R I N G S O F Z I L F I N
extracted from SEWER DOCS archive by Underdogs - Home of the Underdogs
- http://underdogs.cjb.net

The object of this game is to find the two Rings Of Zilfin and destroy the
evil Necromancer Lord Dragos.

TRAVELLING


To go from one location to another you must use the (X)it command. After
the save phase, you are asked to choose from a list of roads. A blinking
cross on the map indicates your position. It's best to mark eack explored
area on a blank map. You may want to return to some areas again.
If there is no road in the direction you have chosen, a message will so
inform you. The maximum number of roads leading away from a location is
four. Once a road is chosen you can't go back. You must reach the next
location before going back.
While in motion, you can't issue any commands until you (S)top. While
walking,you can use the cursor keys to control your speed. The right arrow
increases your speed, from One to Four. This is of course fatiguing. Your
fatigue loss is shown each five miles. The left arrowslows you down.
First use the SPACE BAR to stop if you wish to (G)et plants and mushrooms
(D)rink from a pond, (T)alk to someone, or (R)est at night.
Beware of Spy Birds of Dragos. If you do not kill all of them, They will
will return with more monsters until you defeat them all.
Take enough food for the journey. Wandering monks may provide useful
information and eating plants may give you extra powers. Even drinking
water form the ponds can have its benefits (And risks).

EXPLORING LOCATIONS

At each location, you are typically presented with a set of options.These
appear in a menu, and you press a key to make a choice. Let it known how-
-ever, that all the options are not shown.
Multi-Level mazes will greet you in two places - In the Dark Tower and
Castle Graz. Here you will move in four directions. At time you will
encounter doors. (E)nter them, and hopefully (X)it.

COMBAT

At times the power of darkness will attack. They can attack from the
ground or from the air.You will be attacked with magic,such as destructive
spells, or with physical weapons such as axes, poisionous pins, or muscle.
You however, are favored with both the magic spells and the physical
weapons of a sword, bow and arrows. Armour protects against any physical
blows, but not spells.

AIR COMBAT

The only way to kill the attackers from the air is with your bow and
arrows or casting you 'Eevi' class spells. When firing your arrows, use
the RIGHT and LEFT arrow keys to aim. One hit knocks the enemy from the
sky.

GROUND COMBAT

All weapons and spells can be used in ground combat, depending on your
level and skill. Here you must specify your direction of attack, since
the enemy can come from all sides. You may fight with (S)word, (A)rrow,
or (C)ast an Eevei class spell. After issuing the command you indicate
the direction you wish to attack.
Striking with your sword is a question of Skill level. Once the hit has
landed, two factors determine the damage inflicted: Your strength and the
type of sword. There are ways to increase your strength, but these you
must uncover in your travels.
An (A)rrow scores a hit of 99% of the time. The damage depends on the
type of bow,and your strength.There's some randomness in the effectiveness
of arrows. The ash bows inflicts less damage, and eventually will break.
The Brom bow will serve you indefinitely, and strike harder.

CHARACTER ATTRIBUTES

STRENGTH - Determines the damage you can wreck on the foe. Maximum effec-
-tiveness depends both on your strength and on having a weapon
of an appropriate level. Your Maximum strength is 99.
ENDURANCE- Measures to pain you can tolerate yet survive. Each strike from
a foe reduces this rating, depending on their strength and your
armour. If this falls below zero, you die. You start with 200
points; maximum is 9000.
FATIGUE - The embodiment of your physical condition. Throughout the
adventure you will discover many ways this can be increased. A
long climb, a restless night, or more importantly, the casting
of spells, all affect the fatigue. Combat also reduces the
fatigue rating. This must also be kept above zero if you are to
survive. You start with 50 fatigue points; maximum is 9000.
SWORD KILL-The chance that your blows will land home with effect. There's
some chance your skill wil increase when you slay an enemy with
your sword. This becomes more likely as your skill grows. Your
skill will not grow if you kill with magic or arrows. the skill
level begins at 25 and can build to 66.
MAGICSKILL-Determines the spells you can cast. You start with no skill in
this area and builds to 99.

COMMANDS

A = Arrow Attack -Fires an arrow. Requires a direction of attack in ground

C = Cast a spell -The (P)repare command must be used beforw a spell can be
cast.The status screen shows the spell you have prepared
and is ready to use.
D = Drink -To drink water and other liquids. Requires a direction
during travel.
E = Enter -To go through doors and other entrances. Usually an
option.
F = Flee -To flee from combat. Low chance of success.A last resort
G = Get -To pick up visible objects, plants, mushrooms, etc. Must
be followed by a direction when you are in travel mode.
L = Look -To search for and pick up hidden objects. No direction.
O = Offer -To make an offer to other inhabitants of this land. The
program will respond, 'Offer What?' Reply with single
alphabet that represents the object.
P = Prepare -To prepare a spell. The program will respond with 'Which
Spell?' Type the letter of the spell you wish to use.
R = Rest -Allows you to set up camp and rest at night.
S = Sword Attack -Uses your current sword. After pressing (S) you must
choose a direction or nothing will happen.
T = Talk -For conversation. Requires a direction if you are
travelling.
U = Use -The program will respond 'Use what?' you type a letter
or number.
X = Exit -For leaving a location. Cannot be used during combat.
W = Word -This switches you to word input mode. You can type in
words, one at a time then press [RETURN]. Useful in
single prayers or speaking to another character.
<Esc> = Status -Always works,displaying your status and putting the game
on hold.
Space = -Walk/Stop-Will stop you if you are walking and vice-versa.

OBJECTS AND POSSESSIONS

FOOD: Starvation is not known in Batiniq. Each day that passes, your food
supply is one unit less. When your supplh falls to zero the warning beeps
are sounded,and you must find food before the end of the day if you are to
continue.
GOLD: Basic currency of Batiniq. You begin with 20, and need more.
WEAPONS: Another basic currency of social exchange. Bows are require
arrows. Ash bows can break; Brom bows cannot. Five types of sword can be
had. Each beginning adventurer gets a short sword,you need a better sword.

ARMOUR: Reduces the blow of your enemies:Light Armour,5; Medium Armour,15;
Heavy Armour,30.

MUSHROOMS: Eating the mushrooms of Bantiq can be rewarding. The 'Use'
command enables him to eat, and you indicate your choice by
entering these numbers:
1. YURPIN MUSHROOM - Increases your endurance.
2. TERGIN MUSHROOM - Strengthens your fatigue factor.
3. PARZIN MUSHROOM - Gives you the greatest sword skill for one blow.
4. FUHYIN MUSHROOM - Nourishment equal to one food unit.

PLANTS: Some plants are healthful.
2. PURLET-Chewing these leaves will temporarily grant you immense strength
good for one sword attack. Don't miss. One hit will reduce your
enemy's endurance by 200
3. MIFT -Rubbing these leaves on your body leaves you immune to any
physical attack for one blow. Unless aginst magic.
4. IOLA -An antidote for poison.
5. JINN -Like MIFT but stronger. You are invincible for five blows, but
your fatigue is drained by 50 points.

OBJECTS: These can be traded, eaten, planted, offered, ignored, etc. To
refer to them, use the letter associated with each.

A. Elvish Boots
S. Seed
I. Tobacco
B. Torch
T. Amulet
K. Flute
C. Match
U. Pearl
L. Gem
D. Cloak
M. Riddle Book
V. Chewba
E. Nukh
N. Staff
W. Spice
F. Prihny Powder
O. Harp
X. Elixir
G. Key
P. Toy
Y. Tea
H. Horn
Q. Ring
Z. Cookie
I. Rope
R. Silk

MAGIC

Without magic, this enchanted realm can be barren. Fortunately, you have
the talent. With effort you can progress from level 1 (Apprentice), to
level 2 (Master),to level 3 (Grand Master) wizard. You will be able to use
more and more powerful spells. Cast spells with caution - They wear down
your fatigue, and when your fatigue falls below zero you expire.

INHABITANTS OF BATINIQ

The General Cast Of Characters:

YOUR CHARACTER - A youth from the village of Sham in Deloria.
LORD DRAGOS - Evil necromancer who holds Batiniq in his grasp.
ROLAN - King of Deloria.
HULKI - Nobleman of Deloria.
RUFUS - King of Begonia.
HAMDI - King of Sumaria.
DZOMON - Vicious Demon, strong right arm of Lord Dragos.
EKLUN - Wizard of light.
ZIHTEN - Another wizard of light.
LUTFEN - Third wizard of light.
ZARA - Eternal sorceress of Zaradim.
SAM - Halfling.
ELA - Elf.
ELOMIN - King of the elves.
HAYRUSH - Witch
BOGUM - Dragon of the legends.
DARMAG - Ancient guard of the enterance to Castle Graz.
ANKHA - Giant bird.

INHABITANTS - PEOPLE OF LIGHT

HUMANS - Youngest and now dominant race in Batiniq. More numerous than
all other races.
HALFLINGS - A little people great appetites.Known for their furry feet and
peaceful outlook on life. Halflings eat four meals a day,enjoy
all kind of stories, love riddles,and insist on smoking a good
bowful of Delorian tobacco at the close of each meal.Not known
for combat or magic.Excellent traders and conversationalist.
DWARVES - An ancient race of short stocky people. They mostly dwell in
mazes beneath mountains. Excellent trackers and hunters,
skilled at working at metals and stone, they see better in the
dark.
ELVES - An enchanted and mischevious race. They love to play tricks,
are fond of music and dance. Known for singing in the forest.
They do not mix with the other beings, and live in the more
remote forest such as Tiveron and Shakamoz. The forces of Lord
Dragos have even driven them further into the forests. In Fact
the usual traces of Elves have nearly disappeared altogether
ZILFINS - A great race from the past, it is reported that the Zilfins
became extinct after the Battle of Bihun, many years ago. It
was they who freed Batiniq, pushing the dark forces to the
Realm of Gurtex. Civilization reached its apex under their
leadership. The exact reason for their disappearance is not
known, but it is believed that their magic is superior to that
of Lord Dragos.

INHABITANATS - MINIONS OF DARKNESS

DRAGON BIRDS - Spy birds. These birds sleep in the day and roam the skies
at night. They possess no destructive capabilities.
BARVILS - Being mutated from bats by Lord Dragos. They attack with
Jazzip spells.
DENZILS - Covered with slimey tentacles, able to cast devilish spells
ILLETS - Eyeless, netheless they find their prey and cast Jazzip.
GUZUS - Relasted to Barvils but lack magical powers. Fast, deadly
their shape changes as they attack and hurtle toward the
victim, ready to strike with their poisonous pins.
Eliminating them takes patience, because they have the power
to resurrect themselves.
BASURS - Flying skulls that can dive at great speed to bite their
prey. They also have the power to resurrect themselves.
DRA-HINNS - Most deadly of fliers. Their spirits leave their bodies only
after many deaths.
GOBLINS - The backbone of the dark forces of Lord Dragos. Unskilled
in magic, they carry large axes.
WORSHIPPERS - Humans who have fallen under the sway of Lord Dragos.Mostlt
thieves, bandits and outlaws.
SHAPE SHIFTERS-A race which long ago elected to serve the forces of evil.
Their physical form can be changed to any shape whatsoever.
Their true shape resembles a human form.
TROLLS - A race of few brains and much brawn. Huge powerful creatures
which kill to eat.
GIANT SPIDERS- Formerly they were large beautiful butterflies that lived
in the forests of Batiniq. Lord Dragos was so repelled by
their beauty which transformed them into giant ugly spiders
and can only return to their original shape by sucking
human blood.
GORGONS - Having evolved from the same biological branch as Dragons,
gorgons are large beasts with powerful jaws. Their metallic
skin is almost impossible to pierce. Their basic food is
rocks and stones. They also enjoy humans....
K-PLANTS - The favorite plant of Lord Dragos. This semi-intelligent
beings can wait days for their prey. They shoot poisonous
pins and watch the person die. They kill for pleasure.
BARG - A creature with tentacles. On the tip of them is charged
with high voltage electricity.
MINA - Also known as the Man Eating Spider. They feed on the blood
of humans.
IBLIS - Demons of darkness. Can cast deadly spells.
ZUMAGIN - The death ray demon.Their eye shines with a light and burns
everything it touches.
ZAMIR - A lesser demon.
SLIME - Marsh dwellers.They squeeze the life out of the unwary with
their octopus like arms. Their slipper skin makes them hard
to catch and kill.
SAND-GUS - Live in deserts. Small, fast, and large claws.
ZORLIMS - Also known as goblin monks. They burn city and even castles.
DEMONDI - Demons who carry the poison fork said to be washed in the
dark streams of Gurtex.
BAZYLRUN - Demons with poison breath.
HRRULS - Singers of the dark song, indestructible by usual means. Only
a special spell, with the aid of the staff of Grumm, can
affect them. The Zilfins resorted to locking them up in a
Dark Tower. There they remained till Lord Dragos freed them.
Now Dzomon is their peer,and they roam the Castle of Graz
and the Dark Tower as guards.
FERMIGONS - Perhaps the most vicious of the Dark Forces. So fierce that
even Lord Dragos fears them. They are locked in the Dark
Tower and Castle Graz.

GEOGRAPHY OF BATINIQ

Batiniq consits of three kingdoms, separated by mountain ranges. To the
south is Deloria, to the west Sumaria, and east is Begonia. The barren
northern reaches are known as Dragonai and are inhabited onlt by the giant
Ankha birds. The mountains are close to impassable, except through passes
that were well known to traders in the Zilfin times, but now known to
almost no one.

DELORIA - The kingdom most free of Dragos. The current ruler is King Rolan
who lives in the Castle Durheim in East Deloria, on the Aximon plain.
TOWNS OF DELORIA: Telbiz, Ziad, Tumriz, Shaktir, Axitraz.
VILLAGES: Sham, Perimon, Finduk, Tol-Bin, Belmonti.
FORESTS : Feldor, Ergon, Harlosh.
PLAINS : Aximon, Deloria.
DESERTS : Sysvol, Hele
MARSHES : Irmak.

BEGONIA - Land of King Rufus, a knowledgeable and just ruler. A place that
suffers much from Dragos. Rufus lives in Castle Razag on the Burgol Plain.
TOWNS OF BEGONIA: Cullarat, Tar-Im, Llorrim, Nedharm, Derymin.
VILLAGES: Shentill, Maerdom, Faerlot, Karadum.
FORESTS : Tiveron, Demion, Pylin.
PLAINS : Burgol.
DESERTS : Eredrim.
MARSHES : Denize, Byludd.

SUMARIA - Here King Hamdi lives in Castle Rimline deep in the forest of
Shakamoz. Stronghold of Dragos.
TOWNS OF SUMARIA: Zax, Treil-Om, Shakamin, Lork.
VILLAGES: Safines, Waylong, Varanlim, Elmo.
FORESTS : Shakamoz, Feylong, Shimerr.
PLAINS : Metsny, Sara.
DESERTS : Darizmag, Ahbap, Sharkynn.
MARSHES : Fetren, Zaxit.

GENERAL GEOGRAPHY

The large and small forests of Batiniq are now very unsafe due to Dragos.
Most humans live on plains in towns and villages. Deserts are hostile,
full of danger and some rewards. Most difficult of all for travel are the
marshes, where death is as likely an outcome as life.

HISTORY

THE RINGS OF ZILFIN

It was long ago, some say before the Toros Mountains had thrust up from
mother earth. In that day, great wars raged between the forces of light
and the forces of evil. The Zilfin wizards wrought two rings, which were
worn by the first speaker at the Battle of Bihun. Each ring alone was
ordinary. But the two rings together, on the hand of one being, were to
give supernatural force. After the forces of evil were beaten back at
Bihun, the First Speakers of Zilfin wore the rings as badge of their rank.
This natural order, with its peace and prosperity, lasted even after the
Zilfin mysteriously vanished.
Then came Lord Dragos. His scroll declared the perversity of his purpose
and the strrngth of his hand was soon felt. His demons he placed under the
command of Dzomon, himself a tower of demonic darkness. Suffering spread
through Bantiniq. There was now no trace of the Zilfins, as though the
foul incantations of Dragos had swept then from the land. Night-flying
Dragon Birds, Illets, Guzus, Dra-Hinns and others plagued once peaceful
forests. Those caught in the open had no chance. Even the industrious and
merry elves fled to more remote forests for safety. Travel and trade
virtually ceased. If the next village could not be reach by daylight, it
could not be reached alive. Even during the day,goblins raided and robbed
However, even Dragos was not able to subdue the monks of Batiniq. An
ancient spell perserved them. So some news was carried from kingdom to
kingdom by the monks. They were the only segment of society not totally
isolated.
Administration of the provinces came under the Zorlims who extorted gold
from the helpless populace. Any town that was too slow to cooperate was
left in a smoldering pile.
Beseiged within their castles, the former kings of the three realms were
defenseless, hardly able to keep themselves, much less help the peaseantry
The beatings wore on, until it seemed the people were almost senseless.
Few lights shone in this dark age, like flickering torches on a windswept
moor. The forces of evil neared their final victory.

THE CASTLE GRAZ

Two prizes still eluded Lord Dragos, however:The Rings of Zilfin, and the
Treasure of Fulgarsh. Aside from these, the paltry resistance of the monks
and the rumors of the zilfins, naught marred the ascendency of Dragos.
As to the rings,when Dragos first arrived at Castle Graz, hiding place of
the rings, he had not even been able to gain entrance.First,the castle was
placed high atop Moun Grazdreng. There secluded from the world, connected
with no road or trail, it could only be reached by flying on the back of
the giant Ankha birds. How the Zilfins had traveled there was not known.
Flying on the Ankha was not only dangerous but difficult to arrange. The
elves only knew how to summon these birds.

THE FATE OF DARMAG

After the first speaker, the next best known inhabitant of the place had
been Darmag, the guard. Darmag resembled a large pupmkin,his root dug deep
into the soil, and he was more like a vegatable then a human or a Zilfin.
His skin was like a bark of a tree, hard and durable. Though he appeared
to be a plant, he possesed intelligence and magic. He could also surround
himself with a wall of energy that no one could penetrate.
When Lord Dragos and his followers appeared, Darmag refused to give way.
Despites all the efforts of Dragos, Darmag held firm. Then the cunning
Dragos ordered chewba, the narcotic to be brought. The chewba leaves were
squeezed and their juice poured into the grounds near Darmag.Since he took
his nourishment from the earth, his roots absorbed the drug. His defenses
failed and he fell into a deep sleep. So Dragos penetrated the Castle.
Thereafter chewba juice was regularly poured into the soil,and Darmag was
reduced into a drug slave. He would follow any order of Dragos, begging
for more chewba juice.

SEARCH FOR THE RINGS

Once inside, Dragos searched for the Rings He opened a door which was not
opened for centuries, inside he found a little black chest on a low stone
altar. Inside was ONE ring, ONLY ONE.

THE SECOND PRIZE

The second prizr that had eluded Dragos was the Treasuse of Fulgarsh. Of
all the kings of this land, Fulgarsh was the most cruel.
As his time grew near, Fulgarsh feared that his gold would surely pass
into the hands of another. As he grew deathly ill, a giant dragon flew
down from the sky. Bogum, Dragon of legend. Through a window he spoke to
the dying king. Then astounding all,Fulgarsh arose and led the beast into
his treasure room.
Moments later the great chest was chained to the Dragons back and he flew
away. Where did the treasure go? Dragos never found it.

A FINAL MAIGICAL WORD

Of all the witches, only one, Zara claims to have found a eternal source
of life. Zara, the eternal sorceress, lives in a temple in Begonia. She
does nothing without the expectation of payment.


MUSHROOM AND HERBS

1. Yurpin Mushroom: Increases your endurance
3. Tergin Mushroom: Increases your fatigue factor
5. Parzin Mushroom: Gives you maximum sword kill for one blow
7. Fuhyin Mushroom: Provides one unit of nourishment
2. Purlet Flower : Gives strength of 200 for one blow
4. Mift Flower : Provides immunity from the blow of the enemy
6. Iola Flower : Cure for poison. Restores your endurance and Fatigue
8. Jinn Flower : Protection from the next five blows