the dark, and
everything it contains.

BOOK OF NOTES: Perhaps the notebook of Nacomedon himself, the
reader will glean and answer or two.

BOOK OF OPENING: Its powers can open those things that are closed
and locked.

CHALICE OF AWE: A young enchantress once owned the chalice, and
used it to rescue those who were caught in the Land of Darkness
before their time.

CULDROM'S WAND: The namesake of the wizard Gorwyther's aggressive
apprentice, this wand will attack numerous enemies at once.

DEVIL'S GEM: Perhaps the storehouse for the soul of a Great
Demon (Such creatures commonly safekept their souls in gems).

ELDRITCH STAFF: The user of this slender pole may seek advice
from the gods.

FUNNY ROCK: With a rock such as this, dexterity can be a trait of
even the clumsiest Roo.

GEM OF CHANGE: Herein lies the power of movement; thus may user
transport the a party to a safer place.

GEM OF DARKNESS: When invoked man able shield against an enemy's
blows.

GLOVES OF GOLD: These strength-giving article were fashioned
inside a volcano, and thus will withstand great heat.

HAMMER: Powers to enchant came to this tool through its creator,
a goblin Master Smith and mags.

RAGGAD CLOAK: Remain hidden from monsters while wearing this
garment.

RING OF LIFE: Will resurrect a fallen adventurer.

ROD OF POWER: The user may enhance his magical abilities through
the use of this artice.

ROGARTH'S STAFF: The mighty wizard that crafted this staff
controlled vast armies of gargoyles though its use. A supremely
powerful artifact.

SALVE OF AID: Restore lost hit points with the unguent.

SHADOW CLOAK: Takes the blows of an enemy, sparing the user from
the assault.

SLIVER HELM: Once owned by the MageKing Tehrien of Yarr, this
magical cap can deflect blows from weapons. The visor will
preserve the eyes from the blindness in the face of spells or
fire.

SMEDLY'S STICK: At the hands of an angry and evil knight, the
unfortunate Smedly and his kin were transformed into sticks
such as this one. These can transport your party to a safe
place, no matter how distant.

STAFF OF POWER: Boots the ability to cast spells, but only
temporarily.

STAFF OF QUIET: Advances the user's chances of dodging blows.

SUN AMULET: Silently and invisibility, the party may pass
predatory monsters, when the artifact is used.

WAND OF TRAVEL: The wielder of this wand will be ignored by the
enemy, even in the heaviest of combat.


E. CREATURES
************


BARGUEST: Wolf-like and adept at magic. The Barguest prefers to
guard places of power, such as temples and castles, and comes to
its duties at the call of magic. Its lack of armor should not be
confused with a physical frailty.

BROLLACHAN: Two eyes, a grinning mouth, and shapeless substance
-- that is all. Evolved from horrible creatures in the deepest
unexplored marshlands, the Brollachan is difficult to destroy
with conventional weaponry. At the lack of a proper spell,
adventurers should flee.

COCKATRICE: A thoroughly evil creature composed of the head,
wings, and feet of a large fighting cock. Its body is covered
with scales, and it has a long, barbed serpent's tail.

DEMON: A large humanoid of terrifying appearance. Eyes cast an
evil gleam above protruding fangs, and the black body is often
winged, with a red glow as if from flame. Enchanted or mundane
weapons often fail, for the Demon is near impossible to destroy.

FACHAN: Bizarre and feathered, this foul creature resemble
the trunk of a disease tree. One arm sprouts from the middle
of its chest. Its lone eye stares from the middle of its head.
It prefers to batter its foes, and jumps from place to place
on its single leg.

FOUL FROND: This green plant-like creature has a bite of poison
that can lay flat an adventurer in quick order. When its enemy
succeeds in cutting it down, it may leave behinds a silver rose.

GARGOYLE: Short, propelled by bat-like wings, and possessing a
spiked tail, spurred elbows, and a horned head. The gargoyle is
physically tough with rough, stone like skin. Its magical powers
are keen, though the creature is not well-armored.

GHOST: Quick and troublesome, the residual life force of a once
living creature, ghosts can be bitter about their plight and thus
quite unpleasant. An unfortunate death from before may have bound
this creature to a single spot.

GOBLIN: Puny and dirty, ugly and irritating. Goblins often dress
in tattered, cast-off clothing and have little to distinguish
them.

HUMAN: The best if traits can turn the most sour. A small
number of these adaptable bipeds have turned to evil, and have
used their knowledge is armor and civilization to aid the
realm of Dal'brad. Humans can adopt a negotiative stance, but be
worry of traitors and falsehood.

VENOMOUS SHEEP: Small and innocent in appearance, these
mindless, fanged creatures can inject a powerful poison which
has no antidote. They display great aggression.

OGRE: Physically strong but unmagical, the ogre is second cousin
to the Troll. Its dark skin coloring is tinged with red.

RED CAP: Evil creatures that thrive when residing on sites of
great bloodshed. Their terms of service allow them to wet there
caps with the blood of their victims.

STOOR WORM: A large, slow, python like creature with a dragon's
head may often be found keeping guard over treasures. After
constricting an adventurer's armor and shattering it, the Worm
will batteries victim.

TROLL: A weaker relative to the OGRE, but nonetheless tough in
physical battle. This hideous humanoid has dark, scaly skin and
misshapen eyes. They dislike sunlight; the dark has invaded
their core and has made them cunning and evil.

WIGHT: Like the GHOST, often has an unearthly tie to a grave.
They are slow to act possibly due to the rotting corpses they
inhabit. Their great magical power makes them difficult
adversaries.

ZHIS'TA: A hatred of evil has turned into a love of it. When
ZHIS'TA become part of the evil realm.

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End of the Project 64 etext of the Shadow Keep documentation.

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