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ALIEN LOGIC
Credits
Product Manager: Alvin Mullins
Quality Assurance: George Moneo, Patty Fuquen, Randy Abdool, Rick
Haylock, Manny Perez, Sean Pereira
Documentation Layout: Rebecca A. Ergen
Documentation Editor: F. Dieter Jacobs
Development Art Department: Greg Lampkin, Omar Rodriguez, Jr.,
Glen Milan, Enrique Saldarriaga, Noel Fung
Online Manual Edition: September 1996
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Copyrights and Trademarks


©
1996 Expert Software, Inc. All Rights Reserved. Design and documenta-
tion ©1996 Expert Software, Inc. Program Development. The user’s guide
and the software described in it are copyrighted with all rights reserved.
The user’s guide or software may not be copied in whole or part, without
written consent of Expert Software, Inc. You may not sell, rent, lease or
transfer copies of the user’s guide or software in any other way without
the prior consent of Expert Software, Inc.

"Skyrealms of Jorune" and "Leave Your World Behind" are trademarks of


Skyrealms.

Publishing. "Alien Logic" is a trademark of Ceridus Software, Inc. Illustration


© 1992 Skyrealms Publishing. © 1994 Strategic Simulations, Inc. All Rights
Reserved.

Expert Software, Inc., the Expert Brand logo are Trademarks of Expert
Software, Inc. Microsoft is a trademark of Microsoft Corp. All rights
reserved. All other trademarks are acknowledged.
TABLE OF CONTENTS
INTRODUCTION.................................i Dysha Slots & the Weave Display...17
The Readiness Indicator...........17
GETTING STARTED..........................1 Selecting a Dysha......................17
Completing Your Adventure ..........1 The Dysha Level Indicator........17

What You’ll Be Doing......................2 BIO-TEC ............................................18


Seeking the Mysteries of Isho......2
Cutting Bio-Tec Corks .................2 Corks...............................................18
Using Crystals ..............................2 Incupods ........................................18
Entering WarpWorld
& Using Warps .............................3 Laser Scalpel / Cutting Kit ...........18
The Four Common Recos.............18
MODES OF GAME PLAY ..................3
Reco Failures .................................19
Side-View Mode ..............................3
Side-View Screen Layout............3
Game Governor Menu Options...4 BESTIARY .........................................20
Game Actions ..............................5
Side-View Exploration Mode .....5 MISCELLANEOUS ITEMS .............30
Tra-Sense......................................6
Side-View Dysha Mode...............6 SHANTHIC SITES............................30

Encounter Mode .............................8 THE STORY OF THE


Tracker Mode ...................................9 EARTH COLONY ON JORUNE ......32
How the Terrain Map Works.......9 GENERAL INFORMATION.............36
Zoom Map Mode ..........................10
The Planet Jorune..........................36
How the Zoom Map Works ......10
Zoom Map Scanner...................10 Isho .................................................36
How the Jorune Map Works .....12
Moons of Jorune............................36
Bio-Tec Cork-Cutting Mode .........12
Crystals...........................................37
WarpWorld Mode ..........................14
Crystal Fields .................................37
Weaving World Mode ...................15
Warps and WarpWorld..................37
DYSHAS.............................................16 SkyRealms......................................38
Dysha List ......................................17 Geographical and
Power Orb ..................................17 Political Realms of Jorune............38
Power Hold ................................17
Flame Touch...............................17
Reflect.........................................17
1

WHAT COMES WITH THIS GAME “Right-click” means move the cursor to
the desired area and press the right
In addition to this rule book and a data
mouse button.
card, your game box should contain the
THE WORLD OF ALIEN LOGIC game disks or a CD-ROM. This rule “Left-click” means move the cursor to
book explains how to play and gives the desired area and press the left
ALIEN LOGIC is set on the far-off world of Jorune, you valuable reference information on mouse button.
characters, creatures, and other aspects
settled by colonists just before a catastrophic of life on Jorune. The data card con-
tains last-minute updates on the rules GETTING STARTED
war cut off all communication with Earth. At
and the game interface as well as The game begins with a cinematic
first friendly with Jorune’s native life forms, instructions for game installation. introduction to Jorune, providing
There may also be a README.TXT file valuable information about your
humans eventually attempted to conquer their adventure. You begin play in the
with the game. Please read it for any
new home. The result: hundreds of years of last minute changes. Mountain Crown of Tan-Iricid, home
of the alien beings known as the
bloody conflict. COPY PROTECTION thriddle. From there, you solve the
mysteries and survive the challenges
Three thousand five hundred years later, Earth The floppy disk version of the game
that await your character.
requires a documentation check. Go
is only a shadowy myth. Humans and other to the indicated page of this rule book,
find the indicated section in bold face, COMPLETING YOUR ADVENTURE
races live together, surviving by using the and enter the correct word under that Because ALIEN LOGIC is designed to be
technology and tools from distant times. section by counting the number of non-linear in terms of game play, it is
words, starting from the first word. not necessary to find every last item
This is your time on Jorune. As a young or complete every quest (although
There is no physical copy protection on this often makes later tasks easier).
explorer, you discover a plot that threatens the your ALIEN LOGIC floppy disks, so please Furthermore, you have a certain
make copies and put the originals away amount of freedom regarding your style
safety of your friends, your home, and finally, for safekeeping. of play; combat may not always be
your world. Gather your power and skills while necessary or even desirable. You may
CLICKING WITH YOUR MOUSE find that much of the challenge in the
travelling the face of the planet. Solve Throughout this book, the term “click” game is in exploring and learning the
means move the cursor to the desired secrets of the planet Jorune; if you are a
mysteries, and engage in deadly combat to
area and then press either the left or careful explorer you should succeed,
prepare yourself for the final encounter with right mouse button, as noted. regardless of your particular style. Of
course, certain decisions may prove
an enemy from Jorune’s hidden, terrifying past. The Shift key is also used in conjunc-
dangerous, so save often!
tion with clicking, as noted, for certain
less-used functions.
2 3

WHAT YOU’LL BE DOING In addition to dyshas, the hero also MODES OF GAME PLAY
learns Isho abilities. They are all
In addition to exploring the world and Alien Logic allows the hero to explore, Each of these actions is called a
passive, and include lava-walk, tumble,
facing both peaceful and violent fight creatures, encounter other “mode.” The names of the six modes
and several others. These abilities last
encounters, there are a few other characters, travel the surface of the are Side-View Mode, Encounter Mode,
for a limited time and can only be
aspects of life on Jorune to investigate. planet, perform feats of biological Tracker Mode, Bio-Tec Cork-Cutting
charged through the use of a Power-
engineering, enter WarpWorld, and Mode, WarpWorld Mode, and Weaving
Seeking the Mysteries of Isho Source in a shanthic site.
learn to weave the power of Isho. World Mode.
The hero is one of a rare group of Cutting Bio-Tec Corks
human mutants that can sense and
Using a laser scalpel, you can cut the
utilize Isho, the mysterious energy
genetic material called “cork” to create
permeating Jorune. Only shanthas,
Recos, organic robots that perform THE DISPLAY AREA THE HERO
the true natives of Jorune, understand
specific functions to help the hero in
Isho; however, during the course of the
his explorations.
game the hero may learn some of the
shanthas’ secrets. Isho can be used in Using Crystals
many different ways by many of the
species that inhabit Jorune. The eyeless Crystals hold Isho. There are several
shantha even use Isho to see by. colors of crystals that correspond to
HEALTH
the colors of Isho energy (which also INDICATOR
For the hero, the powers of Isho can be correspond to the colors of Jorune’s
used to enable certain mysterious and seven moons). The crystals that you
powerful abilities and to activate buy, find, or dig up with the hero’s Reco
TEXT BOX
glowing orbs of energy known as dyshas. digger are expended when the hero
As the game begins, the hero has little learns new dyshas or improves old OPTIONS
MENU
or no knowledge of Isho abilities but has ones. Crystals can also improve other ISHO
RECHARGE
a crude understanding of dyshas. abilities. Power crystals, when placed INDICATOR

Dyshas are the hero’s weapons in com- in Power-Sources, activate elevators


bat, orbs woven from the different and other devices in shanthic sites.
GAME GOVERNOR DYSHA MODE INVENTORY INFORMATION/SPECIAL ABILITIES
colors of Isho. In addition, a few dyshas
Entering WarpWorld & Using Warps
have other effects (not necessarily com- ACTION ICONS
bative), which you discover during play. Normally, you have to walk across Jorune
by foot to get from place to place. By
Weaving World is the place where the using a warp to enter WarpWorld, the
hero learns new dyshas and improves SIDE-VIEW MODE
hero can travel incredible distances
the ones he already knows. The only instantaneously. WarpWorld is a nether The most commonly used mode in the Side-View Screen Layout
way to enter Weaving World is at a world where the hero can reach all game is Side-View Mode. Many
features in the game are accessible Display Area
dysha school, called a kerning-bay. currently available warps.
only in this mode. All areas of the The Display Area is where most of the
There, the kerning-bay master sends
screen are labeled on the action takes place, including walking,
the hero to Weaving World, usually for
accompanying picture. jumping, and fighting.
a fee. Speak often to the master and
you may soon learn more of dyshas.
4 5

Health Indicator Icon displays the hero’s inventory. The Sound Effects: Use this option to toggle Talking to a Creature
The Health Indicator displays the hero’s fourth Action Icon brings up the hero’s sound effects on and off. Walking close to an intelligent creature
current health. Damage is tallied in special abilities and information. often triggers an encounter, should the
Music: Use this option to toggle music
each of the three outlined sections, creature be capable of and willing to
Options Menu on and off.
changing color from green to red (with talk. This takes you into Encounter
red being the worst). When all sections Each of the Action Icons brings up a Quit: Use this option to quit the game. Mode. For more information see the
are red, the hero dies. list of options in the Options Menu, You may also press Esc at any time. “Encounter Mode” section on page 8.
located at the bottom right of the
There are a number of ways to heal the screen. Left-clicking on an option uses Game Actions Examining Things
hero, but you find out more about it. Some options, however, are only To get a detailed description of some-
The following is a list of basic game
them as you explore. informative and do nothing when used. thing that the hero can see, right-click
actions you can perform in each mode.
on the object or creature. The descrip-
Text Box Options listed in blue text contain sub-
tion appears in the text box.
When you right-click on an object, the menus. Left-clicking on them takes you Important: when in Side-View Mode,
Text Box gives you information about it. into deeper menus which display more the hero is either in Exploration Mode Getting Objects and Using Devices
options. Left-clicking on the current or Dysha Mode. Hit the space bar to Left-clicking on an object generally
Weave Display Action Icon brings you up one menu toggle between modes. causes the hero to pick it up or use it
Whenever you use dyshas, the Weave level. If the Options Menu is not in a (if it is a permanent fixture). The hero’s
Display appears underneath the text sub-menu, you are returned to Side- inventory lists all his possessions.
box and provides information on the View Mode. Side-View Exploration Mode
state of each dysha being woven. To Open a Locked Door
The Options Menu allows you to In Side-View Exploration Mode, the hero
walks through temples and across To open a locked door, left-click on it
Isho Recharge Indicator choose Game Governor options (see
terrain. The hero can move in any (or the door’s keyhole), then select
When you cast dyshas, the available below), select available dyshas in
direction, jump across pits of crystal the correct key from your inventory.
Isho goes down. The Isho Recharge Dysha Mode, view and use items in the
lava, or activate shanthic artifacts. Doors require their exact matching key
Indicator shows the hero’s maximum hero’s inventory, and view abilities
or a skeleton key. Some doors are not
recharge rate (indicated by the red bar), otherwise unavailable on the dysha list.
Walking opened with a key, but instead must
and his current Isho rate (indicated by
To scroll through more options than The hero appears in full figure. You be knocked down with dyshas. These
the blue bar). In other words, the
are shown, left-click on the scroll left-click on the spot you want the doors can be recognized by their green
indicator shows the speed at which the
arrows next to the Options Menu. They hero to walk to. color. Regardless of how the door is
hero is weaving his dyshas.
take you through all current choices. opened, left-click on it to walk through.
Action Icons Jumping
Game Governor Menu Options Holding Shift while left-clicking allows To Exit a Scene
There are four Action Icons in Side-View
Load Game: Use this option to load a the hero to jump over pits, onto In an outdoor scene, left-click at the
Mode. The first is the Game Governor;
previously-saved game. elevators, or over small creatures. The edge of the farthest screen (to the left
left-clicking on this stone face brings up
hero can’t walk into a pit, but he can or right) to exit back to the Zoom Map.
the Governor’s options in the Options Save Game: Use this option to save a
Menu. The second Action Icon (a flam- jump in (not always a good idea). Hold In shanthic temples, exit scenes by
game you are playing. You will be the Shift key down and left-click on the
ing orb) puts the hero in Dysha Mode, prompted to name your save. travelling through archways (left-click
ready to weave and launch dyshas. Left- spot you wish the hero to jump to. on the archway). You may also click at
clicking on the third Action Because the hero’s jumping is limited in the edge of the screen.
distance and height, he may not always
land where the mouse was clicked.
6 7

Using Isho Abilities cannot leap over obstacles or perform Decreasing Weave Rate Strategies
Though the hero begins the game other special actions other than the Remember that when dyshas weave, Dysha Strategies allow you to fill the
without Isho abilities, he learns the weaving of dyshas. they reduce your Weave Rate, increas- Weave Indicator with a list of the hero’s
secrets of certain Isho abilities during ing the time that future dyshas take to favorite dyshas. With Strategies, you
To enter Dysha Mode, left-click on the
the game. The exact abilities learned weave. The lower the Weave Rate, the can have different lists of dyshas ready
Action Icon depicting the orbs. Left-
depends on which path he takes. longer it takes it to recharge. Various for different situations. For instance,
clicking on this Action Icon again
devices and situations throughout the you might want to have nothing but
Each Isho ability is different. They are returns you to Side-View Exploration
game increase the hero’s maximum Power Orbs in one Dysha Strategy to
activated for a limited period during Mode. Alternatively, the space bar
Weave Rate. fight creatures like scragger, while
game play, and only one ability may be toggles the screen back and forth
another Strategy might contain a Power
active at a time. They are normally used between modes. Note that you can Defense Dyshas Hold, a Crater, and Reflect for fighting
only during Side-View Exploration Mode. only enter Dysha Mode from Side-View The last Dysha Slot marks the hero’s shanthas. You may design Strategies
The duration and power level of an Isho Exploration Mode. current defense dysha. These dyshas according to personal experience,
ability is based on the Power-Source protect the hero in some way instead
Moving in Dysha Mode preference, and the list of the hero’s
used to activate the ability. For more of launching an orb at a target. To
Position the mouse and left-click to available dyshas.
information, the hero must enter use the current defense dysha, hold
shanthic sites and experiment. move the hero forward a step. The Pressing a function key (F1 through F10)
Shift and right-click with the mouse
hero cannot walk or jump in this mode, and then selecting dyshas sets the
anywhere in the Display Area. If the
Tra-Sense only creep forward or back. Holding strategy for that function key. Pressing
defense dysha is not yet woven,
Tra-Sense gives you a look at things Shift down while left-clicking causes the same function key while in Dysha
holding Shift and right-clicking has
invisible to the naked eye (and invisible the hero to take a larger step. Mode or Side-View Exploration Mode
no effect. Defense dyshas tend to
on the screen). This ability may only be weave quickly but also drain your brings back those same dyshas. Thus,
Choosing Dyshas
used in Side-View Exploration Mode. hero’s Isho rate in large increments. if you were to press F4, and create a
There are two offensive Dysha Slots for
The hero starts the game with Tra-Sense. Strategy of dyshas for fighting beagre,
the hero when you start the game.
Turning Around in Combat those same dyshas could be brought
Use your Tra-Sense by pressing Shift These Dysha Slots are filled with the
If you aim and fire behind your hero, back up at any time by pressing F4.
and right-clicking anywhere in the Power Orb dysha the first time you enter
he automatically turns to face the Strategies can be changed throughout
Display Area. A discharge of Isho Dysha Mode. You can select different
new direction. the game.
illuminates the area around the dyshas to fill the slots by clicking on an
pointer, revealing any previously available slot and then clicking on the To Leave Dysha Mode Results of Combat
invisible objects. You can right-click dysha in the Options Menu. The new Left-clicking on any other Action Icon If the hero is winning in combat
and drag across the screen to reveal dysha immediately begins weaving. or pressing the space bar takes you out some opponents may choose to
larger areas. of Dysha Mode and back into Side-View flee while others will fight to the
Firing Dyshas
Exploration Mode. You can alternate death. Left-clicking on the bodies of
Side-View Dysha Mode Right-clicking the mouse in the Display
quickly between the two modes with a dead creatures allows the hero to
Area fires the next available dysha
In this sub-mode of the Side-View mode, little practice. search their remains.
listed in the Dysha Slot area of the
the hero fights or imprisons Jorune’s
combat menu. The hero can fire in any
dangerous life-forms using the awesome
direction (including up or down). Hold
power of Isho. Because of the need to
the right mouse button down to fire as
concentrate his entire mind and body,
rapidly as the hero can weave.
the hero is restricted in movement, and
8 9

THE HERO’S CLICK TO GET A


POSITION MAP OF JORUNE

HERO’S CRYSTAL PATCHES


ENCOUNTER AND WARPS
OPTIONS
APPEAR
HERE SITES OF PROXIMITY TO
INTEREST LIFE FORMS

LIMILATES AND BIO-TECH

CITIES AND
SHANTHIC SITES

INDICATORS

ENCOUNTERED CREATURE’S DIALOG


A WARP ON/OFF BUTTON TO
SIDEVIEW MODE

ENCOUNTER MODE How It Works TRACKER MODE How the Terrain Map Works
In Encounter Mode you can talk with Read the text that appears near the The tracker device can display a Terrain The Terrain Map is used for overland
other characters, from inquisitive creature’s head. If you left-click (or Map or a planetary map of Jorune. travel. Icons appear on it, representing
thriddle to enigmatic shanthas. Only press the space bar), it hurries the cities, wandering creatures, villages,
creature through its current statement. Tracker Mode provides an aerial view of shanthic ruins, crystal patches,
the face of the creature, the text of what the hero’s position on the Terrain Map.
he or she says, and your replies appear limilates, incupods, warps, and other
When the creature has finished The hero can move over the surface of
in this mode. Encounters occur when various sites of interest.
talking, left-click on the phrase that the planet in this mode, and you can
you meet a creature in the Zoom Map best represents what you want the see the hero’s location on the Jorune Left-click in this mode to define the
or in a Side-View Mode. hero to say. The creature then map of the planet. A reference dot hero’s direction of travel across Jorune.
If all goes well, you go back to the mode responds until the encounter is appears on the tiny picture of Jorune in The tracker’s screen scrolls to reveal
the hero was in before the encounter. over. Insulting creatures or otherwise the upper-right hand corner of the new areas to explore. You can left-click
Otherwise, you may go to the Side-View making disparaging remarks can tracker device in Terrain Map mode, outside of the map area to move;
Mode to face combat with the creature. lead to slugfests. showing the hero’s approximate releasing the mouse button stops
If the hero is speaking with the kerning- location on Jorune at all times. the hero.
bay master, an interlude into Weaving In order to enter a Zoom Map revealing
World Mode may take place. more detail, left-click on any icon or
walk your hero into it. If the path is not
obstructed by some obstacle, the hero
10 11

makes a beeline for the icon and enters Bio-Tec, crystal patches and warps; Left-click the mouse wherever you want
Special Note: the Ardoth Map
the Zoom Map of the immediate and to structures such as cities and the hero to travel. Colliding with a
The map of Ardoth, the main city you
region. The hero cannot travel over shanthic sites. creature places the hero in Encounter
explore, appears in a special version of
mountains, but the presence of a Reco Mode or Side-View Mode. Colliding with
Pressing the OFF button while on the the Zoom Map Mode. Most areas of
respirator allows him to travel through a site or object places the hero in Side-
Zoom Map places you in Side-View interest are marked, but not all are
water for short distances. View Exploration Mode.
Mode. This allows you to save the game apparent at the beginning. In addition,
There are four moving indicators on and make changes to inventory, and to You can leave Zoom Map Mode by the hero must navigate the streets to
the tracker’s right edge. They represent modify combat strategies at any time. walking the hero off the Zoom Map or get from place to place. Entry into
proximity to: life forms, limilates and entering a Warp. Ardoth is accomplished through the
main gate to the West. The hero may
exit Ardoth through that same gate.

THE HERO’S LOCATION CLICK HERE TO RETURN


ON JORUNE TO TERRAIN MAP

SITES OF
INTEREST
LOCATED
BY SCAN
BUTTON

THE HERO SCAN BUTTON

ZOOM MAP MODE WARPS STRUCTURES SITES OF EXPLORATION


(creatures, limilates,
How the Zoom Map Works Zoom Map Scanner incupods, crystals)
The Zoom Map is a highly magnified Left-clicking on the SCAN button
satellite view of the hero and his temporarily displays a blip at each site DISPLAY BUTTONS

surroundings. At this resolution, you of interest on the Zoom Map.


can see a photo-realistic top-view map From this mode, the hero can enter
of the hero, other creatures in the area, Side-View Mode, Encounter View
buildings, and sites of interest. Mode, and WarpWorld Mode.
12 13

How the Jorune Map Works once on one of these buttons brings up How It Works points of genetic stability. Once the
While in Terrain Map Mode or Zoom a modified version of the Jorune map. Left-clicking on an incupod makes the indicator arrow reaches one of these
Map Mode, left-click at any time on the The Warp button displays each warp the hero walk up to it and displays your points, the cork-cutting kit shuts down,
small picture of Jorune in the upper- hero has discovered on Jorune. The hero’s Bio-Tec inventory in the Options the cork is inserted into the incupod,
right corner of the tracker. This brings Structures button displays each village, Menu. You can now select a pre-cut cork and you return to Side-View Explo-
up a planetary map of Jorune and marks city (if Ardoth has been explored), and to place in the incupod or select a laser ration Mode to see what the incupod
the hero’s location on the planet. shanthic site the hero has visited. The scalpel (assuming one has been found). has produced.
Sites of Exploration button displays each
Left-clicking on any of the three icons If you select a pre-cut (prepared) cork, When cutting a cork, pay close attention
of the sites where creatures, limilates,
on the bottom of the Tracker brings up the hero inserts the cork into the to the Visual Approximation Display
crystals, and incupods have been
travel-log information. The three incupod and, barring any failure of the (VAD) just above the genetic scale. The
discovered (represented by different
buttons represent the hero’s previous incupod, the appropriate Reco emerges. VAD shows the two different Recos that
colored dots as shown in the key in the
exploration; the buttons are: Warps, correspond with the two nearest points
upper-left corner of the Tracker). The laser scalpel uses raw corks and
Structures, and Sites of Exploration. Clicking of genetic stability (those which are
produces less predictable results, but immediately above and below the
can create new types of creatures. Left- indicator arrow’s current position).
clicking on the laser scalpel enters Bio-
Tec Cork-Cutting Mode, which shows a Corks are pieces of living tissue, and
VISUAL APPROXIMATION DISPLAY AVAILABLE CORK QUANTITIES
close-up view of the cork-cutting kit there is a possibility that each cut the
with an incupod in the background. hero makes may cause an injury. The
CUTTING AREA health indicator on the cork-cutting kit
When selected, the kit fits over the top tracks the number of injuries sustained
of an incupod and automatically by the cork. When the hero begins
deposits a finished cork into the pod. cutting, all seven indicator lights are
The kit has a cutting area, a genetic green. With each injury, one light turns
scale, a visual approximation display, a red. Once the cork has sustained seven
UP GENE cork-health indicator, cork inventory injuries, it is destroyed, and the hero
STRANDS
selectors and two buttons: DESTROY must begin again with a new cork.
AVAILABLE
and SHUTDOWN. At any time during cork cutting, you
CORK
DOWN GENE
STRANDS TYPES To activate the kit, left-click on one of may destroy the current cork by left-
the available corks on the right side of clicking on the DESTROY option. If you
the kit. A cork appears in the cutting left-click on the SHUTDOWN option, the
area on the left, displaying a number of currently selected cork (if there is one)
POINT OF GENETIC STABILITY CORK HEALTH INDICATOR LIGHTS GENETIC SCALE MARKER raised gene sites. is destroyed, the cork-cutting kit shuts
down, and the hero returns to Side-
Left-click the mouse on a gene-site to View Exploration Mode.
BIO-TEC CORK-CUTTING MODE use the device’s built-in laser scalpel to
Whenever the hero discovers an incupods. The incupods unravel the release enzyme packets which alter the For information on specific Recos,
incupod, which resembles a large, cork, forcing the release of its genetic genetic code of the cork. This raises or see the section entitled “Bio-Tec” on
fuzzy, upright watermelon, the hero material, and begin the process of lowers the genetic scale marker page 18.
has the opportunity to create a Reco producing whatever Bio-Tec creature (indicated by a green arrow). The bright
(a biological robot). Spongy Bio-Tec the cork was coded for. green bars on the genetic scale indicate
seeds called “corks” are placed inside
14 15

EXIT PORTAL (PLACE TO


ATTRACT DYSHAS TO)

DYSHAS TO LEARN

A WARP THE HERO’S ICON A WARP

WARPWORLD MODE WEAVING WORLD MODE


The hero enters WarpWorld whenever approaches. Note that the layout of Weaving World is a dangerous place Each left-click releases the Isho of one
you left-click on a warp site in the the continents in WarpWorld appears that exists directly in the Isho stream of of the hero’s crystals. These crystals
Zoom Map or activate a cle-eshta. different and somewhat distorted Jorune. In Weaving World, the hero can attract nearby dyshas. It is a simple
WarpWorld appears as a stylized map compared to the actual map of Jorune. learn new dyshas and increase the matter to attract a dysha to the exit.
of Jorune that displays warps as power of dyshas he already knows. Since each crystal’s attraction only lasts
As on the Terrain Map, you left-click to
shimmering areas of light. The hero’s for a few seconds, it may be necessary
move in WarpWorld. If you left-click on Entering Weaving World and
presence in WarpWorld is indicated by to lay down several crystals in a row. As
a warp, the hero enters the warp and
the movable icon. All the available Learning New Dyshas the hero’s skill increases, it takes fewer
returns to Jorune at the approximate
warps are not visible at all times, for The hero enters Weaving World by and fewer crystals to learn new dyshas.
location indicated in WarpWorld.
warps grow larger as the hero paying the master of a kerning-bay. Weaving World is exited as soon as the
Located within the swirling colors of hero succeeds in learning a new dysha.
Isho in Weaving World are several It becomes available to him in Dysha
dyshas. Only one of these can be Mode, ready for use. Running out of
learned during each visit. To learn a crystals or clicking on the EXIT icon
dysha, drag it through the exit portal also exits Weaving World, but without
icon by left-clicking on it. a new dysha.
16 17

DYSHAS DYSHA LIST DYSHA SLOTS &


Dyshas are spheres of power woven There are seven colors of Isho named The following is a partial list of the THE WEAVE DISPLAY
from Isho, the mysterious energy after each of Jorune’s moons: Shal, dyshas the hero can learn. There are In combat mode, dysha weaving is auto-
permeating the world of Jorune. Some Ebba, Du, Gobey, Desti, Launtra, and many more offensive, defensive, and matic. The Weave Display has five slots,
dyshas are weapons used for fighting Tra. Each dysha corresponds to one of utility dyshas available, but you have to each of which can hold one dysha. The
Jorune’s dangerous creatures, while the colors of Isho. discover them as the hero explores. hero can weave a maximum of four
others have non-combative uses. offensive dyshas (in any combination)
Power Orb and one defensive dysha at a time.
TWO POWER ORBS SENT BY THE HERO A SUSPENSION ORB HEADED FOR THE HERO This is a simple orb of Ebba Isho that
At the start of the game, the hero can
pushes its target hard and fast. It does
only weave two offensive dyshas at a
more pushing than actual injury, but it
time. He’ll be able to weave more as
keeps the hero’s opponents from firing
his skills improve.
A THIRD back for a moment. The hero begins
TWO “EYE-EVIDS”
ATTACKING THE
“EYE-EVID”
ATTACKS
the game with this dysha. The Readiness Indicator
HERO FROM THE FROM THE
LEFT RIGHT
Power Hold Each dysha slot has a readiness indi-
cator telling you which is the next dysha
Another Ebba dysha, Power Hold
THIS DYSHA IS to be fired. Only one dysha indicates
TWO-THIRDS creates four immobilizing rings of Isho
CHARGED readiness at any time. You can change
around the target. The target cannot
which dysha fires next by clicking on a
READINESS act for the duration of the dysha.
INDICATOR different slot than the one indicated.
DYSHAS TO Flame Touch
OFFENSIVE DYSHA: CHOOSE FROM Selecting a Dysha
POWER-HOLD 2 Using the power of Launtra, the hero
Left-clicking on a dysha from the
bursts into flames (without harming
Options Menu fills the dysha slot
himself, of course)! Any targets touching
highlighted by the Recharge Indicator.
OFFENSIVE DYSHAS: DEFENSIVE DYSHA: the hero take damage. Though not
Weaving of that dysha begins
POWER-ORB 3 VAMPIRE 2 especially effective against large targets,
immediately; however, the dysha does
ISHO MAXIMUM CURRENT ISHO LEVEL Flame Touch is excellent for eliminating
not fire until you right-click in the
small pests, like the voracious beagre
display area.
who nip at the hero’s ankles.
The hero can learn most dyshas at At the higher skill levels, dyshas take The Dysha Level Indicator
higher skill levels, which gives them longer to weave; thus, rapid firing may
Shield
Most dyshas have four levels of power,
greater damage or duration. The level reduce their effectiveness to a lower This defensive dysha creates a tempo-
the first being the weakest, and the
of a dysha is displayed as part of its level of the dysha. rary shield to protect the hero.
fourth, the strongest. All the dyshas the
name in the Options Menu. When hero begins with start at the lowest
dyshas are being woven, the number of Reflect
level. Each dysha slot has a level
green dots displayed beside them Using this dysha of Tra, the hero reflects
indicator showing you its current power
indicates the level of the dysha. hostile dyshas back at their casters, who
level. The longer you wait for a dysha to
take the full effect of their own attack.
prepare (until it reaches its maximum),
However, a funny thing can happen
the more powerful it is when fired.
when both combatants use Reflect. . . .
18 19

BIO-TEC LASER SCALPEL / CUTTING KIT The Reco Miner The Reco Surgeon
The Earth scientist Iscin, who A laser scalpel is the key component of A variant of the Reco digger, the Reco The Reco surgeon heals all wounds.
engineered the crugar, woffen, bronth, a cork-cutting kit, a complex piece of miner is capable of digging in terrain The surgeon loses skill and desire to
and other races, also created a means equipment used to cut the gene-sites the average digger finds impenetrable. operate over time. After a variety of
to create biological robots, called on a cork to create the different Recos. Unlike the digger, the miner can horrible accidents, Iscin programmed
Recos. As biological tools, Recos have The number of possible cuts depends retrieve buried goodies from both icy the Reco surgeon to die once it became
the advantage of never needing power on the health of the cork combined glaciers and the hardened bedrock of too senile to continue operating safely.
or maintenance, unlike mechanical or with the tolerance of the incupod. If the the desert. You should be glad when a surgeon
electronic equipment. number of allowable cuts is exceeded, issues its last breath.
The miner suffers from a genetic
the cork perishes and another must be imbalance that sometimes makes it
CORKS used. If another cork is unavailable, or overzealous in the completion if its RECO FAILURES
A cork is a piece of bio-mass that con- the bio-engineer decides to cancel the mission. Miners are easily diverted by Sometimes the hero accidentally
tains all the information and genetic surgery, the incupod is doomed, for long veins of minerals or the weak creates a Reco failure. These failures
instructions to create a Reco. Corks can there is no way to seal the incision vibrations of distant limilates. They are are generally short-lived and pose no
be pre-cut or raw. While pre-cut corks created by the cork-cutting kit. known for taking their own initiative real threat to the hero.
can be placed in an incupod by hand, a and extending their exploration.
raw cork must be bio-engineered and THE FOUR COMMON RECOS Occasionally, they go too far....
simultaneously surgically introduced There are four basic Recos you can
using a cork-cutting kit. The color of the grow, plus many other horrible (and The Reco Rejuvenator
cork determines its capacity to useless) mutants. The Reco rejuvenator heals the hero’s
withstand the damage caused by this superficial wounds. If the hero has
process. Pink corks are very weak, red The Reco Digger sustained heavy injuries, the
corks are relatively robust, and purple The most popular Reco is the Reco rejuvenator is useless.
corks are extremely hardy. digger. If you select a digger from the
Sometimes the rejuvenator dies after
hero’s Bio-Tec inventory, the hero auto-
performing its duties.
INCUPODS matically places it on the ground. The
These hairy watermelons grow Recos digger, if it is strong enough, burrows
after a cork is placed in them. They grow into the ground and returns a few
all over Jorune and come in three types: moments later, hopefully disgorging
green, red, and purple. Green incupods something it discovered there. The hero
are the least desirable, and quickly can then pick up his newfound treasure
reject even moderately bio-engineered and add it to his inventory.
corks. Red incupods are more tolerant, Sometimes a digger won’t return from
and can accept a greater number of cuts its journey. This means that it was too
in a given cork. Purple incupods are weak to complete its task and is unable
highly prized, for their internal biolog- to be recovered.
ical energy allows them to accept even
the most heavily engineered corks.
20 21

BESTIARY CLEASH
Jorune is inhabited by a number of intelligent and unintelligent races. Some are
indigenous, while others, like humans, came from distant worlds. Cleash live in the frigid Ice Fields of
Gilthaw, an environment for which they
are poorly suited. Cleash are fierce and
BEAGRE aggressive. The capsules manufactured in
their bodies are used as weapons against
Like a cross between a their enemies. Cleash raiding parties can
chicken and a rat, these be found all over Jorune. They are very
small creatures are dangerous in small numbers.
more of a nuisance
than a threat. They can,
however, cause some
injury while nipping at
the hero’s feet. Bring in
dead beagre for a
bounty in Ardoth.

CORASTIN
Corastin are large and bulky. They are the
bodyguards, the construction workers,
the laborers of Jorune. Their lack of sharp
eyesight and hearing does not hinder
them in their jobs — corastin are often
BRONTH used as intimidators.

Bronth are children of Iscin based upon Terran On their own, corastin do not congregate
bears. They honor the fine values instilled in in large settlements. Their pocket
them by their creator, who found these children populations are spread over Jorune. The
to be natural students of honor and chivalry, areas in which they settle are territories
unlike the crugar. to be treated with due respect; tribute or
violence is the choice of trespassers.
Bronth are larger and more powerful than
humans, but are not prone to aggression. Those Corastin and bronth share the same
making the acquaintance of bronth are accorded abhorrence of slavery. It is wise to use
the position of equals, until actions or attitude tact and charming etiquette with
prove otherwise. corastin. One should not demean their
labor, lest one end up as pulp dripping
Their realm of Dobre is quiet and peaceful. from the end of a powerful club.
22 23

CORONDON CRUGAR
One of Iscin’s cre-
ations, the crugar are
based upon the
cougars of Earth. They
stand bipedal, are
capable of speech,
and display ruthless
cunning. Their
numbers are greatest
in their realm of
Temauntro, a vast,
uncharted region far
to the west of the
Doben-al. Crugar are
given to sudden
mood swings and
fight fiercely if
provoked. It was a
crugar who killed
Iscin, the giver of life.

EVIDS
These enormous creatures have long claws and terrible biting mouths. Avoid them
There are several non-biological entities that the hero encounters in the course of
if at all possible.
the game. They are usually found in shanthic sites, and most appear reddish in
color. They are guardians of temples and homes. Their destruction usually releases
a usable crystal.
24 25

HUMAN RACES RAMIAN


There are three types The tall, crusted bodies of ramian
of humans inhabiting are as strong as armor. They are not
Jorune: pure strain native to Jorune and can make no
humans, muadra, and use of Isho. They have no time to
boccord. All these chat, and no time for questions.
types of humans look Without the shirm-eh limilate,
very much alike. ramian heal very slowly. They prize
Muadra are mutants, this plant, for it does not grow in
slightly smaller than their realm of Voligire. Ramian may
humans, and have the accept shirm-eh as a gift, but not
ability to weave Isho gladly — their pride does not allow
into orbs and bolts. them to show appreciation.
The hero is a muadra.
Boccord are also
mutants, and due to
their different
development at the
pre-natal stage, they
are taller and stronger
than humans (and
although they cannot
weave Isho, they can
SCARMIS
mask their Isho
Where there are cleash, there are scarmis.
signature and send
When scarmis are found alone, they
ripples into the Isho
present little danger. It is only under the
that native Jorune life
influence of the cleash that they are
is sensitive to).
deadly. It is said that the sparkles given off
by a cleash’s canther (the large humps at
the top of their backs) places scarmis in
MANDARE their control. Approach them slowly and
with open hands to avoid being “wetted
Mandare are creatures with long necks, flopping bellies, and ever-hungry mouths. down.” Creatures with body hair should
Like the corondon, they should be avoided. scrub thoroughly to remove the odor. The
phrase “Gee’oooooh’po,” means “please
don’t wet me down” in their language.
26 27

SCRAGGER THIVIN
These feisty teeth-with-legs Hairy and horned, the thivin are the master
are a constant source of craftsmen and traders of Jorune. Selling comes
danger for the hero. Nothing easily to the thivin — some say too easily. The
stops them faster than a thivin love of bargaining is equaled by their love
quick use of the Flame of music. Thivin create and play instruments of
Touch dysha. Take their many types, including dichandra stones,
dead bodies back to Ardoth whosins, jampers, and tenter-shines. Thivin are
for a bounty. the only race able to truly play the harmonious
crystal music-rods.
Thivin craftsmen are masters of wood-carving,
jewelry making, and weaving. Only they can
create fine gauthi rugs. Their paintings are
highly valued. In Ardoth, exhibits of their
works crowd many citadel streets.

THRIDDLE
SHANTHA
Thriddle are twin eye-stalked creatures
Shanthas are the ancient race of indigenous that inhabit the island of Tan-Iricid in the
intelligent life on Jorune. At the time of the Sea of Ceridus. They are a highly
Human/Shanthic war, their culture was the intelligent, peaceful species that have
highest this world had known. Now it is rare lived on Jorune for thousands of years.
to encounter the shantha outside their They control the world’s most impressive
underground homes. Respect the shanthas, library, that of the Mountain Crown of Tan-
for they possess the greatest talents of Isho Iricid. Their desire for knowledge and
sculpting known on Jorune. experience in geography, the arts, and
languages often bring them into other
realms of Jorune.
Thriddle prefer peace to conflict, and
neutrality is the rule. Many thriddle are
employed to collect information. These
are the “querrid,” and they can be found
wherever you travel.
Salrough Gomo is the head librarian at the Mountain Crown of Tan-Iricid. He is
also known as the savior of the thriddle from the hands of the Maustin Caji in the
Jorune year 3454. The hero meets Salrough Gomo in the beginning of the game.
28 29

TRARCH WOFFEN
The trarch are a race of Engineered from
blue-skinned humanoids Earth’s wolves,
that inhabit the jungle woffen are
continent of Drail. Most another of Iscin’s
authorities agree that the children. Their
trarch are only semi- bodies are
intelligent, and rely on covered with fur
brute strength to survive. which increases
They are renowned for their apparent
their sheer brutality and size. The woffens’
enormous eating realm of Lundere
capacity. To date, the lies to the east of
trarch have discovered Dobre. They are
the use of sharp cutting welcome in
instruments, mud, rocks, Burdoth, and
and large wooden clubs. some have
Typical trarch food chosen to
preparation involves make their
extensive tenderization homes there.
before consumption.
Woffen and
Most trarch live nomadic crugar share an
lives of hunting and intense dislike
gathering. Occasionally, for each other
however, an unusually that dates back
large and therefore respected trarch takes over the leadership of a tribe and to the time of the woffen’s captivity along with the other Iscin races at the hands of
establishes a somewhat permanent village. Periods of intertribal warfare are the crugar. Matters were later made worse when the crugar slaughtered hundreds
common but relatively brief, as the trarch tend to forget what they are fighting of helpless woffen during the Ninindrue Plague Slayings of 2934.
about. The only lasting enemies of the trarch are the ramian, who frequently raid
Woffen enjoy indulgence in the pleasures of food and drink. Their drinks of “stomeh”
Drail to capture slaves as laborers for the hellish, stinking cities of Sillipus.
and “wholl” make for long parties and howls of laughter in their underground drinking
establishments called “shenters.” The “authew,” or woffen who, due to alcoholism,
walk with a permanent hunch, are not as dangerous as they may appear. Although
liquored beyond normal rationality, their tendencies are non-violent. The heavy
drinking of stomeh is responsible for their unkempt appearance. The “wretched
ones” usually keep to themselves.
30

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♦ Cle-eshtas These are the cylindrical

DELSHA
DELSHA
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MISCELLANEOUS ITEMS

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♦ Crundorras These are shanthic

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♦ Crystal Lava Crystalline lava is

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♦ Gemlinks The currency on Jorune.

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TEMAUNTRO
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TEMAUNTRO
TEMAUNTRO

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exposed in some shanthic sites. Only

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When the hero sells items to bazaar

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the Lava-Walk Isho ability can protect

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ISLAND

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shops, he’ll get gemlinks as payment.

DRAIL
DRAIL
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DRAIL

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THANTIER

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THANTIER

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the hero from exposure to lava;

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♦ Limilates Herbs and roots that grow

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underground and grant the hero special

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CROWN

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CROWN

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♦ Elevators Narrow vertical passage-

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abilities when ingested. The hero can use

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ways are referred to as elevators in

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NORTH
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DOBEN-AL
DOBEN-AL

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them from bazaar traders. They can be

THE
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off of the stones which traverse them.

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KHODRE
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compared to the potions of other games.

KHODRE
JUNGLE

KHODRE

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♦ Furniture Some shanthic furniture is

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♦ Sarceens These are shanthic devices

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TRINNU
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reflective to Isho. Pedestals also have

BURDOTH
BURDOTH

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LANDS

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that teach a new dysha or Isho ability.

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jumping on them.

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♦ Isho Rides These columns of Isho

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The hero discovers numerous shanthic

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floors of shanthic temples have an @?

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The hero’s main purpose in exploring


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interesting effect on the hero’s Isho rate.

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shanthic sites is to find cle-eshtas,
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that a power-crystal be placed in them.

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that can be found as well. Here are
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some brief descriptions of the major

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parts of these sites.


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vated, a Power-Source affects some


♦ Chasms From years of neglect, parts other part of the shanthic site. An acti-

JORUNE
OF
WORLD
THE
of shanthic sites have caved in. Shanthas vated Power-Source can also be used to
usually clear the rubble and erect charge up one of the hero’s Isho abilities.
floating stones that allow travel through
♦ Warps Some shanthic sites have
the site. Jumping from stone to stone is
inter-temple warps within them.
the typical means of crossing a chasm.
32 33

THE STORY OF THE EARTH had a primitive agricultural society. However, the exaggerated scale and
COLONY ON JORUNE architectural complexity of the ruins were ample evidence that they were
not thriddle-built.
THE JORUNE COLONY Certain features of the planet’s geology defied explanation. Minerals with
In the Earth year 2116, Earth scientists developed faster-than-light travel, very high energy densities led to unusual geologic formations on Jorune.
opening communication with distant stars. Unmanned probes were sent to The energy from these minerals created a field which permeated the planet.
many distant star systems, and in 2123, one of the probes detected a life- Measurements showed this field to be quite stable with respect to
supporting planet. Lush and hospitable, the planet possessed a gravity, geography, and to vary slightly with meteorological changes. Although
atmosphere, and climate similar to that of Earth. The transmissions from extensive tests indicated that the field presented no danger to humans, its
the probe indicated that the planet had a fully-developed ecology which energy was unlike any radiation or force encountered on Earth.
supported many forms of life.
In spite of these mysteries, the landing parties of Earth determined that a
The planet was named “Jorune,” after its discoverer, Kadija Rhen Jorune. permanent presence would not represent a significant threat to humans or
Excited by the prospect of a manned mission to the planet, the Earth the indigenous life, and it was finally deemed safe to establish a formal
nations made plans for a permanent research station, possibly followed by colony. When told of the colonization plans, the shanthas reacted coolly. They
a larger colony. did not stop the colonists from meeting their needs for water, land, and mi-
neral resources, but they relegated the lands that the humans could occupy.
Many years were spent in the development of long-range spacecraft. In
2138, two years after leaving Earth, a manned expedition of several hundred The Jorune colony was to transport over 20,000 colonists and crew to the
scientists reached Jorune. The explorers soon discovered a race of awaiting planet. A fleet of 80 ships would carry passengers in suspended
intelligent beings that referred to themselves as “shanthas,” thinly-framed animation for the long voyage through space. In 2147, the colony ships
humanoids that communicated in a very complex language combining departed Earth. Each of the ship-pods was designed to be a reasonably
pictograms, phonics, and colors. complete colony site after landing. Supplies from Earth would initially be
needed in abundance, but after a generation, each colony site would
Another intelligent race, the “thriddle,” was found on Jorune. Although not
become self-sufficient. Plant and animal species from Earth were brought
humanoid, the thriddle quickly mastered English (in all its simplicity) and
for comparative studies with indigenous Jorune life.
were able to bridge some of the gaps in the colonists’ communications with
the shanthas. And, unlike the shanthas, the thriddle demonstrated interest In the Earth year 2155, all of the colony ships had landed at their various
in Earth technology and people. assignment locations. In that same year, the colonists learned of a catas-
trophic war on Earth. Days after the discovery, communications with Earth
Though the shanthas were far more numerous than the thriddle, neither
were permanently lost. The expected supply ships would never arrive.
seemed to be in a position of dominance. The presence of so many
intelligent races on the planet presented contradictions to Earth scientists. What had started as a research colony was now the last remnant of human
Interactions between the various races on Jorune were highly segregated. civilization. In a panic, the colonists ignored the shanthic restrictions on
Shanthas, in particular, demonstrated apparently little interest in other races. land, since raw materials were required that would no longer arrive from
Earth. The colonists cleared native Jorune vegetation for large-scale seed-
Paradoxically, these two races lived simply and seemed unwilling to
ing of a food crop biologically engineered to be competitive on Jorune. They
progress technologically. And although highly intelligent, the shanthas
began mining operations on lands forbidden to them.
were a peaceful race with little machinery. Their life-styles were simple by
human standards, despite their elaborate underground architecture. The shanthas reacted with hostility to these transgressions, but the
Thriddle also lived in the ruins of a great past civilization and humans ignored their threats. When shanthas tried to interfere with human
expansion, they were dealt with harshly.
34 35

THE GREAT MISTAKE THE REMAINS OF HUMANITY


The colonists sadly underestimated the power of the once-peaceful The destruction of the colony sites left many Earth species refugees in the
shanthas. Soon after humans started refining ore from shanthic lands, a strange environment of Jorune. Most earth animals perished in an ecosystem
wave of attacks employing energies of almost nuclear proportions was in which they had no niche. Although the geography and weather of the planet
launched against most of the eighty colony settlements. Thousands of were well-suited to Earth life, the native competitors held the upper hand in
colonists were killed instantly. most struggles for survival. Some Earth species survived, humans among them.
They quickly became part of the forest fabric. Man became a hunter again.
However, humans were the masters of sophisticated biological technology.
In a desperate attempt, one of the colony sites released biological warfare In the years that followed, humans and shanthas played out the hostilities
agents into the upper atmosphere. These genetically modified bacterium kindled earlier. For fear of shanthic detection and reprisal, tools and
were created to exclusively kill shanthic life. Over 99% of the shanthas died, technology were abandoned; life became simple in philosophy as existence
leaving only thousands of a once-populous race. became a struggle.
This was a hollow victory for mankind. All of the starships were destroyed,
and with them the colonists’ only means of leaving Jorune. In the violent ISCIN, FATHER OF THE ISCIN RACES
aftermath, settlements were abandoned and items of technology left In isolation after the attack, Iscin, a Bio-Tec engineer, feared that no Earth
behind. Communication between colony sites was destroyed; survivors had animals would survive. He attempted to modify Earth animals to make them
no knowledge of the fate of their fellow humans. more competitive on Jorune. In his experiments, he altered several Earth
species, including cougar, wolves, and bears, into intelligent, bipedal
PERSPECTIVE ON THE HUMAN / SHANTHIC WAR creatures. These derivative species eventually developed stable populations.
When the humans discovered that the supply ships would not be arriving,
they expanded their territories into ancient shanthic burial grounds. 3,500 YEARS LATER
The shanthas, in response, revived aggressive technology left to them by Over the millennia, humans have grown to be the most populous race on
their ancestors. Jorune, strongest in the realm of Burdoth (the capital city is Ardoth). After
centuries of backsliding, human society on Jorune has begun to progress.
The humans in their colony strongholds were not prepared for the massive Having forgotten their origins on Earth, the humans of Jorune have
energy blasts which exploded from within their ships. The shanthic warp developed their own cultures. Conditions on Jorune have impeded their
mappings to the ships were regional, and the Isho was readily available. technological development, but they have recently recovered caches of the
Warps were forced open, and through them, tremendous dyshas of Desti old Earth technology hidden by members of the original colonies. They
and Du were sent. have learned to use many devices without fully understanding the
After the deadly bio-warfare reagents were released, the few shanthas who principles involved. Life on Jorune is a paradoxical mix of old and new as
remained were unable to maintain their ancient underground complexes. the humans begin to comprehend their origins.
Society crumbled. The shanthas were forced to leave the glowing lower
world and take to the more desolate parts of their planet. Knowing that the THE SHANTHAS OVER THE AGES
humans were destined to enter their cities in the coming millennium, the Over the ages, shanthas have learned a bit about humans. Although their
shanthas sorrowfully laid to rest their valuables within temple recesses. original impressions have yet to be dispelled, they have come to grips with
They guarded their treasures by the best means they could muster, and living as a minority on their own planet. Their interactions with other life forms
looked to the time when their descendants could reclaim their heritage and are usually brief and specific. Hostility between shanthas and humans is rare.
restore the race to greatness.
Again the shanthas watch and wait, this time for a chance to restore their
race to its ancestral splendor.
36 37

GENERAL INFORMATION Launtra, the Flow


Seen by many as a symbol of nature, this bright green moon throws off
THE PLANET JORUNE enough light at night to walk by.
Jorune is similar to Earth in many ways. They are roughly the same size, and
share similar climactic extremes. Jorune’s rotation period is 27 Earth hours Tra, the Warp Maker
long and its gravity is just a touch under that of Earth’s. Jorune and its seven The small white Tra moon is in a constant state of flux. Darker areas of Tra
moons circle a single sun, along with the other eight planets in their star swirl about. There are those who believe that future events can be predicted
system. Jorune is a “blue” planet; water covers as much of its surface as it does through careful study of the formations on Tra.
on Earth. Isho is the main component that differentiates Jorune from Earth.
CRYSTALS
ISHO The planet Jorune is composed of stratified crystal layers. There are seven
The mysterious energy that suffuses Jorune is called Isho, by virtue of which basic types of crystal, and the color of each crystal reveals the type of Isho
shanthas “see” and SkyRealms “float.” Shanthas are natural masters of the contained within. Crystals are coveted because they are used to learn new
ability to weave orbs out of the Isho. These “dyshas” can be learned by dyshas and are often components of shanthic technology. Some crystals
humans (and other races, to a lesser degree). The presence of Isho can also are common, others are costly.
create “warps,” which act as portals between different areas on the planet.
There are seven basic types of Isho on Jorune, each with its own distinct CRYSTAL FIELDS
properties. The Isho types are each named after one of Jorune’s seven Crystal fields are areas where the planetary crystal layer breaks the surface,
moons: Shal, Ebba, Du, Gobey, Desti, Launtra, and Tra. The Isho types are exposing small crystal-core outcroppings. In these areas, loose crystals are
also referred to by the color of the moon that they represent. often close enough to the surface to be dug up and recovered. Crystal fields
are found in all terrain types, but they tend to be most common in deserts,
MOONS OF JORUNE dry plains, and ice fields, where they are not obscured by underbrush.
Shal, Keeper of the Ancient Order
A medium-sized blue moon, elegant and pristine. WARPS AND WARPWORLD
Warps are instabilities in the Isho flow that allow explorers to enter a place
Ebba, the Sender commonly called “WarpWorld.” From WarpWorld, explorers can re-enter
This Jorune moon is devoid of atmosphere; its craters and silver-colored Jorune through another warp, which can provide instantaneous transport
surface are easily seen from the planet. Much shanthic mythology centers over thousands of miles.
around this moon’s detailed surface.
There are dozens of warps in WarpWorld, but few explorers know them all.
Du, the Illuminator Without specific understanding of a warp’s “Isho signature,” it is impossible
The large Du moon is covered with bright, slowly swirling, amber clouds. to locate it in WarpWorld.
Travellers can learn the Isho signature of a warp by using a cle-eshta, a
Gobey, the Protector piece of shanthic technology often found in shanthic ruins. Cle-eshtas also
This black moon is barely visible, except for the slight glow of its reflection transport their users into WarpWorld directly. Care should be taken when
and the black patch in the sky it blocks out of the star field. using them, for the path from a cle-eshta into WarpWorld is one-way. The
Desti, the Red Harbinger traveller must use another warp to re-enter Jorune, and it can be a very long
walk from the point of reentry back to the ruins and the cle-eshta.
This swirling red giant of a moon looms overhead. A silent reminder of
history’s darker times.
38 39

SKYREALMS Life was hard for the early Ardothians. The city was built on a bay, and the
SkyRealms are land masses ripped free from the planet’s surface and sus- tides were extreme, sending waves crashing into the shore, sweeping away
pended in air by crystalline repulsion, the force of underground Isho currents buildings and their foundations. The winds were strong enough to rip the
exerting a constant push against the underside of a land mass with dissimilar roofs off of homes, and the Isho storms caused much discomfort. A sea wall
crystalline properties. Some SkyRealms remain in place, suspended up to a was begun that would take many hundreds of years to complete but would
few thousand feet above the ground, while others cast moving shadows over offer protection from the tides.
the landscape, following the underground Isho currents. These floating land Records of much of the second millennium do not exist, save to document
masses range in size from a thousand yards wide to eight or ten miles in the great plague that swept through all the known occupied lands and
diameter. The average SkyRealm is about two miles wide. brought the growth of human settlements to a standstill during this age.
Many unexplored SkyRealms linger above the surface of Jorune, their The crugar threat from the far west caught up with Ardoth from time to
shadowy footprints on the ground below. Low-lying, immobile SkyRealms time. Assaults came from Temauntro every few generations, sparked on by
darken the landscape, and the land lies barren below them. SkyRealms a new, charismatic leader.
float at an average height of a few hundred feet, although they can drag The crugar invasion of 3007 brought the city of Ardoth to the brink of
against — or even strike — the ground below them under the right Isho destruction. The arrival of a Heridothian legion drove out the crugar and
conditions. Rarely does a SkyRealm’s altitude exceed one mile. made way for reconstruction. From Voligire came the Ramian Invasion of
In ancient times, shanthic cities were often built in the underground 3113, and it launched the entire realm of Burdoth into war. Ardoth
chasms created by the slow cleaving of a soon-to-be SkyRealm and the eventually drove the ramian from the Sychill province and Lusail after
ground below. Because this process occurred so slowly and predictably, decades of war, leaving Ardothian forces in control until Lusail’s population
shanthas could take advantage of the massive underground chambers. overthrew Ardoth’s overbearing military presence.
Another crugar assault on Burdoth was launched in 3437. The crugar first
GEOGRAPHICAL AND POLITICAL REALMS OF JORUNE destroyed cities in the Gauss Valley and then ventured east to Ardoth.
Burdoth Again the city was under siege and fell to its knees. The discovery of Earth-
Tec weapons in an underground cache made possible the defeat of the
There are many human realms on Jorune, but none are as powerful, or as
crugar. With ready supplies of energy weapons, the current Dharsage ruler
central to the affairs of all humans, as Burdoth. The lands of Burdoth were
drove the crugar across the Doben-al and back to Temauntro.
chosen by the Earth colony as the primary site for settlement on the planet.
Much of the agricultural land in Burdoth is dedicated to growing one of the Upon return to Ardoth, the Ardothian leader stepped up his involvement
legacies of the original colony, a bio-engineered wonder plant called “durlig,” in a war in Heridoth. This brought Burdoth into what is now referred to as
designed to meet all the minimum nutritional requirements of humans. the Energy Weapons War, which eventually stalemated in the valleys of
Heridoth. By the war’s end, Ardoth had become Jorune’s most powerful city.
The City Of Ardoth
The capital of Burdoth, Ardoth is the oldest, largest, most powerful, and Heridoth
most universally admired human city on Jorune. Heridoth, a once-great human realm, has now fallen from power and
prestige into a nation of warring city-states and factional powers. While
A Brief History Of Ardoth
weakly allied with Burdoth after a brief period as a province, it takes little
After the Human/Shanthic war, humans lived like scavengers, travelling in
interest in the affairs of its great neighbor. The last two major wars have
bands from camp to camp. Those who remained in one place faced the
raged through Heridoth and left it shattered. Now petty warlords fight over
opening of shanthic warps and the destruction they wrought. They finally
the scraps of what remains. SkyRealms are said to float freely in the central
discovered a place where neither warps nor shanthas were ever seen. This
mountain ranges of this realm.
place became a bastion for human life, a safe haven.
40 41

Anasan Dobre
This southern realm is located just below the East Trinnu Jungle Lands. It is Populated by the bronth, Dobre is Burdoth’s neighbor across the sea. The
populated mainly by woffen and humans. The realm is friendly with Burdoth bear-like bronth live in a relative state of peace in this rugged land of rocky
but is not involved politically with the Ardothian council. Anasan is large but hills and forests. The Bronth harbor great hatred for the ramian, and Dobre
has a low population density. There is no central power here, with rule divided is in a constant state of war with the lands of Voligire and Sillipus..
among a variety of provinces, small city-states, and individual villages.
Drail
East Trinnu Jungle Lands The warm, fetid jungles of Drail are home to the trarch. Few other creatures
Located to the south of Burdoth, these jungles have been home to pockets of venture into the interior of the continent, save the ramian, who frequently
the insidious cleash since 3464. Crystals and limilates can be found in abun- stage slaving raids from their outposts along the eastern coastline.
dance here. These lands are dangerous and are not crossed without dire need.
Doben-al
Ice Fields of Gilthaw West of Burdoth is a vast, empty wasteland called the Doben-al. Very little is
This large, frozen land is home to the cleash. Cleash are feared and known of this, for the harsh conditions make exploration almost impossible.
despised by most of the other cultures on Jorune for their relentless
aggressions against the other races. They are not well-suited to the frozen Temauntro
wastelands in which they live, and scholars have spent centuries searching Separated from the Doben-al by the Doughtrow Mountain Range,
for clues that explain their existence so far north. Temauntro is the home of the crugar. A harsh realm of grasslands and
desert, Temauntro is known to abound with crystal patches. Treasure
Voligire hunters are cautious, however, for the crugar are extremely territorial.
Voligire, the domain of the ramian, is a hot, volcanically-active land seething
with black bogs, swamps, and dead lakes. Although not as despised as the Jasp
cleash, the ramian’s warring passions have brought them in conflict with most This human realm is located far to the north of Temauntro, in lands covered
of the other realms of Jorune. Their last major war, only nineteen years ago, with snow and ice. Raw crystals are plentiful in Jasp. Jaspians do have great
left Burdoth’s Lelligirian Navy in ruins and cost the lives of 3,600 seamen. respect for Ardoth, and they prefer to stay out of the affairs of other races,
maintaining neutrality. They trade heavily with Temauntro’s northern crugar
Ramian scour the globe in search of “shirm-eh,” an herb they require in population, and have even been known to deal with ramian and cleash.
order to heal from injury. They do almost anything to get it. The ramian
search for shirm-eh has ignited many wars over the centuries. Delsha
No explorer in recent history has ever returned from this island alive.
Lundere
This realm is the home of the woffen. They were separated from their Sillipus
brothers in Anasan thousands of years ago when the warp between Anasan This island in the southern seas is populated by thieves, pirates, and vaga-
and Yobreh (a region of northern Lundere) lost stability. bonds, all under the dictatorship of the ramian. Incupods grow everywhere
The lands of Lundere are more mountainous toward the east and are at in the lush, tropical conditions, but ramian patrols make travel difficult.
some points virtually impassable. The southernmost areas are desert-like,
The Glounda Forest
and the ground is cracked and brittle. Before humans came to Jorune,
The Glounda Forest is a large, mainly uninhabited wilderness region that sup-
Lundere was the center of shanthic civilization. Many shanthas still inhabit
ports a variety of Terran and Jorune life forms. The forest’s history is shrouded
the remote eastern regions of the realm. Woffen think it wise not to disturb
in legends of savagery and terror. There are stories of barbarian humans,
the shanthas, and the two races have no history of conflict.
refugees of ancient wars who took to the forest; strange, violent Isho storms
that frequent Glounda; and of the huge, terrible form that has arisen from the
forest’s depths, destroying villages and causing violent, unnatural deaths.
CREDITS STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. (“SSI”) warrants that the diskette(s) on which the enclosed program is recorded will be free from
Skyrealms Of Jorune: Alien Logic defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the
Produced By Ceridus Software diskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue,
Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the diskette(s) prove
Producer: David Kalish defective at any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00
(each disk) plus $4.00 for shipping and handling. California residents, add applicable sales tax.
Engine Design: Andrew Leker
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE
Programming: Andrew Leker, Jon Stone DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR
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Design: Andrew Leker, Jon Stone, PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR
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Artwork: Gene Hirsh WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY
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Cinematic Art: George Barr, Gene Hirsh The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be copied,
photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part,
Original Creature Artwork: Miles Teves
without prior written consent from SSI. The program accompanying this rule book may be copied by the original purchaser only
Cover Art: Miles Teves as necessary for use on the computer for which it was purchased.
Colorization: Steve Fisher, Amy Leker Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and
Rule Book: Kevin Stein, Andrew Leker, Jeff Moser subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
Dialogue: Jeff Moser, Andrew Leker “Skyrealms of Jorune” and “Leave Your World Behind” are trademarks of Skyrealms Publishing. “Alien Logic” is a trademark
of Ceridus Software Inc.
Sound Effects: Jon Stone
1994 Strategic Simulations, Inc. All Rights Reserved.
Cd-Rom Music: Jon Stone
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Floppy Disk Music: Eric Berge Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and correct any
Sound Drivers: Fred Ford errors in programming. Due to the complex nature of our simulations, however, some program errors may go undetected until
Multimedia Introduction: Joe Coleman after publication. In addition to errors in the program, there are occasionally problems with the disk itself. We experience the
industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure
Skyrealms of Jorune the RolePlaying Game created by to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the
Andrew Leker, Miles Teves, Amy Leker Kalish problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
♦ LEAVE YOUR WORLD BEHIND ♦ Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support
Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our
Special thanks to: Amy Leker Kalish, Mark Wallace, Fred Ford, receipt of the defective disk.
Paul Reiche III, and all the families involved. Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer Support
Department. Please enclose a description of what was taking place in the game when the error occurred. Upon correction of the
SSI Credits program error, we will return an updated disk to you.

Producer: Dan Cermak Always make sure to include your name, address, and daytime telephone number with any correspondence.
We will do our best to see that any problems are corrected as soon as possible.
Associate Producer: Bill Dunn
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And Documentation: André Vrignaud QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our
Documentation Manager: Eileen Matsumi
Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday,
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Test Supervisor: Glen Cureton Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a self-addressed, stamped
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Printing: A&a Printers & Lithographers
cyclone.qxd 9/16/96 12:28 PM Page 4

Expert Software License Statement


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treat the software “just like a book,” with the following single exception: Expert Software, Inc. authorizes you
to make archival copies of the software for the sole purpose of backing up your software and protecting your
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By saying “just like a book,” Expert Software, Inc. means, for example, that the software may be used by any
number of people and may be freely moved from one computer to another, so long as there is no possibility
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u Limited W arranty
Limited warranty on product disks. To the original buyer only, Expert Software, Inc. warrants the disk or disks
on which this product is recorded to be free of defects in material and workmanship under normal use for a
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No warranty on product software or User’s Guide. Even though Expert Software, Inc. has tested the software
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Software, Inc. and its distributors and dealer will not be liable for direct, indirect, incidental, or consequential
damages resulting from any defects in the software or User’s Guide, even if they have been advised of the pos-
sibility of such damages.
Some states do not allow limitations on how long an implied warranty lasts or the exclusion or limitation of
incidental or consequential damages, so the above limitations or exclusions might not apply to you.

u Copyright
© 1996 Expert Software, Inc. All Rights Reserved. All Rights Reserved Worldwide. The user’s guide and the
software described in it are copyrighted with all rights reserved. The user’s guide or software may not be
copied in whole or part, without written consent of Expert Software, Inc. You may not sell, rent, lease or trans-
fer copies of the user’s guide or software in any other way without the prior written consent of Expert Software,
Inc.

u Trademarks
Expert Software and the Expert brand logo are trademarks of Expert Software, Inc. Microsoft and Windows
are registered trademarks of Microsoft Corporation. Macintosh is a registered trademark of Apple
Computer Inc. All other trademarks are acknowledged.
cyclone.qxd 9/16/96 12:28 PM Page 5

Product Support
Your purchase of an Expert product includes free product support to help you get the most out of your software.
All Expert products are thoroughly tested and come with a Help File, User’s Guide and/or Online Manual. In most
cases, the answers to many of your questions are in the Help File, User’s Guide and/or Online Manual. If you are
having problems starting or running the program, please feel free to contact us.

24 Hour Automated Support


u Find answers to frequently asked questions on the worldwide web at http://www.expertsoft-
ware.com
u Use our Fax Back System by calling (800) 772-5706 from your touch tone phone."

E-mail Addresses
u You can send e-mail to support@expertsoftware.com or sales@expertsoftware.com

Mailing Address
u 800 Douglas Road, Coral Gables, FL 33134 or P.O. Box 144506, Coral Gables, FL 33114-4506.

Telephone Product Support


( Contact a friendly Expert Product Support Specialist Monday through Friday, 9:00AM to 5:00PM
EST (Eastern Standard Time).
u Telephone (305) 567-9996
u Fax (305) 569-1350.
If you call, you should be at your computer. Be ready to give the Product Support Specialist the 10-digit pro-
gram version number from the front of your program disk or back of the CD jewel case, as well as the following
information:
u If you have a Macintosh®–compatible computer:
u Please have the model, system software version and amount of memory available.
u If you have a Windows®– or MS-DOS®–compatible computer:
u The version of DOS that is installed on your computer. (You can determine the version by typing
VER at the DOS prompt.)
u The version of Windows® installed on your computer.
u The type of hardware you are using:
u The brand of computer you own,
u CPU type (80386, 80486, Pentium®),
u Video type (EGA, VGA, Super VGA),
u Model and type of video card, and
u Model and type of printer.
u The exact wording of any messages that appeared on the screen.
u What happened and what you were doing when the problem occurred.
u We encourage Windows® 3.x (or MS-DOS 6.x) users who need product support to print an
MSD report. Have it available for the Product Support Specialist who answers your call. You will
find the MSD (Microsoft Diagnostics) program in either the Windows or the DOS directory.
Untitled 9/18/96 4:04 PM Page 1

With Special Thanks to our friend


George Tweddle
we count on your humour...

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